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1 | #ifndef PLAYER_H | |
2 | #define PLAYER_H | |
3 | ||
4 | #include <string> | |
5 | #include "aClient.h" | |
6 | #include "pouch.h" | |
7 | ||
8 | using namespace std; | |
9 | ||
10 | typedef struct monster_ Monster; | |
11 | ||
12 | class aClient; // forward declaration | |
13 | ||
14 | class Player { | |
15 | public: | |
16 | Player(); | |
17 | Player(aClient *); | |
18 | Player(char *); | |
19 | Player(string); | |
20 | ~Player(); | |
21 | void setData(Player *); | |
22 | void setPassword(const char *p); | |
23 | void reset(); | |
24 | ||
25 | long int getFlags() { return flags; }; // Returns the Client's current flags | |
26 | // Functions also return the flags after modifying them | |
27 | long int setFlags(long int); // Sets the clients flags to a new value | |
28 | long int addFlag(long int); // Adds a flag to the client's flags | |
29 | long int remFlag(long int); // Removes a flag from the client's current flags | |
30 | ||
31 | ||
32 | string name; // Player's Name | |
33 | int level; // Player's level (1-12) | |
34 | long int exp; // Player's experience | |
35 | long int gold; // Gold on hand | |
36 | long int bank; // Gold in the bank | |
37 | int hp; // Current Hit Points (health) | |
38 | int maxhp; // Maximum Hit Points | |
39 | int strength; // Player's Strength | |
40 | int defense; // Player's defensive strength | |
41 | int armor; // Number for the player's armor | |
42 | int weapon; // Number for the player's weapon | |
43 | int forest_fights; // Amount of forest fights left today | |
44 | int player_fights; // Amount of player<->player fights for today | |
45 | string password; // Player's encrypted password | |
46 | Pouch inventory; // This contains their potions, etc. | |
47 | long int lastcommand; // timestamp for the last command typed | |
48 | long int lastlogin; // timestamp for the last login | |
49 | ||
50 | aClient *client; // Pointer to the aClient this player is from | |
51 | Monster *fight; // Pointer to the monster the player is currently fighting | |
52 | Monster *master; // Pointer to the master the player is currently fighting | |
53 | aClient *battle; // Pointer to the player this player is currently fighting | |
54 | ||
55 | private: | |
56 | long int flags; // Player's current flags | |
57 | }; | |
58 | ||
59 | struct monster_ { | |
60 | monster_(); | |
61 | monster_(monster_ *); | |
62 | monster_(monster_ &); | |
63 | ~monster_(); | |
64 | string name; // The monster's name | |
65 | string weapon; // A name for their weapon. Doesn't have to be in weapons[] | |
66 | int strength; // Their strength | |
67 | int gold; // The gold you get when you kill them | |
68 | int exp; // The experience you get when you kill them | |
69 | int hp; // Their remaining hitpoints | |
70 | int maxhp; // Their max hitpoints | |
71 | string death; // What is said when they die | |
72 | }; | |
73 | ||
74 | #endif |