/* Copyright: (c) Kayne Ruse 2013 * * This software is provided 'as-is', without any express or implied * warranty. In no event will the authors be held liable for any damages * arising from the use of this software. * * Permission is granted to anyone to use this software for any purpose, * including commercial applications, and to alter it and redistribute it * freely, subject to the following restrictions: * * 1. The origin of this software must not be misrepresented; you must not * claim that you wrote the original software. If you use this software * in a product, an acknowledgment in the product documentation would be * appreciated but is not required. * * 2. Altered source versions must be plainly marked as such, and must not be * misrepresented as being the original software. * * 3. This notice may not be removed or altered from any source * distribution. */ #ifndef INWORLD_HPP_ #define INWORLD_HPP_ //maps #include "map_allocator.hpp" #include "map_file_format.hpp" #include "region_pager.hpp" //networking #include "udp_network_utility.hpp" #include "serial_packet.hpp" #include "serial.hpp" //graphics #include "image.hpp" #include "raster_font.hpp" #include "button.hpp" #include "tile_sheet.hpp" //common #include "config_utility.hpp" #include "frame_rate.hpp" #include "combat_data.hpp" #include "character_data.hpp" //client #include "base_scene.hpp" //STL #include class InWorld : public BaseScene { public: //Public access members InWorld( ConfigUtility* const argConfig, UDPNetworkUtility* const argNetwork, int* const argClientIndex, int* const argAccountIndex, int* const argCharacterIndex, std::map* argCombatMap, std::map* argCharacterMap ); ~InWorld(); protected: //Frame loop void FrameStart(); void Update(double delta); void FrameEnd(); void RenderFrame(); void Render(SDL_Surface* const); //Event handlers void QuitEvent(); void MouseMotion(SDL_MouseMotionEvent const&); void MouseButtonDown(SDL_MouseButtonEvent const&); void MouseButtonUp(SDL_MouseButtonEvent const&); void KeyDown(SDL_KeyboardEvent const&); void KeyUp(SDL_KeyboardEvent const&); //Network handlers void HandlePacket(SerialPacket); void HandleDisconnect(SerialPacket); void HandleCharacterNew(SerialPacket); void HandleCharacterDelete(SerialPacket); void HandleCharacterUpdate(SerialPacket); void HandleRegionContent(SerialPacket); //Server control void SendPlayerUpdate(); void RequestDisconnect(); void RequestShutDown(); void RequestRegion(int mapIndex, int x, int y); //utilities void UpdateMap(); //shared parameters ConfigUtility& config; UDPNetworkUtility& network; int& clientIndex; int& accountIndex; int& characterIndex; std::map& combatMap; std::map& characterMap; //graphics Image buttonImage; RasterFont font; TileSheet tileSheet; //TODO: sprites //map RegionPager regionPager; //UI Button disconnectButton; Button shutDownButton; //TODO: Fix the camera struct { int x = 0, y = 0; int width = 0, height = 0; int marginX = 0, marginY = 0; } camera; FrameRate fps; //game CharacterData* localCharacter = nullptr; }; #endif