Threaded barriers into the client, not yet queried
I've also refactored the rooms slightly.
This commit is contained in:
+10
-54
@@ -46,67 +46,27 @@ void RoomData::RunFrame() {
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lua_pop(lua, 1);
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}
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//lists of non-character entities that need updating client-side
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std::list<std::pair<const int, CreatureData*>> creatureList;
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std::list<std::pair<const int, BarrierData*>> barrierList;
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//update the entities in the room
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for (auto& it : characterList) {
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it->Update();
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}
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creatureMgr.Update(&creatureList);
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barrierMgr.Update(&barrierList);
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//build a list of characters for use with the triggers
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//build a list of entities 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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//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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Entity* entity = entityStack.top();
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BoundingBox entityBox = entity->GetBounds() + entity->GetOrigin();
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triggerMgr.Compare(entityStack);
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//get the trigger pair & hitbox
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for (auto& triggerPair : *triggerMgr.GetContainer()) {
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BoundingBox triggerBox = triggerPair.second.GetBoundingBox() + triggerPair.second.GetOrigin();
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//find all collisions
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if (entityBox.CheckOverlap(triggerBox)) {
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//skip members of the exclusion list
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if (std::any_of(triggerPair.second.GetExclusionList()->begin(), triggerPair.second.GetExclusionList()->end(), [entity](Entity* ptr) -> bool {
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return entity == ptr;
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})) {
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continue;
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}
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//run the trigger script
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lua_rawgeti(lua, LUA_REGISTRYINDEX, triggerPair.second.GetScriptReference());
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lua_pushlightuserdata(lua, entity);
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if (lua_pcall(lua, 1, 0, 0) != LUA_OK) {
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//error
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throw(std::runtime_error(std::string() + "Lua error: " + lua_tostring(lua, -1) ));
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}
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//push to the exclusion list
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triggerPair.second.GetExclusionList()->push_back(entity);
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}
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else {
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//remove members of the exclusion list
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//NOTE: characters in different rooms won't be removed, but that shouldn't be a problem
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triggerPair.second.GetExclusionList()->remove_if([entity](Entity* ptr) -> bool {
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return entity == ptr;
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});
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}
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}
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//next
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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< std::pair<const int, CreatureData*>> creatureList;
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creatureMgr.Update(&creatureList);
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//send the updates
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//set the creature updates
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for (auto& it : creatureList) {
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CreaturePacket packet;
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copyCreatureToPacket(&packet, it.second, it.first);
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@@ -115,10 +75,6 @@ void RoomData::RunFrame() {
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pumpPacketProximity(reinterpret_cast<SerialPacket*>(&packet), roomIndex, it.second->GetOrigin(), INFLUENCE_RADIUS);
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}
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//a list of barriers that need to be updated client-side
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std::list< std::pair<const int, BarrierData*>> barrierList;
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barrierMgr.Update(&barrierList);
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//send the updates
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for (auto& it : barrierList) {
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BarrierPacket packet;
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@@ -128,7 +84,7 @@ void RoomData::RunFrame() {
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pumpPacketProximity(reinterpret_cast<SerialPacket*>(&packet), roomIndex, it.second->GetOrigin(), INFLUENCE_RADIUS);
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}
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//TODO: creature/character collisions
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//TODO: (0) creature/character collisions
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}
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std::string RoomData::SetName(std::string s) {
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