/* Copyright: (c) Kayne Ruse 2014 * * This software is provided 'as-is', without any express or implied * warranty. In no event will the authors be held liable for any damages * arising from the use of this software. * * Permission is granted to anyone to use this software for any purpose, * including commercial applications, and to alter it and redistribute it * freely, subject to the following restrictions: * * 1. The origin of this software must not be misrepresented; you must not * claim that you wrote the original software. If you use this software * in a product, an acknowledgment in the product documentation would be * appreciated but is not required. * * 2. Altered source versions must be plainly marked as such, and must not be * misrepresented as being the original software. * * 3. This notice may not be removed or altered from any source * distribution. */ #ifndef CHARACTER_HPP_ #define CHARACTER_HPP_ //components #include "character_defines.hpp" #include "vector2.hpp" #include "statistics.hpp" //graphics #include "sprite_sheet.hpp" //std namespace #include #include class Character { public: Character() = default; ~Character() = default; void Update(double delta); //graphics void DrawTo(SDL_Surface* const, int camX, int camY); void CorrectSprite(); SpriteSheet* GetSprite() { return &sprite; } //gameplay Statistics* GetStats() { return &stats; } //accessors and mutators //metadata int SetOwner(int i) { return owner = i; } int GetOwner() { return owner; } std::string SetHandle(std::string s) { return handle = s; } std::string GetHandle() const { return handle; } std::string SetAvatar(std::string s) { return avatar = s; } std::string GetAvatar() const { return avatar; } //position Vector2 SetOrigin(Vector2 v) { return origin = v; } Vector2 GetOrigin() const { return origin; } Vector2 SetMotion(Vector2 v) { return motion = v; } Vector2 GetMotion() const { return motion; } Vector2 SetBounds(Vector2 v) { return bounds = v; } Vector2 GetBounds() const { return bounds; } private: //graphics SpriteSheet sprite; //base statistics Statistics stats; //TODO: gameplay components: equipment, items, buffs, debuffs //metadata int owner; std::string handle; std::string avatar; //position Vector2 origin = {0.0,0.0}; Vector2 motion = {0.0,0.0}; Vector2 bounds = {CHARACTER_BOUNDS_WIDTH,CHARACTER_BOUNDS_HEIGHT}; }; //tmp #include typedef std::map CharacterMap; #endif