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); }
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; }