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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+36
-10
@@ -22,25 +22,33 @@
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#ifndef INCOMBAT_HPP_
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#define INCOMBAT_HPP_
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//graphics & utilities
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#include "image.hpp"
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#include "raster_font.hpp"
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#include "button.hpp"
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#include "config_utility.hpp"
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#include "shared_parameters.hpp"
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//network
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#include "udp_network_utility.hpp"
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#include "serial_packet.hpp"
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#include "serial.hpp"
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//graphics
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#include "image.hpp"
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#include "raster_font.hpp"
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#include "button.hpp"
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//common
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#include "config_utility.hpp"
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#include "frame_rate.hpp"
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//client
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#include "base_scene.hpp"
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class InCombat : public BaseScene {
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public:
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//Public access members
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InCombat(ConfigUtility* const, UDPNetworkUtility* const, SharedParameters* const);
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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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~InCombat();
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protected:
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@@ -48,6 +56,7 @@ protected:
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void FrameStart();
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void Update(double delta);
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void FrameEnd();
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void RenderFrame();
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void Render(SDL_Surface* const);
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//Event handlers
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@@ -59,12 +68,29 @@ protected:
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void KeyUp(SDL_KeyboardEvent const&);
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//Network handlers
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void HandlePacket(SerialPacket&);
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void HandlePacket(SerialPacket);
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void HandleDisconnect(SerialPacket);
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//TODO: more
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//Server control
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void SendPlayerUpdate();
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void RequestDisconnect();
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void RequestShutdown();
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//TOOD: more
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//shared parameters
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ConfigUtility& config;
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UDPNetworkUtility& network;
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SharedParameters& params;
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int& clientIndex;
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int& accountIndex;
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int& characterIndex;
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//graphics
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//TODO: graphics
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//UI
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//TODO: UI
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FrameRate fps;
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};
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#endif
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