LocalPlayer::LocalPlayer(const Uint32 &id, const Uint16 &job, Map *map): Player(id, job, map), mCharId(0), mJobXp(0), mLevel(0), mJobLevel(0), mXpForNextLevel(0), mJobXpForNextLevel(0), mHp(0), mMaxHp(0), mMp(0), mMaxMp(0), mGp(0), mAttackRange(0), mTotalWeight(0), mMaxWeight(0), ATK(0), MATK(0), DEF(0), MDEF(0), HIT(0), FLEE(0), ATK_BONUS(0), MATK_BONUS(0), DEF_BONUS(0), MDEF_BONUS(0), FLEE_BONUS(0), mStatPoint(0), mSkillPoint(0), mStatsPointsToAttribute(0), mEquipment(new Equipment()), mXp(0), mTarget(NULL), mPickUpTarget(NULL), mTrading(false), mGoingToTarget(false), mKeepAttacking(false), mTargetTime(-1), mLastAction(-1), mWalkingDir(0), mDestX(0), mDestY(0), mInventory(new Inventory(INVENTORY_SIZE)), mStorage(new Inventory(STORAGE_SIZE)) { mUpdateName = true; initTargetCursor(); }
LocalPlayer::LocalPlayer(int id, int job, Map *map): Player(id, job, map), #ifdef EATHENA_SUPPORT mAttackRange(0), #endif mEquipment(new Equipment), mInStorage(false), #ifdef EATHENA_SUPPORT mTargetTime(-1), #endif mLastTarget(-1), mCharacterPoints(0), mCorrectionPoints(0), mLevel(1), mExp(0), mExpNeeded(0), mMp(0), mMaxMp(0), mMoney(0), mTotalWeight(1), mMaxWeight(1), mHp(1), mMaxHp(1), mSkillPoints(0), mTarget(NULL), mPickUpTarget(NULL), mTrading(false), mGoingToTarget(false), mKeepAttacking(false), mLastAction(-1), mWalkingDir(0), mDestX(0), mDestY(0), mInventory(new Inventory(INVENTORY_SIZE)), #ifdef TMWSERV_SUPPORT mLocalWalkTime(-1), #endif mStorage(new Inventory(STORAGE_SIZE)), mMessageTime(0) { // Variable to keep the local player from doing certain actions before a map // is initialized. e.g. drawing a player's name using the TextManager, since // it appears to be dependant upon map coordinates for updating drawing. mMapInitialized = false; mUpdateName = true; mTextColor = &guiPalette->getColor(Palette::PLAYER); mNameColor = &guiPalette->getColor(Palette::SELF); initTargetCursor(); config.addListener("showownname", this); setShowName(config.getValue("showownname", 1)); }