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#ifndef ACTOR_HPP
#define ACTOR_HPP
#include <list>
#include <string>
#include "Item.hpp"
class Actor
{
public:
const unsigned maxHp;
const std::string name;
Actor() = delete;
virtual ~Actor();
void damage(int amt);
void heal(int amt);
void store(Item &item);
Item& drop();
/* accessors */
bool alive() const { return _alive; }
unsigned hp() const { return _hp; }
unsigned attack() const { return _attack; }
unsigned defence() const { return _defence; }
unsigned magicAttack() const { return _magicAttack; }
unsigned magicDefence() const { return _magicDefence; }
unsigned precisionProbabiliy() const { return _precisionProbability; }
unsigned dodgeProbabiliy() const { return _dodgeProbability; }
unsigned reactionSpeed() const { return _reactionSpeed; }
const std::list<Item*>& inventory() const { return _inventory; }
//TODO add weaponslot
Item* weapon() const { return _weapon; }
unsigned levelAxe() const { return _levelAxe; }
unsigned levelLance() const { return _levelLance; }
unsigned levelSword() const { return _levelSword; }
unsigned levelRanged() const { return _levelRanged; }
unsigned levelStick() const { return _levelStick; }
unsigned levelMedicine() const { return _levelMedicine; }
int x() { return _x; }
int y() { return _y; }
protected:
bool _alive;
unsigned _hp;
/* movement related */
unsigned _movements;
int _x, _y;
/* combat related */
unsigned _attack;
unsigned _defence;
unsigned _magicAttack; // nota come magia
unsigned _magicDefence; // nota come resistenza
unsigned _precisionProbability;
unsigned _dodgeProbability;
unsigned _reactionSpeed;
// unsigned _abilityProbability;
/* others */
unsigned _inventorySize;
std::list<Item*> _inventory;
Item* _weapon;
unsigned _levelAxe;
unsigned _levelLance;
unsigned _levelSword;
unsigned _levelRanged;
unsigned _levelStick;
unsigned _levelMedicine;
Actor(std::string _name, unsigned _maxHp);
};
#endif
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