/* 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 "renderable.hpp" #include "statistics.hpp" //std namespace #include #include class Character : public Renderable { public: Character() = default; ~Character() = default; void Update() override; //graphics void CorrectSprite(); //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 private: //base statistics Statistics stats; //gameplay components: equipment, items, buffs, debuffs... //metadata int owner; std::string handle; std::string avatar; }; //tmp #include typedef std::map CharacterMap; #endif