Merge branch 'develop' (read more)
Deleted in the merge: * combat_management.cpp * todo.txt Amended in the merge: * server/enemy_factory_interface.hpp * server/server_application.hpp * server/server_internals.cpp That version of combat_management.cpp was not what I was looking for. I'll try again, this time by working my way down from SerialPacket. It's worked in the past as far as establishing a standard goes. todo.txt was deleted in this commit, but will be carried over into the next develop branch. I'll release a new demo build without changing the version number, since there are no functional changes.
This commit is contained in:
@@ -38,9 +38,8 @@ struct CharacterData {
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int mapIndex = 0;
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Vector2 position = {0.0,0.0};
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Vector2 motion = {0.0,0.0};
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BBox bbox = {0,0,0,0};
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//statistics
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//base statistics
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int level = 0;
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int exp = 0;
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int maxHP = 0;
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@@ -51,9 +50,22 @@ struct CharacterData {
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int defence = 0;
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int intelligence = 0;
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int resistance = 0;
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int speed = 0;
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float accuracy = 0.0;
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float evasion = 0.0;
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float luck = 0.0;
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//TODO: equipment
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//TODO: items
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//TODO: buffs
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//TODO: debuffs
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//active gameplay members
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//NOTE: these are lost when unloaded
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BBox bbox = {0,0,0,0};
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bool inCombat = false;
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int atbGauge = 0;
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//TODO: stored command
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};
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#endif
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@@ -131,9 +131,10 @@ int ServerApplication::LoadCharacter(int owner, std::string handle, std::string
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newChar.defence = sqlite3_column_int(statement, 15);
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newChar.intelligence = sqlite3_column_int(statement, 16);
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newChar.resistance = sqlite3_column_int(statement, 17);
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newChar.accuracy = sqlite3_column_double(statement, 18);
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newChar.evasion = sqlite3_column_double(statement, 19);
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newChar.luck = sqlite3_column_double(statement, 20);
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newChar.speed = sqlite3_column_int(statement, 18);
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newChar.accuracy = sqlite3_column_double(statement, 19);
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newChar.evasion = sqlite3_column_double(statement, 20);
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newChar.luck = sqlite3_column_double(statement, 21);
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//TODO: equipment
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@@ -0,0 +1,52 @@
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/* Copyright: (c) Kayne Ruse 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 COMBATDATA_HPP_
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#define COMBATDATA_HPP_
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#include "vector2.hpp"
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#include "bbox.hpp"
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#include "character_data.hpp"
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#include "enemy_data.hpp"
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#include <chrono>
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#include <list>
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struct CombatData {
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typedef std::chrono::steady_clock Clock;
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//combatants
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std::list<CharacterData*> characterList;
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std::list<EnemyData> enemyList;
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//world interaction
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int mapIndex = 0;
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Vector2 position = {0.0,0.0};
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BBox bbox = {0,0,0,0};
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//time interval
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Clock::time_point lastTick = Clock::now();
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static int uidCounter;
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};
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#endif
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@@ -0,0 +1,59 @@
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/* Copyright: (c) Kayne Ruse 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 ENEMYDATA_HPP_
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#define ENEMYDATA_HPP_
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#include <string>
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struct EnemyData {
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//metadata
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std::string handle;
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std::string avatar;
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//statistics
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int level = 0;
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int exp = 0;
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int maxHP = 0;
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int health = 0;
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int maxMP = 0;
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int mana = 0;
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int attack = 0;
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int defence = 0;
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int intelligence = 0;
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int resistance = 0;
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int speed = 0;
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float accuracy = 0.0;
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float evasion = 0.0;
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float luck = 0.0;
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//TODO: equipment
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//TODO: items
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//TODO: buffs
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//TODO: debuffs
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//active gameplay members
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//NOTE: these are lost when unloaded
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int tableIndex;
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int atbGauge = 0;
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};
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#endif
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@@ -0,0 +1,34 @@
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/* Copyright: (c) Kayne Ruse 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 "enemy_factory_generic.hpp"
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EnemyFactoryGeneric::EnemyFactoryGeneric() : EnemyFactoryInterface() {
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//EMPTY
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}
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EnemyFactoryGeneric::~EnemyFactoryGeneric() noexcept {
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//EMPTY
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}
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void EnemyFactoryGeneric::Generate(std::list<EnemyData>* container) {
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//TODO: fill this out
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}
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@@ -0,0 +1,42 @@
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/* Copyright: (c) Kayne Ruse 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 ENEMYFACTORYGENERIC_HPP_
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#define ENEMYFACTORYGENERIC_HPP_
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#include "enemy_factory_interface.hpp"
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#include "enemy_data.hpp"
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#include <list>
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//DOCS: Not really intended for use, but rather for copying and tweaking
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class EnemyFactoryGeneric : public EnemyFactoryInterface {
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public:
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EnemyFactoryGeneric();
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~EnemyFactoryGeneric() noexcept override;
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void Generate(std::list<EnemyData>* container) override;
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private:
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//TODO: hold the parameters specified by the room
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};
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#endif
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@@ -0,0 +1,56 @@
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/* Copyright: (c) Kayne Ruse 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
|
||||
* 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 ENEMYFACTORYINTERFACE_HPP_
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#define ENEMYFACTORYINTERFACE_HPP_
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#include "enemy_data.hpp"
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#include <list>
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//TODO: move this elsewhere
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enum RoomType {
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OVERWORLD,
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RUINS,
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TOWERS,
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FORESTS,
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CAVES,
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};
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//NOTE: Based on biome, world difficulty, etc.
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class EnemyFactoryInterface {
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public:
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EnemyFactoryInterface() = default;
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virtual ~EnemyFactoryInterface() = default;
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virtual void Generate(std::list<EnemyData>* container) = 0;
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//control the difficulty of the room
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RoomType SetType(RoomType t) { return type = t; }
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int SetDifficulty(int d) { return difficulty = d; }
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RoomType GetType() { return type; }
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int GetDifficulty() { return difficulty; }
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protected:
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RoomType type;
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int difficulty;
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};
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#endif
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@@ -26,6 +26,8 @@
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#include "client_data.hpp"
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#include "account_data.hpp"
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#include "character_data.hpp"
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#include "combat_data.hpp"
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#include "enemy_factory_generic.hpp"
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//maps
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#include "map_allocator.hpp"
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@@ -51,6 +53,7 @@
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#include <string>
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//The main application class
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//TODO: modulate this god class
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class ServerApplication {
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public:
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//standard functions
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@@ -84,14 +87,14 @@ private:
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void UnloadUserAccount(int uid);
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void DeleteUserAccount(int uid);
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//TODO: character management
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//character management
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int CreateCharacter(int owner, std::string handle, std::string avatar);
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int LoadCharacter(int owner, std::string handle, std::string avatar);
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int SaveCharacter(int uid);
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void UnloadCharacter(int uid);
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void DeleteCharacter(int uid);
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//TODO: combat systems
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//TODO: combat management
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//APIs
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UDPNetworkUtility network;
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@@ -102,11 +105,13 @@ private:
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std::map<int, ClientData> clientMap;
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std::map<int, AccountData> accountMap;
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std::map<int, CharacterData> characterMap;
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std::map<int, CombatData> combatMap;
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//maps
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//TODO: I need to handle multiple map objects
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//TODO: Unload regions that are distant from any characters
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RegionPager<LuaAllocator, LuaFormat> regionPager;
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EnemyFactoryGeneric enemyFactory;
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//misc
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bool running = true;
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@@ -32,6 +32,7 @@
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//-------------------------
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int ClientData::uidCounter = 0;
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int CombatData::uidCounter = 0;
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//-------------------------
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//Define the public members
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Block a user