#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;
+typedef struct monster_ Monster;
class aClient; // forward declaration
class Player {
public:
- Player(aClient *user = NULL);
+ Player();
+ Player(aClient *);
Player(char *);
~Player();
void setData(Player *);
+ void reset();
- const Player &operator=(const Player &);
- char *name; // Player's Name
+ long int getFlags() { return flags; }; // Returns the Client's current flags
+ // Functions also return the flags after modifying them
+ long int setFlags(long int); // Sets the clients flags to a new value
+ long int addFlag(long int); // Adds a flag to the client's flags
+ long int remFlag(long int); // Removes a flag from the client's current flags
+
+
+ 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 started; // True/False: has this player started? - Possibly obsolete
- 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
- aClient *user; // Pointer to the aClient this player is from
+ 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 *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
+
+private:
+ long int flags; // Player's current flags
};
struct monster_ {
- char *name; // The monster's name
- char *weapon; // A name for their weapon. Doesn't have to be in weapons[]
+ monster_();
+ monster_(monster_ *);
+ monster_(monster_ &);
+ ~monster_();
+ 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