Renamed monster files to creatures
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/* Copyright: (c) Kayne Ruse 2013-2015
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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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#pragma once
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#include "entity.hpp"
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#include "lua.hpp"
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#include <string>
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/* DOCS: Monster attributes, read more
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* species (avatar, script)
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* level
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* health/mana
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* permadeath/respawn
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*/
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class MonsterData: public Entity {
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public:
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MonsterData(std::string avatar, int scriptRef);
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~MonsterData() = default;
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virtual void Update();
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//accessors & mutators
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std::string SetAvatar(std::string);
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std::string GetAvatar();
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int SetScriptReference(int);
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int GetScriptReference();
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private:
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friend class MonsterManager;
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std::string avatar;
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int scriptRef = LUA_NOREF;
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};
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