Merge branch 'develop'

This commit is contained in:
Kayne Ruse
2015-01-13 01:37:02 +11:00
11 changed files with 62 additions and 38 deletions
+11 -5
View File
@@ -137,11 +137,17 @@ void ClientApplication::Proc() {
realTime = Clock::now(); realTime = Clock::now();
//simulate game time //simulate game time
while (simTime < realTime) { if (simTime < realTime) {
//call each user defined function while (simTime < realTime) {
activeScene->RunFrame(); //call each user defined function
//~60 FPS activeScene->RunFrame();
simTime += std::chrono::duration<int, std::milli>(16); //~60 FPS
simTime += std::chrono::duration<int, std::milli>(16);
}
}
else {
//give the machine a break
SDL_Delay(10);
} }
//draw the game to the screen //draw the game to the screen
+1 -1
View File
@@ -1,5 +1,5 @@
#config #config
INCLUDES+=. ../entities ../monsters ../server_utilities ../waypoints ../../common/map ../../common/utilities INCLUDES+=. ../characters ../entities ../monsters ../server_utilities ../waypoints ../../common/gameplay ../../common/map ../../common/utilities
LIBS+= LIBS+=
CXXFLAGS+=-std=c++11 $(addprefix -I,$(INCLUDES)) CXXFLAGS+=-std=c++11 $(addprefix -I,$(INCLUDES))
+2 -2
View File
@@ -49,6 +49,6 @@ WaypointManager* RoomData::GetWaypointMgr() {
return &waypointMgr; return &waypointMgr;
} }
std::list<Entity*>* RoomData::GetEntityList() { std::list<CharacterData*>* RoomData::GetCharacterList() {
return &entityList; return &characterList;
} }
+3 -3
View File
@@ -22,7 +22,7 @@
#ifndef ROOMDATA_HPP_ #ifndef ROOMDATA_HPP_
#define ROOMDATA_HPP_ #define ROOMDATA_HPP_
#include "entity.hpp" #include "character_data.hpp"
#include "monster_manager.hpp" #include "monster_manager.hpp"
#include "region_pager_lua.hpp" #include "region_pager_lua.hpp"
#include "waypoint_manager.hpp" #include "waypoint_manager.hpp"
@@ -47,7 +47,7 @@ public:
RegionPagerLua* GetPager(); RegionPagerLua* GetPager();
MonsterManager* GetMonsterMgr(); MonsterManager* GetMonsterMgr();
WaypointManager* GetWaypointMgr(); WaypointManager* GetWaypointMgr();
std::list<Entity*>* GetEntityList(); std::list<CharacterData*>* GetCharacterList();
//TODO: triggers for unload, save, per-second, player enter, player exit, etc. //TODO: triggers for unload, save, per-second, player enter, player exit, etc.
@@ -61,7 +61,7 @@ private:
RegionPagerLua pager; RegionPagerLua pager;
MonsterManager monsterMgr; MonsterManager monsterMgr;
WaypointManager waypointMgr; WaypointManager waypointMgr;
std::list<Entity*> entityList; std::list<CharacterData*> characterList;
}; };
#endif #endif
+14 -14
View File
@@ -60,34 +60,34 @@ void RoomManager::UnloadIf(std::function<bool(std::pair<const int, RoomData cons
} }
} }
void RoomManager::PushEntity(Entity* entity) { void RoomManager::PushCharacter(CharacterData* character) {
if (!entity) { if (!character) {
throw(std::runtime_error("Failed to push a null entity to a room")); throw(std::runtime_error("Failed to push a null character to a room"));
} }
RoomData* room = Get(entity->GetRoomIndex()); RoomData* room = Get(character->GetRoomIndex());
if (!room) { if (!room) {
throw(std::runtime_error("Failed to push an entity to a non-existant room")); throw(std::runtime_error("Failed to push an character to a non-existant room"));
} }
room->entityList.push_back(entity); room->characterList.push_back(character);
} }
void RoomManager::PopEntity(Entity const* entity) { void RoomManager::PopCharacter(CharacterData const* character) {
//NOTE: to pop an entity from a room, the entity must first exist //NOTE: to pop an character from a room, the character must first exist
if (!entity) { if (!character) {
throw(std::runtime_error("Failed to pop a null entity to a room")); throw(std::runtime_error("Failed to pop a null character to a room"));
} }
RoomData* room = Get(entity->GetRoomIndex()); RoomData* room = Get(character->GetRoomIndex());
if (!room) { if (!room) {
throw(std::runtime_error("Failed to pop an entity to a non-existant room")); throw(std::runtime_error("Failed to pop an character to a non-existant room"));
} }
room->entityList.remove_if([entity](Entity* ptr) { room->characterList.remove_if([character](CharacterData* ptr) {
return entity == ptr; return character == ptr;
}); });
} }
+3 -3
View File
@@ -22,7 +22,7 @@
#ifndef ROOMMANAGER_HPP_ #ifndef ROOMMANAGER_HPP_
#define ROOMMANAGER_HPP_ #define ROOMMANAGER_HPP_
#include "entity.hpp" #include "character_data.hpp"
#include "room_data.hpp" #include "room_data.hpp"
#include "singleton.hpp" #include "singleton.hpp"
@@ -40,8 +40,8 @@ public:
void UnloadAll(); void UnloadAll();
void UnloadIf(std::function<bool(std::pair<const int, RoomData const&>)> fn); void UnloadIf(std::function<bool(std::pair<const int, RoomData const&>)> fn);
void PushEntity(Entity* entity); void PushCharacter(CharacterData* character);
void PopEntity(Entity const* entity); void PopCharacter(CharacterData const* character);
//accessors and mutators //accessors and mutators
RoomData* Get(int uid); RoomData* Get(int uid);
+1
View File
@@ -107,6 +107,7 @@ private:
//utility methods //utility methods
void PumpPacket(SerialPacket* const); void PumpPacket(SerialPacket* const);
void PumpPacketProximity(SerialPacket* const argPacket, int roomIndex, Vector2 position, int distance);
void CopyCharacterToPacket(CharacterPacket* const packet, int characterIndex); void CopyCharacterToPacket(CharacterPacket* const packet, int characterIndex);
//APIs and utilities //APIs and utilities
+7 -7
View File
@@ -46,7 +46,7 @@ void ServerApplication::HandleCharacterCreate(CharacterPacket* const argPacket)
} }
//push to the rooms //push to the rooms
roomMgr.PushEntity(characterMgr.Get(characterIndex)); roomMgr.PushCharacter(characterMgr.Get(characterIndex));
//pump this character to all clients //pump this character to all clients
CharacterPacket newPacket; CharacterPacket newPacket;
@@ -90,7 +90,7 @@ void ServerApplication::HandleCharacterDelete(CharacterPacket* const argPacket)
} }
//pop from the rooms //pop from the rooms
roomMgr.PopEntity(characterMgr.Get(characterIndex)); roomMgr.PopCharacter(characterMgr.Get(characterIndex));
//delete the character //delete the character
characterMgr.Delete(characterIndex); characterMgr.Delete(characterIndex);
@@ -126,7 +126,7 @@ void ServerApplication::HandleCharacterLoad(CharacterPacket* const argPacket) {
} }
//push to the rooms //push to the rooms
roomMgr.PushEntity(characterMgr.Get(characterIndex)); roomMgr.PushCharacter(characterMgr.Get(characterIndex));
//pump this character to all clients //pump this character to all clients
CharacterPacket newPacket; CharacterPacket newPacket;
@@ -159,7 +159,7 @@ void ServerApplication::HandleCharacterUnload(CharacterPacket* const argPacket)
} }
//pop from the rooms //pop from the rooms
roomMgr.PopEntity(characterData); roomMgr.PopCharacter(characterData);
//unload the character //unload the character
characterMgr.Unload(argPacket->characterIndex); characterMgr.Unload(argPacket->characterIndex);
@@ -203,7 +203,7 @@ void ServerApplication::HandleCharacterSetRoom(CharacterPacket* const argPacket)
} }
//pop from the old room //pop from the old room
roomMgr.PopEntity(characterData); roomMgr.PopCharacter(characterData);
//set the character's room, zero it's origin, zero it's motion //set the character's room, zero it's origin, zero it's motion
characterData->SetRoomIndex(argPacket->roomIndex); characterData->SetRoomIndex(argPacket->roomIndex);
@@ -211,7 +211,7 @@ void ServerApplication::HandleCharacterSetRoom(CharacterPacket* const argPacket)
characterData->SetMotion({0, 0}); characterData->SetMotion({0, 0});
//push to the new room //push to the new room
roomMgr.PushEntity(characterData); roomMgr.PushCharacter(characterData);
//update the clients //update the clients
CharacterPacket newPacket; CharacterPacket newPacket;
@@ -300,5 +300,5 @@ void ServerApplication::HandleCharacterSetMotion(CharacterPacket* const argPacke
CharacterPacket newPacket; CharacterPacket newPacket;
CopyCharacterToPacket(&newPacket, argPacket->characterIndex); CopyCharacterToPacket(&newPacket, argPacket->characterIndex);
newPacket.type = SerialPacketType::CHARACTER_SET_MOTION; newPacket.type = SerialPacketType::CHARACTER_SET_MOTION;
PumpPacket(&newPacket); PumpPacketProximity(&newPacket, characterData->GetRoomIndex(), characterData->GetOrigin(), -1);
} }
+1 -1
View File
@@ -187,7 +187,7 @@ void ServerApplication::Proc() {
std::cerr << "Client dropped: " << disconnected << std::endl; std::cerr << "Client dropped: " << disconnected << std::endl;
} }
//give the computer a break //give the machine a break
SDL_Delay(10); SDL_Delay(10);
} }
delete reinterpret_cast<char*>(packetBuffer); delete reinterpret_cast<char*>(packetBuffer);
+17 -1
View File
@@ -150,7 +150,7 @@ void ServerApplication::FullCharacterUnload(int index) {
} }
//pop from the rooms //pop from the rooms
roomMgr.PopEntity(&character.second); roomMgr.PopCharacter(&character.second);
//pump character unload //pump character unload
CharacterPacket newPacket; CharacterPacket newPacket;
@@ -175,6 +175,22 @@ void ServerApplication::PumpPacket(SerialPacket* const argPacket) {
} }
} }
void ServerApplication::PumpPacketProximity(SerialPacket* const argPacket, int roomIndex, Vector2 position, int distance) {
RoomData* room = roomMgr.Get(roomIndex);
if (!room) {
throw(std::runtime_error("Failed to pump to a non-existant room"));
}
for (auto& character : *room->GetCharacterList()) {
if (distance == -1 || (character->GetOrigin() - position).Length() <= distance) {
AccountData* account = accountMgr.Get(character->GetOwner());
ClientData* client = clientMgr.Get(account->GetClientIndex());
network.SendTo(client->GetAddress(), argPacket);
}
}
}
void ServerApplication::CopyCharacterToPacket(CharacterPacket* const packet, int characterIndex) { void ServerApplication::CopyCharacterToPacket(CharacterPacket* const packet, int characterIndex) {
CharacterData* character = characterMgr.Get(characterIndex); CharacterData* character = characterMgr.Get(characterIndex);
if (!character) { if (!character) {
+1
View File
@@ -18,3 +18,4 @@ TODO: The TileSheet class should implement the surface itself
TODO: Time delay for requesting region packets TODO: Time delay for requesting region packets
TODO: A proper logging system TODO: A proper logging system
TODO: Fix the const-ness of accessors TODO: Fix the const-ness of accessors
TODO: Add a screenshot of the game to README.md