Moved the scenes up one directory level, subdirs no longer needed
This commit is contained in:
@@ -1,443 +0,0 @@
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/* Copyright: (c) Kayne Ruse 2013
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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*
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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*
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* 3. This notice may not be removed or altered from any source
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* distribution.
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*/
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#include "in_world.hpp"
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#include "channels.hpp"
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#include <algorithm>
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#include <cmath>
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#include <stdexcept>
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//-------------------------
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//Public access members
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//-------------------------
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InWorld::InWorld(
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ConfigUtility* const argConfig,
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UDPNetworkUtility* const argNetwork,
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int* const argClientIndex,
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int* const argAccountIndex,
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int* const argCharacterIndex
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):
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config(*argConfig),
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network(*argNetwork),
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clientIndex(*argClientIndex),
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accountIndex(*argAccountIndex),
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characterIndex(*argCharacterIndex)
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{
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//setup the utility objects
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buttonImage.LoadSurface(config["dir.interface"] + "button_menu.bmp");
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buttonImage.SetClipH(buttonImage.GetClipH()/3);
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font.LoadSurface(config["dir.fonts"] + "pk_white_8.bmp");
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//pass the utility objects
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disconnectButton.SetImage(&buttonImage);
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disconnectButton.SetFont(&font);
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shutDownButton.SetImage(&buttonImage);
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shutDownButton.SetFont(&font);
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//set the button positions
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disconnectButton.SetX(50);
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disconnectButton.SetY(50 + buttonImage.GetClipH() * 0);
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shutDownButton.SetX(50);
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shutDownButton.SetY(50 + buttonImage.GetClipH() * 1);
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//set the button texts
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disconnectButton.SetText("Disconnect");
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shutDownButton.SetText("Shut Down");
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//load the tilesheet
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//TODO: add the tilesheet to the map system?
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tileSheet.Load(config["dir.tilesets"] + "terrain.bmp", 12, 15);
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//TODO: move this into it's own function
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//request a sync
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SerialPacket packet;
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char buffer[PACKET_STRING_SIZE];
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packet.meta.type = SerialPacket::Type::SYNCHRONIZE;
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packet.clientInfo.clientIndex = clientIndex;
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packet.clientInfo.accountIndex = accountIndex;
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packet.clientInfo.characterIndex = characterIndex;
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serialize(&packet, buffer);
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network.Send(Channels::SERVER, buffer, PACKET_BUFFER_SIZE);
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//debug
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// RequestRegion(0, 0);
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}
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InWorld::~InWorld() {
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//
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}
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//-------------------------
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//Frame loop
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//-------------------------
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void InWorld::FrameStart() {
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//
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}
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void InWorld::Update(double delta) {
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SerialPacket packet;
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//suck in all waiting packets
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while(network.Receive()) {
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deserialize(&packet, network.GetInData());
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packet.meta.srcAddress = network.GetInPacket()->address;
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HandlePacket(packet);
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}
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//update the characters
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for (auto& it : playerCharacters) {
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it.second.Update(delta);
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}
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//TODO: sort the players and entities by Y position
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//update the camera
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if(localCharacter) {
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camera.x = localCharacter->GetPosition().x - camera.marginX;
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camera.y = localCharacter->GetPosition().y - camera.marginY;
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}
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//check the map
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UpdateMap();
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}
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void InWorld::FrameEnd() {
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//
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}
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void InWorld::RenderFrame() {
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// SDL_FillRect(GetScreen(), 0, 0);
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Render(GetScreen());
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SDL_Flip(GetScreen());
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fps.Calculate();
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}
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void InWorld::Render(SDL_Surface* const screen) {
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//draw the map
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for (auto it = regionPager.GetContainer()->begin(); it != regionPager.GetContainer()->end(); it++) {
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tileSheet.DrawRegionTo(screen, *it, camera.x, camera.y);
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}
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//draw characters
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for (auto& it : playerCharacters) {
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it.second.DrawTo(screen, camera.x, camera.y);
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}
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//draw UI
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disconnectButton.DrawTo(screen);
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shutDownButton.DrawTo(screen);
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font.DrawStringTo(to_string_custom(fps.GetFrameRate()), screen, 0, 0);
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}
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//-------------------------
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//Event handlers
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//-------------------------
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void InWorld::QuitEvent() {
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//exit the game AND the server
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RequestDisconnect();
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SetNextScene(SceneList::MAINMENU);
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}
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void InWorld::MouseMotion(SDL_MouseMotionEvent const& motion) {
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disconnectButton.MouseMotion(motion);
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shutDownButton.MouseMotion(motion);
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}
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void InWorld::MouseButtonDown(SDL_MouseButtonEvent const& button) {
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disconnectButton.MouseButtonDown(button);
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shutDownButton.MouseButtonDown(button);
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}
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void InWorld::MouseButtonUp(SDL_MouseButtonEvent const& button) {
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if (disconnectButton.MouseButtonUp(button) == Button::State::HOVER) {
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RequestDisconnect();
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}
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if (shutDownButton.MouseButtonUp(button) == Button::State::HOVER) {
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RequestShutDown();
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}
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}
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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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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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SendPlayerUpdate();
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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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SendPlayerUpdate();
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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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SendPlayerUpdate();
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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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SendPlayerUpdate();
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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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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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SendPlayerUpdate();
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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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SendPlayerUpdate();
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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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SendPlayerUpdate();
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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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SendPlayerUpdate();
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}
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break;
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}
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}
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//-------------------------
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//Network handlers
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//-------------------------
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void InWorld::HandlePacket(SerialPacket packet) {
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switch(packet.meta.type) {
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case SerialPacket::Type::DISCONNECT:
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HandleDisconnect(packet);
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break;
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case SerialPacket::Type::REGION_CONTENT:
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HandleRegionContent(packet);
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break;
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case SerialPacket::Type::CHARACTER_UPDATE:
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HandleCharacterUpdate(packet);
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break;
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case SerialPacket::Type::CHARACTER_NEW:
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HandleCharacterNew(packet);
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break;
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case SerialPacket::Type::CHARACTER_DELETE:
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HandleCharacterDelete(packet);
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break;
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//handle errors
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default:
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throw(std::runtime_error(std::string() + "Unknown SerialPacket::Type encountered in InWorld: " + to_string_custom(int(packet.meta.type))));
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break;
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}
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}
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void InWorld::HandleDisconnect(SerialPacket packet) {
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network.Unbind(Channels::SERVER);
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clientIndex = -1;
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accountIndex = -1;
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characterIndex = -1;
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SetNextScene(SceneList::MAINMENU);
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}
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void InWorld::HandleRegionContent(SerialPacket packet) {
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//replace existing regions
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regionPager.UnloadRegion(packet.regionInfo.x, packet.regionInfo.y);
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regionPager.PushRegion(packet.regionInfo.region);
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packet.regionInfo.region = nullptr;
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}
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void InWorld::HandleCharacterUpdate(SerialPacket packet) {
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if (playerCharacters.find(packet.characterInfo.characterIndex) == playerCharacters.end()) {
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HandleCharacterNew(packet);
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return;
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}
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//update only if the message didn't originate from here
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if (packet.characterInfo.clientIndex != clientIndex) {
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playerCharacters[packet.characterInfo.characterIndex].SetPosition(packet.characterInfo.position);
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playerCharacters[packet.characterInfo.characterIndex].SetMotion(packet.characterInfo.motion);
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}
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playerCharacters[packet.characterInfo.characterIndex].ResetDirection();
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}
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void InWorld::HandleCharacterNew(SerialPacket packet) {
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if (playerCharacters.find(packet.characterInfo.characterIndex) != playerCharacters.end()) {
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throw(std::runtime_error("Cannot create duplicate characters"));
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}
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//TODO: set the player's handle
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//TODO: use a reference, don't use a lookup for every call
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playerCharacters[packet.characterInfo.characterIndex].GetSprite()->LoadSurface(config["dir.sprites"] + packet.characterInfo.avatar, 4, 4);
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playerCharacters[packet.characterInfo.characterIndex].SetPosition(packet.characterInfo.position);
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playerCharacters[packet.characterInfo.characterIndex].SetMotion(packet.characterInfo.motion);
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playerCharacters[packet.characterInfo.characterIndex].ResetDirection();
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//catch this client's player object
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if (packet.characterInfo.characterIndex == characterIndex && !localCharacter) {
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localCharacter = &playerCharacters[characterIndex];
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//setup the camera
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camera.width = GetScreen()->w;
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camera.height = GetScreen()->h;
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//center on the player's character
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camera.marginX = (GetScreen()->w / 2 - localCharacter->GetSprite()->GetImage()->GetClipW() / 2);
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camera.marginY = (GetScreen()->h / 2 - localCharacter->GetSprite()->GetImage()->GetClipH() / 2);
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}
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}
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void InWorld::HandleCharacterDelete(SerialPacket packet) {
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//TODO: authenticate when own character is being deleted
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playerCharacters.erase(packet.characterInfo.characterIndex);
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//catch this client's player object
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if (packet.characterInfo.characterIndex == characterIndex) {
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characterIndex = -1;
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localCharacter = nullptr;
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}
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}
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//-------------------------
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//Server control
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//-------------------------
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void InWorld::SendPlayerUpdate() {
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SerialPacket packet;
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char buffer[PACKET_BUFFER_SIZE];
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//pack the packet
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packet.meta.type = SerialPacket::Type::CHARACTER_UPDATE;
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packet.characterInfo.clientIndex = clientIndex;
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packet.characterInfo.accountIndex = accountIndex;
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packet.characterInfo.characterIndex = characterIndex;
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packet.characterInfo.position = localCharacter->GetPosition();
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packet.characterInfo.motion = localCharacter->GetMotion();
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serialize(&packet, buffer);
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network.Send(Channels::SERVER, buffer, PACKET_BUFFER_SIZE);
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}
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void InWorld::RequestDisconnect() {
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SerialPacket packet;
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char buffer[PACKET_BUFFER_SIZE];
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//send a disconnect request
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packet.meta.type = SerialPacket::Type::DISCONNECT;
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packet.clientInfo.clientIndex = clientIndex;
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packet.clientInfo.accountIndex = accountIndex;
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packet.clientInfo.characterIndex = characterIndex;
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serialize(&packet, buffer);
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network.Send(Channels::SERVER, buffer, PACKET_BUFFER_SIZE);
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}
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void InWorld::RequestShutDown() {
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SerialPacket packet;
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char buffer[PACKET_BUFFER_SIZE];
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//send a shutdown request
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packet.meta.type = SerialPacket::Type::SHUTDOWN;
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packet.clientInfo.clientIndex = clientIndex;
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packet.clientInfo.accountIndex = accountIndex;
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packet.clientInfo.characterIndex = characterIndex;
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serialize(&packet, buffer);
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network.Send(Channels::SERVER, buffer, PACKET_BUFFER_SIZE);
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}
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void InWorld::RequestRegion(int mapIndex, int x, int y) {
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SerialPacket packet;
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char buffer[PACKET_BUFFER_SIZE];
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//pack the region's data
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packet.meta.type = SerialPacket::Type::REGION_REQUEST;
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packet.regionInfo.mapIndex = mapIndex;
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packet.regionInfo.x = x;
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packet.regionInfo.y = y;
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serialize(&packet, buffer);
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network.Send(Channels::SERVER, buffer, PACKET_BUFFER_SIZE);
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}
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//-------------------------
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//Utilities
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//-------------------------
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//TODO: convert this into a more generic function?; using parameters for the bounds
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void InWorld::UpdateMap() {
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//these represent the zone of regions that the client needs loaded, including the mandatory buffers (+1/-1)
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int xStart = snapToBase(REGION_WIDTH, camera.x/tileSheet.GetTileW()) - REGION_WIDTH;
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int xEnd = snapToBase(REGION_WIDTH, (camera.x+camera.width)/tileSheet.GetTileW()) + REGION_WIDTH;
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int yStart = snapToBase(REGION_HEIGHT, camera.y/tileSheet.GetTileH()) - REGION_HEIGHT;
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int yEnd = snapToBase(REGION_HEIGHT, (camera.y+camera.height)/tileSheet.GetTileH()) + REGION_HEIGHT;
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//prune distant regions
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for (auto it = regionPager.GetContainer()->begin(); it != regionPager.GetContainer()->end(); /* EMPTY */) {
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//check if the region is outside off this area
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if ((*it)->GetX() < xStart || (*it)->GetX() > xEnd || (*it)->GetY() < yStart || (*it)->GetY() > yEnd) {
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//clunky, but the alternative was time consuming
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int tmpX = (*it)->GetX();
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int tmpY = (*it)->GetY();
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++it;
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regionPager.UnloadRegion(tmpX, tmpY);
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continue;
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}
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++it;
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}
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//request empty regions within this zone
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for (int i = xStart; i <= xEnd; i += REGION_WIDTH) {
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for (int j = yStart; j <= yEnd; j += REGION_HEIGHT) {
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if (!regionPager.FindRegion(i, j)) {
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RequestRegion(0, i, j);
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}
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}
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}
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}
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Reference in New Issue
Block a user