in_combat.cpp builds; entire repo builds
Doesn't mean I'm done yet.
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+41
-38
@@ -85,11 +85,10 @@ void InCombat::FrameStart() {
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}
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void InCombat::Update(double delta) {
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SerialPacket packet;
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//suck in all waiting packets
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while(network.Receive(&packet)) {
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HandlePacket(packet);
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//suck in and process all waiting packets
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char packetBuffer[MAX_PACKET_SIZE];
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while(network.Receive(reinterpret_cast<SerialPacket*>(packetBuffer))) {
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HandlePacket(reinterpret_cast<SerialPacket*>(packetBuffer));
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}
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//TODO: more
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@@ -154,19 +153,19 @@ void InCombat::KeyUp(SDL_KeyboardEvent const& key) {
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//Network handlers
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//-------------------------
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void InCombat::HandlePacket(SerialPacket packet) {
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switch(packet.meta.type) {
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case SerialPacket::Type::DISCONNECT:
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HandleDisconnect(packet);
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void InCombat::HandlePacket(SerialPacket* const argPacket) {
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switch(argPacket->type) {
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case SerialPacketType::DISCONNECT:
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HandleDisconnect(argPacket);
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break;
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//handle errors
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default:
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throw(std::runtime_error(std::string() + "Unknown SerialPacketType encountered in InCombat: " + to_string_custom(int(packet.meta.type))));
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throw(std::runtime_error(std::string() + "Unknown SerialPacketType encountered in InCombat: " + to_string_custom(static_cast<int>(argPacket->type)) ));
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break;
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}
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}
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void InCombat::HandleDisconnect(SerialPacket) {
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void InCombat::HandleDisconnect(SerialPacket* const) {
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SetNextScene(SceneList::RESTART);
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}
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@@ -177,52 +176,56 @@ void InCombat::HandleDisconnect(SerialPacket) {
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//-------------------------
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void InCombat::RequestSynchronize() {
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SerialPacket packet;
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ClientPacket newPacket;
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//request a sync
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packet.meta.type = SerialPacket::Type::SYNCHRONIZE;
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packet.clientInfo.clientIndex = clientIndex;
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packet.clientInfo.accountIndex = accountIndex;
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packet.clientInfo.characterIndex = characterIndex;
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newPacket.type = SerialPacketType::SYNCHRONIZE;
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newPacket.clientIndex = clientIndex;
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newPacket.accountIndex = accountIndex;
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network.SendTo(Channels::SERVER, &packet);
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network.SendTo(Channels::SERVER, &newPacket);
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}
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void InCombat::SendPlayerUpdate() {
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SerialPacket packet;
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CharacterPacket newPacket;
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//pack the packet
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packet.meta.type = SerialPacket::Type::CHARACTER_UPDATE;
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packet.characterInfo.clientIndex = clientIndex;
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packet.characterInfo.accountIndex = accountIndex;
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packet.characterInfo.characterIndex = characterIndex;
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// packet.characterInfo.position = localCharacter->position;
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// packet.characterInfo.motion = localCharacter->motion;
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//TODO: stats
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newPacket.type = SerialPacketType::CHARACTER_UPDATE;
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network.SendTo(Channels::SERVER, &packet);
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newPacket.characterIndex = characterIndex;
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//handle, avatar
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newPacket.accountIndex = accountIndex;
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// newPacket.roomIndex = localCharacter->roomIndex;
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// newPacket.origin = localCharacter->origin;
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// newPacket.motion = localCharacter->motion;
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// newPacket.stats = localCharacter->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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network.SendTo(Channels::SERVER, &newPacket);
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}
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void InCombat::RequestDisconnect() {
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SerialPacket packet;
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ClientPacket newPacket;
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//send a disconnect request
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packet.meta.type = SerialPacket::Type::DISCONNECT;
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packet.clientInfo.clientIndex = clientIndex;
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packet.clientInfo.accountIndex = accountIndex;
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packet.clientInfo.characterIndex = characterIndex;
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newPacket.type = SerialPacketType::DISCONNECT;
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newPacket.clientIndex = clientIndex;
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newPacket.accountIndex = accountIndex;
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network.SendTo(Channels::SERVER, &packet);
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network.SendTo(Channels::SERVER, &newPacket);
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}
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void InCombat::RequestShutdown() {
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SerialPacket packet;
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ClientPacket newPacket;
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//send a shutdown request
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packet.meta.type = SerialPacket::Type::SHUTDOWN;
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packet.clientInfo.clientIndex = clientIndex;
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packet.clientInfo.accountIndex = accountIndex;
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packet.clientInfo.characterIndex = characterIndex;
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newPacket.type = SerialPacketType::SHUTDOWN;
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newPacket.clientIndex = clientIndex;
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newPacket.accountIndex = accountIndex;
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network.SendTo(Channels::SERVER, &packet);
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network.SendTo(Channels::SERVER, &newPacket);
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}
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