* new DefScript command: "queryitem #id" * added cache for known item prototypes * fixed a little typo in script: reply.def * error logs go to stderr now * misc stuff
79 lines
1.3 KiB
C++
79 lines
1.3 KiB
C++
#ifndef _PLAYER_H
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#define _PLAYER_H
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#include <vector>
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#include "WorldPacket.h"
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#include "SysDefs.h"
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struct PlayerEnumItem
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{
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uint32 displayId;
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uint8 inventorytype;
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};
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class PlayerEnum {
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public:
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uint64 _guid;
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std::string _name;
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uint8 _race;
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uint8 _class;
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uint8 _gender;
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uint8 _bytes1;
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uint8 _bytes2;
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uint8 _bytes3;
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uint8 _bytes4;
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uint8 _bytesx;
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uint8 _level;
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uint32 _zoneId;
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uint32 _mapId;
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float _x;
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float _y;
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float _z;
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uint32 _guildId;
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uint8 _flags;
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uint32 _petInfoId;
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uint32 _petLevel;
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uint32 _petFamilyId;
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PlayerEnumItem _items[20];
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private:
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};
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class Player
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{
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public:
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void Init(PlayerEnum player);
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private:
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int hp;
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int bar; // Mana/Energy/Rage
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PlayerEnum player;
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};
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// class about the character that is used to login.
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// needs to store known spells, action buttons,...
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// basically everything that is needed to play.
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class MyCharacter : public Player
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{
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public:
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MyCharacter(WorldSession *ws)
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{
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_worldSession = ws;
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_isbusy = false;
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}
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/*void SetActionButtons(WorldPacket &data);
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void SetSpells(WorldPacket &data);
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void CastSpell(uint32 spellId, uint64 target);
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void HandleCastResultOpcode(WorldPacket &packet);*/
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private:
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bool _isbusy;
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WorldSession *_worldSession;
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};
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#endif |