#ifndef _PLAYER_H #define _PLAYER_H #include #include "WorldPacket.h" #include "SysDefs.h" struct PlayerEnumItem { uint32 displayId; uint8 inventorytype; }; class PlayerEnum { public: uint64 _guid; std::string _name; uint8 _race; uint8 _class; uint8 _gender; uint8 _bytes1; uint8 _bytes2; uint8 _bytes3; uint8 _bytes4; uint8 _bytesx; uint8 _level; uint32 _zoneId; uint32 _mapId; float _x; float _y; float _z; uint32 _guildId; uint8 _flags; uint32 _petInfoId; uint32 _petLevel; uint32 _petFamilyId; PlayerEnumItem _items[20]; private: }; class Player { public: void Init(PlayerEnum player); private: int hp; int bar; // Mana/Energy/Rage PlayerEnum player; }; // class about the character that is used to login. // needs to store known spells, action buttons,... // basically everything that is needed to play. class MyCharacter : public Player { public: MyCharacter(WorldSession *ws) { _worldSession = ws; _isbusy = false; } /*void SetActionButtons(WorldPacket &data); void SetSpells(WorldPacket &data); void CastSpell(uint32 spellId, uint64 target); void HandleCastResultOpcode(WorldPacket &packet);*/ private: bool _isbusy; WorldSession *_worldSession; }; #endif