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Tortuga/client/scenes/in_combat.hpp
T
Kayne Ruse 5893342ad8 Removed the shared parameters structure (read more)
I've also stopped using a separate branch for sharing the CharacterData
structre. This commit won't build, mostly because I need to refactor
InWorld to handle the loss of the PlayerCharacter class.

I should probably rename SQL's tables too.
2014-05-27 22:27:30 +10:00

97 lines
2.3 KiB
C++

/* Copyright: (c) Kayne Ruse 2013
*
* 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 INCOMBAT_HPP_
#define INCOMBAT_HPP_
//network
#include "udp_network_utility.hpp"
#include "serial_packet.hpp"
#include "serial.hpp"
//graphics
#include "image.hpp"
#include "raster_font.hpp"
#include "button.hpp"
//common
#include "config_utility.hpp"
#include "frame_rate.hpp"
//client
#include "base_scene.hpp"
class InCombat : public BaseScene {
public:
//Public access members
InCombat(
ConfigUtility* const argConfig,
UDPNetworkUtility* const argNetwork,
int* const argClientIndex,
int* const argAccountIndex,
int* const argCharacterIndex
);
~InCombat();
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);
void HandleDisconnect(SerialPacket);
//TODO: more
//Server control
void SendPlayerUpdate();
void RequestDisconnect();
void RequestShutdown();
//TOOD: more
//shared parameters
ConfigUtility& config;
UDPNetworkUtility& network;
int& clientIndex;
int& accountIndex;
int& characterIndex;
//graphics
//TODO: graphics
//UI
//TODO: UI
FrameRate fps;
};
#endif