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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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