X-Git-Url: https://jfr.im/git/irc/gameservirc.git/blobdiff_plain/3662210ff8fbf469ecfc45ce9e1734ddb781e6fd..1781f48acb7a88a79ef85708ad4afe88ce35b7b1:/gameserv/player.h diff --git a/gameserv/player.h b/gameserv/player.h index c4d9bf7..5a8d586 100644 --- a/gameserv/player.h +++ b/gameserv/player.h @@ -1,21 +1,28 @@ #ifndef PLAYER_H #define PLAYER_H -#include -#include -#include "aClient.h" -#include "pouch.h" +#include + +using namespace std; typedef struct monster_ Monster; class aClient; // forward declaration +class item; // forward declaration +class weapon; // forward declaration +class armor; // forward declaration +class potion; // forward declaration +class pouch; // forward declaration + class Player { public: - Player(aClient *user = NULL); + Player(); Player(char *); + Player(string); ~Player(); void setData(Player *); + void setPassword(const char *p); void reset(); long int getFlags() { return flags; }; // Returns the Client's current flags @@ -25,7 +32,13 @@ public: long int remFlag(long int); // Removes a flag from the client's current flags - char *name; // Player's Name + item *getWeapon() { return w; }; + item *getArmor() { return a; }; + + void setWeapon (item &); // Set a player's weapon to some item + void setArmor (item &); // Set a player's weapon to some item + + string name; // Player's Name int level; // Player's level (1-12) long int exp; // Player's experience long int gold; // Gold on hand @@ -34,36 +47,38 @@ public: int maxhp; // Maximum Hit Points int strength; // Player's Strength 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 - Pouch inventory; // This contains their potions, etc. + string password; // Player's encrypted password + pouch *inventory; // This contains everything you're holding + 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 private: long int flags; // Player's current flags + item *w; // Player's weapon + item *a; // Player's armor }; 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[] - 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 + string name; // The monster's name + string weapon; // A name for their weapon. Doesn't have to be in weapons[] + 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 + int defense; // Only used seldomly + string death; // What is said when they die }; #endif