It now builds cleanly, but I cut a few code stubs
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/* Copyright: (c) Kayne Ruse 2014
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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*
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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*
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* 3. This notice may not be removed or altered from any source
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* distribution.
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*/
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#ifndef COMBATDATA_HPP_
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#define COMBATDATA_HPP_
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#include "vector2.hpp"
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#include "combat_defines.hpp"
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//gameplay members
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#include "character_data.hpp"
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#include "enemy_data.hpp"
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//std namespace
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#include <chrono>
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#include <array>
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#include <utility>
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struct CombatData {
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typedef std::chrono::steady_clock Clock;
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std::array<CharacterData, COMBAT_MAX_CHARACTERS> characterArray;
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std::array<EnemyData, COMBAT_MAX_ENEMIES> enemyArray;
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//world interaction
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int mapIndex = 0;
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Vector2 origin = {0.0,0.0};
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Vector2 bounds = {0.0,0.0};
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//time interval
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Clock::time_point lastTick = Clock::now();
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};
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#endif
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@@ -0,0 +1,47 @@
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/* Copyright: (c) Kayne Ruse 2014
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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*
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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*
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* 3. This notice may not be removed or altered from any source
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* distribution.
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*/
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#ifndef ENEMYDATA_HPP_
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#define ENEMYDATA_HPP_
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#include "vector2.hpp"
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#include "statistics.hpp"
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//std namespace
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#include <string>
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struct EnemyData {
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//metadata
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std::string handle;
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std::string avatar;
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//gameplay
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Statistics stats;
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//TODO: gameplay components: equipment, items, buffs, debuffs, rewards
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//active gameplay members
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//NOTE: these are lost when unloaded
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int tableIndex;
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int atbGauge = 0;
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};
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#endif
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