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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@@ -58,7 +58,7 @@ static const char* DELETE_CHARACTER = "DELETE FROM Characters WHERE uid = ?;";
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//Define the methods
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//-------------------------
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//NOTE: default stats as a parameter would be good for different beggining states or multiple classes
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//NOTE: default baseStats as a parameter would be good for different beggining states or multiple classes
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int CharacterManager::CreateCharacter(int owner, std::string handle, std::string avatar) {
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//Create the character, failing if it exists
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sqlite3_stmt* statement = nullptr;
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@@ -142,20 +142,20 @@ int CharacterManager::LoadCharacter(int owner, std::string handle, std::string a
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newChar.origin.y = (double)sqlite3_column_int(statement, 7);
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//statistics
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newChar.stats.level = sqlite3_column_int(statement, 8);
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newChar.stats.exp = sqlite3_column_int(statement, 9);
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newChar.stats.maxHP = sqlite3_column_int(statement, 10);
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newChar.stats.health = sqlite3_column_int(statement, 11);
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newChar.stats.maxMP = sqlite3_column_int(statement, 12);
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newChar.stats.mana = sqlite3_column_int(statement, 13);
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newChar.stats.attack = sqlite3_column_int(statement, 14);
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newChar.stats.defence = sqlite3_column_int(statement, 15);
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newChar.stats.intelligence = sqlite3_column_int(statement, 16);
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newChar.stats.resistance = sqlite3_column_int(statement, 17);
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newChar.stats.speed = sqlite3_column_int(statement, 18);
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newChar.stats.accuracy = sqlite3_column_double(statement, 19);
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newChar.stats.evasion = sqlite3_column_double(statement, 20);
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newChar.stats.luck = sqlite3_column_double(statement, 21);
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newChar.baseStats.level = sqlite3_column_int(statement, 8);
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newChar.baseStats.exp = sqlite3_column_int(statement, 9);
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newChar.baseStats.maxHP = sqlite3_column_int(statement, 10);
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newChar.baseStats.health = sqlite3_column_int(statement, 11);
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newChar.baseStats.maxMP = sqlite3_column_int(statement, 12);
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newChar.baseStats.mana = sqlite3_column_int(statement, 13);
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newChar.baseStats.attack = sqlite3_column_int(statement, 14);
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newChar.baseStats.defence = sqlite3_column_int(statement, 15);
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newChar.baseStats.intelligence = sqlite3_column_int(statement, 16);
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newChar.baseStats.resistance = sqlite3_column_int(statement, 17);
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newChar.baseStats.speed = sqlite3_column_int(statement, 18);
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newChar.baseStats.accuracy = sqlite3_column_double(statement, 19);
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newChar.baseStats.evasion = sqlite3_column_double(statement, 20);
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newChar.baseStats.luck = sqlite3_column_double(statement, 21);
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//TODO: gameplay components: equipment, items, buffs, debuffs
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@@ -199,20 +199,20 @@ int CharacterManager::SaveCharacter(int uid) {
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ret |= sqlite3_bind_int(statement, 4, (int)character.origin.y) != SQLITE_OK;
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//statistics
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ret |= sqlite3_bind_int(statement, 5, character.stats.level) != SQLITE_OK;
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ret |= sqlite3_bind_int(statement, 6, character.stats.exp) != SQLITE_OK;
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ret |= sqlite3_bind_int(statement, 7, character.stats.maxHP) != SQLITE_OK;
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ret |= sqlite3_bind_int(statement, 8, character.stats.health) != SQLITE_OK;
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ret |= sqlite3_bind_int(statement, 9, character.stats.maxMP) != SQLITE_OK;
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ret |= sqlite3_bind_int(statement, 10, character.stats.mana) != SQLITE_OK;
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ret |= sqlite3_bind_int(statement, 11, character.stats.attack) != SQLITE_OK;
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ret |= sqlite3_bind_int(statement, 12, character.stats.defence) != SQLITE_OK;
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ret |= sqlite3_bind_int(statement, 13, character.stats.intelligence) != SQLITE_OK;
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ret |= sqlite3_bind_int(statement, 14, character.stats.resistance) != SQLITE_OK;
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ret |= sqlite3_bind_int(statement, 15, character.stats.speed) != SQLITE_OK;
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ret |= sqlite3_bind_double(statement, 16, character.stats.accuracy) != SQLITE_OK;
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ret |= sqlite3_bind_double(statement, 17, character.stats.evasion) != SQLITE_OK;
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ret |= sqlite3_bind_double(statement, 18, character.stats.luck) != SQLITE_OK;
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ret |= sqlite3_bind_int(statement, 5, character.baseStats.level) != SQLITE_OK;
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ret |= sqlite3_bind_int(statement, 6, character.baseStats.exp) != SQLITE_OK;
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ret |= sqlite3_bind_int(statement, 7, character.baseStats.maxHP) != SQLITE_OK;
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ret |= sqlite3_bind_int(statement, 8, character.baseStats.health) != SQLITE_OK;
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ret |= sqlite3_bind_int(statement, 9, character.baseStats.maxMP) != SQLITE_OK;
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ret |= sqlite3_bind_int(statement, 10, character.baseStats.mana) != SQLITE_OK;
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ret |= sqlite3_bind_int(statement, 11, character.baseStats.attack) != SQLITE_OK;
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ret |= sqlite3_bind_int(statement, 12, character.baseStats.defence) != SQLITE_OK;
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ret |= sqlite3_bind_int(statement, 13, character.baseStats.intelligence) != SQLITE_OK;
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ret |= sqlite3_bind_int(statement, 14, character.baseStats.resistance) != SQLITE_OK;
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ret |= sqlite3_bind_int(statement, 15, character.baseStats.speed) != SQLITE_OK;
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ret |= sqlite3_bind_double(statement, 16, character.baseStats.accuracy) != SQLITE_OK;
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ret |= sqlite3_bind_double(statement, 17, character.baseStats.evasion) != SQLITE_OK;
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ret |= sqlite3_bind_double(statement, 18, character.baseStats.luck) != SQLITE_OK;
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//TODO: gameplay components: equipment, items, buffs, debuffs
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