Added controls, it's now MP capable
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@@ -142,19 +142,78 @@ void InWorld::MouseButtonUp(SDL_MouseButtonEvent const& button) {
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void InWorld::KeyDown(SDL_KeyboardEvent const& key) {
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switch(key.keysym.sym) {
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case SDLK_ESCAPE:
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case SDLK_ESCAPE: {
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//send a disconnect request
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NetworkPacket packet;
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packet.meta.type = NetworkPacket::Type::DISCONNECT;
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packet.clientInfo.index = clientIndex;
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network.Send(Channels::SERVER, &packet, sizeof(NetworkPacket));
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QuitEvent();
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}
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break;
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//player movement
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case SDLK_LEFT:
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if (localCharacter) {
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localCharacter->AdjustDirection(PlayerCharacter::Direction::WEST);
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SendState();
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}
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break;
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case SDLK_RIGHT:
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if (localCharacter) {
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localCharacter->AdjustDirection(PlayerCharacter::Direction::EAST);
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SendState();
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}
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break;
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case SDLK_UP:
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if (localCharacter) {
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localCharacter->AdjustDirection(PlayerCharacter::Direction::NORTH);
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SendState();
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}
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break;
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case SDLK_DOWN:
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if (localCharacter) {
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localCharacter->AdjustDirection(PlayerCharacter::Direction::SOUTH);
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SendState();
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}
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break;
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}
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}
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void InWorld::KeyUp(SDL_KeyboardEvent const& key) {
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//
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switch(key.keysym.sym) {
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//player movement
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case SDLK_LEFT:
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if (localCharacter) {
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localCharacter->AdjustDirection(PlayerCharacter::Direction::EAST);
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SendState();
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}
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break;
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case SDLK_RIGHT:
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if (localCharacter) {
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localCharacter->AdjustDirection(PlayerCharacter::Direction::WEST);
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SendState();
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}
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break;
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case SDLK_UP:
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if (localCharacter) {
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localCharacter->AdjustDirection(PlayerCharacter::Direction::SOUTH);
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SendState();
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}
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break;
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case SDLK_DOWN:
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if (localCharacter) {
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localCharacter->AdjustDirection(PlayerCharacter::Direction::NORTH);
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SendState();
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}
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break;
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}
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}
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void InWorld::HandlePacket(NetworkPacket packet) {
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@@ -198,7 +257,11 @@ void InWorld::HandlePlayerNew(NetworkPacket packet) {
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playerCharacters[packet.playerInfo.playerIndex].SetMotion(packet.playerInfo.motion);
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playerCharacters[packet.playerInfo.playerIndex].ResetDirection();
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//TODO: catch this client's player object
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//catch this client's player object
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if (packet.playerInfo.clientIndex == clientIndex && !localCharacter) {
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playerIndex = packet.playerInfo.playerIndex;
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localCharacter = &playerCharacters[playerIndex];
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}
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}
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void InWorld::HandlePlayerDelete(NetworkPacket packet) {
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@@ -208,7 +271,11 @@ void InWorld::HandlePlayerDelete(NetworkPacket packet) {
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playerCharacters.erase(packet.playerInfo.playerIndex);
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//TODO: catch this client's player object
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//catch this client's player object
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if (packet.playerInfo.clientIndex == clientIndex) {
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playerIndex = -1;
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localCharacter = nullptr;
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}
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}
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void InWorld::HandlePlayerUpdate(NetworkPacket packet) {
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@@ -221,3 +288,16 @@ void InWorld::HandlePlayerUpdate(NetworkPacket packet) {
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playerCharacters[packet.playerInfo.playerIndex].SetMotion(packet.playerInfo.motion);
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playerCharacters[packet.playerInfo.playerIndex].ResetDirection();
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}
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void InWorld::SendState() {
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NetworkPacket packet;
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packet.meta.type = NetworkPacket::Type::PLAYER_UPDATE;
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packet.playerInfo.clientIndex = clientIndex;
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packet.playerInfo.playerIndex = playerIndex;
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// snprintf(packet.playerInfo.handle, PACKET_STRING_SIZE, "%s", config["player.handle"].c_str());
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// snprintf(packet.playerInfo.avatar, PACKET_STRING_SIZE, "%s", config["player.avatar"].c_str());
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packet.playerInfo.position = localCharacter->GetPosition();
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packet.playerInfo.motion = localCharacter->GetMotion();
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network.Send(Channels::SERVER, &packet, sizeof(NetworkPacket));
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}
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@@ -60,6 +60,8 @@ protected:
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void HandlePlayerDelete(NetworkPacket);
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void HandlePlayerUpdate(NetworkPacket);
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void SendState();
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//global
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ConfigUtility& config;
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UDPNetworkUtility& network;
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@@ -71,6 +73,8 @@ protected:
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Button disconnectButton;
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Button shutDownButton;
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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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