18b144fa46
It seems like the project as a whole is fairly stable now. I'm prepping to merge this into master, despite the lack of monsters ATM. Hopefully this break hasn't affected the stability too much.
170 lines
4.4 KiB
C++
170 lines
4.4 KiB
C++
/* Copyright: (c) Kayne Ruse 2013-2015
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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 INWORLD_HPP_
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#define INWORLD_HPP_
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//maps
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#include "region_pager_base.hpp"
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//utilities
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#include "udp_network_utility.hpp"
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#include "serial_packet.hpp"
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#include "config_utility.hpp"
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//graphics
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#include "image.hpp"
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#include "raster_font.hpp"
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#include "button.hpp"
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#include "tile_sheet.hpp"
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//common
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#include "frame_rate.hpp"
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//client
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#include "base_scene.hpp"
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#include "base_monster.hpp"
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#include "local_character.hpp"
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//STL
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#include <map>
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#include <chrono>
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class World: public BaseScene {
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public:
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//Public access members
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World(int* const argClientIndex, int* const argAccountIndex);
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~World();
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protected:
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//Frame loop
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void FrameStart();
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void Update();
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void FrameEnd();
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void RenderFrame();
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void Render(SDL_Surface* const);
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//Event handlers
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void QuitEvent();
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void MouseMotion(SDL_MouseMotionEvent const&);
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void MouseButtonDown(SDL_MouseButtonEvent const&);
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void MouseButtonUp(SDL_MouseButtonEvent const&);
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void KeyDown(SDL_KeyboardEvent const&);
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void KeyUp(SDL_KeyboardEvent const&);
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//handle incoming traffic
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void HandlePacket(SerialPacket* const);
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//heartbeat system
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void hPing(ServerPacket* const);
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void hPong(ServerPacket* const);
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void CheckHeartBeat();
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//basic connections
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void SendLogoutRequest();
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void SendDisconnectRequest();
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void SendAdminDisconnectForced();
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void SendAdminShutdownRequest();
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void hLogoutResponse(ClientPacket* const);
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void hDisconnectResponse(ClientPacket* const);
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void hAdminDisconnectForced(ClientPacket* const);
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//map management
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void SendRegionRequest(int roomIndex, int x, int y);
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void hRegionContent(RegionPacket* const);
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void UpdateMap();
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//character management
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void hCharacterCreate(CharacterPacket* const);
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void hCharacterDelete(CharacterPacket* const);
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void hQueryCharacterExists(CharacterPacket* const);
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void hQueryCharacterStats(CharacterPacket* const);
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void hQueryCharacterLocation(CharacterPacket* const);
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void hCharacterMovement(CharacterPacket* const);
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void hCharacterAttack(CharacterPacket* const);
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void hCharacterDamage(CharacterPacket* const);
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//monster management
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void hMonsterCreate(MonsterPacket* const);
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void hMonsterDelete(MonsterPacket* const);
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void hQueryMonsterExists(MonsterPacket* const);
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void hQueryMonsterStats(MonsterPacket* const);
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void hQueryMonsterLocation(MonsterPacket* const);
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void hMonsterMovement(MonsterPacket* const);
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void hMonsterAttack(MonsterPacket* const);
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void hMonsterDamage(MonsterPacket* const);
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//chat
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void hTextBroadcast(TextPacket* const);
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void hTextSpeech(TextPacket* const);
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void hTextWhisper(TextPacket* const);
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//general gameplay
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void SendLocalCharacterMovement();
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std::list<BoundingBox> GenerateCollisionGrid(Entity*, int tileWidth, int tileHeight);
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//indexes
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int& clientIndex;
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int& accountIndex;
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int characterIndex = -1;
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int roomIndex = -1;
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//graphics
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Image buttonImage;
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RasterFont font;
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TileSheet tileSheet;
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//map
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RegionPagerBase regionPager;
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//UI
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Button disconnectButton;
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Button shutDownButton;
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FrameRate fps;
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//the camera structure
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struct {
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int x = 0, y = 0;
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int width = 0, height = 0;
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int marginX = 0, marginY = 0;
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} camera;
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//entities
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std::map<int, BaseCharacter> characterMap;
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std::map<int, BaseMonster> monsterMap;
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LocalCharacter* localCharacter = nullptr;
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//heartbeat
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//TODO: (9) Heartbeat needs it's own utility
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typedef std::chrono::steady_clock Clock;
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Clock::time_point lastBeat = Clock::now();
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int attemptedBeats = 0;
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//ugly references; I hate this
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ConfigUtility& config = ConfigUtility::GetSingleton();
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UDPNetworkUtility& network = UDPNetworkUtility::GetSingleton();
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};
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#endif
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