Files
oboe/osx/classes/pc.h
Celtic Minstrel 1ebab2d72d Several Mac bug fixes, most of which are untested (but are known to work in the Windows version)
- Added code to the special queue handling which runs the queued specials as if they had happened at the time the special was queue, rather than when it's actually run.
- Fixed bug in which horses would enter lava while outdoors, but not in town.
- Fixed bug that sometimes occurred when a PC is killed by backlash while attempting to move away from a monster.
- Fixed checking for the wrong ability in handle_disease().
- Fixed bug in which asking about "name" would not show the Name response while talking. Instead, asking about "nama" would show that response.
- Added a response to "buy" and "bye".
- Removed the check in destroy_an_item() which gave rocks the top priorite to be destroyed. They still have high priority due to a value below 3, and besides this function will eventually be deprecated.
- Added a check to Absorb Spells monsters to avoid overflow of the monster's health.
- If you call add_string_to_buf with an empty string, it now does nothing.
- Changed cItemRec::type_flag to unsigned short, since it's supposed to be able to range up to 1000.
- Added flag to the scenario structure to disable the automatic doubling of hit points with high level parties.
- Fixed bug in which starting combat in dense forest results in a swap arena instead of a forest arena. (This was never noticed because dense forest is usually impassable.)
- Fixed bug with triggering combat on a walkway space (if in cave, a grass arena was created and vice versa)
- Extended the conversion code to account for arenas on animated terrain.
I also started to rework the way Split Party works, only to decide that I didn't want to do it that way. As a result, I haven't written code to convert
split party data from old saved game files, yet.
- The old SDF_ constants related to party splitting are now gone.
- Several member functions are added to cParty to fulfill the function of the constants
- Altered the way an Affect PC node will decide which PC to affect. If the party is split and only one PC is present, it affects that PC. Otherwise, it affects the chosen PC, even if the party is split.

git-svn-id: http://openexile.googlecode.com/svn/trunk@111 4ebdad44-0ea0-11de-aab3-ff745001d230
2009-07-13 15:53:33 +00:00

56 lines
1.1 KiB
C++

/*
* pc.h
* BoE
*
* Created by Celtic Minstrel on 24/04/09.
*
*/
#ifndef PC_H
#define PC_H
#include <string>
#include <iosfwd>
namespace legacy { struct pc_record_type; };
class cPlayer {
public:
eMainStatus main_status;
std::string name;
short skills[30];
unsigned short max_health;
short cur_health;
unsigned short max_sp;
short cur_sp;
unsigned short experience;
short skill_pts;
short level;
short status[15];
cItemRec items[24];
bool equip[24];
bool priest_spells[62];
bool mage_spells[62];
pic_num_t which_graphic;
short weap_poisoned;
//bool advan[15];
bool traits[15];
eRace race;
//short exp_adj;
short direction;
short ap;
cPlayer& operator = (legacy::pc_record_type old);
cPlayer();
cPlayer(long key,short slot);
short get_tnl();
void writeTo(std::ostream& file);
void readFrom(std::istream& file);
};
void operator += (eMainStatus& stat, eMainStatus othr);
void operator -= (eMainStatus& stat, eMainStatus othr);
std::ostream& operator << (std::ostream& out, eMainStatus& e);
std::istream& operator >> (std::istream& in, eMainStatus& e);
#endif