This repository has been archived on 2026-04-30. You can view files and clone it. You cannot open issues or pull requests or push a commit.
Files
Tortuga/client/gameplay_scenes/world.hpp
T

168 lines
4.4 KiB
C++

/* 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.
*/
#pragma once
//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 <map>
#include <chrono>
class World: public BaseScene {
public:
//Public access members
World(int* const argClientIndex, int* const argAccountIndex);
~World();
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&);
//handle incoming traffic
void HandlePacket(SerialPacket* const);
//heartbeat system
void hPing(ServerPacket* const);
void hPong(ServerPacket* const);
void CheckHeartBeat();
//basic connections
void SendLogoutRequest();
void SendDisconnectRequest();
void SendAdminDisconnectForced();
void SendAdminShutdownRequest();
void hLogoutResponse(ClientPacket* const);
void hDisconnectResponse(ClientPacket* const);
void hAdminDisconnectForced(ClientPacket* const);
//map management
void SendRegionRequest(int roomIndex, int x, int y);
void hRegionContent(RegionPacket* const);
void UpdateMap();
//character management
void hCharacterUpdate(CharacterPacket* const);
void hCharacterCreate(CharacterPacket* const);
void hCharacterDelete(CharacterPacket* const);
void hQueryCharacterExists(CharacterPacket* const);
void hQueryCharacterStats(CharacterPacket* const);
void hQueryCharacterLocation(CharacterPacket* const);
void hCharacterMovement(CharacterPacket* const);
void hCharacterAttack(CharacterPacket* const);
void hCharacterDamage(CharacterPacket* const);
//monster management
void hMonsterCreate(MonsterPacket* const);
void hMonsterDelete(MonsterPacket* const);
void hQueryMonsterExists(MonsterPacket* const);
void hQueryMonsterStats(MonsterPacket* const);
void hQueryMonsterLocation(MonsterPacket* const);
void hMonsterMovement(MonsterPacket* const);
void hMonsterAttack(MonsterPacket* const);
void hMonsterDamage(MonsterPacket* const);
//chat
void hTextBroadcast(TextPacket* const);
void hTextSpeech(TextPacket* const);
void hTextWhisper(TextPacket* const);
//general gameplay
void SendLocalCharacterMovement();
std::list<BoundingBox> 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<int, BaseCharacter> characterMap;
std::map<int, BaseMonster> monsterMap;
LocalCharacter* localCharacter = nullptr;
//heartbeat
//TODO: (2) 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();
};