03f1723d88
(this message is copied from my blog) So I took the lazy route and just committed the entire splice between the jam branch and the development branch all at once. It is exactly as terrible as you think it is, but I've been out of coding for 2 weeks, and I want to get some shit done. I'll pick through each piece one by one, by comparing the diffs from the develop branch to the current jam-merge branch. Those developers I met on Monday said they were impressed by my ability to manage a large codebase, but if they saw this I'd expect they'd probably take that back. And oh god it's been 3 weeks since I touched the main branch WTF?
132 lines
3.0 KiB
C++
132 lines
3.0 KiB
C++
/* 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.
|
|
*/
|
|
#ifndef INWORLD_HPP_
|
|
#define INWORLD_HPP_
|
|
|
|
//map stuff
|
|
#include "tile_sheet.hpp"
|
|
#include "region_pager_lua.hpp"
|
|
|
|
//networking
|
|
#include "udp_network_utility.hpp"
|
|
|
|
//graphics & ui
|
|
#include "image.hpp"
|
|
#include "raster_font.hpp"
|
|
#include "button.hpp"
|
|
|
|
//utilities
|
|
#include "frame_rate.hpp"
|
|
#include "timer.hpp"
|
|
|
|
//client
|
|
#include "base_scene.hpp"
|
|
#include "character.hpp"
|
|
|
|
//APIs
|
|
#include "lua/lua.hpp"
|
|
|
|
//STL
|
|
#include <map>
|
|
|
|
class InWorld : public BaseScene {
|
|
public:
|
|
//Public access members
|
|
InWorld(
|
|
ConfigUtility* const argConfig,
|
|
UDPNetworkUtility* const argNetwork,
|
|
int* const argClientIndex,
|
|
int* const argAccountIndex,
|
|
int* const argCharacterIndex,
|
|
CharacterMap* 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* const);
|
|
void HandleDisconnect(SerialPacket* const);
|
|
void HandleCharacterNew(CharacterPacket* const);
|
|
void HandleCharacterDelete(CharacterPacket* const);
|
|
void HandleCharacterUpdate(CharacterPacket* const);
|
|
void HandleRegionContent(RegionPacket* const);
|
|
|
|
//Server control
|
|
void RequestSynchronize();
|
|
void SendPlayerUpdate();
|
|
void RequestDisconnect();
|
|
void RequestShutDown();
|
|
void RequestRegion(int roomIndex, int x, int y);
|
|
|
|
//utilities
|
|
void UpdateMap();
|
|
|
|
//TODO: Streamline this with lua
|
|
//shared parameters
|
|
ConfigUtility& config;
|
|
UDPNetworkUtility& network;
|
|
int& clientIndex;
|
|
int& accountIndex;
|
|
int& characterIndex;
|
|
CharacterMap& characterMap;
|
|
|
|
//graphics
|
|
Image buttonImage;
|
|
RasterFont font;
|
|
TileSheet tileSheet;
|
|
|
|
//map
|
|
RegionPagerBase regionPager;
|
|
|
|
//UI
|
|
Button disconnectButton;
|
|
Button shutDownButton;
|
|
//TODO: Review the camera
|
|
struct {
|
|
struct {
|
|
int x, y;
|
|
}origin, margin;
|
|
}camera;
|
|
|
|
FrameRate fps;
|
|
|
|
//game
|
|
Character* localCharacter = nullptr;
|
|
};
|
|
|
|
#endif
|