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Player.h
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Player.h
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// Player.h: interface for the CPlayer class.
//
//////////////////////////////////////////////////////////////////////
#if !defined(AFX_PLAYER_H__1BFE499E_9394_4687_A22D_F14CA187CE8F__INCLUDED_)
#define AFX_PLAYER_H__1BFE499E_9394_4687_A22D_F14CA187CE8F__INCLUDED_
#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000
#include "NPC.h"
#define RIGHT_PUSH 200
#define TOP_PUSH 125
class CPlayer : public CNPC
{
public:
CPlayer();
virtual ~CPlayer();
// Overidables
bool Move();
bool Move(int Direction);
void Init(CDXScreen *screen, CDXInput *input, CDXSound *sound) { Screen = screen; Input = input; Sound = sound; };
int file_exists(const char* file_name);
int NextXP(); // returns the XP needed to gain next level.
bool GainLevel(); // see if player gains any level.
void SaveGame();
void SaveMaxHealth(); // saves only max hp & mp and old settings.
bool LoadGame();
long Exp;
int Gold;
int HP;
int MaxHP;
int MP;
int MaxMP;
int Level;
int iWeapon;
int iArmor;
int Area;
float StoryLocation;
int GameSpeed;
int MapX, MapY, Map2X, Map2Y; // values loaded from saved game file.
bool bCrystalClearOn; // true if user can permanently see crystal clear.
bool bBonusAttackOn; // true if user can do the bonus attack damage.
int BeorneTileX, BeorneTileY;
int AyliTileX, AyliTileY;
CDXScreen *Screen;
CDXInput *Input;
CDXSound *Sound;
};
#endif // !defined(AFX_PLAYER_H__1BFE499E_9394_4687_A22D_F14CA187CE8F__INCLUDED_)