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@MarianoGnu
Created October 10, 2013 12:27
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#ifndef GAMECHARACTER_H
#define GAMECHARACTER_H
#include <QString>
#include <QVector>
struct Skillbook{
int lvl;
int skill_id;
};
class GameCharacter
{
public:
inline GameCharacter() {}
inline ~GameCharacter() {delete m_skills;delete m_attranks;delete m_stsranks;}
/*Name*/
inline QString name() const {return m_name;}
inline void name(QString n_name) {m_name = n_name;}
/*Title*/
inline QString title() const {return m_title;}
inline void title(QString n_title) {m_title = n_title;}
/*Minimum Level*/
inline int minlvl()const {return m_minlvl;}
inline void min_lvl(int n_lvl) {m_minlvl = n_lvl;}
/*Maximum Level*/
inline int maxlvl()const {return m_maxlvl;}
inline void max_lvl(int n_lvl) {
m_maxlvl = n_lvl;
}
/*Do Critical*/
inline bool docritical() const {return m_docritical;}
inline void docritical(bool n_crit) {m_docritical = n_crit;}
/*Critical*/
inline int critical() const {return m_critical;}
inline void critical(int n_critical) {m_critical = n_critical;}
/*Dual*/
inline bool dualweapons() const {return m_dualweapons;}
inline void dualweapons(bool n_dual) {m_dualweapons = n_dual;}
/*Fixed Equipment*/
inline bool fixedequip() const {return m_fixedequip;}
inline void fixedequip(bool n_fixed) {m_fixedequip = n_fixed;}
/*AI*/
inline bool ai() const {return m_ai;}
inline void ai(bool n_ai) {m_ai = n_ai;}
/*Strong Defense*/
inline bool strongdefense() const {return m_strongdefense;}
inline void strongdefense(bool n_sdef) {m_strongdefense = n_sdef;}
/*Profession*/
inline int profession() const {return m_profession;}
inline void profession(int n_profession) {m_profession = n_profession;}
/*Faceset*/
inline int faceset() const {return m_faceset;}
inline void faceset(int n_faceset) {m_faceset = n_faceset;}
inline int faceindex() const {return m_faceindex;}
inline void faceindex(int n_faceindex) {m_faceindex = n_faceindex;}
/*Charset*/
inline int charset() const {return m_charset;}
inline void charset(int n_charset) {m_charset = n_charset;}
inline int charindex() const {return m_charindex;}
inline void charindex(int n_charindex) {m_charindex = n_charindex;}
/*Battleset*/
inline int battleset() const {return m_battleset;}
inline void battleset(int n_battleset) {m_battleset = n_battleset;}
/*Curves*/
inline QVector<int> hpcurve() const {return m_hpcurve;}
inline QVector<int> mpcurve() const {return m_mpcurve;}
inline QVector<int> attackcurve() const {return m_attackcurve;}
inline QVector<int> defensecurve() const {return m_defensecurve;}
inline QVector<int> intelligencecurve() const {return m_intelligencecurve;}
inline QVector<int> agilitycurve() const {return m_agilitycurve;}
inline void hpcurve(QVector<int> n_curve) {m_hpcurve = n_curve;}
inline void mpcurve(QVector<int> n_curve) {m_mpcurve = n_curve;}
inline void attackcurve(QVector<int> n_curve) {m_attackcurve = n_curve;}
inline void defensecurve(QVector<int> n_curve) {m_defensecurve = n_curve;}
inline void intelligencecurve(QVector<int> n_curve) {m_intelligencecurve = n_curve;}
inline void agilitycurve(QVector<int> n_curve) {m_agilitycurve = n_curve;}
/*Experience Curve*/
inline int expinitial() const {return m_expinitial;}
inline void expinitial(int n_expinitial) {m_expinitial = n_expinitial;}
inline int expincrement() const {return m_expincrement;}
inline void expincrement(int n_expincrement) {m_expincrement = n_expincrement;}
inline int expcorrection() const {return m_expcorrection;}
inline void expcorrection(int n_expxorrection) {m_expcorrection = n_expxorrection;}
/*InitialEquipment*/
inline int initialweapon() const {return m_initialweapon;}
inline int initialshield() const {return m_initialshield;}
inline int initialarmor() const {return m_initialarmor;}
inline int initialhelmet() const {return m_initialhelmet;}
inline int initialothers() const {return m_initialothers;}
inline void initialweapon(int n_initialequip) {m_initialweapon = n_initialequip;}
inline void initialshield(int n_initialequip) {m_initialshield = n_initialequip;}
inline void initialarmor(int n_initialequip) {m_initialarmor = n_initialequip;}
inline void initialhelmet(int n_initialequip) {m_initialhelmet = n_initialequip;}
inline void initialothers(int n_initialequip) {m_initialothers = n_initialequip;}
/*Unarmed Animation*/
inline int unarmedanimation() const {return m_unarmedanimation;}
inline void unarmedanimation(int n_animation) {m_unarmedanimation = n_animation;}
/*Skills*/
inline QVector<Skillbook>* skills() const {return m_skills;}
inline void skills(QVector<Skillbook>* n_skills) {m_skills = n_skills;}
/*Ranks*/
inline QVector<int>* attributeranks() const {return m_attranks;}
inline QVector<int>* statusranks() const {return m_stsranks;}
inline void attributeranks(QVector<int>* n_ranks) {m_attranks = n_ranks;}
inline void statusranks(QVector<int>* n_ranks) {m_stsranks = n_ranks;}
private:
QString m_name;
QString m_title;
int m_minlvl;
int m_maxlvl;
bool m_docritical;
int m_critical;
bool m_dualweapons;
bool m_fixedequip;
bool m_ai;
bool m_strongdefense;
int m_profession;
int m_faceset;
int m_faceindex;
int m_charset;
int m_charindex;
int m_battleset;
QVector<int> m_hpcurve;
QVector<int> m_mpcurve;
QVector<int> m_attackcurve;
QVector<int> m_defensecurve;
QVector<int> m_intelligencecurve;
QVector<int> m_agilitycurve;
int m_expinitial;
int m_expincrement;
int m_expcorrection;
int m_initialweapon;
int m_initialshield;
int m_initialarmor;
int m_initialhelmet;
int m_initialothers;
int m_unarmedanimation;
QVector<Skillbook>* m_skills;
QVector<int>* m_attranks;
QVector<int>* m_stsranks;
};
#endif // GAMECHARACTER_H
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