bool item::operator<(const item &right) const
{
- return myname < right.myname;
+ return id < right.id;
}
bool item::operator>(const item &right) const
{
- return myname > right.myname;
+ return id > right.id;
}
bool item::operator==(const item &right) const
{
- return myname == right.myname;
+ return id == right.id;
}
bool item::operator!=(const item &right) const
{
- return myname != right.myname;
+ return id != right.id;
}
item &item::operator=(const item &right)
try
{
char *temp;
+ temp = strtok(datastr, "~"); // Type
mytype = WEAPON;
// Grab the item's id
temp = strtok(NULL, "~");
mymodifiers[x] = stringtoint(temp);
}
-
- // If we got here, we were successful
+ // If we got here, we're successful
return true;
}
catch (char *str)
return false;
else
{
- p->strength += mymodifiers[0];
- p->defense += mymodifiers[1];
- p->maxhp += mymodifiers[2];
+ if (p->getWeapon())
+ {
+ p->getWeapon()->undo(p);
+ }
+ p->addStrength(mymodifiers[0]);
+ p->addDefense(mymodifiers[1]);
+ p->addMaxHP(mymodifiers[2]);
+ p->setWeapon(*this);
}
- if (myuses > 0)
- {
- myuses--;
- }
return true;
}
void weapon::undo(Player *p)
{
- p->strength -= mymodifiers[0];
- p->defense -= mymodifiers[1];
- p->maxhp -= mymodifiers[2];
+ p->subtractStrength(mymodifiers[0]);
+ p->subtractDefense(mymodifiers[1]);
+ p->subtractMaxHP(mymodifiers[2]);
}
armor::~armor()
void armor::undo(Player *p)
{
- p->strength -= mymodifiers[0];
- p->defense -= mymodifiers[1];
- p->maxhp -= mymodifiers[2];
+ p->subtractStrength(mymodifiers[0]);
+ p->subtractDefense(mymodifiers[1]);
+ p->subtractMaxHP(mymodifiers[2]);
}
bool armor::setData(char *datastr)
{
- char *temp;
-
- mytype = ARMOR;
-
try
{
+ char *temp;
+ strtok(datastr, "~"); // Type
+
+ mytype = ARMOR;
// Grab the item's id
- temp = strtok("~", NULL);
+ temp = strtok(NULL, "~");
id = stringtoint(temp);
-
+
// Grab the item's name
- temp = strtok("~", NULL);
+ temp = strtok(NULL, "~");
myname = temp;
// Grab the item's price
- temp = strtok("~", NULL);
+ temp = strtok(NULL, "~");
myprice = stringtoint(temp);
// Grab the item's uses
- temp = strtok("~", NULL);
+ temp = strtok(NULL, "~");
myuses = stringtoint(temp);
// Grab the item's modifiers
- for (int x = 0; x < 5; x++)
+ for (int x = 0; x < 4; x++)
{
- temp = strtok("~", NULL);
+ temp = strtok(NULL, "~");
mymodifiers[x] = stringtoint(temp);
}
+ // If we got here, we were successful
+ return true;
}
catch(char *str)
{
return false;
}
- // If we got here, we were successful
- return true;
}
bool armor::use(Player *p)
return false;
else
{
- p->strength += mymodifiers[0];
- p->defense += mymodifiers[1];
- p->maxhp += mymodifiers[2];
+ if (p->getArmor())
+ {
+ p->getArmor()->undo(p);
+ }
+ p->addStrength(mymodifiers[0]);
+ p->addDefense(mymodifiers[1]);
+ p->addMaxHP(mymodifiers[2]);
+ p->setArmor(*this);
}
- if (myuses > 0)
- {
- myuses--;
- }
return true;
}
bool potion::use(Player *p)
{
// potion(char *name, int p=0, int uses = 1, int strength=0, int defense=0, int maxhp=0, int hp=0, int forest_fights=0, int player_fights=0, int gold=0, int bank=0)
-
+
if (myuses == 0)
return false;
else
{
- p->strength += mymodifiers[0];
- p->defense += mymodifiers[1];
- p->maxhp += mymodifiers[2];
- p->hp += mymodifiers[3];
- p->forest_fights += mymodifiers[4];
- p->player_fights += mymodifiers[5];
- p->gold += mymodifiers[6];
- p->bank += mymodifiers[7];
- }
-
- if (myuses > 0)
- {
- myuses--;
+
+ p->addStrength(myranges[0].random());
+ p->addDefense(myranges[1].random());
+ p->addMaxHP(myranges[2].random());
+ p->addHP(myranges[3].random());
+ p->addForestFights(myranges[4].random());
+ p->addPlayerFights(myranges[5].random());
+ p->addGold(myranges[6].random());
+ p->addBank(myranges[7].random());
}
return true;
}
try
{
char *temp;
-
- mytype = ARMOR;
+
+ temp = strtok(datastr, "~"); // Type
+
+ mytype = POTION;
// Grab the item's id
- temp = strtok("~", NULL);
+ temp = strtok(NULL, "~");
id = stringtoint(temp);
// Grab the item's name
- temp = strtok("~", NULL);
+ temp = strtok(NULL, "~");
myname = temp;
// Grab the item's price
- temp = strtok("~", NULL);
+ temp = strtok(NULL, "~");
myprice = stringtoint(temp);
// Grab the item's uses
- temp = strtok("~", NULL);
+ temp = strtok(NULL, "~");
myuses = stringtoint(temp);
// Grab the item's modifiers
- for (int x = 0; x < 5; x++)
+ for (int x = 0; x < 8; x++)
{
- temp = strtok("~", NULL);
- mymodifiers[x] = stringtoint(temp);
+ temp = strtok(NULL, "~");
+ myranges[x].low = stringtoint(temp);
+ temp = strtok(NULL, "~");
+ myranges[x].high = stringtoint(temp);
}
}
catch(char *str)
myitem = NULL;
}
-itemContainer::itemContainer(item *i)
-{
+itemContainer::itemContainer(item *i){
myuses = i->uses();
myitem = i;
}
myitem = NULL;
}
+void itemContainer::use(Player *p)
+{
+ myitem->use(p);
+ --myuses;
+}
+
itemContainer &itemContainer::operator--()
{
--myuses;
bool itemContainer::operator!=(const itemContainer &right) const
{
- return (*myitem == *right.myitem);
+ return (*myitem != *right.myitem);
+}
+
+void itemContainer::setUses(int uses)
+{
+ myuses = uses;
+}
+
+tavernItem::tavernItem()
+{
+ myItem = NULL;
+ myLevel = 1;
+}
+
+tavernItem::tavernItem(item *i, int l)
+{
+ setItem(i);
+ setLevel(l);
+}
+
+void tavernItem::setItem(item *i)
+{
+ myItem = i;
+}
+
+void tavernItem::setLevel(int l)
+{
+ myLevel = l;
+}
+
+bool tavernItem::visible(Player *p)
+{
+ return (p != NULL && p->getLevel() >= myLevel);
}