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📄 players.h

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#ifndef PLAYER_H#define PLAYER_H//  The base class of every object in the arena is ArenaObject// everything, including players, in the arena is an ArenaObject.// Then in the 2nd level there is Player as a base class and// then HumanPlayer and CompPlayer.//                    ArenaObject//                        |//                      Player//                      /   \//             HumanPlayer CompPlayerclass Player : public ArenaObject{ protected:  int level;  int score;  int current_exp;    Weapon* melee_weapon;  RangeWeapon* range_weapon;  Armor* body_armor;  int projectiles; public:  Player();  ~Player();    virtual const string getName() const = 0;    virtual const Weapon* getMelee() const = 0;  virtual const RangeWeapon* getRange() const = 0;  virtual const Armor* getArmor() const = 0;  const int getExp() const;  const int getProjectiles() const;  const int getHealth() const;  const int getMaxHealth() const;  const int getLevel() const;  const long getScore() const;  //const int getAttacks() const;  //const int getWins() const;  //const int getLosses()	const;  // Not in use  /*  //Player-Hidden stat  const int getSpeciesKills( *Species) const;     //Player-Hidden, recaculated daily  const int getIntoxication() const;  const int getPlayerChallengesLeft() const;  const int getRessurectionsLeft() const;  const int getTodaysLuck() const;  */  virtual void melee_attack();  virtual void take_turn();  void move_amount(Position);  void move_to(Position);  Position follow_direction(Position, int, int);};//class HumanPlayer : virtual public Playerclass HumanPlayer : public Player{  protected:  int gold_in_hand;  int gold_in_bank;  public:  HumanPlayer();  ~HumanPlayer();  // Getters  const int getExp() const { return current_exp; }  const string getName() const { return name; }   const Weapon* getMelee() const { return melee_weapon; }  const RangeWeapon* getRange() const { return range_weapon; }  const Armor* getArmor() const { return body_armor; }  const int getProjectiles() const { return projectiles; }  const int getHealth() const { return current_health; }  const int getMaxHealth() const { return max_health; }  const int getLevel() const { return level; }  const long getScore() const { return score; }  //const int getAttacks() const { return attacks; }  //const int getWins() const;  //const int getLosses()	const;  const long getGoldInHand() const { return gold_in_hand; }  const long getGoldInBank() const { return gold_in_bank; }    // Setters  Weapon* setMelee(Weapon* data) { melee_weapon = data; }  RangeWeapon* setRange(RangeWeapon* data) { range_weapon = data; }  Armor* setArmor(Armor* data) { body_armor = data; }  int setExp(int data) { current_exp = data; }  string setName(string data) { name = data; }  int setProjectiles(int data) { projectiles = data; }  int setHealth(int data) { current_health = data; }  int setMaxHealth(int data) { max_health = data; }  int setLevel(int data) { level = data; }  long setScore(long data) { score = data; }  long setGoldInHand(long data) { gold_in_hand = data; }  long setGoldInBank(long data) { gold_in_bank = data; }  // Methods  int get_direction(int);  void take_turn();  void melee_attack(Position);  void range_attack(int, int);  void plead_for_mercy();};class CompPlayer : public Player{ public:  CompPlayer();  ~CompPlayer();  // Getters  const int getExp() const { return current_exp; }  const string getName() const { return name; }   const int getProjectiles() const { return projectiles; }  const int getHealth() const { return current_health; }  const int getMaxHealth() const { return max_health; }  const int getLevel() const { return level; }  const long getScore() const { return score; }  const Weapon* getMelee() const { return melee_weapon; }  const RangeWeapon* getRange() const { return range_weapon; }  const Armor* getArmor() const { return body_armor; }    // Setters  int setExp(int data) { current_exp = data; }  char* setName(string data) { name = data; }  int setProjectiles(int data) { projectiles = data; }  int setHealth(int data) { current_health = data; }  int setMaxHealth(int data) { max_health = data; }  int setLevel(int data) { level = data; }  long setScore(long data) { score = data; }  // Methods  void melee_attack(ArenaObject*);  void take_turn();};#endif

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