False.Genesis d6b6960c29 * Added support for item prototypes
* 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
2007-02-03 23:24:02 +00:00

79 lines
1.3 KiB
C++

#ifndef _PLAYER_H
#define _PLAYER_H
#include <vector>
#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