Moved the scenes into a subdirectory
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/* Copyright: (c) Kayne Ruse 2013, 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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#include "in_combat.hpp"
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#include "channels.hpp"
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#include "utility.hpp"
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#include <stdexcept>
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//-------------------------
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//Public access members
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//-------------------------
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InCombat::InCombat(
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ConfigUtility* const argConfig,
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UDPNetworkUtility* const argNetwork,
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int* const argClientIndex,
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int* const argAccountIndex,
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int* const argCharacterIndex,
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std::map<int, CombatData>* argCombatMap,
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std::map<int, CharacterData>* argCharacterMap,
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std::map<int, EnemyData>* argEnemyMap
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):
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config(*argConfig),
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network(*argNetwork),
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clientIndex(*argClientIndex),
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accountIndex(*argAccountIndex),
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characterIndex(*argCharacterIndex),
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combatMap(*argCombatMap),
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characterMap(*argCharacterMap),
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enemyMap(*argEnemyMap)
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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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backButton.SetImage(&buttonImage);
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backButton.SetFont(&font);
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//set the button positions
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backButton.SetX(50);
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backButton.SetY(50 + buttonImage.GetClipH() * 0);
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//set the button texts
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backButton.SetText("Back");
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//request a sync
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RequestSynchronize();
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*/
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//debug
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//
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}
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InCombat::~InCombat() {
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//
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}
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//-------------------------
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//Frame loop
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//-------------------------
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void InCombat::FrameStart() {
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//
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}
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void InCombat::Update(double delta) {
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//suck in and process all waiting packets
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SerialPacket* packetBuffer = static_cast<SerialPacket*>(malloc(MAX_PACKET_SIZE));
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while(network.Receive(packetBuffer)) {
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HandlePacket(packetBuffer);
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}
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free(static_cast<void*>(packetBuffer));
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//TODO: more
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}
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void InCombat::FrameEnd() {
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//
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}
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void InCombat::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 InCombat::Render(SDL_Surface* const screen) {
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//TODO: draw the background
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//TODO: draw the characters
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//TODO: draw the enemies
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//TODO: draw the UI
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}
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//-------------------------
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//Event handlers
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//-------------------------
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void InCombat::QuitEvent() {
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//exit the game AND the server
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RequestDisconnect();
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SetNextScene(SceneList::QUIT);
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}
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void InCombat::MouseMotion(SDL_MouseMotionEvent const& motion) {
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//
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}
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void InCombat::MouseButtonDown(SDL_MouseButtonEvent const& button) {
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//
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}
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void InCombat::MouseButtonUp(SDL_MouseButtonEvent const& button) {
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//
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}
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void InCombat::KeyDown(SDL_KeyboardEvent const& key) {
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//
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}
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void InCombat::KeyUp(SDL_KeyboardEvent const& key) {
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//
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}
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//-------------------------
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//Network handlers
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//-------------------------
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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(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* const) {
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SetNextScene(SceneList::CLEANUP);
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}
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//TODO: more network handlers
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//-------------------------
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//Server control
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//-------------------------
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void InCombat::RequestSynchronize() {
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ClientPacket newPacket;
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//request a sync
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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, &newPacket);
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}
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void InCombat::SendPlayerUpdate() {
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CharacterPacket newPacket;
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//pack the packet
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newPacket.type = SerialPacketType::CHARACTER_UPDATE;
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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: gameplay components: equipment, items, buffs, 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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ClientPacket newPacket;
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//send a disconnect request
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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, &newPacket);
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}
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void InCombat::RequestShutdown() {
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ClientPacket newPacket;
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//send a shutdown request
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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, &newPacket);
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}
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