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Player.h
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259 lines (229 loc) · 3.45 KB
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#include <string.h>
#include <stdlib.h>
#include <iostream.h>
#pragma once
#define MAXINV 10
// Contains Weapon, Player, and Inventory classes
class weapon
{
private:
int damagebonus;
int weaponid;
int percent;
char name[25];
public:
weapon(int damagebonus_, int weaponid_, int percent_, char *name_)
{
damagebonus = damagebonus_;
weaponid = weaponid_;
percent = percent_;
strcpy(name, name_);
}
int getweaponid()
{
return weaponid;
}
int getdamagebonus()
{
return damagebonus;
}
void setdamagebonus(int newbonus)
{
damagebonus = newbonus;
}
int getpercent()
{
return percent;
}
void setpercent(int newpercent)
{
percent = newpercent;
}
char *getname()
{
return name;
}
};
class inventory
{
public:
int itemtype;
int howmany;
inventory()
{
itemtype = 0;
howmany = 0;
}
char * nameofitem()
{
switch(itemtype)
{
case 0: return "Empty";
case 1: return "Dagger";
case 2: return "Sword";
case 3: return "Axe";
case 4: return "Whip";
case 5: return "Staff";
case 6: return "Dragon Orb!"; //real dragon orb
case 7: return "Dragon Orb"; //fake dragon orb
case 8: return "Potion";
case 9: return "Shattered Orb";
default: return "ERROR: Unindexed Item";
}
}
};
class player
{
private:
// Define all stats
char playername[15];
int statstr;
int statcon;
int statint;
int statdex;
bool female;
int healthcap;
int health;
int mana;
int manacap;
int chancetohit;
int chancetohitmagic;
int atk;
int exp;
int gold;
// Define inventory
inventory inv[MAXINV];
public:
int points;
int level;
bool alive;
bool wizfirsttime;
weapon *equippedweapon;
player();
void deleteitem(int itemtype);
void itemsubtract(int itemtype, int howmany);
int howmany(int itemtype_);
int getatk()
{
return atk;
}
char * getname()
{
return playername;
}
int getmanacap()
{
return manacap;
}
void setname(char* thename)
{
strcpy(playername, thename);
}
bool getfemale()
{
return female;
}
void setfemale(bool areyoufemale)
{
female = areyoufemale;
}
int getstr()
{
return statstr;
}
void setstr(int strchange)
{
statstr = strchange;
atk = strchange * 2 - 5;
}
int getcon()
{
return statcon;
}
void setcon(int conchange)
{
int num = (conchange + rand() % 10 + 1) * 3;
statcon = conchange;
health = num;
healthcap = num;
}
int getint()
{
return statint;
}
void setint(int intchange)
{
statint = intchange;
mana = intchange * 3;
manacap = intchange * 3;
if(intchange < 10)
{
chancetohitmagic = intchange * 15;
}
if(intchange > 10)
{
chancetohitmagic = 99;
}
}
int getdex()
{
return statdex;
}
void setdex(int dexchange)
{
statdex = dexchange;
chancetohit = dexchange * 8;
}
int gethealthcap()
{
return healthcap;
}
int getmana()
{
return mana;
}
void setmana(int newmana)
{
mana = newmana;
}
int getchancetohitmagic()
{
return chancetohitmagic;
}
int getchancetohit()
{
return chancetohit;
}
int gethealth()
{
return health;
}
void sethealth(int newhealth)
{
health = newhealth;
}
int getexp()
{
return exp;
}
void setexp(int newexp)
{
exp = newexp;
}
int getgold()
{
return gold;
}
void setgold(int newgold)
{
gold = newgold;
}
//equip weapon
void equipweapon(int slot);
// Add items to inventory
void additem (int itype, int num);
int getitemtype(int slot);
// General display of inventory
void displayinv();
bool itemcheck(int theItemWeAreLookingFor);
};