Character bounds are stored in the server database
This allows for customization of bounding boxes, as well as highlighting aspects needed when adding new fields to the characters.
This commit is contained in:
@@ -67,19 +67,20 @@ void World::hCharacterCreate(CharacterPacket* const argPacket) {
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BaseCharacter* character = &characterMap[argPacket->characterIndex];
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//fill the character's info
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character->SetOrigin(argPacket->origin);
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character->SetMotion(argPacket->motion);
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character->SetBounds({CHARACTER_BOUNDS_X, CHARACTER_BOUNDS_Y, CHARACTER_BOUNDS_WIDTH, CHARACTER_BOUNDS_HEIGHT}); //TODO: (2) send the bounds from the server
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character->SetHandle(argPacket->handle);
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character->SetAvatar(argPacket->avatar);
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character->SetOwner(argPacket->accountIndex);
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character->SetOrigin(argPacket->origin);
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character->SetMotion(argPacket->motion);
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character->SetBounds(argPacket->bounds);
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character->CorrectSprite();
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//check for this player's character
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if (character->GetOwner() == accountIndex) {
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localCharacter = static_cast<LocalCharacter*>(character);
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//focus the camera on this character
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//focus the camera on this character's sprite
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camera.marginX = (camera.width / 2 - localCharacter->GetSprite()->GetImage()->GetClipW() / 2);
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camera.marginY = (camera.height/ 2 - localCharacter->GetSprite()->GetImage()->GetClipH() / 2);
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@@ -36,11 +36,18 @@ void serializeCharacter(void* buffer, CharacterPacket* packet) {
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//location
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serialCopy(&buffer, &packet->roomIndex, sizeof(int));
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serialCopy(&buffer, &packet->origin.x, sizeof(double));
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serialCopy(&buffer, &packet->origin.y, sizeof(double));
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serialCopy(&buffer, &packet->motion.x, sizeof(double));
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serialCopy(&buffer, &packet->motion.y, sizeof(double));
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serialCopy(&buffer, &packet->bounds.x, sizeof(int));
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serialCopy(&buffer, &packet->bounds.y, sizeof(int));
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serialCopy(&buffer, &packet->bounds.w, sizeof(int));
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serialCopy(&buffer, &packet->bounds.h, sizeof(int));
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//gameplay components: equipment, items, buffs, debuffs...
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}
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@@ -57,10 +64,17 @@ void deserializeCharacter(void* buffer, CharacterPacket* packet) {
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//location
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deserialCopy(&buffer, &packet->roomIndex, sizeof(int));
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deserialCopy(&buffer, &packet->origin.x, sizeof(double));
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deserialCopy(&buffer, &packet->origin.y, sizeof(double));
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deserialCopy(&buffer, &packet->motion.x, sizeof(double));
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deserialCopy(&buffer, &packet->motion.y, sizeof(double));
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deserialCopy(&buffer, &packet->bounds.x, sizeof(int));
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deserialCopy(&buffer, &packet->bounds.y, sizeof(int));
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deserialCopy(&buffer, &packet->bounds.w, sizeof(int));
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deserialCopy(&buffer, &packet->bounds.h, sizeof(int));
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//gameplay components: equipment, items, buffs, debuffs...
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}
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@@ -24,6 +24,7 @@
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#include "serial_packet_base.hpp"
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#include "bounding_box.hpp"
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#include "vector2.hpp"
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struct CharacterPacket : SerialPacketBase {
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@@ -39,6 +40,7 @@ struct CharacterPacket : SerialPacketBase {
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int roomIndex;
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Vector2 origin;
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Vector2 motion;
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BoundingBox bounds;
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};
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void serializeCharacter(void* buffer, CharacterPacket* packet);
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@@ -34,7 +34,7 @@
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typedef SerialPacketBase SerialPacket;
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//DOCS: NETWORK_VERSION is used to discern compatible servers and clients
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constexpr int NETWORK_VERSION = 20150221;
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constexpr int NETWORK_VERSION = 20150304;
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union MaxPacket {
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CharacterPacket a;
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@@ -24,10 +24,14 @@ CREATE TABLE IF NOT EXISTS Characters (
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avatar varchar(100),
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birth timestamp NOT NULL DEFAULT (datetime()),
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--position in the world
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--physically exists in the world
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roomIndex INTEGER DEFAULT 0,
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originX INTEGER DEFAULT 0,
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originY INTEGER DEFAULT 0,
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boundsX INTEGER DEFAULT 0,
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boundsY INTEGER DEFAULT 0,
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boundsW INTEGER DEFAULT 0,
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boundsH INTEGER DEFAULT 0,
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--statistics
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baseStats INTEGER REFERENCES StatisticSets(uid),
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@@ -23,6 +23,8 @@
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#include "sqlite3.h"
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#include "character_defines.hpp"
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#include <algorithm>
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#include <stdexcept>
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@@ -30,10 +32,45 @@
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//Define the queries
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//-------------------------
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static const char* CREATE_CHARACTER = "INSERT INTO Characters (owner, handle, avatar) VALUES (?, ?, ?);";
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static const char* LOAD_CHARACTER = "SELECT * FROM Characters WHERE handle = ?;";
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static const char* SAVE_CHARACTER = "UPDATE OR FAIL Characters SET roomIndex = ?2, originX = ?3, originY = ?4 WHERE uid = ?1;";
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//NOTE: Programmer set variables are NOT zero-indexed
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//NOTE: SQLite3 returned variables (i.e. loading) ARE zero-indexed
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static const char* CREATE_CHARACTER = "INSERT INTO Characters ("
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"owner, "
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"handle, "
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"avatar, "
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"boundsX, "
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"boundsY, "
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"boundsW, "
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"boundsH"
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") VALUES (?1, ?2, ?3, ?4, ?5, ?6, ?7);";
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static const char* LOAD_CHARACTER = "SELECT "
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"uid, "
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"owner, "
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"handle, "
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"avatar, "
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"roomIndex, "
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"originX, "
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"originY, "
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"boundsX, "
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"boundsY, "
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"boundsW, "
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"boundsH "
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"FROM Characters WHERE handle = ?;";
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static const char* SAVE_CHARACTER = "UPDATE OR FAIL Characters SET "
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"roomIndex = ?2, "
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"originX = ?3, "
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"originY = ?4, "
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"boundsX = ?5, "
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"boundsY = ?6, "
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"boundsW = ?7, "
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"boundsH = ?8 "
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"WHERE uid = ?1;";
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static const char* DELETE_CHARACTER = "DELETE FROM Characters WHERE uid = ?;";
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static const char* COUNT_CHARACTER_RECORDS = "SELECT COUNT(*) FROM Characters;";
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//-------------------------
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@@ -55,6 +92,10 @@ int CharacterManager::Create(int owner, std::string handle, std::string avatar)
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ret |= sqlite3_bind_int(statement, 1, owner);
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ret |= sqlite3_bind_text(statement, 2, handle.c_str(), handle.size() + 1, SQLITE_STATIC);
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ret |= sqlite3_bind_text(statement, 3, avatar.c_str(), avatar.size() + 1, SQLITE_STATIC);
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ret |= sqlite3_bind_int(statement, 4, CHARACTER_BOUNDS_X);
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ret |= sqlite3_bind_int(statement, 5, CHARACTER_BOUNDS_Y);
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ret |= sqlite3_bind_int(statement, 6, CHARACTER_BOUNDS_WIDTH);
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ret |= sqlite3_bind_int(statement, 7, CHARACTER_BOUNDS_HEIGHT);
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//check for binding errors
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if (ret) {
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@@ -121,9 +162,14 @@ int CharacterManager::Load(int owner, std::string handle, std::string avatar) {
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//Don't cache the birth
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//world origin
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newChar.roomIndex = sqlite3_column_int(statement, 5);
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newChar.origin.x = (double)sqlite3_column_int(statement, 6);
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newChar.origin.y = (double)sqlite3_column_int(statement, 7);
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newChar.roomIndex = sqlite3_column_int(statement, 4);
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newChar.origin.x = (double)sqlite3_column_int(statement, 5);
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newChar.origin.y = (double)sqlite3_column_int(statement, 6);
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//bounds
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newChar.bounds.x = (int)sqlite3_column_int(statement, 7);
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newChar.bounds.y = (int)sqlite3_column_int(statement, 8);
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newChar.bounds.w = (int)sqlite3_column_int(statement, 9);
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newChar.bounds.h = (int)sqlite3_column_int(statement, 10);
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//gameplay components: equipment, items, buffs, debuffs...
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@@ -165,6 +211,10 @@ int CharacterManager::Save(int uid) {
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ret |= sqlite3_bind_int(statement, 2, character.roomIndex) != SQLITE_OK;
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ret |= sqlite3_bind_int(statement, 3, (int)character.origin.x) != SQLITE_OK;
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ret |= sqlite3_bind_int(statement, 4, (int)character.origin.y) != SQLITE_OK;
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ret |= sqlite3_bind_int(statement, 5, character.bounds.x) != SQLITE_OK;
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ret |= sqlite3_bind_int(statement, 6, character.bounds.y) != SQLITE_OK;
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ret |= sqlite3_bind_int(statement, 7, character.bounds.w) != SQLITE_OK;
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ret |= sqlite3_bind_int(statement, 8, character.bounds.h) != SQLITE_OK;
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//gameplay components: equipment, items, buffs, debuffs...
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@@ -33,6 +33,10 @@ Vector2 Entity::SetMotion(Vector2 v) {
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return motion = v;
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}
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BoundingBox Entity::SetBounds(BoundingBox b) {
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return bounds = b;
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}
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int Entity::GetRoomIndex() const {
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return roomIndex;
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}
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@@ -43,4 +47,8 @@ Vector2 Entity::GetOrigin() const {
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Vector2 Entity::GetMotion() const {
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return motion;
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}
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BoundingBox Entity::GetBounds() const {
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return bounds;
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}
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@@ -22,6 +22,7 @@
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#ifndef ENTITY_HPP_
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#define ENTITY_HPP_
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#include "bounding_box.hpp"
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#include "vector2.hpp"
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//The base class for all objects in the world
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@@ -31,10 +32,12 @@ public:
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int SetRoomIndex(int i);
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Vector2 SetOrigin(Vector2 v);
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Vector2 SetMotion(Vector2 v);
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BoundingBox SetBounds(BoundingBox b);
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int GetRoomIndex() const;
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Vector2 GetOrigin() const;
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Vector2 GetMotion() const;
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BoundingBox GetBounds() const;
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protected:
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Entity() = default;
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@@ -43,6 +46,7 @@ protected:
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int roomIndex = -1;
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Vector2 origin;
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Vector2 motion;
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BoundingBox bounds;
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};
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#endif
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@@ -42,6 +42,17 @@ static int setMotion(lua_State* L) {
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return 0;
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}
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static int setBounds(lua_State* L) {
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Entity* entity = static_cast<Entity*>(lua_touserdata(L, 1));
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entity->SetBounds({
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lua_tointeger(L, 2),
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lua_tointeger(L, 3),
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lua_tointeger(L, 4),
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lua_tointeger(L, 5)
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});
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return 0;
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}
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static int getRoomIndex(lua_State* L) {
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Entity* entity = static_cast<Entity*>(lua_touserdata(L, 1));
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lua_pushinteger(L, entity->GetRoomIndex());
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@@ -62,13 +73,24 @@ static int getMotion(lua_State* L) {
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return 2;
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}
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static int getBounds(lua_State* L) {
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Entity* entity = static_cast<Entity*>(lua_touserdata(L, 1));
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lua_pushinteger(L, entity->GetBounds().x);
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lua_pushinteger(L, entity->GetBounds().y);
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lua_pushinteger(L, entity->GetBounds().w);
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lua_pushinteger(L, entity->GetBounds().h);
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return 4;
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}
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static const luaL_Reg entityLib[] = {
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{"SetRoomIndex", setRoomIndex},
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{"SetOrigin", setOrigin},
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{"SetMotion", setMotion},
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{"SetBounds", setBounds},
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{"GetRoomIndex", getRoomIndex},
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{"GetOrigin", getOrigin},
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{"GetMotion", getMotion},
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{"GetBounds", getBounds},
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{nullptr, nullptr}
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};
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@@ -148,4 +148,5 @@ void copyCharacterToPacket(CharacterPacket* const packet, int characterIndex) {
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packet->roomIndex = characterData->GetRoomIndex();
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packet->origin = characterData->GetOrigin();
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packet->motion = characterData->GetMotion();
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packet->bounds = characterData->GetBounds();
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}
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