Hammered out server-side issues, read more
* Removed the client-only code from CharacterData, including the .cpp file * Removed CombatManager and EnemyManager instanciation
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@@ -22,26 +22,15 @@
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#ifndef CHARACTERDATA_HPP_
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#define CHARACTERDATA_HPP_
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//components
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#include "character_defines.hpp"
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#include "vector2.hpp"
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#include "statistics.hpp"
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//graphics
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#ifdef GRAPHICS
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#include "sprite_sheet.hpp"
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#endif
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//std namespace
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#include <string>
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#include <cmath>
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//the speeds that the characters move
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constexpr double CHARACTER_WALKING_SPEED = 140.0;
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constexpr double CHARACTER_WALKING_MOD = 1.0/sqrt(2.0);
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//the bounding boxes for the characters
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constexpr double CHARACTER_BOUNDS_WIDTH = 32.0;
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constexpr double CHARACTER_BOUNDS_HEIGHT = 32.0;
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struct CharacterData {
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//metadata
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int owner;
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@@ -58,19 +47,8 @@ struct CharacterData {
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//TODO: gameplay components: equipment, items, buffs, debuffs
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//methods
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void Update(double delta);
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#ifdef GRAPHICS
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void DrawTo(SDL_Surface* const, int camX, int camY);
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void CorrectSprite();
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#endif
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//active gameplay members
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//NOTE: these are lost when unloaded
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#ifdef GRAPHICS
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Vector2 bounds = {0.0,0.0};
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SpriteSheet sprite;
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#endif
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bool inCombat = false;
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int atbGauge = 0;
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//TODO: stored command
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