d55dfb90e4
I've added the handle and avatar fields back into the PlayerInfo section in the network code, because I need to be able to load a specific file when a new player is created. This wasn't forseen, but it's fine. i'm leaving the fields in ClientInfo as well, because LobbyMenu is using them to login to the server. PlayerIndex is now a shared parameter. I've shifted some code around in InWorld, however the overall logic is the same. This build (as well as the last) does not compile.
139 lines
3.7 KiB
C++
139 lines
3.7 KiB
C++
/* Copyright: (c) Kayne Ruse 2013
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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 ClientApplications, 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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#include "client_application.hpp"
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#include "serial.hpp"
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#include <stdexcept>
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#include <chrono>
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//-------------------------
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//Scene headers
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//-------------------------
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//Add the custom scene headers here
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#include "splash_screen.hpp"
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#include "main_menu.hpp"
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#include "options_menu.hpp"
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#include "lobby_menu.hpp"
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#include "in_world.hpp"
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#include "in_combat.hpp"
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//-------------------------
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//Public access members
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//-------------------------
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void ClientApplication::Init(int argc, char** argv) {
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//load the prerequisites
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config.Load("rsc\\config.cfg");
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//initialize SDL
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if (SDL_Init(SDL_INIT_VIDEO)) {
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throw(std::runtime_error("Failed to initialize SDL"));
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}
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BaseScene::SetScreen(config.Int("screen.w"), config.Int("screen.h"), 0, (config.Bool("screen.f")) ? SDL_HWSURFACE|SDL_DOUBLEBUF|SDL_FULLSCREEN : SDL_HWSURFACE|SDL_DOUBLEBUF);
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//initialize SDL_net
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if (SDLNet_Init()) {
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throw(std::runtime_error("Failed to initialize SDL_net"));
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}
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network.Open(0, PACKET_BUFFER_SIZE);
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}
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void ClientApplication::Proc() {
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LoadScene(SceneList::FIRST);
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//prepare the time system
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typedef std::chrono::steady_clock Clock;
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std::chrono::duration<int, std::milli> delta(16);
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Clock::time_point simTime = Clock::now();
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Clock::time_point realTime;
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//The main loop
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while(activeScene->GetNextScene() != SceneList::QUIT) {
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//switch scenes when necessary
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if (activeScene->GetNextScene() != SceneList::CONTINUE) {
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LoadScene(activeScene->GetNextScene());
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continue;
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}
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//update the current time
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realTime = Clock::now();
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//simulate game time
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while (simTime < realTime) {
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//call each user defined function
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activeScene->RunFrame(double(delta.count()) / std::chrono::duration<int, std::milli>::period::den);
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simTime += delta;
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}
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//draw the game to the screen
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activeScene->RenderFrame();
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}
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UnloadScene();
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}
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void ClientApplication::Quit() {
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network.Close();
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SDLNet_Quit();
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SDL_Quit();
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}
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//-------------------------
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//Private access members
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//-------------------------
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void ClientApplication::LoadScene(SceneList sceneIndex) {
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UnloadScene();
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switch(sceneIndex) {
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//add scene creation calls here
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case SceneList::FIRST:
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case SceneList::SPLASHSCREEN:
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activeScene = new SplashScreen(&config);
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break;
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case SceneList::MAINMENU:
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activeScene = new MainMenu(&config);
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break;
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case SceneList::OPTIONSMENU:
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activeScene = new OptionsMenu(&config);
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break;
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case SceneList::LOBBYMENU:
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activeScene = new LobbyMenu(&config, &network, &clientIndex, &playerIndex);
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break;
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case SceneList::INWORLD:
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activeScene = new InWorld(&config, &network, &clientIndex, &playerIndex);
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break;
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case SceneList::INCOMBAT:
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activeScene = new InCombat();
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break;
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default:
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throw(std::logic_error("Failed to recognize the scene index"));
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}
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}
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void ClientApplication::UnloadScene() {
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delete activeScene;
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activeScene = nullptr;
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}
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