Creatures update server-side
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@@ -21,6 +21,9 @@
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*/
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#include "creature_data.hpp"
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#include <sstream>
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#include <stdexcept>
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CreatureData::CreatureData(std::string _avatar, int _scriptRef):
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Entity("creature"),
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avatar(_avatar),
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@@ -29,9 +32,29 @@ CreatureData::CreatureData(std::string _avatar, int _scriptRef):
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//EMPTY
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}
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void CreatureData::Update() {
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Entity::Update();
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//TODO: (0) call the script reference
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int CreatureData::Update(lua_State* L) {
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int ret = 0;
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if (scriptRef != 0) {
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//Call the script reference
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lua_pushinteger(L, scriptRef);
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lua_gettable(L, LUA_REGISTRYINDEX);
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lua_pushlightuserdata(L, reinterpret_cast<void*>(this));
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//check for errors
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if(lua_pcall(L, 1, 1, 0) != LUA_OK) {
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std::ostringstream msg;
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msg << "Error running creature script: " << lua_tostring(L, -1);
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lua_pop(L, 1);
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throw(std::runtime_error(msg.str()));
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}
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ret += lua_tonumber(L, -1);
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}
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ret += Entity::Update();
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return ret;
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}
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//-------------------------
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@@ -39,7 +39,7 @@ public:
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CreatureData(std::string avatar, int scriptRef);
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~CreatureData() = default;
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virtual void Update();
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virtual int Update(lua_State*);
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//accessors & mutators
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@@ -29,9 +29,14 @@ CreatureManager::~CreatureManager() {
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UnloadAll();
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}
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void CreatureManager::Update() {
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//arg: a list of creatures to be updated in the clients
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int CreatureManager::Update(std::list<CreatureData*>* creatureList) {
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int ret;
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for (auto& it : elementMap) {
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it.second.Update();
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ret = it.second.Update(lua);
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if (ret) {
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creatureList->push_back(&it.second);
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}
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}
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}
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@@ -27,6 +27,7 @@
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#include "sqlite3.h"
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#include <functional>
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#include <list>
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#include <map>
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#include <string>
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@@ -36,7 +37,7 @@ public:
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~CreatureManager();
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//common public methods
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void Update();
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int Update(std::list<CreatureData*>* creatureList);
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int Create(std::string avatar, int scriptRef);
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void Unload(int uid);
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@@ -25,8 +25,10 @@ Entity::Entity(const char* _type): type(_type) {
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//EMPTY
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}
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void Entity::Update() {
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int Entity::Update() {
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origin += motion;
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return motion != 0;
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}
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int Entity::SetRoomIndex(int i) {
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@@ -29,7 +29,7 @@
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//The base class for all objects in the world
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class Entity {
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public:
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virtual void Update();
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virtual int Update();
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//accessors & mutators
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int SetRoomIndex(int i);
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@@ -43,20 +43,17 @@ void RoomData::RunFrame() {
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}
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//update the entities in the room
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creatureMgr.Update();
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for (auto& it : characterList) {
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it->Update();
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}
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//TODO: (3) trigger script for monsters
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//build a list of game entities
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//build a list of characters for use with the triggers
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std::stack<Entity*> entityStack;
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for (auto& it : characterList) {
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entityStack.push(it);
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}
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//TODO: (3) push the monster entities
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//compare the triggers to the entities, using their real hitboxes
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//Compare the triggers to the entities, using their real hitboxes
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//NOTE: this stack solution should prevent problems when modifying the various lists
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while(entityStack.size()) {
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//get the entity & hitbox
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@@ -101,6 +98,12 @@ void RoomData::RunFrame() {
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entityStack.pop();
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}
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//a list of creatures that need to be updated client-side
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std::list<CreatureData*> creatureList;
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creatureMgr.Update(&creatureList);
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//TODO: (0) send the updates
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//TODO: creature/character collisions
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}
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@@ -138,6 +141,7 @@ TriggerManager* RoomData::GetTriggerMgr() {
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lua_State* RoomData::SetLuaState(lua_State* L) {
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lua = L;
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creatureMgr.SetLuaState(lua);
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pager.SetLuaState(lua);
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triggerMgr.SetLuaState(lua);
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return lua;
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