fd320767c5
The server's changes were easy. The clients means that the constructors for each scene have one less argument, and each scene has one less member. The exception to this is LobbyMenu, where the config is used in multiple places, so it was easier to have the config's reference as a member. To replace the config's usage, I added this line in most cases: ConfigUtility& config = ConfigUtility::GetSingleton(); The only requirement is that ConfigUtility::Create() and ConfigUtility::Delete() are called from the main() function.
95 lines
2.3 KiB
C++
95 lines
2.3 KiB
C++
/* Copyright: (c) Kayne Ruse 2013, 2014
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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 INCOMBAT_HPP_
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#define INCOMBAT_HPP_
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//network
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#include "udp_network_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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//common
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#include "frame_rate.hpp"
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#include "character.hpp"
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//client
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#include "base_scene.hpp"
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class InCombat : public BaseScene {
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public:
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//Public access members
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InCombat(
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UDPNetworkUtility* const argNetwork,
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int* const argClientIndex,
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int* const argAccountIndex,
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int* const argCharacterIndex,
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CharacterMap* argCharacterMap
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);
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~InCombat();
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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* const);
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void HandleDisconnect(SerialPacket* const);
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//Server control
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void RequestSynchronize();
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void SendPlayerUpdate();
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void RequestDisconnect();
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void RequestShutdown();
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//shared parameters
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UDPNetworkUtility& network;
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int& clientIndex;
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int& accountIndex;
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int& characterIndex;
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CharacterMap& characterMap;
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//graphics
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//TODO: graphics
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//UI
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//TODO: UI
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FrameRate fps;
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};
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#endif
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