Encapsulated the Character class
This commit is contained in:
@@ -19,9 +19,9 @@
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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 "character_data.hpp"
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#include "character.hpp"
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void CharacterData::Update(double delta) {
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void Character::Update(double delta) {
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if (motion.x && motion.y) {
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origin += motion * delta * CHARACTER_WALKING_MOD;
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}
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@@ -31,11 +31,11 @@ void CharacterData::Update(double delta) {
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sprite.Update(delta);
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}
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void CharacterData::DrawTo(SDL_Surface* const dest, int camX, int camY) {
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void Character::DrawTo(SDL_Surface* const dest, int camX, int camY) {
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sprite.DrawTo(dest, origin.x - camX, origin.y - camY);
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}
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void CharacterData::CorrectSprite() {
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void Character::CorrectSprite() {
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//NOTE: These must correspond to the sprite sheet in use
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if (motion.y > 0) {
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sprite.SetYIndex(0);
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@@ -19,8 +19,8 @@
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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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#ifndef CHARACTERDATA_HPP_
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#define CHARACTERDATA_HPP_
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#ifndef CHARACTER_HPP_
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#define CHARACTER_HPP_
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//components
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#include "character_defines.hpp"
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@@ -34,38 +34,61 @@
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#include <string>
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#include <cmath>
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//TODO: encapsulate this and the server version
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struct CharacterData {
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class Character {
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public:
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Character() = default;
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~Character() = default;
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void Update(double delta);
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//graphics
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void DrawTo(SDL_Surface* const, int camX, int camY);
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void CorrectSprite();
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SpriteSheet* GetSprite() { return &sprite; }
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//gameplay
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Statistics* GetStats() { return &stats; }
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//accessors and mutators
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//metadata
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int owner;
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std::string handle;
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std::string avatar;
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int SetOwner(int i) { return owner = i; }
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int GetOwner() { return owner; }
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std::string SetHandle(std::string s) { return handle = s; }
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std::string GetHandle() const { return handle; }
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std::string SetAvatar(std::string s) { return avatar = s; }
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std::string GetAvatar() const { return avatar; }
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//members
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//position
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Vector2 SetOrigin(Vector2 v) { return origin = v; }
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Vector2 GetOrigin() const { return origin; }
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Vector2 SetMotion(Vector2 v) { return motion = v; }
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Vector2 GetMotion() const { return motion; }
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Vector2 SetBounds(Vector2 v) { return bounds = v; }
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Vector2 GetBounds() const { return bounds; }
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private:
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//graphics
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SpriteSheet sprite;
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//world position
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int roomIndex = 0;
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Vector2 origin = {0.0,0.0};
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Vector2 motion = {0.0,0.0};
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Vector2 bounds = {0.0,0.0};
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//base statistics
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Statistics stats;
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//TODO: gameplay components: equipment, items, buffs, debuffs
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//methods
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void Update(double delta);
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//metadata
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int owner;
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std::string handle;
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std::string avatar;
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void DrawTo(SDL_Surface* const, int camX, int camY);
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void CorrectSprite();
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//active gameplay members
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//NOTE: these are lost when unloaded
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bool inCombat = false;
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int atbGauge = 0;
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//TODO: stored command
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//position
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Vector2 origin = {0.0,0.0};
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Vector2 motion = {0.0,0.0};
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Vector2 bounds = {CHARACTER_BOUNDS_WIDTH,CHARACTER_BOUNDS_HEIGHT};
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};
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//tmp
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#include <map>
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typedef std::map<int, Character> CharacterMap;
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#endif
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@@ -177,13 +177,13 @@ void ClientApplication::LoadScene(SceneList sceneIndex) {
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activeScene = new LobbyMenu(&config, &network, &clientIndex, &accountIndex);
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break;
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case SceneList::INWORLD:
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activeScene = new InWorld(&config, &network, &clientIndex, &accountIndex, &characterIndex, &combatMap, &characterMap);
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activeScene = new InWorld(&config, &network, &clientIndex, &accountIndex, &characterIndex, &characterMap);
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break;
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case SceneList::INCOMBAT:
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activeScene = new InCombat(&config, &network, &clientIndex, &accountIndex, &characterIndex, &combatMap, &characterMap, &enemyMap);
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activeScene = new InCombat(&config, &network, &clientIndex, &accountIndex, &characterIndex, &characterMap);
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break;
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case SceneList::CLEANUP:
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activeScene = new CleanUp(&config, &network, &clientIndex, &accountIndex, &characterIndex, &combatMap, &characterMap, &enemyMap);
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activeScene = new CleanUp(&config, &network, &clientIndex, &accountIndex, &characterIndex, &characterMap);
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break;
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default:
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throw(std::logic_error("Failed to recognize the scene index"));
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@@ -27,9 +27,7 @@
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#include "config_utility.hpp"
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#include "udp_network_utility.hpp"
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#include "character_data.hpp"
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#include "combat_data.hpp"
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#include "enemy_data.hpp"
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#include "character.hpp"
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#include <map>
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@@ -56,9 +54,7 @@ private:
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int accountIndex = -1;
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int characterIndex = -1;
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std::map<int, CombatData> combatMap;
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std::map<int, CharacterData> characterMap;
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std::map<int, EnemyData> enemyMap;
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CharacterMap characterMap;
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};
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#endif
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@@ -1,53 +0,0 @@
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/* Copyright: (c) Kayne Ruse 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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#ifndef COMBATDATA_HPP_
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#define COMBATDATA_HPP_
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#include "vector2.hpp"
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#include "combat_defines.hpp"
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//gameplay members
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#include "character_data.hpp"
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#include "enemy_data.hpp"
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//std namespace
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#include <chrono>
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#include <array>
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#include <utility>
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//NOTE: This is a placeholder, since it'd break to client too much to remove it
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struct CombatData {
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typedef std::chrono::steady_clock Clock;
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std::array<CharacterData, COMBAT_MAX_CHARACTERS> characterArray;
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std::array<EnemyData, COMBAT_MAX_ENEMIES> enemyArray;
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//world interaction
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int mapIndex = 0;
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Vector2 origin = {0.0,0.0};
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Vector2 bounds = {0.0,0.0};
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//time interval
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Clock::time_point lastTick = Clock::now();
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};
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#endif
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@@ -1,48 +0,0 @@
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/* Copyright: (c) Kayne Ruse 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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#ifndef ENEMYDATA_HPP_
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#define ENEMYDATA_HPP_
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#include "vector2.hpp"
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#include "statistics.hpp"
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//std namespace
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#include <string>
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//NOTE: This is a placeholder, since it'd break to client too much to remove it
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struct EnemyData {
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//metadata
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std::string handle;
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std::string avatar;
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//gameplay
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Statistics stats;
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//TODO: gameplay components: equipment, items, buffs, debuffs, rewards
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//active gameplay members
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//NOTE: these are lost when unloaded
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int tableIndex;
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int atbGauge = 0;
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};
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#endif
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@@ -35,18 +35,14 @@ CleanUp::CleanUp(
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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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CharacterMap* argCharacterMap
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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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characterMap(*argCharacterMap)
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{
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//setup the utility objects
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image.LoadSurface(config["dir.interface"] + "button_menu.bmp");
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@@ -69,9 +65,9 @@ CleanUp::CleanUp(
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clientIndex = -1;
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accountIndex = -1;
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characterIndex = -1;
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combatMap.clear();
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// combatMap.clear();
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characterMap.clear();
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enemyMap.clear();
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// enemyMap.clear();
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//auto return
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startTick = std::chrono::steady_clock::now();
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@@ -34,9 +34,7 @@
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#include "config_utility.hpp"
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#include "frame_rate.hpp"
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#include "combat_data.hpp"
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#include "character_data.hpp"
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#include "enemy_data.hpp"
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#include "character.hpp"
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//client
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#include "base_scene.hpp"
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@@ -53,9 +51,7 @@ public:
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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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CharacterMap* argCharacterMap
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);
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~CleanUp();
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@@ -79,9 +75,7 @@ protected:
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int& clientIndex;
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int& accountIndex;
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int& characterIndex;
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std::map<int, CombatData>& combatMap;
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std::map<int, CharacterData>& characterMap;
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std::map<int, EnemyData>& enemyMap;
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CharacterMap& characterMap;
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//graphics
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Image image;
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@@ -36,18 +36,14 @@ InCombat::InCombat(
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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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CharacterMap* argCharacterMap
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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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characterMap(*argCharacterMap)
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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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@@ -34,9 +34,7 @@
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#include "config_utility.hpp"
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#include "frame_rate.hpp"
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#include "combat_data.hpp"
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#include "character_data.hpp"
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#include "enemy_data.hpp"
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#include "character.hpp"
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//client
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#include "base_scene.hpp"
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@@ -50,9 +48,7 @@ public:
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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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CharacterMap* argCharacterMap
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);
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~InCombat();
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@@ -88,9 +84,7 @@ protected:
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int& clientIndex;
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int& accountIndex;
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int& characterIndex;
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std::map<int, CombatData>& combatMap;
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std::map<int, CharacterData>& characterMap;
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std::map<int, EnemyData>& enemyMap;
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CharacterMap& characterMap;
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//graphics
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//TODO: graphics
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+53
-74
@@ -39,15 +39,13 @@ InWorld::InWorld(
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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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CharacterMap* argCharacterMap
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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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{
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//setup the utility objects
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@@ -111,8 +109,8 @@ void InWorld::Update(double delta) {
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//update the camera
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if(localCharacter) {
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camera.x = localCharacter->origin.x - camera.marginX;
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camera.y = localCharacter->origin.y - camera.marginY;
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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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//check the map
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@@ -178,77 +176,60 @@ void InWorld::MouseButtonUp(SDL_MouseButtonEvent const& button) {
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}
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void InWorld::KeyDown(SDL_KeyboardEvent const& key) {
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switch(key.keysym.sym) {
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if (!localCharacter) {
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return;
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}
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//player movement
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Vector2 motion = localCharacter->GetMotion();
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switch(key.keysym.sym) {
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case SDLK_LEFT:
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if (localCharacter) {
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localCharacter->motion.x -= CHARACTER_WALKING_SPEED;
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localCharacter->CorrectSprite();
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SendPlayerUpdate();
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}
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motion.x -= CHARACTER_WALKING_SPEED;
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break;
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case SDLK_RIGHT:
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if (localCharacter) {
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localCharacter->motion.x += CHARACTER_WALKING_SPEED;
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localCharacter->CorrectSprite();
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SendPlayerUpdate();
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}
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motion.x += CHARACTER_WALKING_SPEED;
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break;
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case SDLK_UP:
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if (localCharacter) {
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localCharacter->motion.y -= CHARACTER_WALKING_SPEED;
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localCharacter->CorrectSprite();
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SendPlayerUpdate();
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}
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motion.y -= CHARACTER_WALKING_SPEED;
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break;
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case SDLK_DOWN:
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if (localCharacter) {
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localCharacter->motion.y += CHARACTER_WALKING_SPEED;
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motion.y += CHARACTER_WALKING_SPEED;
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break;
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default:
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return;
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}
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localCharacter->SetMotion(motion);
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localCharacter->CorrectSprite();
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SendPlayerUpdate();
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}
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break;
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}
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}
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void InWorld::KeyUp(SDL_KeyboardEvent const& key) {
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switch(key.keysym.sym) {
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if (!localCharacter) {
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return;
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}
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//player movement
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Vector2 motion = localCharacter->GetMotion();
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switch(key.keysym.sym) {
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//NOTE: The use of min/max here are to prevent awkward movements
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case SDLK_LEFT:
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if (localCharacter) {
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localCharacter->motion.x += CHARACTER_WALKING_SPEED;
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localCharacter->CorrectSprite();
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SendPlayerUpdate();
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}
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motion.x = std::min(motion.x + CHARACTER_WALKING_SPEED, 0.0);
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break;
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case SDLK_RIGHT:
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if (localCharacter) {
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localCharacter->motion.x -= CHARACTER_WALKING_SPEED;
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localCharacter->CorrectSprite();
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SendPlayerUpdate();
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}
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motion.x = std::max(motion.x - CHARACTER_WALKING_SPEED, 0.0);
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break;
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case SDLK_UP:
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if (localCharacter) {
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localCharacter->motion.y += CHARACTER_WALKING_SPEED;
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localCharacter->CorrectSprite();
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SendPlayerUpdate();
|
||||
}
|
||||
motion.y = std::min(motion.y + CHARACTER_WALKING_SPEED, 0.0);
|
||||
break;
|
||||
|
||||
case SDLK_DOWN:
|
||||
if (localCharacter) {
|
||||
localCharacter->motion.y -= CHARACTER_WALKING_SPEED;
|
||||
motion.y = std::max(motion.y - CHARACTER_WALKING_SPEED, 0.0);
|
||||
break;
|
||||
default:
|
||||
return;
|
||||
}
|
||||
localCharacter->SetMotion(motion);
|
||||
localCharacter->CorrectSprite();
|
||||
SendPlayerUpdate();
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
//-------------------------
|
||||
@@ -289,36 +270,35 @@ void InWorld::HandleCharacterNew(CharacterPacket* const argPacket) {
|
||||
}
|
||||
|
||||
//create the character object
|
||||
CharacterData& character = characterMap[argPacket->characterIndex];
|
||||
Character& newCharacter = characterMap[argPacket->characterIndex];
|
||||
|
||||
//fill out the character's members
|
||||
character.handle = argPacket->handle;
|
||||
character.avatar = argPacket->avatar;
|
||||
newCharacter.SetHandle(argPacket->handle);
|
||||
newCharacter.SetAvatar(argPacket->avatar);
|
||||
|
||||
character.sprite.LoadSurface(config["dir.sprites"] + character.avatar, 4, 4);
|
||||
character.bounds = {CHARACTER_BOUNDS_WIDTH, CHARACTER_BOUNDS_HEIGHT};
|
||||
newCharacter.GetSprite()->LoadSurface(config["dir.sprites"] + newCharacter.GetAvatar(), 4, 4);
|
||||
|
||||
character.roomIndex = argPacket->roomIndex;
|
||||
character.origin = argPacket->origin;
|
||||
character.motion = argPacket->motion;
|
||||
newCharacter.SetOrigin(argPacket->origin);
|
||||
newCharacter.SetMotion(argPacket->motion);
|
||||
|
||||
character.stats = argPacket->stats;
|
||||
(*newCharacter.GetStats()) = argPacket->stats;
|
||||
|
||||
//bookkeeping code
|
||||
character.CorrectSprite();
|
||||
newCharacter.CorrectSprite();
|
||||
|
||||
//catch this client's player object
|
||||
if (argPacket->accountIndex == accountIndex && !localCharacter) {
|
||||
characterIndex = argPacket->characterIndex;
|
||||
localCharacter = &character;
|
||||
localCharacter = &newCharacter;
|
||||
|
||||
//setup the camera
|
||||
//TODO: move this?
|
||||
camera.width = GetScreen()->w;
|
||||
camera.height = GetScreen()->h;
|
||||
|
||||
//center on the player's character
|
||||
camera.marginX = (GetScreen()->w / 2 - localCharacter->sprite.GetImage()->GetClipW() / 2);
|
||||
camera.marginY = (GetScreen()->h / 2 - localCharacter->sprite.GetImage()->GetClipH() / 2);
|
||||
camera.marginX = (GetScreen()->w / 2 - localCharacter->GetSprite()->GetImage()->GetClipW() / 2);
|
||||
camera.marginY = (GetScreen()->h / 2 - localCharacter->GetSprite()->GetImage()->GetClipH() / 2);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -341,13 +321,12 @@ void InWorld::HandleCharacterUpdate(CharacterPacket* const argPacket) {
|
||||
return;
|
||||
}
|
||||
|
||||
CharacterData& character = characterMap[argPacket->characterIndex];
|
||||
Character& character = characterMap[argPacket->characterIndex];
|
||||
|
||||
//other characters moving
|
||||
if (argPacket->characterIndex != characterIndex) {
|
||||
character.roomIndex = argPacket->roomIndex;
|
||||
character.origin = argPacket->origin;
|
||||
character.motion = argPacket->motion;
|
||||
character.SetOrigin(argPacket->origin);
|
||||
character.SetMotion(argPacket->motion);
|
||||
character.CorrectSprite();
|
||||
}
|
||||
}
|
||||
@@ -388,10 +367,10 @@ void InWorld::SendPlayerUpdate() {
|
||||
newPacket.characterIndex = characterIndex;
|
||||
//NOTE: omitting the handle and avatar here
|
||||
newPacket.accountIndex = accountIndex;
|
||||
newPacket.roomIndex = localCharacter->roomIndex;
|
||||
newPacket.origin = localCharacter->origin;
|
||||
newPacket.motion = localCharacter->motion;
|
||||
newPacket.stats = localCharacter->stats;
|
||||
newPacket.roomIndex = 0; //TODO: room index
|
||||
newPacket.origin = localCharacter->GetOrigin();
|
||||
newPacket.motion = localCharacter->GetMotion();
|
||||
newPacket.stats = *localCharacter->GetStats();
|
||||
|
||||
//TODO: gameplay components: equipment, items, buffs, debuffs
|
||||
|
||||
|
||||
@@ -38,8 +38,7 @@
|
||||
#include "config_utility.hpp"
|
||||
#include "frame_rate.hpp"
|
||||
|
||||
#include "combat_data.hpp"
|
||||
#include "character_data.hpp"
|
||||
#include "character.hpp"
|
||||
|
||||
//client
|
||||
#include "base_scene.hpp"
|
||||
@@ -56,8 +55,7 @@ public:
|
||||
int* const argClientIndex,
|
||||
int* const argAccountIndex,
|
||||
int* const argCharacterIndex,
|
||||
std::map<int, CombatData>* argCombatMap,
|
||||
std::map<int, CharacterData>* argCharacterMap
|
||||
CharacterMap* argCharacterMap
|
||||
);
|
||||
~InWorld();
|
||||
|
||||
@@ -101,8 +99,7 @@ protected:
|
||||
int& clientIndex;
|
||||
int& accountIndex;
|
||||
int& characterIndex;
|
||||
std::map<int, CombatData>& combatMap;
|
||||
std::map<int, CharacterData>& characterMap;
|
||||
CharacterMap& characterMap;
|
||||
|
||||
//graphics
|
||||
Image buttonImage;
|
||||
@@ -124,7 +121,7 @@ protected:
|
||||
FrameRate fps;
|
||||
|
||||
//game
|
||||
CharacterData* localCharacter = nullptr;
|
||||
Character* localCharacter = nullptr;
|
||||
};
|
||||
|
||||
#endif
|
||||
|
||||
Reference in New Issue
Block a user