0a71f43ef3
Here are more tweaks: * InWorld's quit event now exits to the main menu, bypassing a relayed disconnect message * InWorld's disconnect hander no longer throws exceptions (dropped creation packet bugfix) * CombatData's internals now point to std::pair objects * Enemies are stored in a global list
51 lines
1.3 KiB
C++
51 lines
1.3 KiB
C++
/* Copyright: (c) Kayne Ruse 2014
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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 ENEMYDATA_HPP_
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#define ENEMYDATA_HPP_
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#include "statistics.hpp"
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#include <string>
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struct EnemyData {
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//metadata
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std::string handle;
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std::string avatar;
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//gameplay
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Statistics stats;
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//TODO: equipment
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//TODO: items
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//TODO: buffs
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//TODO: debuffs
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//active gameplay members
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//NOTE: these are lost when unloaded
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int tableIndex;
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int atbGauge = 0;
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static int uidCounter;
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};
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#endif
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