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/* Copyright: (c) Kayne Ruse 2013-2015
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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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#include "in_world.hpp"
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#include "channels.hpp"
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#include "utility.hpp"
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#include "terminal_error.hpp"
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#include <stdexcept>
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#include <algorithm>
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#include <cmath>
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#include <iostream>
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#include <sstream>
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//-------------------------
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//Public access members
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//-------------------------
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InWorld::InWorld(int* const argClientIndex, int* const argAccountIndex):
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clientIndex(*argClientIndex),
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accountIndex(*argAccountIndex)
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{
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//setup the utility objects
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buttonImage.LoadSurface(config["dir.interface"] + "button_menu.bmp");
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buttonImage.SetClipH(buttonImage.GetClipH()/3);
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font.LoadSurface(config["dir.fonts"] + "pk_white_8.bmp");
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//pass the utility objects
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disconnectButton.SetImage(&buttonImage);
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disconnectButton.SetFont(&font);
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shutDownButton.SetImage(&buttonImage);
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shutDownButton.SetFont(&font);
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//set the button positions
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disconnectButton.SetX(50);
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disconnectButton.SetY(50 + buttonImage.GetClipH() * 0);
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shutDownButton.SetX(50);
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shutDownButton.SetY(50 + buttonImage.GetClipH() * 1);
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//set the button texts
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disconnectButton.SetText("Disconnect");
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shutDownButton.SetText("Shut Down");
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//load the tilesheet
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//TODO: add the tilesheet to the map system
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//TODO: Tile size and tile sheet should be loaded elsewhere
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tileSheet.Load(config["dir.tilesets"] + "overworld.bmp", 32, 32);
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//Send the character data
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//TODO: login scene, prompt, etc.
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CharacterPacket newPacket;
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newPacket.type = SerialPacketType::CHARACTER_LOAD;
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strncpy(newPacket.handle, config["client.handle"].c_str(), PACKET_STRING_SIZE);
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strncpy(newPacket.avatar, config["client.avatar"].c_str(), PACKET_STRING_SIZE);
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newPacket.accountIndex = accountIndex;
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network.SendTo(Channels::SERVER, &newPacket);
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//query the world state
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memset(&newPacket, 0, MAX_PACKET_SIZE);
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newPacket.type = SerialPacketType::QUERY_CHARACTER_EXISTS;
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network.SendTo(Channels::SERVER, &newPacket);
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//set the camera's values
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camera.width = GetScreen()->w;
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camera.height = GetScreen()->h;
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//debug
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//
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}
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InWorld::~InWorld() {
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//unload the local data
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characterMap.clear();
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monsterMap.clear();
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}
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//-------------------------
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//Frame loop
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//-------------------------
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void InWorld::FrameStart() {
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//
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}
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void InWorld::Update() {
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//create and zero the buffer
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SerialPacket* packetBuffer = reinterpret_cast<SerialPacket*>(new char[MAX_PACKET_SIZE]);
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memset(packetBuffer, 0, MAX_PACKET_SIZE);
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try {
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//suck in and process all waiting packets
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while(network.Receive(packetBuffer)) {
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HandlePacket(packetBuffer);
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}
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}
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catch(terminal_error& e) {
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throw(e);
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}
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catch(std::exception& e) {
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std::cerr << "HandlePacket Error: " << e.what() << std::endl;
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}
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//free the buffer
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delete reinterpret_cast<char*>(packetBuffer);
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//heartbeat system
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CheckHeartBeat();
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//update all entities
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for (auto& it : characterMap) {
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it.second.Update();
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}
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for (auto& it : monsterMap) {
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it.second.Update();
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}
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//update the map
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UpdateMap();
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//skip the rest without a local character
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if (!localCharacter) {
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return;
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}
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//get the collidable boxes
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std::list<BoundingBox> boxList = GenerateCollisionGrid(localCharacter, tileSheet.GetTileW(), tileSheet.GetTileH());
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//process the collisions
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if (localCharacter->ProcessCollisionGrid(boxList)) {
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localCharacter->CorrectSprite();
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SendLocalCharacterMovement();
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}
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//update the camera
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camera.x = localCharacter->GetOrigin().x - camera.marginX;
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camera.y = localCharacter->GetOrigin().y - camera.marginY;
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}
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void InWorld::FrameEnd() {
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//
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}
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void InWorld::RenderFrame() {
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SDL_FillRect(GetScreen(), 0, 0);
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Render(GetScreen());
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SDL_Flip(GetScreen());
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fps.Calculate();
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}
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void InWorld::Render(SDL_Surface* const screen) {
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//draw the map
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for (std::list<Region>::iterator it = regionPager.GetContainer()->begin(); it != regionPager.GetContainer()->end(); it++) {
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tileSheet.DrawRegionTo(screen, &(*it), camera.x, camera.y);
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}
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//draw the entities
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for (auto& it : characterMap) {
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//TODO: depth ordering
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it.second.DrawTo(screen, camera.x, camera.y);
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}
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for (auto& it : monsterMap) {
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//TODO: depth ordering
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it.second.DrawTo(screen, camera.x, camera.y);
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}
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//draw UI
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disconnectButton.DrawTo(screen);
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shutDownButton.DrawTo(screen);
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font.DrawStringTo(to_string_custom(fps.GetFrameRate()), screen, 0, 0);
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}
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//-------------------------
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//Event handlers
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//-------------------------
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void InWorld::QuitEvent() {
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//two-step logout
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SendDisconnectRequest();
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SetNextScene(SceneList::QUIT);
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}
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void InWorld::MouseMotion(SDL_MouseMotionEvent const& motion) {
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disconnectButton.MouseMotion(motion);
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shutDownButton.MouseMotion(motion);
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}
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void InWorld::MouseButtonDown(SDL_MouseButtonEvent const& button) {
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disconnectButton.MouseButtonDown(button);
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shutDownButton.MouseButtonDown(button);
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}
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void InWorld::MouseButtonUp(SDL_MouseButtonEvent const& button) {
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if (disconnectButton.MouseButtonUp(button) == Button::State::HOVER && button.button == SDL_BUTTON_LEFT) {
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SendLogoutRequest();
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}
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if (shutDownButton.MouseButtonUp(button) == Button::State::HOVER && button.button == SDL_BUTTON_LEFT) {
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SendShutdownRequest();
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}
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}
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void InWorld::KeyDown(SDL_KeyboardEvent const& key) {
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//hotkeys
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switch(key.keysym.sym) {
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case SDLK_ESCAPE:
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//TODO: the escape key should actually control menus and stuff
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SendLogoutRequest();
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return;
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}
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//character movement
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if (!localCharacter) {
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return;
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}
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Vector2 motion = localCharacter->GetMotion();
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switch(key.keysym.sym) {
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case SDLK_w:
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motion.y -= CHARACTER_WALKING_SPEED;
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break;
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case SDLK_a:
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motion.x -= CHARACTER_WALKING_SPEED;
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break;
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case SDLK_s:
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motion.y += CHARACTER_WALKING_SPEED;
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break;
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case SDLK_d:
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motion.x += CHARACTER_WALKING_SPEED;
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break;
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default:
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//DOCS: prevents wrong keys screwing with character movement
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return;
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}
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//handle diagonals
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if (motion.x != 0 && motion.y != 0) {
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motion *= CHARACTER_WALKING_MOD;
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}
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//set the info
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localCharacter->SetMotion(motion);
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localCharacter->CorrectSprite();
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SendLocalCharacterMovement();
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}
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void InWorld::KeyUp(SDL_KeyboardEvent const& key) {
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//character movement
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if (!localCharacter) {
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return;
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}
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Vector2 motion = localCharacter->GetMotion();
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switch(key.keysym.sym) {
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case SDLK_w:
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motion.y = std::min(0.0, motion.y += CHARACTER_WALKING_SPEED);
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break;
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case SDLK_a:
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motion.x = std::min(0.0, motion.x += CHARACTER_WALKING_SPEED);
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break;
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case SDLK_s:
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motion.y = std::max(0.0, motion.y -= CHARACTER_WALKING_SPEED);
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break;
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case SDLK_d:
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motion.x = std::max(0.0, motion.x -= CHARACTER_WALKING_SPEED);
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break;
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default:
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//DOCS: prevents wrong keys screwing with character movement
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return;
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}
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//BUGFIX: reset cardinal direction speed on key release
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if (motion.x > 0) {
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motion.x = CHARACTER_WALKING_SPEED;
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}
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else if (motion.x < 0) {
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motion.x = -CHARACTER_WALKING_SPEED;
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}
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if (motion.y > 0) {
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motion.y = CHARACTER_WALKING_SPEED;
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}
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else if (motion.y < 0) {
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motion.y = -CHARACTER_WALKING_SPEED;
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}
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//handle diagonals
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if (motion.x != 0 && motion.y != 0) {
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motion *= CHARACTER_WALKING_MOD;
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}
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//set the info
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localCharacter->SetMotion(motion);
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localCharacter->CorrectSprite();
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SendLocalCharacterMovement();
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}
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