#ifndef PLAYER_H
#define PLAYER_H
-#include <string.h>
-#include <iostream.h>
#include "aClient.h"
#include "pouch.h"
+#include "myString.h"
typedef struct monster_ Monster;
class Player {
public:
- Player(aClient *user = NULL);
+ Player();
+ Player(aClient *);
Player(char *);
~Player();
void setData(Player *);
long int remFlag(long int); // Removes a flag from the client's current flags
- char *name; // Player's Name
+ myString name; // Player's Name
int level; // Player's level (1-12)
long int exp; // Player's experience
long int gold; // Gold on hand
int defense; // Player's defensive strength
int armor; // Number for the player's armor
int weapon; // Number for the player's weapon
- bool alive; // True/False: is the player alive?
- bool yourturn; // True/False: is it your turn in battle?
int forest_fights; // Amount of forest fights left today
int player_fights; // Amount of player<->player fights for today
- char *password; // Player's encrypted password
+ myString password; // Player's encrypted password
Pouch inventory; // This contains their potions, etc.
+ long int lastcommand; // timestamp for the last command typed
+ long int lastlogin; // timestamp for the last login
- aClient *user; // Pointer to the aClient this player is from
+ aClient *client; // Pointer to the aClient this player is from
Monster *fight; // Pointer to the monster the player is currently fighting
Monster *master; // Pointer to the master the player is currently fighting
aClient *battle; // Pointer to the player this player is currently fighting
struct monster_ {
monster_();
monster_(monster_ *);
+ monster_(monster_ &);
~monster_();
- char *name; // The monster's name
- char *weapon; // A name for their weapon. Doesn't have to be in weapons[]
+ myString name; // The monster's name
+ myString weapon; // A name for their weapon
int strength; // Their strength
int gold; // The gold you get when you kill them
int exp; // The experience you get when you kill them
int hp; // Their remaining hitpoints
int maxhp; // Their max hitpoints
- char *death; // What is said when they die
+ myString death; // What is said when they are killed
};
#endif