150 lines
3.8 KiB
C++
150 lines
3.8 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 InWorld : public BaseScene {
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public:
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//Public access members
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InWorld(int* const argClientIndex, int* const argAccountIndex);
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~InWorld();
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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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//Basic connections
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void HandlePacket(SerialPacket* const);
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void HandlePing(ServerPacket* const);
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void HandlePong(ServerPacket* const);
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//Connection control
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void SendLogoutRequest();
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void SendDisconnectRequest();
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void SendShutdownRequest();
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void HandleLogoutResponse(ClientPacket* const);
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void HandleDisconnectResponse(ClientPacket* const);
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void HandleDisconnectForced(ClientPacket* const);
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void CheckHeartBeat();
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//map management
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void SendRegionRequest(int roomIndex, int x, int y);
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void HandleRegionContent(RegionPacket* const);
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void UpdateMap();
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//character management
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void HandleCharacterCreate(CharacterPacket* const);
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void HandleCharacterDelete(CharacterPacket* const);
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void HandleCharacterQueryExists(CharacterPacket* const);
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void HandleCharacterSetRoom(CharacterPacket* const);
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void HandleCharacterSetOrigin(CharacterPacket* const);
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void HandleCharacterSetMotion(CharacterPacket* const);
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//player movement
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void SendLocalCharacterMotion();
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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: 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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