Merge branch 'dev-charshare' into develop (read more)
Using several branches never really works out well for me. I'm merging these changes back into develop, because I want to undo the shared parameters change, but that's tied up with something else. It's just easier if I do this.
This commit is contained in:
@@ -1,117 +0,0 @@
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/* Copyright: (c) Kayne Ruse 2013
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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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#include "player_character.hpp"
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#define WALKING_SPEED 140
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void PlayerCharacter::Update(double delta) {
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if (diagonal) {
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constexpr double d = 1.0/sqrt(2);
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position += motion * delta * d;
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}
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else {
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position += motion * delta;
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}
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sprite.Update(delta);
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}
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void PlayerCharacter::AdjustDirection(Direction direction) {
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//shift the movement in this direction
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switch(direction) {
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case Direction::NORTH:
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if (motion.y >= 0) {
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motion.y -= WALKING_SPEED;
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}
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break;
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case Direction::SOUTH:
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if (motion.y <= 0) {
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motion.y += WALKING_SPEED;
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}
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break;
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case Direction::WEST:
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if (motion.x >= 0) {
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motion.x -= WALKING_SPEED;
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}
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break;
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case Direction::EAST:
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if (motion.x <= 0) {
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motion.x += WALKING_SPEED;
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}
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break;
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}
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//face the correct direction
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ResetDirection();
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}
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void PlayerCharacter::FaceDirection(Direction direction) {
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//this function depends on the format of the sprite sheets
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switch(direction) {
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case Direction::NORTH:
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sprite.SetYIndex(1);
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break;
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case Direction::SOUTH:
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sprite.SetYIndex(0);
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break;
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case Direction::WEST:
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sprite.SetYIndex(2);
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break;
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case Direction::EAST:
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sprite.SetYIndex(3);
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break;
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}
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}
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void PlayerCharacter::ResetDirection() {
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//base the direction on the character's movement
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if (motion.y > 0) {
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FaceDirection(Direction::SOUTH);
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}
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else if (motion.y < 0) {
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FaceDirection(Direction::NORTH);
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}
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else if (motion.x > 0) {
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FaceDirection(Direction::EAST);
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}
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else if (motion.x < 0) {
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FaceDirection(Direction::WEST);
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}
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ResetSpeed();
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}
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void PlayerCharacter::ResetSpeed() {
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//diagonal
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if (motion.x != 0 && motion.y != 0) {
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sprite.SetDelay(0.1);
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diagonal = true;
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}
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//cardinal
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else if (motion != 0) {
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sprite.SetDelay(0.1);
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diagonal = false;
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}
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//not moving
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else {
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sprite.SetDelay(0);
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sprite.SetXIndex(0);
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diagonal = false;
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}
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}
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@@ -1,67 +0,0 @@
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/* Copyright: (c) Kayne Ruse 2013
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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 PLAYERCHARACTER_HPP_
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#define PLAYERCHARACTER_HPP_
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#include "vector2.hpp"
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#include "sprite_sheet.hpp"
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//TODO: correct the PlayerCharacter class and it's movement system
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class PlayerCharacter {
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public:
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enum class Direction {
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NORTH, SOUTH, EAST, WEST
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};
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PlayerCharacter() = default;
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~PlayerCharacter() = default;
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void Update(double delta);
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void DrawTo(SDL_Surface* const dest, int camX, int camY) { sprite.DrawTo(dest, position.x - camX, position.y - camY); }
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//clunky code results in smooth movement and controls
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void AdjustDirection(Direction);
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void FaceDirection(Direction);
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void ResetDirection();
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void ResetSpeed();
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//accessors and mutators
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Vector2 SetPosition(Vector2 v) { return position = v; }
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Vector2 ShiftPosition(Vector2 v) { return position += v; }
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Vector2 GetPosition() { return position; }
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Vector2 SetMotion(Vector2 v) { return motion = v; }
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Vector2 ShiftMotion(Vector2 v) { return motion += v; }
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Vector2 GetMotion() { return motion; }
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SpriteSheet* GetSprite() { return &sprite; }
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private:
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Vector2 position;
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Vector2 motion;
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SpriteSheet sprite;
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//for moving diagonally
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bool diagonal = false;
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};
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#endif
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@@ -44,7 +44,6 @@
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//client
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#include "base_scene.hpp"
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#include "player_character.hpp"
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#include "shared_parameters.hpp"
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//STL
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@@ -98,6 +97,7 @@ protected:
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Image buttonImage;
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RasterFont font;
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TileSheet tileSheet;
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//TODO: sprites
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//map
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RegionPager<BlankAllocator, DummyFormat> regionPager;
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@@ -114,7 +114,6 @@ protected:
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FrameRate fps;
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//game
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std::map<int, PlayerCharacter> playerCharacters;
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PlayerCharacter* localCharacter = nullptr;
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};
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@@ -22,10 +22,19 @@
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#ifndef SHAREDPARAMETERS_HPP_
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#define SHAREDPARAMETERS_HPP_
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#include "character_data.hpp"
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#include "enemy_data.hpp"
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#include <map>
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struct SharedParameters {
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int clientIndex = -1;
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int accountIndex = -1;
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int characterIndex = -1;
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std::map<int, CharacterData> characterMap;
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std::map<int, CombatData> combatMap;
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std::map<int, enemyData> enemyMap;
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};
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#endif
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@@ -31,7 +31,7 @@
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#include <cmath>
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//the speeds that the characters move
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constexpr double CHARACTER_WALKING_SPEED = 140;
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constexpr double CHARACTER_WALKING_SPEED = 140.0;
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constexpr double CHARACTER_WALKING_MOD = 1.0/sqrt(2.0);
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struct CharacterData {
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