Implemented SharedParameters system in the client (read more)
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
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@@ -22,12 +22,25 @@
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#ifndef INCOMBAT_HPP_
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#define INCOMBAT_HPP_
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//graphics & utilities
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#include "image.hpp"
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#include "raster_font.hpp"
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#include "button.hpp"
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#include "config_utility.hpp"
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#include "shared_parameters.hpp"
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//network
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#include "udp_network_utility.hpp"
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#include "serial_packet.hpp"
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#include "serial.hpp"
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//client
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#include "base_scene.hpp"
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class InCombat : public BaseScene {
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public:
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//Public access members
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InCombat();
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InCombat(ConfigUtility* const, UDPNetworkUtility* const, SharedParameters* const);
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~InCombat();
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protected:
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@@ -38,11 +51,20 @@ protected:
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void Render(SDL_Surface* const);
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//Event handlers
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void QuitEvent();
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void MouseMotion(SDL_MouseMotionEvent const&);
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void MouseButtonDown(SDL_MouseButtonEvent const&);
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void MouseButtonUp(SDL_MouseButtonEvent const&);
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void KeyDown(SDL_KeyboardEvent const&);
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void KeyUp(SDL_KeyboardEvent const&);
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//Network handlers
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void HandlePacket(SerialPacket&);
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//shared parameters
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ConfigUtility& config;
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UDPNetworkUtility& network;
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SharedParameters& params;
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};
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#endif
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