void setData(Player *);
void reset();
+ 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
+
+
char *name; // Player's Name
int level; // Player's level (1-12)
long int exp; // Player's experience
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 deprecated
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
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_ {