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Player.hpp
executable file
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Player.hpp
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#ifndef PLAYER_HPP_
#define PLAYER_HPP_
#include "MyLibrary.hpp"
class Inventario;
class Node;
class Task;
class Enemy;
class Database;
class Weapon;
class Armor;
class Map;
class Boss;
class SpecialAbility;
class Visore;
const int ADRENALINE_TOKEN=40;
const int EXPERIENCE_TOKEN=40;
class Player {
protected:
enum player_type{Aalina,Borislav,Nikolai,Sergey};
struct consumabili{bool more; int val; const char* name; const char* info; int max;};
char name[25];
player_type player_t;
int life;
int strength;
int endurance;
int dexterity;
int intelligence;
int luck;
int MAX_LIFE;
int level;
int experience;
int MAX_EXPERIENCE;
int skill_points;
int energy;
int MAX_ENERGY;
consumabili cons[3];
Weapon* weapon;
Armor* armor;
bool infected;
bool crippled;
int currentx;
int currenty;
int damage_min;
int damage_max;
int equipment_weight;
int MAX_EQUIPMENT_WEIGHT;
int perc_carico;
int agility_lost_point;
SpecialAbility* ability;
Task* task;
Database* database;
Visore* visore;
Inventario* i;
void set_max_equipment_weight();
public:
Player();
int get_currentx();
int get_currenty();
void change_currentx(int);
void change_currenty(int);
void set_which_character(char,int);
int get_life();
int get_max_life();
void set_life();
void change_life(int);
int get_level();
void next_level(int);
int get_intelligence();
int get_strength();
int get_endurance();
int get_dexterity();
void dec_dexterity();
int get_luck();
int get_experience();
int get_max_experience();
void inc_experience(int);
void change_energy(int);
bool enough_energy(int);
int get_energy();
int get_max_energy();
void change_damage();
int get_damage_min();
int get_damage_max();
SpecialAbility* get_ability();
Database* get_database();
Visore* get_visore();
Inventario* get_inventario();
Task* get_task();
void change_crippled(bool);
bool is_crippled();
void character_creation(int,bool);
void change_name(const char*);
char get_init_name();
char* get_name();
bool is_in_weapon();
bool is_in_armor();
Weapon* which_weapon();
Armor* which_armor();
void set_overload();
void change_armor(Armor*);
void change_weapon(Weapon*);
void poison_check(bool);
bool dead();
bool is_in_p(int,int);
void statistiche();
void consuma(bool);
void unequip(Node*);
bool is_infected();
void change_infected(bool);
};
#endif