/* Copyright: (c) Kayne Ruse 2013-2015 * * 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 "region_pager_base.hpp" //utilities #include "udp_network_utility.hpp" #include "serial_packet.hpp" #include "config_utility.hpp" //graphics #include "image.hpp" #include "raster_font.hpp" #include "button.hpp" #include "tile_sheet.hpp" //common #include "frame_rate.hpp" //client #include "base_scene.hpp" #include "base_monster.hpp" #include "local_character.hpp" //STL #include #include class InWorld : public BaseScene { public: //Public access members InWorld(int* const argClientIndex, int* const argAccountIndex); ~InWorld(); protected: //Frame loop void FrameStart(); void Update(); 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&); //Basic connections void HandlePacket(SerialPacket* const); void HandlePing(ServerPacket* const); void HandlePong(ServerPacket* const); //Connection control void SendLogoutRequest(); void SendDisconnectRequest(); void SendShutdownRequest(); void HandleLogoutResponse(ClientPacket* const); void HandleDisconnectResponse(ClientPacket* const); void HandleDisconnectForced(ClientPacket* const); void CheckHeartBeat(); //map management void SendRegionRequest(int roomIndex, int x, int y); void HandleRegionContent(RegionPacket* const); void UpdateMap(); //character management void HandleCharacterCreate(CharacterPacket* const); void HandleCharacterDelete(CharacterPacket* const); void HandleCharacterQueryExists(CharacterPacket* const); void HandleCharacterSetRoom(CharacterPacket* const); void HandleCharacterSetOrigin(CharacterPacket* const); void HandleCharacterSetMotion(CharacterPacket* const); //player movement void SendLocalCharacterMotion(); std::list GenerateCollisionGrid(Entity*, int tileWidth, int tileHeight); //indexes int& clientIndex; int& accountIndex; int characterIndex = -1; int roomIndex = -1; //graphics Image buttonImage; RasterFont font; TileSheet tileSheet; //map RegionPagerBase regionPager; //UI Button disconnectButton; Button shutDownButton; FrameRate fps; //the camera structure struct { int x = 0, y = 0; int width = 0, height = 0; int marginX = 0, marginY = 0; } camera; //entities std::map characterMap; std::map monsterMap; LocalCharacter* localCharacter = nullptr; //heartbeat //TODO: Heartbeat needs it's own utility typedef std::chrono::steady_clock Clock; Clock::time_point lastBeat = Clock::now(); int attemptedBeats = 0; //ugly references; I hate this ConfigUtility& config = ConfigUtility::GetSingleton(); UDPNetworkUtility& network = UDPNetworkUtility::GetSingleton(); }; #endif