Implemented a few minor changes from the monster branch
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@@ -138,7 +138,7 @@ void InWorld::Update() {
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}
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}
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//update the camera
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//update the camera (following the player)
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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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@@ -179,6 +179,7 @@ void InWorld::Render(SDL_Surface* const screen) {
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//draw characters
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for (auto& it : characterMap) {
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//BUG: #29 drawing order according to Y origin
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//TODO: use a list of renderable objects
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it.second.DrawTo(screen, camera.x, camera.y);
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}
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@@ -209,10 +210,10 @@ void InWorld::MouseButtonDown(SDL_MouseButtonEvent const& 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) {
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if (disconnectButton.MouseButtonUp(button) == Button::State::HOVER && button.button == SDL_BUTTON_LEFT) {
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RequestDisconnect();
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}
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if (shutDownButton.MouseButtonUp(button) == Button::State::HOVER) {
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if (shutDownButton.MouseButtonUp(button) == Button::State::HOVER && button.button == SDL_BUTTON_LEFT) {
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RequestShutDown();
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}
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}
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@@ -326,7 +327,7 @@ void InWorld::HandlePing(ServerPacket* const argPacket) {
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void InWorld::HandlePong(ServerPacket* const argPacket) {
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if (network.GetIPAddress(Channels::SERVER)->host != argPacket->srcAddress.host) {
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throw(std::runtime_error("Heartbeat message received from unknown source"));
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throw(std::runtime_error("Heartbeat message received from an unknown source"));
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}
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attemptedBeats = 0;
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@@ -39,6 +39,7 @@
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#include "frame_rate.hpp"
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#include "base_character.hpp"
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#include "base_monster.hpp"
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#include "local_character.hpp"
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//client
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@@ -92,12 +93,13 @@ protected:
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//utilities
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void UpdateMap();
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//shared parameters
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//singleton shortcut
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UDPNetworkUtility& network = UDPNetworkUtility::GetSingleton();
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//indexes
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int& clientIndex;
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int& accountIndex;
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int characterIndex = -1;
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std::map<int, BaseCharacter> characterMap;
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//graphics
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Image buttonImage;
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@@ -110,6 +112,7 @@ protected:
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//UI
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Button disconnectButton;
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Button shutDownButton;
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FrameRate fps;
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//the camera structure
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struct {
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@@ -117,12 +120,13 @@ protected:
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int width = 0, height = 0;
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int marginX = 0, marginY = 0;
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} camera;
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FrameRate fps;
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//game
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//game components
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BaseCharacter* localCharacter = nullptr;
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std::map<int, BaseCharacter> characterMap;
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std::map<int, BaseMonster> monsterMap;
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//connections
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//heartbeat
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//TODO: This needs it's own utility, for both InWorld and InCombat
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typedef std::chrono::steady_clock Clock;
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Clock::time_point lastBeat = Clock::now();
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