Exemple #1
0
void Player::init(int newStrength, int newDexterity, int newIntelligence, int newConstitution, int newPerception, int newLuck, string newName)
{
    // the name will be used to refer to the player during game and for saving/loading purposes
    set_name(newName);

    // check to make sure the values are not lower than zero
    if (newStrength > 0) newStrength = 0;
    if (newDexterity > 0) newDexterity = 0;

    // players start the game with no armour or weapons
    set_armourValue(0);
    set_weaponValue(0);

    // set the stats
    set_strength((float)newStrength);
    set_dexterity((float)newDexterity);
    set_intelligence((float)newIntelligence);
    set_constitution((float)newConstitution);
    set_perception((float)newPerception);
    set_luck((float)newLuck);

    //create a base attack and health value based off of the strength value
    set_baseAttack(10 + ((float)newStrength / 2));
    set_health(100 + ((float)newConstitution * 5));

    // these will always be false at the begining
    set_hasCritical(false);
    set_hasWeapon(false);
    set_isDead(false);
}
Exemple #2
0
item_intelligence& item_intelligence::operator= (const item_intelligence new_value)
{
	set_alignment(new_value.get_alignment());
	set_communication(new_value.get_communication());
	set_senses(new_value.get_senses());
	set_purpose(new_value.get_purpose());
	set_languages(new_value.get_languages());
	set_intelligence(new_value.get_intelligence());
	set_wisdom(new_value.get_wisdom());
	set_charisma(new_value.get_charisma());
	set_lesser_powers(new_value.get_lesser_powers());
	set_greater_powers(new_value.get_greater_powers());
	set_dedicated_power(new_value.get_dedicated_power());
	set_num_lesser(new_value.get_num_lesser());
	set_num_greater(new_value.get_num_greater());
	set_ego(new_value.get_ego());
	set_read_language(new_value.get_read_language());
	set_read_magic(new_value.get_read_magic());
	return *this;
}