/* 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 CHARACTERDATA_HPP_ #define CHARACTERDATA_HPP_ #include "vector2.hpp" #include "statistics.hpp" //graphics #ifdef GRAPHICS #include "sprite_sheet.hpp" #endif //std namespace #include #include //the speeds that the characters move constexpr double CHARACTER_WALKING_SPEED = 140.0; constexpr double CHARACTER_WALKING_MOD = 1.0/sqrt(2.0); //the bounding boxes for the characters constexpr double CHARACTER_BOUNDS_WIDTH = 32.0; constexpr double CHARACTER_BOUNDS_HEIGHT = 32.0; struct CharacterData { //metadata int owner; std::string handle; std::string avatar; //world position int roomIndex = 0; Vector2 origin = {0.0,0.0}; Vector2 motion = {0.0,0.0}; //base statistics Statistics stats; //TODO: gameplay components: equipment, items, buffs, debuffs //methods void Update(double delta); #ifdef GRAPHICS void DrawTo(SDL_Surface* const, int camX, int camY); void CorrectSprite(); #endif //active gameplay members //NOTE: these are lost when unloaded #ifdef GRAPHICS Vector2 bounds = {0.0,0.0}; SpriteSheet sprite; #endif bool inCombat = false; int atbGauge = 0; //TODO: stored command }; #endif