Removed the shared parameters structure (read more)
I've also stopped using a separate branch for sharing the CharacterData structre. This commit won't build, mostly because I need to refactor InWorld to handle the loss of the PlayerCharacter class. I should probably rename SQL's tables too.
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@@ -25,10 +25,18 @@
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//Public access members
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//-------------------------
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InCombat::InCombat(ConfigUtility* const argConfig, UDPNetworkUtility* const argNetwork, SharedParameters* const argParams):
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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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):
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config(*argConfig),
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network(*argNetwork),
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params(*argParams)
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clientIndex(*argClientIndex),
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accountIndex(*argAccountIndex),
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characterIndex(*argCharacterIndex)
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{
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//
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}
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@@ -53,6 +61,13 @@ 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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//
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}
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@@ -62,7 +77,9 @@ void InCombat::Render(SDL_Surface* const screen) {
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//-------------------------
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void InCombat::QuitEvent() {
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//
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//exit the game AND the server
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RequestDisconnect();
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SetNextScene(SceneList::MAINMENU);
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}
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void InCombat::MouseMotion(SDL_MouseMotionEvent const& motion) {
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@@ -89,6 +106,14 @@ void InCombat::KeyUp(SDL_KeyboardEvent const& key) {
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//
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}
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void InCombat::HandlePacket(SerialPacket& packet) {
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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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//TODO: network handlers
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//-------------------------
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//Server control
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//-------------------------
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//TODO: server control
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