Began refactoring the server (read more)
* deleted the enemy and combat stubs * encapsulated the character and account stubs TODO: * The remaining managers should be singletons
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@@ -31,27 +31,41 @@
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#include <string>
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#include <cmath>
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struct CharacterData {
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//metadata
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int owner;
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std::string handle;
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std::string avatar;
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class CharacterData {
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public:
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CharacterData();
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~CharacterData();
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//location and movement
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int SetRoomIndex(int i) { return roomIndex = i; }
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Vector2 SetOrigin(Vector2 v) { return origin = v; }
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Vector2 SetMotion(Vector2 v) { return motion = v; }
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int GetRoomIndex() { return roomIndex; }
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Vector2 GetOrigin() { return origin; }
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Vector2 GetMotion() { return motion; }
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//accessors and mutators
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Statistics* GetBaseStats() { return &baseStats; }
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//database stuff
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int GetOwner() { return owner; }
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std::string GetHandle() { return handle; }
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std::string GetAvatar() { return avatar; }
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private:
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friend class CharacterManager;
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//world position
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int roomIndex = 0;
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Vector2 origin = {0.0,0.0};
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Vector2 motion = {0.0,0.0};
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//base statistics
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Statistics stats;
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Statistics baseStats;
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//TODO: gameplay components: equipment, items, buffs, debuffs
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//active gameplay members
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//NOTE: these are lost when unloaded
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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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int owner;
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std::string handle;
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std::string avatar;
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};
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#endif
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