b47191a0c1
Coordinates are supposed to be stored by their x & y, but the sizes of the tile sheets were getting mixed in as well. When trying to store a region at (0, 20), it was being stored at (0, 260). Another visual bug inside the tile sheet's rendering function masked this issue until now. Another thing to note is that I've removed an incredibly complex system for updating the client's map. The new system may seem complex at first, but it is straight forward compared to what it replaced. I've also fixed a few logarithmic lagging points in the code.
122 lines
2.9 KiB
C++
122 lines
2.9 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 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 "map_allocator.hpp"
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#include "map_file_format.hpp"
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#include "region_pager.hpp"
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//networking
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#include "udp_network_utility.hpp"
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#include "serial_packet.hpp"
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#include "serial.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 "config_utility.hpp"
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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 "player_character.hpp"
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//STL
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#include <map>
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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(ConfigUtility* const, UDPNetworkUtility* const, int* const);
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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(double delta);
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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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//Network handlers
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void HandlePacket(SerialPacket);
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void HandleDisconnect(SerialPacket);
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void HandlePlayerNew(SerialPacket);
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void HandlePlayerDelete(SerialPacket);
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void HandlePlayerUpdate(SerialPacket);
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void HandleRegionContent(SerialPacket);
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//Server control
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void SendState();
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void RequestDisconnect();
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void RequestShutDown();
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void RequestRegion(int x, int y);
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//utilities
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void UpdateMap();
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//globals
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ConfigUtility& config;
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FrameRate fps;
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UDPNetworkUtility& network;
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int& clientIndex;
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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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RegionPager<BlankAllocator, DummyFormat> regionPager;
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//UI
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Button disconnectButton;
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Button shutDownButton;
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//TODO: Fix the camera
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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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//game
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std::map<int, PlayerCharacter> playerCharacters;
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PlayerCharacter* localCharacter = nullptr;
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int playerIndex = -1;
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};
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#endif
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