diff options
author | root <root@bpcserver.bpcserver> | 2024-02-27 21:53:44 -0600 |
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committer | root <root@bpcserver.bpcserver> | 2024-02-27 21:53:44 -0600 |
commit | afa02f645056c5823b0d8a29d37c1ff10aedce7a (patch) | |
tree | 0bc89e7909c17d8f33538ac9f31a641872b89f40 /jewl.h |
Diffstat (limited to 'jewl.h')
-rw-r--r-- | jewl.h | 35 |
1 files changed, 35 insertions, 0 deletions
@@ -0,0 +1,35 @@ +#ifndef JEWL_H +#define JEWL_H + +// Programmer: Brett Weiland +// Date: 4/30/23 +// File: jewl.h +// Assignment: SP-B-finalProject +// Purpose: jewl gameObject. This class is what cops and robbers have in their inventory +// (although this doesn't have to be the case, as they're both templeted). +// if there were more types of inventory objects, i'd make this an abstract class. + +#include "gameObject.h" + +class jewl : public gameObject { + public: + //Desc: returns value of this + //Pre: valid gameObject location set + //Post: returns sum of coordinates + unsigned int value() const; + + //Desc: attaches jewl to map, notifies city we are available + //Pre: valid coordinates are set + //Post: jewl attached to map, can be picked up by npc<jewl> + void drop(); + + //Desc: detaches jewl from map, notifies city we are no longer available + //Pre: none + //Post: jewl detached from map, can't be picked up until dropped + unsigned int pickup(); + + //overriden members, see respective base classes + char getIcon() const override; //gameObject.h + unsigned int get_drawPriority() const override; //gameObject.h +}; +#endif |