Moved Renderable and Character into Renderable/
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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 CHARACTER_HPP_
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#define CHARACTER_HPP_
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//components
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#include "character_defines.hpp"
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#include "renderable.hpp"
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#include "statistics.hpp"
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//std namespace
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#include <string>
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#include <cmath>
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class Character : public Renderable {
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public:
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Character() = default;
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~Character() = default;
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//graphics
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void CorrectSprite();
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//gameplay
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Statistics* GetStats() { return &stats; }
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//metadata
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int SetOwner(int i) { return owner = i; }
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int GetOwner() { return owner; }
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std::string SetHandle(std::string s) { return handle = s; }
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std::string GetHandle() const { return handle; }
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std::string SetAvatar(std::string s) { return avatar = s; }
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std::string GetAvatar() const { return avatar; }
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private:
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//base statistics
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Statistics stats;
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//gameplay components: equipment, items, buffs, debuffs...
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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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};
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//tmp
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#include <map>
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typedef std::map<int, Character> CharacterMap;
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#endif
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