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.
480 lines
13 KiB
C++
480 lines
13 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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#include "in_world.hpp"
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#include "channels.hpp"
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#include "utility.hpp"
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#include "config_utility.hpp"
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#include <stdexcept>
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#include <algorithm>
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#include <cmath>
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#include <iostream>
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//-------------------------
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//Public access members
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//-------------------------
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InWorld::InWorld(
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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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network(*argNetwork),
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clientIndex(*argClientIndex),
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accountIndex(*argAccountIndex),
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characterIndex(*argCharacterIndex),
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characterMap(*argCharacterMap)
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{
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ConfigUtility& config = ConfigUtility::GetSingleton();
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//setup the utility objects
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buttonImage.LoadSurface(config["dir.interface"] + "button_menu.bmp");
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buttonImage.SetClipH(buttonImage.GetClipH()/3);
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font.LoadSurface(config["dir.fonts"] + "pk_white_8.bmp");
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//pass the utility objects
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disconnectButton.SetImage(&buttonImage);
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disconnectButton.SetFont(&font);
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shutDownButton.SetImage(&buttonImage);
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shutDownButton.SetFont(&font);
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//set the button positions
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disconnectButton.SetX(50);
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disconnectButton.SetY(50 + buttonImage.GetClipH() * 0);
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shutDownButton.SetX(50);
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shutDownButton.SetY(50 + buttonImage.GetClipH() * 1);
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//set the button texts
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disconnectButton.SetText("Disconnect");
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shutDownButton.SetText("Shut Down");
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//load the tilesheet
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//TODO: add the tilesheet to the map system?
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//TODO: Tile size and tile sheet should be loaded elsewhere
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tileSheet.Load(config["dir.tilesets"] + "terrain.bmp", 32, 32);
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//request a sync
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RequestSynchronize();
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//debug
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//
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}
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InWorld::~InWorld() {
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//
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}
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//-------------------------
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//Frame loop
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//-------------------------
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void InWorld::FrameStart() {
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//
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}
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void InWorld::Update(double delta) {
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//suck in and process all waiting packets
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SerialPacket* packetBuffer = static_cast<SerialPacket*>(malloc(MAX_PACKET_SIZE));
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while(network.Receive(packetBuffer)) {
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HandlePacket(packetBuffer);
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}
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free(static_cast<void*>(packetBuffer));
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//update the characters
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for (auto& it : characterMap) {
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it.second.Update(delta);
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}
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//check the map
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UpdateMap();
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//skip the rest
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if (!localCharacter) {
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return;
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}
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//check for collisions with the map
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BoundingBox wallBounds = {0, 0, tileSheet.GetTileW(), tileSheet.GetTileH()};
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const int xCount = localCharacter->GetBounds().w / wallBounds.w + 1;
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const int yCount = localCharacter->GetBounds().h / wallBounds.h + 1;
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for (int i = -1; i <= xCount; ++i) {
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for (int j = -1; j <= yCount; ++j) {
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//set the wall's position
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wallBounds.x = wallBounds.w * i + snapToBase((double)wallBounds.w, localCharacter->GetOrigin().x);
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wallBounds.y = wallBounds.h * j + snapToBase((double)wallBounds.h, localCharacter->GetOrigin().y);
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if (!regionPager.GetSolid(wallBounds.x / wallBounds.w, wallBounds.y / wallBounds.h)) {
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continue;
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}
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if ((localCharacter->GetOrigin() + localCharacter->GetBounds()).CheckOverlap(wallBounds)) {
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localCharacter->SetOrigin(localCharacter->GetOrigin() - (localCharacter->GetMotion() * delta));
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localCharacter->SetMotion({0,0});
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localCharacter->CorrectSprite();
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SendPlayerUpdate();
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}
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}
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}
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//update the camera
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camera.x = localCharacter->GetOrigin().x - camera.marginX;
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camera.y = localCharacter->GetOrigin().y - camera.marginY;
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}
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void InWorld::FrameEnd() {
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//
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}
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void InWorld::RenderFrame() {
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// SDL_FillRect(GetScreen(), 0, 0);
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Render(GetScreen());
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SDL_Flip(GetScreen());
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fps.Calculate();
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}
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void InWorld::Render(SDL_Surface* const screen) {
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//draw the map
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for (std::list<Region>::iterator it = regionPager.GetContainer()->begin(); it != regionPager.GetContainer()->end(); it++) {
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tileSheet.DrawRegionTo(screen, &(*it), camera.x, camera.y);
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}
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//draw characters
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for (auto& it : characterMap) {
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//BUG: #29 drawing order according to Y origin
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it.second.DrawTo(screen, camera.x, camera.y);
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}
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//draw UI
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disconnectButton.DrawTo(screen);
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shutDownButton.DrawTo(screen);
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font.DrawStringTo(to_string_custom(fps.GetFrameRate()), screen, 0, 0);
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}
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//-------------------------
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//Event handlers
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//-------------------------
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void InWorld::QuitEvent() {
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//exit the game AND the server
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RequestDisconnect();
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SetNextScene(SceneList::QUIT);
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}
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void InWorld::MouseMotion(SDL_MouseMotionEvent const& motion) {
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disconnectButton.MouseMotion(motion);
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shutDownButton.MouseMotion(motion);
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}
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void InWorld::MouseButtonDown(SDL_MouseButtonEvent const& button) {
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disconnectButton.MouseButtonDown(button);
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shutDownButton.MouseButtonDown(button);
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}
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void InWorld::MouseButtonUp(SDL_MouseButtonEvent const& button) {
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if (disconnectButton.MouseButtonUp(button) == Button::State::HOVER) {
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RequestDisconnect();
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}
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if (shutDownButton.MouseButtonUp(button) == Button::State::HOVER) {
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RequestShutDown();
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}
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}
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void InWorld::KeyDown(SDL_KeyboardEvent const& key) {
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if (!localCharacter) {
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return;
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}
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//player movement
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Vector2 motion = localCharacter->GetMotion();
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switch(key.keysym.sym) {
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case SDLK_LEFT:
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motion.x -= CHARACTER_WALKING_SPEED;
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break;
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case SDLK_RIGHT:
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motion.x += CHARACTER_WALKING_SPEED;
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break;
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case SDLK_UP:
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motion.y -= CHARACTER_WALKING_SPEED;
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break;
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case SDLK_DOWN:
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motion.y += CHARACTER_WALKING_SPEED;
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break;
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default:
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return;
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}
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localCharacter->SetMotion(motion);
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localCharacter->CorrectSprite();
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SendPlayerUpdate();
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}
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void InWorld::KeyUp(SDL_KeyboardEvent const& key) {
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if (!localCharacter) {
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return;
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}
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//player movement
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Vector2 motion = localCharacter->GetMotion();
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switch(key.keysym.sym) {
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//NOTE: The use of min/max here are to prevent awkward movements
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case SDLK_LEFT:
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motion.x = std::min(motion.x + CHARACTER_WALKING_SPEED, 0.0);
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break;
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case SDLK_RIGHT:
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motion.x = std::max(motion.x - CHARACTER_WALKING_SPEED, 0.0);
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break;
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case SDLK_UP:
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motion.y = std::min(motion.y + CHARACTER_WALKING_SPEED, 0.0);
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break;
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case SDLK_DOWN:
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motion.y = std::max(motion.y - CHARACTER_WALKING_SPEED, 0.0);
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break;
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default:
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return;
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}
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localCharacter->SetMotion(motion);
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localCharacter->CorrectSprite();
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SendPlayerUpdate();
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}
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//-------------------------
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//Network handlers
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//-------------------------
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void InWorld::HandlePacket(SerialPacket* const argPacket) {
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switch(argPacket->type) {
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case SerialPacketType::DISCONNECT:
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HandleDisconnect(argPacket);
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break;
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case SerialPacketType::CHARACTER_NEW:
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HandleCharacterNew(static_cast<CharacterPacket*>(argPacket));
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break;
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case SerialPacketType::CHARACTER_DELETE:
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HandleCharacterDelete(static_cast<CharacterPacket*>(argPacket));
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break;
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case SerialPacketType::CHARACTER_UPDATE:
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HandleCharacterUpdate(static_cast<CharacterPacket*>(argPacket));
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break;
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case SerialPacketType::REGION_CONTENT:
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HandleRegionContent(static_cast<RegionPacket*>(argPacket));
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break;
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//handle errors
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default:
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throw(std::runtime_error(std::string() + "Unknown SerialPacketType encountered in InWorld: " + to_string_custom(static_cast<int>(argPacket->type)) ));
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break;
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}
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}
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void InWorld::HandleDisconnect(SerialPacket* const argPacket) {
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SetNextScene(SceneList::CLEANUP);
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}
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void InWorld::HandleCharacterNew(CharacterPacket* const argPacket) {
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if (characterMap.find(argPacket->characterIndex) != characterMap.end()) {
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throw(std::runtime_error("Cannot create duplicate characters"));
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}
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//create the character object
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Character& newCharacter = characterMap[argPacket->characterIndex];
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//fill out the character's members
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newCharacter.SetHandle(argPacket->handle);
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newCharacter.SetAvatar(argPacket->avatar);
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newCharacter.GetSprite()->LoadSurface(ConfigUtility::GetSingleton()["dir.sprites"] + newCharacter.GetAvatar(), 4, 4);
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newCharacter.SetOrigin(argPacket->origin);
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newCharacter.SetMotion(argPacket->motion);
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newCharacter.SetBounds({0, 16, 32, 32}); //TODO: magic numbers, fix this
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(*newCharacter.GetStats()) = argPacket->stats;
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//bookkeeping code
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newCharacter.CorrectSprite();
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//catch this client's player object
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if (argPacket->accountIndex == accountIndex && !localCharacter) {
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characterIndex = argPacket->characterIndex;
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localCharacter = &newCharacter;
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//setup the camera
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//TODO: move this?
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camera.width = GetScreen()->w;
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camera.height = GetScreen()->h;
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//center on the player's character
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camera.marginX = (GetScreen()->w / 2 - localCharacter->GetSprite()->GetImage()->GetClipW() / 2);
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camera.marginY = (GetScreen()->h / 2 - localCharacter->GetSprite()->GetImage()->GetClipH() / 2);
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}
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}
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void InWorld::HandleCharacterDelete(CharacterPacket* const argPacket) {
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//TODO: authenticate when own character is being deleted (linked to a TODO in the server)
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//catch this client's player object
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if (argPacket->characterIndex == characterIndex) {
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characterIndex = -1;
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localCharacter = nullptr;
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}
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characterMap.erase(argPacket->characterIndex);
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}
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void InWorld::HandleCharacterUpdate(CharacterPacket* const argPacket) {
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if (characterMap.find(argPacket->characterIndex) == characterMap.end()) {
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std::cout << "Warning: HandleCharacterUpdate() is passing to HandleCharacterNew()" << std::endl;
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HandleCharacterNew(argPacket);
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return;
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}
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Character& character = characterMap[argPacket->characterIndex];
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//other characters moving
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if (argPacket->characterIndex != characterIndex) {
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character.SetOrigin(argPacket->origin);
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character.SetMotion(argPacket->motion);
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character.CorrectSprite();
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}
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}
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void InWorld::HandleRegionContent(RegionPacket* const argPacket) {
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//replace existing regions
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regionPager.UnloadRegion(argPacket->x, argPacket->y);
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regionPager.PushRegion(argPacket->region);
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//clean up after the serial code
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delete argPacket->region;
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argPacket->region = nullptr;
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}
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//-------------------------
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//Server control
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//-------------------------
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void InWorld::RequestSynchronize() {
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ClientPacket newPacket;
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//request a sync
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newPacket.type = SerialPacketType::SYNCHRONIZE;
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newPacket.clientIndex = clientIndex;
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newPacket.accountIndex = accountIndex;
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//TODO: location, range for sync request
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network.SendTo(Channels::SERVER, &newPacket);
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}
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void InWorld::SendPlayerUpdate() {
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CharacterPacket newPacket;
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//pack the packet
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newPacket.type = SerialPacketType::CHARACTER_UPDATE;
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newPacket.characterIndex = characterIndex;
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//NOTE: omitting the handle and avatar here
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newPacket.accountIndex = accountIndex;
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newPacket.roomIndex = 0; //TODO: room index
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newPacket.origin = localCharacter->GetOrigin();
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newPacket.motion = localCharacter->GetMotion();
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newPacket.stats = *localCharacter->GetStats();
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//TODO: gameplay components: equipment, items, buffs, debuffs
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network.SendTo(Channels::SERVER, &newPacket);
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}
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void InWorld::RequestDisconnect() {
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ClientPacket newPacket;
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//send a disconnect request
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newPacket.type = SerialPacketType::DISCONNECT;
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newPacket.clientIndex = clientIndex;
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newPacket.accountIndex = accountIndex;
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network.SendTo(Channels::SERVER, &newPacket);
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}
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void InWorld::RequestShutDown() {
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ClientPacket newPacket;
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//send a shutdown request
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newPacket.type = SerialPacketType::SHUTDOWN;
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newPacket.clientIndex = clientIndex;
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newPacket.accountIndex = accountIndex;
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network.SendTo(Channels::SERVER, &newPacket);
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}
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void InWorld::RequestRegion(int roomIndex, int x, int y) {
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RegionPacket packet;
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//pack the region's data
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packet.type = SerialPacketType::REGION_REQUEST;
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packet.roomIndex = roomIndex;
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packet.x = x;
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packet.y = y;
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network.SendTo(Channels::SERVER, &packet);
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}
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//-------------------------
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//Utilities
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//-------------------------
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//TODO: convert this into a more generic function?; using parameters for the bounds
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void InWorld::UpdateMap() {
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//these represent the zone of regions that the client needs loaded, including the mandatory buffers (+1/-1)
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int xStart = snapToBase(REGION_WIDTH, camera.x/tileSheet.GetTileW()) - REGION_WIDTH;
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int xEnd = snapToBase(REGION_WIDTH, (camera.x+camera.width)/tileSheet.GetTileW()) + REGION_WIDTH;
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int yStart = snapToBase(REGION_HEIGHT, camera.y/tileSheet.GetTileH()) - REGION_HEIGHT;
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int yEnd = snapToBase(REGION_HEIGHT, (camera.y+camera.height)/tileSheet.GetTileH()) + REGION_HEIGHT;
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//prune distant regions
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for (std::list<Region>::iterator it = regionPager.GetContainer()->begin(); it != regionPager.GetContainer()->end(); /* EMPTY */) {
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//check if the region is outside of this area
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if (it->GetX() < xStart || it->GetX() > xEnd || it->GetY() < yStart || it->GetY() > yEnd) {
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//clunky, but the alternative was time consuming
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int tmpX = it->GetX();
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int tmpY = it->GetY();
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++it;
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regionPager.UnloadRegion(tmpX, tmpY);
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continue;
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}
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++it;
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}
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//request empty regions within this zone
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for (int i = xStart; i <= xEnd; i += REGION_WIDTH) {
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for (int j = yStart; j <= yEnd; j += REGION_HEIGHT) {
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if (!regionPager.FindRegion(i, j)) {
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RequestRegion(0, i, j);
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}
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}
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}
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}
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