/* Copyright: (c) Kayne Ruse 2013, 2014 * * 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. */ #include "in_combat.hpp" #include "channels.hpp" #include "utility.hpp" #include //------------------------- //Public access members //------------------------- InCombat::InCombat( ConfigUtility* const argConfig, UDPNetworkUtility* const argNetwork, int* const argClientIndex, int* const argAccountIndex, int* const argCharacterIndex, std::map* argCombatMap, std::map* argCharacterMap, std::map* argEnemyMap ): config(*argConfig), network(*argNetwork), clientIndex(*argClientIndex), accountIndex(*argAccountIndex), characterIndex(*argCharacterIndex), combatMap(*argCombatMap), characterMap(*argCharacterMap), enemyMap(*argEnemyMap) { /* //setup the utility objects buttonImage.LoadSurface(config["dir.interface"] + "button_menu.bmp"); buttonImage.SetClipH(buttonImage.GetClipH()/3); font.LoadSurface(config["dir.fonts"] + "pk_white_8.bmp"); //pass the utility objects backButton.SetImage(&buttonImage); backButton.SetFont(&font); //set the button positions backButton.SetX(50); backButton.SetY(50 + buttonImage.GetClipH() * 0); //set the button texts backButton.SetText("Back"); //request a sync RequestSynchronize(); */ //debug // } InCombat::~InCombat() { // } //------------------------- //Frame loop //------------------------- void InCombat::FrameStart() { // } void InCombat::Update(double delta) { //suck in and process all waiting packets SerialPacket* packetBuffer = static_cast(malloc(MAX_PACKET_SIZE)); while(network.Receive(packetBuffer)) { HandlePacket(packetBuffer); } free(static_cast(packetBuffer)); //TODO: more } void InCombat::FrameEnd() { // } void InCombat::RenderFrame() { SDL_FillRect(GetScreen(), 0, 0); Render(GetScreen()); SDL_Flip(GetScreen()); fps.Calculate(); } void InCombat::Render(SDL_Surface* const screen) { //TODO: draw the background //TODO: draw the characters //TODO: draw the enemies //TODO: draw the UI } //------------------------- //Event handlers //------------------------- void InCombat::QuitEvent() { //exit the game AND the server RequestDisconnect(); SetNextScene(SceneList::QUIT); } void InCombat::MouseMotion(SDL_MouseMotionEvent const& motion) { // } void InCombat::MouseButtonDown(SDL_MouseButtonEvent const& button) { // } void InCombat::MouseButtonUp(SDL_MouseButtonEvent const& button) { // } void InCombat::KeyDown(SDL_KeyboardEvent const& key) { // } void InCombat::KeyUp(SDL_KeyboardEvent const& key) { // } //------------------------- //Network handlers //------------------------- void InCombat::HandlePacket(SerialPacket* const argPacket) { switch(argPacket->type) { case SerialPacketType::DISCONNECT: HandleDisconnect(argPacket); break; //handle errors default: throw(std::runtime_error(std::string() + "Unknown SerialPacketType encountered in InCombat: " + to_string_custom(static_cast(argPacket->type)) )); break; } } void InCombat::HandleDisconnect(SerialPacket* const) { SetNextScene(SceneList::CLEANUP); } //TODO: more network handlers //------------------------- //Server control //------------------------- void InCombat::RequestSynchronize() { ClientPacket newPacket; //request a sync newPacket.type = SerialPacketType::SYNCHRONIZE; newPacket.clientIndex = clientIndex; newPacket.accountIndex = accountIndex; network.SendTo(Channels::SERVER, &newPacket); } void InCombat::SendPlayerUpdate() { CharacterPacket newPacket; //pack the packet newPacket.type = SerialPacketType::CHARACTER_UPDATE; newPacket.characterIndex = characterIndex; //handle, avatar newPacket.accountIndex = accountIndex; // newPacket.roomIndex = localCharacter->roomIndex; // newPacket.origin = localCharacter->origin; // newPacket.motion = localCharacter->motion; // newPacket.stats = localCharacter->stats; //TODO: gameplay components: equipment, items, buffs, debuffs network.SendTo(Channels::SERVER, &newPacket); } void InCombat::RequestDisconnect() { ClientPacket newPacket; //send a disconnect request newPacket.type = SerialPacketType::DISCONNECT; newPacket.clientIndex = clientIndex; newPacket.accountIndex = accountIndex; network.SendTo(Channels::SERVER, &newPacket); } void InCombat::RequestShutdown() { ClientPacket newPacket; //send a shutdown request newPacket.type = SerialPacketType::SHUTDOWN; newPacket.clientIndex = clientIndex; newPacket.accountIndex = accountIndex; network.SendTo(Channels::SERVER, &newPacket); }