2bebfdfb97
Just for the record, I don't like the way SAVE_CHARACTER is expanded like that.
79 lines
1.9 KiB
C++
79 lines
1.9 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 CHARACTERDATA_HPP_
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#define CHARACTERDATA_HPP_
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#include "vector2.hpp"
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#include "statistics.hpp"
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//graphics
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#ifdef GRAPHICS
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#include "sprite_sheet.hpp"
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#endif
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//std namespace
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#include <string>
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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 = 140.0;
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constexpr double CHARACTER_WALKING_MOD = 1.0/sqrt(2.0);
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struct CharacterData {
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//metadata
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int owner;
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std::string handle;
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std::string avatar;
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//world position
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int mapIndex = 0;
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Vector2 origin = {0.0,0.0};
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Vector2 motion = {0.0,0.0};
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Vector2 bounds = {0.0,0.0};
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//base statistics
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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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//methods
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void Update(double delta);
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#ifdef GRAPHICS
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void DrawTo(SDL_Surface* const, int camX, int camY);
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void CorrectSprite();
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#endif
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//active gameplay members
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//NOTE: these are lost when unloaded
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#ifdef GRAPHICS
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SpriteSheet sprite;
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#endif
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bool inCombat = false;
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int atbGauge = 0;
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//TODO: stored command
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};
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#endif
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