public int CreateWeapon(int playerCharacterID, int weaponID, int quantity) { int result = 0; try { result = CharacterInventoryAccessor.AddCharacterWeapon(playerCharacterID, weaponID, quantity); } catch (Exception ex) { throw new ApplicationException("There was a problem connecting to the server.", ex); } return(result); }
public int DeleteEquipment(int playerCharacterID, int equipmentID) { int result = 0; try { result = CharacterInventoryAccessor.DeleteCharacterEquipment(playerCharacterID, equipmentID); } catch (Exception ex) { throw new ApplicationException("There was a problem connecting to the server.", ex); } return(result); }
public List <CharacterEquipment> RetrieveCharacterEquipmentList(int playerCharacterID) { List <CharacterEquipment> characterEquipmentList = null; try { characterEquipmentList = CharacterInventoryAccessor.RetrieveEquipmentByCharacterID(playerCharacterID); } catch (Exception) { throw; } return(characterEquipmentList); }
public int UpdateItem(int playerCharacterID, int itemID, int oldQuantity, int newQuantity) { int result = 0; try { result = CharacterInventoryAccessor.UpdateCharacterItem(playerCharacterID, itemID, oldQuantity, newQuantity); } catch (Exception ex) { throw new ApplicationException("There was a problem connecting to the server.", ex); } return(result); }
public List <CharacterItem> RetrieveCharacterItemsList(int playerCharacterID) { List <CharacterItem> characterItemList = null; try { characterItemList = CharacterInventoryAccessor.RetrieveItemsByCharacterID(playerCharacterID); } catch (Exception) { throw; } return(characterItemList); }
public int CreateDefaultInventory(int playerCharacterID) { int result = 0; try { result = CharacterInventoryAccessor.AddDefaultEquipment(playerCharacterID); result = CharacterInventoryAccessor.AddDefaultWeapon(playerCharacterID); result = CharacterInventoryAccessor.AddDefaultItems(playerCharacterID); } catch (Exception ex) { throw new ApplicationException("There was a problem connecting to the server.", ex); } return(result); }