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81 Commits

Author SHA1 Message Date
Kayne Ruse 65135b4b86 Codebase update: Added transparency control to Image 2013-07-19 14:06:10 +10:00
Kayne Ruse 51a0974d25 Updated the graphics a bit 2013-07-19 02:02:26 +10:00
Kayne Ruse a23156c425 Added thinner version of the font 2013-07-18 22:53:21 +10:00
Kayne Ruse c03743ed0c Fixed wrong characters being drawn 2013-07-18 18:16:46 +10:00
Kayne Ruse ee3877b906 Pruning unneeded files 2013-07-15 16:36:02 +10:00
Kayne Ruse c4bcced984 Rearranging files 2013-07-15 16:15:46 +10:00
Kayne Ruse 40a40b4e11 Refactored Image 2013-07-15 15:41:41 +10:00
Kayne Ruse 43dadcdbb8 Rearrenged the directory tree
I just _had_ to get rid of that horrible libs/ directory. Now most of the
graphical stuff is in client/, but I'll create more subdirectories so that
they're not getting in the way.
2013-07-15 14:58:12 +10:00
Kayne Ruse 28b491587c This now builds using an external SDL_net 2013-07-14 22:45:47 +10:00
Kayne Ruse 977c2b24fb Codebase update: Made Vector2 a POD 2013-07-11 18:23:51 +10:00
Kayne Ruse 99bbe4be3a Removed the local editor files
I'll be using Sketch to create the maps

git clone https://github.com/Ratstail91/Sketch.git
2013-07-01 18:26:27 +10:00
Kayne Ruse 4dc05f8daf Removed iostream
This was left in by mistake
2013-07-01 18:19:31 +10:00
Kayne Ruse b7205c278a Merge branch 'master' into dev 2013-07-01 18:14:55 +10:00
Kayne Ruse 6bee9b021d Entire project now builds using the local version of SDL_net 2013-07-01 17:57:11 +10:00
Kayne Ruse a49b0eb1fe Changed the timing system to give the machine a rest only when it's OK to 2013-06-26 23:52:31 +10:00
Kayne Ruse 2089105695 Fixed formatting 2013-06-26 17:59:11 +10:00
Kayne Ruse f667f503e7 Simple Multiplayer is working 2013-06-25 00:12:53 +10:00
Kayne Ruse 50bef9736c Deleting players on logout 2013-06-24 23:34:48 +10:00
Kayne Ruse 6d1ba24404 Simplified the packet system 2013-06-24 22:59:06 +10:00
Kayne Ruse ebd8c5e6fc Synchronization works 2013-06-24 21:46:11 +10:00
Kayne Ruse 42f9c5e1df Fixed for loops using the auto keyword 2013-06-24 16:31:38 +10:00
Kayne Ruse 3f2fcdf9e1 Players are being added in the client
The client sends a debug player to the server, with a constant movement to
show that the new client _is_ connecting. The next thing to add is the
sync system, so that the clients know what the server looks like when they
first join.
2013-06-24 16:15:48 +10:00
Kayne Ruse 2235f307e7 Added some multiplayer code to the server 2013-06-24 13:31:19 +10:00
Kayne Ruse 23782ff4e3 Removed maximum number of clients 2013-06-24 12:41:10 +10:00
Kayne Ruse 2a46f82f84 Updated README.md 2013-06-24 12:39:31 +10:00
Kayne Ruse 6a32599a69 Fixed a derp with the time 2013-06-24 12:18:36 +10:00
Kayne Ruse 0ca84a8653 Branch 'dev-map' is stable, merging into 'dev' 2013-06-24 10:45:51 +10:00
Kayne Ruse 66b2d6566c Branch 'dev-char' is stable, merging into 'dev' 2013-06-24 10:43:49 +10:00
Kayne Ruse 56375d64b6 Moved packets into their own namespace 2013-06-24 10:27:43 +10:00
Kayne Ruse 9608761cd5 Moved the entry structs into their own headers 2013-06-24 10:01:52 +10:00
Kayne Ruse c1d03d1cef Changed the name of the editor's main class 2013-06-24 09:26:25 +10:00
Kayne Ruse 09c88c7232 Merge branch 'dev' into dev-map 2013-06-24 09:23:12 +10:00
Kayne Ruse ddb93cfcf1 Changed the name of the client's main class 2013-06-24 09:22:43 +10:00
Kayne Ruse 42787dcb69 Explicitly deleted copy and move constructors 2013-06-24 09:13:27 +10:00
Kayne Ruse fcb17a8116 Merge branch 'dev' into dev-char 2013-06-24 09:02:36 +10:00
Kayne Ruse 2dc21f64fd Merge branch 'dev' into dev-map 2013-06-24 09:01:20 +10:00
Kayne Ruse f049c96df7 Switched from the service locator pattern to singleton pattern 2013-06-24 09:00:50 +10:00
Kayne Ruse d9ffa22b76 Created the editor shell 2013-06-23 16:19:41 +10:00
Kayne Ruse 24654d9e17 Merged the new frame rate system into dev-char 2013-06-23 15:11:24 +10:00
Kayne Ruse 7ad855348f Implemented a simpler frame rate system 2013-06-23 15:05:52 +10:00
Kayne Ruse d833b76856 PlayerCharacter is moving around smoothly 2013-06-23 13:53:55 +10:00
Kayne Ruse 3232925ccd Codebase update 2013-06-22 18:39:56 +10:00
Kayne Ruse e4ffba80aa Fixed incorrect preprocessor guard 2013-06-22 18:22:21 +10:00
Kayne Ruse a4d184ca75 Moved random code out of defines.* 2013-06-21 21:36:48 +10:00
Kayne Ruse 89179626be Improved Vector2 with floats & non-member operators 2013-06-21 15:23:07 +10:00
Kayne Ruse fc381348a5 Updated the game pitch 2013-06-21 14:50:59 +10:00
Kayne Ruse 5e99192fbf Lose focus on a server after a button is released 2013-06-18 19:38:08 +10:00
Kayne Ruse 33adb4b1a5 Put the license header into all source files 2013-06-18 16:40:51 +10:00
Kayne Ruse 33474cc6c0 Smooth connection and disconnection complete
The clients can connect and disconnect from the server with known no
issues. There is no way to shutdown the server yet, but it might be
possible to kick someone else from the server soon.
2013-06-18 16:21:42 +10:00
Kayne Ruse e833129983 Added guards incase of multiple calls 2013-06-18 14:06:57 +10:00
Kayne Ruse fd65fec5f7 The client is registering with the server 2013-06-17 19:53:22 +10:00
Kayne Ruse 69f03cd250 Working on connection systems 2013-06-17 19:04:05 +10:00
Kayne Ruse 27ed91688a Added the meta field to Packet to support Packet's metadata 2013-06-17 18:37:27 +10:00
Kayne Ruse 68ec7323a3 I can't progress until I add the address information to the Packet struct 2013-06-17 17:51:26 +10:00
Kayne Ruse 7b11bf22cb Specified a minimum Packet size for the DEBUG build 2013-06-17 17:14:10 +10:00
Kayne Ruse d83a536f35 Added debug output 2013-06-17 15:57:12 +10:00
Kayne Ruse ea761fb5bb Fixed the bug
running was false when it was checked in networkQueue(), so the thread was
ending early.
2013-06-17 15:49:57 +10:00
Kayne Ruse 685ca94335 This has the odd quirk related to networkQueue() 2013-06-17 15:15:27 +10:00
Kayne Ruse 5b2fd80a61 Fixed the Packet::type bug
In popNetworkPacket(), a second Packet p was being created, which was
destroyed when it went out of scope, and the original Packet p was being
returned.
2013-06-17 11:01:00 +10:00
Kayne Ruse d1aac9ffd8 Added peekNetworkPacket() 2013-06-17 10:12:20 +10:00
Kayne Ruse 3d92fb77b3 Server is multithreaded, but no connection is visible
UDPNetworkUtility and ConfigUtility are now using the ServiceLocator
pattern in the server, and networkQueue() is running in a separate thread
in the server. However, there seems to be a problem somewhere, since the
broadcast request & response are not producing any visible output.
2013-06-17 10:03:12 +10:00
Kayne Ruse 009e7b845b Fixed network error, leaving try block in place for the time being
It seems that the union type Packet didn't initialize Packet::type to
PacketType::NONE using in class initialization. I've fixed this by moving
the initialization of Packet::type to Packet::Packet().

This might actually be a compiler error, I might need to let someone know.
2013-06-17 09:09:04 +10:00
Kayne Ruse 752dcadfa1 Merge branch 'master' into dev 2013-06-17 08:32:02 +10:00
Kayne Ruse 9599d82db3 Added binary files, since git can't find .gitconfig on my brother's PC 2013-06-17 08:31:35 +10:00
Kayne Ruse 7fef2501a3 Glitch with threading 2013-06-17 07:24:16 +10:00
Kayne Ruse 419c9d8765 Moved the common directory into the libs directory 2013-06-16 13:59:11 +10:00
Kayne Ruse a0fa874a29 The server list is being populated from the network 2013-06-13 12:55:26 +10:00
Kayne Ruse 5110ebc1b2 Changed the escape key & quit event's function slightly 2013-06-13 12:31:29 +10:00
Kayne Ruse 843053d307 Implemented the server list box, still messy 2013-06-13 12:26:27 +10:00
Kayne Ruse 2148c1f13e Menu framework in place 2013-06-12 21:56:17 +10:00
Kayne Ruse f3ec4d4d8e Splash screen loads and displays correctly 2013-06-12 19:48:46 +10:00
Kayne Ruse cbd388f4ed Started using ServiceLocator, experimental 2013-06-12 06:35:43 +10:00
Kayne Ruse 37a9e4268b Imported the rsc directory from prototype-1 2013-06-12 05:23:06 +10:00
Kayne Ruse dfe0b4985a Modified build requirements
SDL_net needs to be _installed_ to the computer, rather than simply linked to.
This source distribution should be enough for that.
2013-06-12 04:37:01 +10:00
Kayne Ruse 7ca7f7f015 Added broadcast handling 2013-06-10 18:06:24 +10:00
Kayne Ruse c21a95f3e9 working on the server's skeleton, still slow going 2013-06-10 17:23:26 +10:00
Kayne Ruse 0a48131de4 Added common and test directories 2013-06-09 17:06:32 +10:00
Kayne Ruse 78326a3bbd Added a note about the project's development stage 2013-06-09 14:16:33 +10:00
Kayne Ruse 253e9ec8fc Created server shell 2013-06-08 01:52:19 +10:00
Kayne Ruse a1b248d1d7 Created the client program's framework
There are six scenes here, each of which representing roughly one part of
the final program's backbone.
2013-06-08 01:36:19 +10:00
Kayne Ruse 2757911399 Libraries are building correctly 2013-06-07 04:10:31 +10:00
141 changed files with 4283 additions and 17251 deletions
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#Editor generated files
#*.sln
#*.vcproj
*.suo
*.ncb
*.user
#Directories
Release/
Debug/
Out/
#Project generated files
*.db
*.o
*.a
*.exe
#Shell files
*.bat
*.sh
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_This project is currently in it's early prototype stage. You can see other versions in various branches or tagged as prototype-X._
Tortuga is a 2D multiplayer role playing game set in a large archipelago occupied by warring pirate clans. The emphasis of this game is on multiplayer cooperation, competition, and server customization. The game runs on highly customizable server software that can support up to 150 simultaneous players or more. The player characters are tied to the server where they are created and are susceptible to permadeath: deletion of a character upon death.
## Dependencies
* [SDL](http://www.libsdl.org/) - Simple DirectMedia Layer API
* [SDL_net](http://www.libsdl.org/projects/SDL_net/) - SDL's networking extension
## Instructions
* This project uses C++11, which is available via GNU (or MinGW) 4.7, or Visual Studio 2012. Personally, I'm using MinGW 4.7.2.
* I'm trying to keep this as IDE agnostic as possible, so if you use an IDE, please add it's files to .gitignore.
* You can read more details on the Tortuga wiki [here](https://github.com/Ratstail91/Tortuga/wiki).
## Copyright
The current version of Tortuga is released under the [zlib license](http://en.wikipedia.org/wiki/Zlib_License).
Copyright (c) 2013 Kayne Ruse
This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software.
Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
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--TODO: each function needs to check it's parameter count
--TODO: Set metatables
--RoomManager interface
RoomMgr.GetRoom(index)
RoomMgr.CreateRoom([{params}])
RoomMgr.UnloadRoom(index)
--RoomData interface
Room.GetPager()
Room.GetGenerator()
Room.OnCreate([{params}])
Room.OnUnload()
Room.Get{params}()
--RegionPager interface
RegionPager.SetTile(x, y, z, v)
RegionPager.GetTile(x, y, z)
RegionPager.SetSolid(x, y, b)
RegionPager.GetSolid(x, y)
RegionPager.GetRegion(x, y)
RegionPager.SetDirectory(directory)
RegionPager.GetDirectory()
RegionPager.LoadRegion(x, y)
RegionPager.SaveRegion(x, y)
RegionPager.CreateRegion(x, y[, {params}])
RegionPager.UnloadRegion(x, y)
--Region interface
Region.SetTile(x, y, z, v)
Region.GetTile(x, y, z)
Region.SetSolid(x, y, b)
Region.GetSolid(x, y)
Region.GetX()
Region.GetY()
Region.GetWidth()
Region.GetHeight()
Region.GetDepth()
Region.OnLoad(directory)
Region.OnSave(directory)
Region.OnCreate([{params}])
Region.OnUnload([directory])
--*Generator interface
Generator.GetMapType()
Generator.GetChunk(x, y)
Generator.GetMapWidth()
Generator.GetMapHeight()
--Chunk interface
??
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My game Tortuga will have permadeath; it's actually one of the first design decisions I made. How to implement it, however, is another decision all together.
A while ago, before the implementation of hardcore mode, I was playing on a Minecraft server that boasted something close to permadeath: your account would be banned for 15 days, so long that it's almost unavoidable that you'd lose all of your hidden items. This was a brutal server; the further you went from spawn, the more dangerous it became, not less. If the natural hazards didn't kill you, another player would.
I loved it.
Although I haven't been back to that server since I died for the last time, the experience will stay with me forever. I'd played and died on that server a few times, each time I had to wait for my ban to clear. I never really lost much, since I never survived for very long. Even today, in a single player world, I'm likely to die on the first night.
After playing for a while, I began to understand the mentality needed to survive there. Always fear other people, never take risks, and never hoard valuable items if they could be better spent keeping you alive. One day, the last day I played, I found a hole in the ground that someone was obviously using as a "hidden" base. I tried to get in, always careful not to trigger any traps. However, while I was trying to get in, the owner came home.
I was suddenly attacked from behind, I barely had enough sense to dig down, since they were wearing enchanted diamond armour. I had no chance against them. I thought I was safe, digging 10, 20, 30 meters down, but no, they poured lava down the hole and plugged it up. I was a gonner, and I knew it. I was futilely digging and thrashing around in what was now my tomb, about to lose my life. I'd survived for so long, only to lose it all by not keeping a lookout.
When the game over screen flashed up, I screamed. I screamed, and screamed, and screamed. For 5 minutes, my mind was blank, nothing but hatred and pain and loss. I'm sure you've seen the video of the angry German kid who died in WoW, but have you ever actually experienced that pain? Have you ever worked so hard, and lost it all?
For days afterwards, that loss was all I could think about. Even now, that experience stays with me. What about that game, that server, invoked so much pain that I almost lost consciousness from screaming? Me of all people, who thought he was invincible?
I've played games that have moved me, terrified me, made me fall in love and fight for the people that I care about. But never have I played a game that has made me feel pain and loss like that. I died that day. Me.
Pain and loss are part of life, but not games. Permadeath seems like the obvious choice for creating a sense of loss for the player, but there are so few games with permadeath, and even fewer multiplayer games. Pain and loss can be conveyed in other ways, I'm sure anybody who's played Final Fantasy 7 knows that, and some games are especially well suited to delivering that message. However, for a player to feel like they are the one who's died, that is a challenge.
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Abstract:
The goal of this pseudocode is to create a collision system that brings several
colliding bodies to a near-contact state (no space between the bodies, but not
overlapping), while preserving the motion of said bodies. For simplicity, I've
decided to use a square box (BoundingBox, or BBox for short) for the collidable
bodies.
Example:
My current game has a tiled-map, where the tiles are arranged on a 2D grid. The
tiles each have a flag indicating if they are solid (i.e. collidable) or not. I
also have characters walking around on these tile maps, that must not intersect
with solid tiles. For stylistic reasons, I want characters moving at an angle
to "slide" along these walls, and continue along with their original velocity
when they've circumvented the obstacles.
I'd also like to keep the possibility of non-grid collisions using this logic
open (for objects like trees, etc.) if the code allows it.
Obviously, there are many in depth issues that I will need to take into
account when writing this logic, that have been glossed over or omitted in this
article.
-------------------------
```
velocity = motion + speed
if (collision(position + velocity)) then
if (collision(position + {velocity.x, 0})) then
velocity.x = 0
end
if (collision(position + {0, velocity.y})) then
velocity.y = 0
end
end
position = position + velocity
```
This code is a basic outline for a collision system that preserves the object's
motion, but it still leaves several pixels of space between the bounding boxes.
Notably, it also treats "collision" as an abstract concept, rather than as an
event that could happen multiple times per frame.
-------------------------
```
velocity = motion + speed
if (collisionSimple(BOXSET, position + velocity)) then
velocity.x = collisionX(BOXSET, velocity.x)
velocity.y = collisionY(BOXSET, velocity.y)
end
position = position + velocity
```
Here, collisions are still abstract, but "BOXSET" is defined externally
(probably as a set of solid boxes, and their positions). This does require more
in depth calculations, as well as three specialized utility functions, but the
results might be what I'm looking for.
If there are any collisions between the player object and the given box set,
then collisionX() and collisionY() are called to calculate the new distance
that the character will move.
-------------------------
```
bool collisionSimple(BOXSET, newPos):
for_each box in BOXSET do
if (box.overlap(PLAYER.box + newPos)) then
return true
end
end
return false
end
```
collisionSimple() first runs through the BOXSET, checking if any of the given
bounding boxes would collide with the player object's new position (just
pretend PLAYER is accessible). In this case, non-tile bounding boxes can be
included as part of BOXSET; they're treated just the same. The optimal outcome
is that there are no collisions.
A possible, but flawed, optimization that could be preformed here is to remove
any elements from BOXSET that do not collide with newPos, and let the other
utility functions operate only on what remains. However, if there are any
collisions, than newPos is not the algorithm's final result, therefore any
final result that the algorithm would calculate based on the remaining elements
would not have been checked against the removed elements.
Just something to note.
-------------------------
```
var collisionX(BOXSET, velocityX):
var ret = velocityX
for_each box in BOXSET do
if (box.overlap(PLAYER.box + PLAYER.position + {velocityX,0})) then
if (velocityX > 0) then
ret = min(ret, box.west - PLAYER.position.x)
else
ret = max(ret, box.east - PLAYER.position.x)
end
end
end
return ret
end
```
Two things: 1. collisionX() and collisionY() should be identical except for the
axis of operation and 2. if a player object is "sliding" along a wall (or
stuck), then these functions will be called every frame.
collisionX() and collisionY() check the sides of the elements in BOXSET, and if
there's a box that the player would collide with, given the current distance to
move, than the distance is reduced, based on if the character is moving left or
right (or up or down).
An unfortunate bug I can already see is that this logic doesn't check corners;
it might be possible to get stuck on a corner of a wall, but if this becomes an
issue in my implementation I will update this article with that information,
and you can promptly ignore it.
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/* Copyright: (c) Kayne Ruse 2013
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
*
* 3. This notice may not be removed or altered from any source
* distribution.
*/
#include "base_scene.hpp"
#include <stdexcept>
//-------------------------
//Static declarations
//-------------------------
SDL_Surface* BaseScene::screen = nullptr;
//-------------------------
//Public access members
//-------------------------
BaseScene::BaseScene() {
nextScene = SceneList::CONTINUE;
}
BaseScene::~BaseScene() {
//
}
//-------------------------
//Program control
//-------------------------
SDL_Surface* BaseScene::SetScreen(int w, int h, int bpp, Uint32 flags) {
if (!bpp) {
bpp = SDL_GetVideoInfo()->vfmt->BitsPerPixel;
}
screen = SDL_SetVideoMode(w, h, bpp, flags);
if (!screen) {
throw(std::runtime_error("Failed to create the screen surface"));
}
return screen;
}
SDL_Surface* BaseScene::GetScreen() {
return screen;
}
SceneList BaseScene::SetNextScene(SceneList sceneIndex) {
return nextScene = sceneIndex;
}
SceneList BaseScene::GetNextScene() const {
return nextScene;
}
//-------------------------
//Frame loop
//-------------------------
void BaseScene::RunFrame(double delta) {
FrameStart();
HandleEvents();
Update(delta);
FrameEnd();
}
void BaseScene::RenderFrame() {
SDL_FillRect(screen, 0, 0);
Render(screen);
SDL_Flip(screen);
}
//-------------------------
//Event handlers
//-------------------------
void BaseScene::HandleEvents() {
SDL_Event event;
while(SDL_PollEvent(&event)) {
switch(event.type) {
case SDL_QUIT:
QuitEvent();
break;
case SDL_VIDEORESIZE:
SetScreen(event.resize.w, event.resize.h, 0, screen->flags);
break;
case SDL_MOUSEMOTION:
MouseMotion(event.motion);
break;
case SDL_MOUSEBUTTONDOWN:
MouseButtonDown(event.button);
break;
case SDL_MOUSEBUTTONUP:
MouseButtonUp(event.button);
break;
case SDL_KEYDOWN:
KeyDown(event.key);
break;
case SDL_KEYUP:
KeyUp(event.key);
break;
#ifdef USE_EVENT_JOYSTICK
//TODO: joystick/gamepad support
#endif
#ifdef USE_EVENT_UNKNOWN
default:
UnknownEvent(event);
break;
#endif
}//switch
}//while
}
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/* Copyright: (c) Kayne Ruse 2013
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
*
* 3. This notice may not be removed or altered from any source
* distribution.
*/
#ifndef BASESCENE_HPP_
#define BASESCENE_HPP_
#include "scene_list.hpp"
#include "SDL/SDL.h"
class BaseScene {
public:
/* Public access members */
BaseScene();
virtual ~BaseScene();
/* Program control */
static SDL_Surface* SetScreen(int w, int h, int bpp = 0, Uint32 flags = SDL_HWSURFACE|SDL_DOUBLEBUF);
static SDL_Surface* GetScreen();
SceneList SetNextScene(SceneList sceneIndex);
SceneList GetNextScene() const;
/* Frame loop */
virtual void RunFrame(double delta);
virtual void RenderFrame();
protected:
virtual void FrameStart() {}
virtual void HandleEvents();
virtual void Update(double delta) {}
virtual void FrameEnd() {}
virtual void Render(SDL_Surface* const screen) {}
/* Event handlers */
virtual void QuitEvent() { SetNextScene(SceneList::QUIT); }
virtual void MouseMotion(SDL_MouseMotionEvent const&) {}
virtual void MouseButtonDown(SDL_MouseButtonEvent const&) {}
virtual void MouseButtonUp(SDL_MouseButtonEvent const&) {}
virtual void KeyDown(SDL_KeyboardEvent const&) {}
virtual void KeyUp(SDL_KeyboardEvent const&) {}
#ifdef USE_EVENT_JOYSTICK
//TODO: joystick/gamepad support
#endif
#ifdef USE_EVENT_UNKNOWN
virtual void UnknownEvent(SDL_Event const&) {}
#endif
private:
static SDL_Surface* screen;
SceneList nextScene;
};
#endif
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/* Copyright: (c) Kayne Ruse 2013
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
*
* 3. This notice may not be removed or altered from any source
* distribution.
*/
#include "client_application.hpp"
#include <stdexcept>
#include <chrono>
//-------------------------
//Scene headers
//-------------------------
//Add the custom scene headers here
#include "in_combat.hpp"
#include "in_world.hpp"
#include "lobby.hpp"
#include "main_menu.hpp"
#include "option_screen.hpp"
#include "splash_screen.hpp"
//-------------------------
//Public access members
//-------------------------
ClientApplication::ClientApplication() {
//
}
ClientApplication::~ClientApplication() {
UnloadScene();
}
/* ClientApplication::Init()
* This function initializes the entire program. There are a number of things
* that could go wrong here, which is why there is such an unusual order of
* operations.
* Important things to note:
* The APIs are initiated here.
* The global objects are initialized here.
* The game's screen is created here, based on information loaded from the config file.
* The ConfigUtility's call to Load() also ensures that the "rsc\" folder is in the directory. It's easy to forget it.
*/
void ClientApplication::Init() {
//load the config file
try {
configUtil->Load("rsc/config.cfg");
}
catch(std::runtime_error& e) {
std::string s = e.what();
s += "; Ensure that the \"rsc\" directory is present";
throw(std::runtime_error(s));
}
//initialize the APIs
if (SDL_Init(SDL_INIT_VIDEO)) {
throw(std::runtime_error("Failed to initialize SDL"));
}
if (SDLNet_Init()) {
throw(std::runtime_error("Failed to initialize SDL_net"));
}
//create the screen
Uint32 flags = SDL_HWSURFACE | SDL_DOUBLEBUF;
flags |= configUtil->Bool("screen.f") ? SDL_FULLSCREEN : 0;
BaseScene::SetScreen(
configUtil->Int("screen.w"),
configUtil->Int("screen.h"),
SDL_GetVideoInfo()->vfmt->BitsPerPixel,
flags);
//initiate the remaining singletons
netUtil->Open(0, sizeof(Packet));
}
void ClientApplication::Proc() {
LoadScene(SceneList::FIRST);
//prepare the time system
typedef std::chrono::high_resolution_clock Clock;
Clock::duration delta(5 * Clock::duration::period::den / std::milli::den);
Clock::time_point simTime = Clock::now();
Clock::time_point realTime;
//The main loop
while(activeScene->GetNextScene() != SceneList::QUIT) {
//switch scenes when necessary
if (activeScene->GetNextScene() != SceneList::CONTINUE) {
LoadScene(activeScene->GetNextScene());
continue;
}
//update the current time & give the computer as much of a break as possible
while ((realTime = Clock::now()) < simTime) {
SDL_Delay(1);
}
//simulate game time
while (simTime < realTime) {
//call each user defined function
activeScene->RunFrame(double(delta.count()) / Clock::duration::period::den);
simTime += delta;
}
//draw the game to the screen
activeScene->RenderFrame();
}
UnloadScene();
}
void ClientApplication::Quit() {
//clean up the singletons
netUtil->Close();
surfaceMgr->FreeAll();
//clean up the scene
UnloadScene();
//deinitialize the APIs
SDLNet_Quit();
SDL_Quit();
}
//-------------------------
//Private access members
//-------------------------
void ClientApplication::LoadScene(SceneList sceneIndex) {
UnloadScene();
switch(sceneIndex) {
//add scene creation calls here
case SceneList::INCOMBAT:
activeScene = new InCombat();
break;
case SceneList::INWORLD:
activeScene = new InWorld();
break;
case SceneList::LOBBY:
activeScene = new Lobby();
break;
case SceneList::MAINMENU:
activeScene = new MainMenu();
break;
case SceneList::OPTIONSCREEN:
activeScene = new OptionScreen();
break;
case SceneList::FIRST:
case SceneList::SPLASHSCREEN:
activeScene = new SplashScreen();
break;
default:
throw(std::logic_error("Failed to recognize the scene index"));
}
}
void ClientApplication::UnloadScene() {
delete activeScene;
activeScene = nullptr;
}
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/* Copyright: (c) Kayne Ruse 2013
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
*
* 3. This notice may not be removed or altered from any source
* distribution.
*/
#ifndef CLIENTAPPLICATION_HPP_
#define CLIENTAPPLICATION_HPP_
#include "scene_list.hpp"
#include "base_scene.hpp"
#include "singleton.hpp"
#include "packet.hpp"
#include "information_manager.hpp"
#include "config_utility.hpp"
#include "surface_manager.hpp"
#include "udp_network_utility.hpp"
#include "SDL/SDL.h"
class ClientApplication {
public:
/* Public access members */
ClientApplication();
~ClientApplication();
void Init();
void Proc();
void Quit();
ClientApplication(ClientApplication const&) = delete;
ClientApplication(ClientApplication const&&) = delete;
private:
/* Private access members */
void LoadScene(SceneList sceneIndex);
void UnloadScene();
BaseScene* activeScene = nullptr;
ConfigUtility* configUtil = Singleton<ConfigUtility>::Get();
SurfaceManager* surfaceMgr = Singleton<SurfaceManager>::Get();
UDPNetworkUtility* netUtil = Singleton<UDPNetworkUtility>::Get();
InformationManager* infoMgr = Singleton<InformationManager>::Get();
};
#endif
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/* Copyright: (c) Kayne Ruse 2013
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
*
* 3. This notice may not be removed or altered from any source
* distribution.
*/
#include "in_combat.hpp"
#include <iostream>
using namespace std;
//-------------------------
//Public access members
//-------------------------
InCombat::InCombat() {
#ifdef DEBUG
cout << "entering InCombat" << endl;
#endif
}
InCombat::~InCombat() {
#ifdef DEBUG
cout << "leaving InCombat" << endl;
#endif
}
//-------------------------
//Frame loop
//-------------------------
void InCombat::FrameStart() {
//
}
void InCombat::Update(double delta) {
//
}
void InCombat::FrameEnd() {
//
}
void InCombat::Render(SDL_Surface* const screen) {
//
}
//-------------------------
//Event handlers
//-------------------------
void InCombat::MouseMotion(SDL_MouseMotionEvent const& motion) {
//
}
void InCombat::MouseButtonDown(SDL_MouseButtonEvent const& button) {
//
}
void InCombat::MouseButtonUp(SDL_MouseButtonEvent const& button) {
//
}
void InCombat::KeyDown(SDL_KeyboardEvent const& key) {
switch(key.keysym.sym) {
case SDLK_ESCAPE:
QuitEvent();
break;
}
}
void InCombat::KeyUp(SDL_KeyboardEvent const& key) {
//
}
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/* Copyright: (c) Kayne Ruse 2013
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
*
* 3. This notice may not be removed or altered from any source
* distribution.
*/
#ifndef INCOMBAT_HPP_
#define INCOMBAT_HPP_
#include "base_scene.hpp"
class InCombat : public BaseScene {
public:
/* Public access members */
InCombat();
~InCombat();
protected:
/* Frame loop */
void FrameStart();
void Update(double delta);
void FrameEnd();
void Render(SDL_Surface* const);
/* Event handlers */
void MouseMotion(SDL_MouseMotionEvent const&);
void MouseButtonDown(SDL_MouseButtonEvent const&);
void MouseButtonUp(SDL_MouseButtonEvent const&);
void KeyDown(SDL_KeyboardEvent const&);
void KeyUp(SDL_KeyboardEvent const&);
};
#endif
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/* Copyright: (c) Kayne Ruse 2013
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
*
* 3. This notice may not be removed or altered from any source
* distribution.
*/
#include "in_world.hpp"
#include <iostream>
using namespace std;
//-------------------------
//Quick and dirty
//-------------------------
static std::string itos(int i) {
char buffer[20];
snprintf(buffer, 20, "%d", i);
return std::string(buffer);
}
//-------------------------
//Public access members
//-------------------------
InWorld::InWorld() {
#ifdef DEBUG
cout << "entering InWorld" << endl;
#endif
cout << "Client Index: " << infoMgr->GetClientIndex() << endl;
font.SetSurface(surfaceMgr->Get("font"));
//debugging
Packet p;
p.meta.type = Packet::Type::PLAYER_NEW;
p.meta.clientIndex = infoMgr->GetClientIndex();
snprintf(p.playerInfo.handle, PACKET_STRING_SIZE, "%s", configUtil->CString("handle"));
snprintf(p.playerInfo.avatar, PACKET_STRING_SIZE, "%s", configUtil->CString("avatar"));
p.playerInfo.position.x = 50;
p.playerInfo.position.y = 50;
p.playerInfo.motion.x = 0;
p.playerInfo.motion.y = 0;
netUtil->Send(GAME_CHANNEL, &p, sizeof(Packet));
//request a sync
p.meta.type = Packet::Type::SYNCHRONIZE;
p.meta.clientIndex = infoMgr->GetClientIndex();
netUtil->Send(GAME_CHANNEL, &p, sizeof(Packet));
}
InWorld::~InWorld() {
#ifdef DEBUG
cout << "leaving InWorld" << endl;
#endif
}
//-------------------------
//Frame loop
//-------------------------
void InWorld::FrameStart() {
//
}
void InWorld::Update(double delta) {
while(HandlePacket(popNetworkPacket()));
for (auto& it : playerCharacters) {
it.second.Update(delta);
}
}
void InWorld::FrameEnd() {
//
}
void InWorld::Render(SDL_Surface* const screen) {
clockFrameRate();
for (auto& it : playerCharacters) {
it.second.DrawTo(screen);
}
//since we're using this twice, make a tmp var
string fps = itos(getFrameRate());
font.DrawStringTo(fps, screen, screen->w - fps.size() * font.GetCharW(), 0);
}
//-------------------------
//Event handlers
//-------------------------
void InWorld::QuitEvent() {
//ensure that the client is disconnected properly
ExitGame();
SetNextScene(SceneList::QUIT);
}
void InWorld::MouseMotion(SDL_MouseMotionEvent const& motion) {
//
}
void InWorld::MouseButtonDown(SDL_MouseButtonEvent const& button) {
//
}
void InWorld::MouseButtonUp(SDL_MouseButtonEvent const& button) {
//
}
void InWorld::KeyDown(SDL_KeyboardEvent const& key) {
//general
switch(key.keysym.sym) {
case SDLK_ESCAPE:
ExitGame();
break;
}
//player movement
if (infoMgr->GetPlayerIndex() == -1) {
return;
}
switch(key.keysym.sym) {
case SDLK_w:
playerCharacters[infoMgr->GetPlayerIndex()].MoveDirection(CardinalDirection::NORTH);
SendState();
break;
case SDLK_s:
playerCharacters[infoMgr->GetPlayerIndex()].MoveDirection(CardinalDirection::SOUTH);
SendState();
break;
case SDLK_a:
playerCharacters[infoMgr->GetPlayerIndex()].MoveDirection(CardinalDirection::WEST);
SendState();
break;
case SDLK_d:
playerCharacters[infoMgr->GetPlayerIndex()].MoveDirection(CardinalDirection::EAST);
SendState();
break;
}
}
void InWorld::KeyUp(SDL_KeyboardEvent const& key) {
//player movement reversed
switch(key.keysym.sym) {
case SDLK_w:
playerCharacters[infoMgr->GetPlayerIndex()].MoveDirection(CardinalDirection::SOUTH);
SendState();
break;
case SDLK_s:
playerCharacters[infoMgr->GetPlayerIndex()].MoveDirection(CardinalDirection::NORTH);
SendState();
break;
case SDLK_a:
playerCharacters[infoMgr->GetPlayerIndex()].MoveDirection(CardinalDirection::EAST);
SendState();
break;
case SDLK_d:
playerCharacters[infoMgr->GetPlayerIndex()].MoveDirection(CardinalDirection::WEST);
SendState();
break;
}
}
//-------------------------
//Utilities
//-------------------------
int InWorld::HandlePacket(Packet p) {
switch(p.meta.type) {
case Packet::Type::NONE:
//DO NOTHING
return 0;
break;
case Packet::Type::PING:
//quick pong
p.meta.type = Packet::Type::PONG;
p.meta.clientIndex = infoMgr->GetClientIndex();
netUtil->Send(&p.meta.address, &p, sizeof(Packet));
break;
case Packet::Type::PONG:
//
break;
// case Packet::Type::BROADCAST_REQUEST:
// //
// break;
// case Packet::Type::BROADCAST_RESPONSE:
// //
// break;
// case Packet::Type::JOIN_REQUEST:
// //
// break;
// case Packet::Type::JOIN_RESPONSE:
// //
// break;
case Packet::Type::DISCONNECT:
HandleDisconnection(p);
break;
// case Packet::Type::SYNCHRONIZE:
// //
// break;
case Packet::Type::PLAYER_NEW:
AddPlayer(p);
break;
case Packet::Type::PLAYER_DELETE:
RemovePlayer(p);
break;
case Packet::Type::PLAYER_UPDATE:
UpdatePlayer(p);
break;
default:
throw(runtime_error("Failed to recognize the packet type: " + itos(int(p.meta.type))));
}
return 1;
}
void InWorld::Disconnect() {
Packet p;
//delete the player
p.meta.type = Packet::Type::PLAYER_DELETE;
p.meta.clientIndex = infoMgr->GetClientIndex();
p.playerInfo.index = infoMgr->GetPlayerIndex();
netUtil->Send(GAME_CHANNEL, &p, sizeof(Packet));
//disconnect
p.meta.type = Packet::Type::DISCONNECT;
p.meta.clientIndex = infoMgr->GetClientIndex();
netUtil->Send(GAME_CHANNEL, &p, sizeof(Packet));
netUtil->Unbind(GAME_CHANNEL);
//reset the client
infoMgr->ResetClientIndex();
infoMgr->ResetPlayerIndex();
}
void InWorld::ExitGame() {
Disconnect();
SetNextScene(SceneList::MAINMENU);
endQueueThread();
cout << "The game session has ended" << endl;
}
void InWorld::HandleDisconnection(Packet& disconnect) {
Disconnect();
SetNextScene(SceneList::MAINMENU);
endQueueThread();
cout << "You have been disconnected" << endl;
}
void InWorld::AddPlayer(Packet& p) {
if (playerCharacters.find(p.playerInfo.index) != playerCharacters.end()) {
throw(runtime_error("Duplicate players detected"));
}
//position
playerCharacters[p.playerInfo.index].SetPosition(p.playerInfo.position);
playerCharacters[p.playerInfo.index].SetMotion(p.playerInfo.motion);
//sprite
playerCharacters[p.playerInfo.index].GetSprite()->SetSurface(surfaceMgr->Get(p.playerInfo.avatar), 32, 48);
playerCharacters[p.playerInfo.index].FaceDirection();
//is it this player?
if (p.meta.clientIndex == infoMgr->GetClientIndex()) {
infoMgr->SetPlayerIndex(p.playerInfo.index);
}
//debugging
cout << "New player, index " << p.playerInfo.index << endl;
}
void InWorld::RemovePlayer(Packet& p) {
if (playerCharacters.find(p.playerInfo.index) == playerCharacters.end()) {
throw(runtime_error("Player to delete not found"));
}
playerCharacters.erase(p.playerInfo.index);
}
void InWorld::UpdatePlayer(Packet& p) {
if (playerCharacters.find(p.playerInfo.index) == playerCharacters.end()) {
AddPlayer(p);
return;
}
playerCharacters[p.playerInfo.index].SetPosition(p.playerInfo.position);
playerCharacters[p.playerInfo.index].SetMotion(p.playerInfo.motion);
playerCharacters[p.playerInfo.index].FaceDirection();
}
void InWorld::SendState() {
//send the state of this player's character
if (infoMgr->GetPlayerIndex() == -1) {
return;
}
Packet p;
p.meta.type = Packet::Type::PLAYER_UPDATE;
p.meta.clientIndex = infoMgr->GetClientIndex();
p.playerInfo.index = infoMgr->GetPlayerIndex();
p.playerInfo.position = playerCharacters[infoMgr->GetPlayerIndex()].GetPosition();
p.playerInfo.motion = playerCharacters[infoMgr->GetPlayerIndex()].GetMotion();
netUtil->Send(GAME_CHANNEL, &p, sizeof(Packet));
}
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/* Copyright: (c) Kayne Ruse 2013
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
*
* 3. This notice may not be removed or altered from any source
* distribution.
*/
#ifndef INWORLD_HPP_
#define INWORLD_HPP_
#include "base_scene.hpp"
#include "defines.hpp"
#include "singleton.hpp"
#include "packet.hpp"
#include "network_queue.hpp"
#include "information_manager.hpp"
#include "player_character.hpp"
#include "config_utility.hpp"
#include "surface_manager.hpp"
#include "udp_network_utility.hpp"
#include "button.hpp"
#include "raster_font.hpp"
#include "frame_rate.hpp"
#include <map>
class InWorld : public BaseScene {
public:
//Public access members
InWorld();
~InWorld();
protected:
//Frame loop
void FrameStart();
void Update(double delta);
void FrameEnd();
void Render(SDL_Surface* const);
//Event handlers
void QuitEvent();
void MouseMotion(SDL_MouseMotionEvent const&);
void MouseButtonDown(SDL_MouseButtonEvent const&);
void MouseButtonUp(SDL_MouseButtonEvent const&);
void KeyDown(SDL_KeyboardEvent const&);
void KeyUp(SDL_KeyboardEvent const&);
//Utilities
int HandlePacket(Packet);
void Disconnect();
void ExitGame();
void HandleDisconnection(Packet&);
void AddPlayer(Packet&);
void RemovePlayer(Packet&);
void UpdatePlayer(Packet&);
void SendState();
//services
ConfigUtility* configUtil = Singleton<ConfigUtility>::Get();
SurfaceManager* surfaceMgr = Singleton<SurfaceManager>::Get();
UDPNetworkUtility* netUtil = Singleton<UDPNetworkUtility>::Get();
InformationManager* infoMgr = Singleton<InformationManager>::Get();
//members
RasterFont font;
std::map<int, PlayerCharacter> playerCharacters;
};
#endif
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/* Copyright: (c) Kayne Ruse 2013
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
*
* 3. This notice may not be removed or altered from any source
* distribution.
*/
#ifndef INFORMATIONMANAGER_HPP_
#define INFORMATIONMANAGER_HPP_
class InformationManager {
public:
int SetClientIndex(int i) { return clientIndex = i; }
int GetClientIndex() { return clientIndex; }
void ResetClientIndex() { clientIndex = -1; }
//one player at a time
int SetPlayerIndex(int i) { return playerIndex = i; }
int GetPlayerIndex() { return playerIndex; }
void ResetPlayerIndex() { playerIndex = -1; }
private:
int clientIndex = -1;
int playerIndex = -1;
};
#endif
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/* Copyright: (c) Kayne Ruse 2013
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
*
* 3. This notice may not be removed or altered from any source
* distribution.
*/
#include "lobby.hpp"
#include <iostream>
using namespace std;
//-------------------------
//Quick and dirty
//-------------------------
static std::string itos(int i) {
char buffer[20];
snprintf(buffer, 20, "%d", i);
return std::string(buffer);
}
//-------------------------
//Public access members
//-------------------------
Lobby::Lobby() {
#ifdef DEBUG
cout << "entering Lobby" << endl;
#endif
refreshButton.Setup(50, 50, surfaceMgr->Get("button"), surfaceMgr->Get("font"), "Refresh");
joinButton.Setup(50, 50 + surfaceMgr->Get("button")->h/3, surfaceMgr->Get("button"), surfaceMgr->Get("font"), "Join");
backButton.Setup(50, 50 + surfaceMgr->Get("button")->h/3 * 2, surfaceMgr->Get("button"), surfaceMgr->Get("font"), "Back");
font.SetSurface(surfaceMgr->Get("font"));
listBox.x = 280;
listBox.y = 50;
listBox.w = GetScreen()->w - listBox.x - 50;
listBox.h = font.GetCharH();
serverList.push_back({"foo",{0,0}});
serverList.push_back({"bar",{0,0}});
serverList.push_back({"foobar",{0,0}});
flushNetworkQueue();
beginQueueThread();
BroadcastNetwork();
}
Lobby::~Lobby() {
#ifdef DEBUG
cout << "leaving Lobby" << endl;
#endif
}
//-------------------------
//Frame loop
//-------------------------
void Lobby::FrameStart() {
//
}
void Lobby::Update(double delta) {
while(HandlePacket(popNetworkPacket()));
}
void Lobby::FrameEnd() {
//
}
void Lobby::Render(SDL_Surface* const screen) {
refreshButton.DrawTo(screen);
joinButton.DrawTo(screen);
backButton.DrawTo(screen);
for (int i = 0; i < serverList.size(); i++) {
if (selectedServer == &serverList[i]) {
//draw the highlight box
SDL_Rect r = listBox;
r.y += i * font.GetCharH();
SDL_FillRect(screen, &r, SDL_MapRGB(screen->format, 255, 127, 39));
}
font.DrawStringTo(serverList[i].name, screen, listBox.x, listBox.y + i * font.GetCharH());
}
}
//-------------------------
//Event handlers
//-------------------------
void Lobby::MouseMotion(SDL_MouseMotionEvent const& motion) {
refreshButton.MouseMotion(motion);
joinButton.MouseMotion(motion);
backButton.MouseMotion(motion);
}
void Lobby::MouseButtonDown(SDL_MouseButtonEvent const& button) {
refreshButton.MouseButtonDown(button);
joinButton.MouseButtonDown(button);
backButton.MouseButtonDown(button);
}
void Lobby::MouseButtonUp(SDL_MouseButtonEvent const& button) {
if (refreshButton.MouseButtonUp(button) == Button::State::HOVER) {
BroadcastNetwork();
selectedServer = nullptr;
}
else if (joinButton.MouseButtonUp(button) == Button::State::HOVER) {
if (selectedServer) {
ConnectToServer(selectedServer);
selectedServer = nullptr;
}
}
else if (backButton.MouseButtonUp(button) == Button::State::HOVER) {
SetNextScene(SceneList::MAINMENU);
endQueueThread();
selectedServer = nullptr;
}
else if (
//clicked within bounds TODO: make the damn collision system
button.x > listBox.x &&
button.y > listBox.y &&
button.x < listBox.x + listBox.w &&
button.y < listBox.y + (listBox.h * serverList.size())
)
{
//selecting a server
selectedServer = &serverList[(button.y - listBox.y) / listBox.h];
}
else {
//lose focus on a server
selectedServer = nullptr;
}
}
void Lobby::KeyDown(SDL_KeyboardEvent const& key) {
switch(key.keysym.sym) {
case SDLK_ESCAPE:
SetNextScene(SceneList::MAINMENU);
break;
}
}
void Lobby::KeyUp(SDL_KeyboardEvent const& key) {
//
}
//-------------------------
//Utilities
//-------------------------
int Lobby::HandlePacket(Packet p) {
switch(p.meta.type) {
case Packet::Type::NONE:
//DO NOTHING
return 0;
break;
case Packet::Type::PING:
//quick pong
p.meta.type = Packet::Type::PONG;
netUtil->Send(&p.meta.address, &p, sizeof(Packet));
break;
case Packet::Type::PONG:
//
break;
// case Packet::Type::BROADCAST_REQUEST:
// //
// break;
case Packet::Type::BROADCAST_RESPONSE:
PushServer(p);
break;
// case Packet::Type::JOIN_REQUEST:
// //
// break;
case Packet::Type::JOIN_RESPONSE:
BeginGame(p);
break;
// case Packet::Type::DISCONNECT:
// //
// break;
// case Packet::Type::SYNCHRONIZE:
// //
// break;
// case Packet::Type::PLAYER_NEW:
// //
// break;
// case Packet::Type::PLAYER_DELETE:
// //
// break;
// case Packet::Type::PLAYER_UPDATE:
// //
// break;
default:
throw(runtime_error("Failed to recognize the packet type: " + itos(int(p.meta.type))));
}
return 1;
}
void Lobby::BroadcastNetwork() {
Packet p;
p.meta.type = Packet::Type::BROADCAST_REQUEST;
netUtil->Send("255.255.255.255", configUtil->Int("server.port"), &p, sizeof(Packet));
serverList.clear();
}
void Lobby::PushServer(Packet& bcast) {
ServerEntry entry;
entry.name = bcast.serverInfo.name;
entry.address = bcast.meta.address;
serverList.push_back(entry);
}
void Lobby::ConnectToServer(ServerEntry* server) {
//_attempt_ to connect to a server
if (!server) {
throw(runtime_error("No server received"));
}
Packet p;
p.meta.type = Packet::Type::JOIN_REQUEST;
netUtil->Send(&server->address, reinterpret_cast<void*>(&p), sizeof(Packet));
}
void Lobby::BeginGame(Packet& response) {
//should be downloading the resources here as well
infoMgr->SetClientIndex(response.meta.clientIndex);
netUtil->Bind(&response.meta.address, GAME_CHANNEL);
SetNextScene(SceneList::INWORLD);
}
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/* Copyright: (c) Kayne Ruse 2013
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
*
* 3. This notice may not be removed or altered from any source
* distribution.
*/
#ifndef LOBBY_HPP_
#define LOBBY_HPP_
#include "base_scene.hpp"
#include "defines.hpp"
#include "singleton.hpp"
#include "packet.hpp"
#include "network_queue.hpp"
#include "information_manager.hpp"
#include "config_utility.hpp"
#include "surface_manager.hpp"
#include "udp_network_utility.hpp"
#include "button.hpp"
#include "raster_font.hpp"
#include <vector>
#include <string>
struct ServerEntry {
std::string name;
IPaddress address;
//TODO: player count
};
class Lobby : public BaseScene {
public:
//Public access members
Lobby();
~Lobby();
protected:
//Frame loop
void FrameStart();
void Update(double delta);
void FrameEnd();
void Render(SDL_Surface* const);
//Event handlers
void MouseMotion(SDL_MouseMotionEvent const&);
void MouseButtonDown(SDL_MouseButtonEvent const&);
void MouseButtonUp(SDL_MouseButtonEvent const&);
void KeyDown(SDL_KeyboardEvent const&);
void KeyUp(SDL_KeyboardEvent const&);
//utilities
int HandlePacket(Packet);
void BroadcastNetwork();
void PushServer(Packet&);
void ConnectToServer(ServerEntry*);
void BeginGame(Packet&);
//services
ConfigUtility* configUtil = Singleton<ConfigUtility>::Get();
SurfaceManager* surfaceMgr = Singleton<SurfaceManager>::Get();
UDPNetworkUtility* netUtil = Singleton<UDPNetworkUtility>::Get();
InformationManager* infoMgr = Singleton<InformationManager>::Get();
//members
Button refreshButton;
Button joinButton;
Button backButton;
RasterFont font;
SDL_Rect listBox;
std::vector<ServerEntry> serverList;
ServerEntry* selectedServer = nullptr;
};
#endif
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/* Copyright: (c) Kayne Ruse 2013
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
*
* 3. This notice may not be removed or altered from any source
* distribution.
*/
#include "client_application.hpp"
#include <stdexcept>
#include <iostream>
using namespace std;
int main(int, char**) {
#ifdef DEBUG
cout << "Beginning program" << endl;
#endif
try {
ClientApplication app;
app.Init();
app.Proc();
app.Quit();
}
catch(exception& e) {
cerr << "Fatal error: " << e.what() << endl;
return 1;
}
#ifdef DEBUG
cout << "Clean exit" << endl;
#endif
return 0;
}
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/* Copyright: (c) Kayne Ruse 2013
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
*
* 3. This notice may not be removed or altered from any source
* distribution.
*/
#include "main_menu.hpp"
#include <iostream>
using namespace std;
//-------------------------
//Public access members
//-------------------------
MainMenu::MainMenu() {
#ifdef DEBUG
cout << "entering MainMenu" << endl;
#endif
startButton.Setup(50, 50, surfaceMgr->Get("button"), surfaceMgr->Get("font"), "Start");
optionsButton.Setup(50, 50 + surfaceMgr->Get("button")->h/3, surfaceMgr->Get("button"), surfaceMgr->Get("font"), "Options");
quitButton.Setup(50, 50 + surfaceMgr->Get("button")->h/3 * 2, surfaceMgr->Get("button"), surfaceMgr->Get("font"), "Quit");
}
MainMenu::~MainMenu() {
#ifdef DEBUG
cout << "leaving MainMenu" << endl;
#endif
}
//-------------------------
//Frame loop
//-------------------------
void MainMenu::FrameStart() {
//
}
void MainMenu::Update(double delta) {
//
}
void MainMenu::FrameEnd() {
//
}
void MainMenu::Render(SDL_Surface* const screen) {
startButton.DrawTo(screen);
optionsButton.DrawTo(screen);
quitButton.DrawTo(screen);
}
//-------------------------
//Event handlers
//-------------------------
void MainMenu::MouseMotion(SDL_MouseMotionEvent const& motion) {
startButton.MouseMotion(motion);
optionsButton.MouseMotion(motion);
quitButton.MouseMotion(motion);
}
void MainMenu::MouseButtonDown(SDL_MouseButtonEvent const& button) {
startButton.MouseButtonDown(button);
optionsButton.MouseButtonDown(button);
quitButton.MouseButtonDown(button);
}
void MainMenu::MouseButtonUp(SDL_MouseButtonEvent const& button) {
if (startButton.MouseButtonUp(button) == Button::State::HOVER) {
SetNextScene(SceneList::LOBBY);
}
if (optionsButton.MouseButtonUp(button) == Button::State::HOVER) {
SetNextScene(SceneList::OPTIONSCREEN);
}
if (quitButton.MouseButtonUp(button) == Button::State::HOVER) {
QuitEvent();
}
}
void MainMenu::KeyDown(SDL_KeyboardEvent const& key) {
switch(key.keysym.sym) {
case SDLK_ESCAPE:
QuitEvent();
break;
}
}
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/* Copyright: (c) Kayne Ruse 2013
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
*
* 3. This notice may not be removed or altered from any source
* distribution.
*/
#ifndef MAINMENU_HPP_
#define MAINMENU_HPP_
#include "base_scene.hpp"
#include "singleton.hpp"
#include "surface_manager.hpp"
#include "button.hpp"
class MainMenu : public BaseScene {
public:
/* Public access members */
MainMenu();
~MainMenu();
protected:
/* Frame loop */
void FrameStart();
void Update(double delta);
void FrameEnd();
void Render(SDL_Surface* const);
/* Event handlers */
void MouseMotion(SDL_MouseMotionEvent const&);
void MouseButtonDown(SDL_MouseButtonEvent const&);
void MouseButtonUp(SDL_MouseButtonEvent const&);
void KeyDown(SDL_KeyboardEvent const&);
SurfaceManager* surfaceMgr = Singleton<SurfaceManager>::Get();
Button startButton;
Button optionsButton;
Button quitButton;
};
#endif
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#config
LOCALLIBS=../lib/libCommon.a
LIB=$(LOCALLIBS) -lSDL_net -lwsock32 -liphlpapi -lmingw32 -lSDLmain -lSDL
INCLUDES=../common
CXXFLAGS+=-std=c++11 -DDEBUG $(addprefix -I,$(INCLUDES))
#source
SRC=$(wildcard *.cpp)
#objects
OBJDIR=obj
OBJ=$(addprefix $(OBJDIR)/,$(SRC:.cpp=.o))
#output
OUTDIR=../out
OUT=$(addprefix $(OUTDIR)/,client)
#targets
all: $(OBJ) $(OUT)
$(CXX) $(CXXFLAGS) -o $(OUT) $(OBJ) $(LIB)
$(OBJ): | $(OBJDIR)
$(OUT): | $(OUTDIR)
$(OBJDIR):
mkdir $(OBJDIR)
$(OUTDIR):
mkdir $(OUTDIR)
$(OBJDIR)/%.o: %.cpp
$(CXX) $(CXXFLAGS) -c -o $@ $<
clean:
$(RM) *.o *.a *.exe
rebuild: clean all
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/* Copyright: (c) Kayne Ruse 2013
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
*
* 3. This notice may not be removed or altered from any source
* distribution.
*/
#include "option_screen.hpp"
#include <iostream>
using namespace std;
//-------------------------
//Public access members
//-------------------------
OptionScreen::OptionScreen() {
#ifdef DEBUG
cout << "entering OptionScreen" << endl;
#endif
backButton.Setup(50, 50, surfaceMgr->Get("button"), surfaceMgr->Get("font"), "Back");
}
OptionScreen::~OptionScreen() {
#ifdef DEBUG
cout << "leaving OptionScreen" << endl;
#endif
}
//-------------------------
//Frame loop
//-------------------------
void OptionScreen::Render(SDL_Surface* const screen) {
backButton.DrawTo(screen);
}
//-------------------------
//Event handlers
//-------------------------
void OptionScreen::MouseMotion(SDL_MouseMotionEvent const& motion) {
backButton.MouseMotion(motion);
}
void OptionScreen::MouseButtonDown(SDL_MouseButtonEvent const& button) {
backButton.MouseButtonDown(button);
}
void OptionScreen::MouseButtonUp(SDL_MouseButtonEvent const& button) {
if (backButton.MouseButtonUp(button) == Button::State::HOVER) {
SetNextScene(SceneList::MAINMENU);
}
}
void OptionScreen::KeyDown(SDL_KeyboardEvent const& key) {
switch(key.keysym.sym) {
case SDLK_ESCAPE:
SetNextScene(SceneList::MAINMENU);
break;
}
}
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/* Copyright: (c) Kayne Ruse 2013
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
*
* 3. This notice may not be removed or altered from any source
* distribution.
*/
#ifndef OPTIONSCREEN_HPP_
#define OPTIONSCREEN_HPP_
#include "base_scene.hpp"
#include "singleton.hpp"
#include "surface_manager.hpp"
#include "button.hpp"
class OptionScreen : public BaseScene {
public:
/* Public access members */
OptionScreen();
~OptionScreen();
protected:
/* Frame loop */
void Render(SDL_Surface* const);
/* Event handlers */
void MouseMotion(SDL_MouseMotionEvent const&);
void MouseButtonDown(SDL_MouseButtonEvent const&);
void MouseButtonUp(SDL_MouseButtonEvent const&);
void KeyDown(SDL_KeyboardEvent const&);
SurfaceManager* surfaceMgr = Singleton<SurfaceManager>::Get();
Button backButton;
};
#endif
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/* Copyright: (c) Kayne Ruse 2013
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
*
* 3. This notice may not be removed or altered from any source
* distribution.
*/
#include "player_character.hpp"
void PlayerCharacter::Update(double delta) {
if (limitSpeed) {
constexpr double d = 1.0/sqrt(2);
position += motion * delta * d;
}
else {
position += motion * delta;
}
sprite.Update(delta);
}
void PlayerCharacter::MoveDirection(CardinalDirection cd) {
//shift the movement in this direction
switch(cd) {
case CardinalDirection::NORTH:
if (motion.y >= 0) {
motion.y -= WALKING_SPEED;
}
break;
case CardinalDirection::SOUTH:
if (motion.y <= 0) {
motion.y += WALKING_SPEED;
}
break;
case CardinalDirection::WEST:
if (motion.x >= 0) {
motion.x -= WALKING_SPEED;
}
break;
case CardinalDirection::EAST:
if (motion.x <= 0) {
motion.x += WALKING_SPEED;
}
break;
}
//face the correct direction
FaceDirection();
}
void PlayerCharacter::FaceDirection(CardinalDirection cd) {
switch(cd) {
case CardinalDirection::NORTH:
sprite.SetCurrentStrip(1);
break;
case CardinalDirection::SOUTH:
sprite.SetCurrentStrip(0);
break;
case CardinalDirection::WEST:
sprite.SetCurrentStrip(2);
break;
case CardinalDirection::EAST:
sprite.SetCurrentStrip(3);
break;
}
}
void PlayerCharacter::FaceDirection() {
//base the direction on the character's movement
if (motion.y < 0) {
FaceDirection(CardinalDirection::NORTH);
}
if (motion.y > 0) {
FaceDirection(CardinalDirection::SOUTH);
}
if (motion.x < 0) {
FaceDirection(CardinalDirection::WEST);
}
if (motion.x > 0) {
FaceDirection(CardinalDirection::EAST);
}
CheckSpeed();
}
void PlayerCharacter::CheckSpeed() {
//diagonal
if (motion.x != 0 && motion.y != 0) {
sprite.SetDelay(0.1);
limitSpeed = true;
}
//cardinal
else if (motion != 0) {
sprite.SetDelay(0.1);
limitSpeed = false;
}
//not moving
else {
sprite.SetDelay(0);
sprite.SetCurrentFrame(0);
limitSpeed = false;
}
}
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/* Copyright: (c) Kayne Ruse 2013
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
*
* 3. This notice may not be removed or altered from any source
* distribution.
*/
#ifndef PLAYERCHARACTER_HPP_
#define PLAYERCHARACTER_HPP_
#include "vector2.hpp"
#include "sprite_sheet.hpp"
#include "defines.hpp"
class PlayerCharacter {
public:
PlayerCharacter() = default;
~PlayerCharacter() = default;
void Update(double delta);
void MoveDirection(CardinalDirection);
void FaceDirection(CardinalDirection);
void FaceDirection();
void DrawTo(SDL_Surface* const dest) { sprite.DrawTo(dest, position.x, position.y); }
//accessors and mutators
Vector2 SetPosition(Vector2 v) { return position = v; }
Vector2 ShiftPosition(Vector2 v) { return position += v; }
Vector2 GetPosition() { return position; }
Vector2 SetMotion(Vector2 v) { return motion = v; }
Vector2 ShiftMotion(Vector2 v) { return motion += v; }
Vector2 GetMotion() { return motion; }
SpriteSheet* GetSprite() { return &sprite; }
private:
void CheckSpeed();
Vector2 position;
Vector2 motion;
SpriteSheet sprite;
//for moving diagonal
bool limitSpeed = false;
};
#endif
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/* Copyright: (c) Kayne Ruse 2013
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
*
* 3. This notice may not be removed or altered from any source
* distribution.
*/
#ifndef SCENELIST_HPP_
#define SCENELIST_HPP_
enum class SceneList {
//these are reserved
QUIT,
CONTINUE,
FIRST,
//custom indexes
INCOMBAT,
INWORLD,
LOBBY,
MAINMENU,
OPTIONSCREEN,
SPLASHSCREEN,
};
#endif
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/* Copyright: (c) Kayne Ruse 2013
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
*
* 3. This notice may not be removed or altered from any source
* distribution.
*/
#include "splash_screen.hpp"
#include <iostream>
using namespace std;
//-------------------------
//Public access members
//-------------------------
SplashScreen::SplashScreen() {
#ifdef DEBUG
cout << "entering SplashScreen" << endl;
#endif
logo.SetSurface(surfaceMgr->Load("splash-logo", configUtil->String("logos") + "/krstudios.bmp"));
}
SplashScreen::~SplashScreen() {
surfaceMgr->Free("splash-logo");
#ifdef DEBUG
cout << "leaving SplashScreen" << endl;
#endif
}
//-------------------------
//Frame loop
//-------------------------
void SplashScreen::RunFrame(double delta) {
HandleEvents();
if (!loaded) {
//never repeat this
loaded = true;
//quick draw
RenderFrame();
LoadResources();
}
if (std::chrono::steady_clock::now() - start > std::chrono::duration<int>(1)) {
SetNextScene(SceneList::MAINMENU);
}
}
void SplashScreen::RenderFrame() {
SDL_FillRect(GetScreen(), 0, 0);
int x = (GetScreen()->w - logo.GetClipW()) / 2;
int y = (GetScreen()->h - logo.GetClipH()) / 2;
logo.DrawTo(GetScreen(), x, y);
SDL_Flip(GetScreen());
}
void SplashScreen::LoadResources() {
//standard
surfaceMgr->Load("font", configUtil->String("fonts") + "/pk_white_8.bmp");
surfaceMgr->Load("button", configUtil->String("interface") + "/button_menu.bmp");
//debugging
surfaceMgr->Load("elliot", configUtil->String("sprites") + "/elliot2.bmp");
surfaceMgr->Load("coa", configUtil->String("sprites") + "/coa2.bmp");
surfaceMgr->Load("flower", configUtil->String("sprites") + "/aniflower.bmp");
surfaceMgr->Load("terrain", configUtil->String("tilesets") + "/terrain.bmp");
//TODO
}
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/* Copyright: (c) Kayne Ruse 2013
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
*
* 3. This notice may not be removed or altered from any source
* distribution.
*/
#ifndef SPLASHSCREEN_HPP_
#define SPLASHSCREEN_HPP_
#include "base_scene.hpp"
#include "singleton.hpp"
#include "config_utility.hpp"
#include "surface_manager.hpp"
#include "image.hpp"
#include <chrono>
class SplashScreen : public BaseScene {
public:
/* Public access members */
SplashScreen();
~SplashScreen();
protected:
/* Frame loop */
void RunFrame(double delta);
void RenderFrame();
void LoadResources();
bool loaded = false;
ConfigUtility* configUtil = Singleton<ConfigUtility>::Get();
SurfaceManager* surfaceMgr = Singleton<SurfaceManager>::Get();
Image logo;
std::chrono::steady_clock::time_point start = std::chrono::steady_clock::now();
};
#endif
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/* Copyright: (c) Kayne Ruse 2013
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
*
* 3. This notice may not be removed or altered from any source
* distribution.
*/
#include "button.hpp"
#include <stdexcept>
void Button::Setup(Sint16 i, Sint16 j, SDL_Surface* bg, SDL_Surface* fg, std::string t) {
x = i;
y = j;
SetSurfaces(bg, fg);
SetText(t);
}
Button::State Button::MouseMotion(SDL_MouseMotionEvent const& motion) {
return CalcState(motion.x, motion.y, motion.state & SDL_BUTTON_LMASK);
}
Button::State Button::MouseButtonDown(SDL_MouseButtonEvent const& button) {
if (button.button == SDL_BUTTON_LEFT) {
return CalcState(button.x, button.y, true);
}
return state;
}
Button::State Button::MouseButtonUp(SDL_MouseButtonEvent const& button) {
if (button.button == SDL_BUTTON_LEFT) {
return CalcState(button.x, button.y, false);
}
return state;
}
void Button::DrawTo(SDL_Surface* const dest) {
image.DrawTo(dest, x, y);
font.DrawStringTo(text, dest, textX + x, textY + y);
}
void Button::SetSurfaces(SDL_Surface* bg, SDL_Surface* fg) {
//graphical stuff
image.SetSurface(bg);
image.SetClipH(image.GetClipH() / 3); //3 phases, vertical storage
font.SetSurface(fg);
//reset textX & textY
SetText(text);
}
std::string Button::SetText(std::string t) {
//one line, cache the position
text = t;
textX = (image.GetClipW() / 2) - (font.GetCharW() * text.size() / 2);
textY = (image.GetClipH() / 2) - (font.GetCharH() / 2);
return text;
}
Button::State Button::CalcState(Sint16 i, Sint16 j, bool leftPressed) {
if (i < x || i > (x + image.GetClipW()) ||
j < y || j > (y + image.GetClipH())
) {
image.SetClipY(0);
return state = State::NORMAL;
}
if (leftPressed) {
image.SetClipY(image.GetClipH()*2);
return state = State::PRESSED;
}
else {
image.SetClipY(image.GetClipH());
return state = State::HOVER;
}
}
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/* Copyright: (c) Kayne Ruse 2013
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
*
* 3. This notice may not be removed or altered from any source
* distribution.
*/
#ifndef BUTTON_HPP_
#define BUTTON_HPP_
#include "image.hpp"
#include "raster_font.hpp"
#include <string>
//3-phases, no toggle, centred text
class Button {
public:
enum class State {
NORMAL, HOVER, PRESSED
};
Button() = default;
Button(Sint16 x, Sint16 y, SDL_Surface* bg, SDL_Surface* fg, std::string t = "") { Setup(x, y, bg, fg, t); }
void Setup(Sint16 x, Sint16 y, SDL_Surface* bg, SDL_Surface* fg, std::string text = "");
//return the current state
State MouseMotion(SDL_MouseMotionEvent const&);
State MouseButtonDown(SDL_MouseButtonEvent const&);
State MouseButtonUp(SDL_MouseButtonEvent const&);
State GetState() const { return state; }
//yet another draw function
void DrawTo(SDL_Surface* const);
//simple accessors and mutators
Sint16 SetX(Sint16 i) { return x = i; }
Sint16 SetY(Sint16 i) { return y = i; }
Sint16 GetX() const { return x; }
Sint16 GetY() const { return y; }
void SetSurfaces(SDL_Surface* bg, SDL_Surface* fg);
std::string SetText(std::string t);
std::string GetText() const { return text; }
//raw access, be careful
Image* GetImage() { return &image; }
RasterFont* GetFont() { return &font; }
//debug
Sint16 GetTextX() const { return textX; }
Sint16 GetTextY() const { return textY; }
private:
State CalcState(Sint16 x, Sint16 y, bool leftPressed);
Sint16 x = 0, y = 0;
Sint16 textX = 0, textY = 0; //prevent recalc every loop
Image image;
RasterFont font;
State state = State::NORMAL;
std::string text;
};
#endif
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/* Copyright: (c) Kayne Ruse 2013
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
*
* 3. This notice may not be removed or altered from any source
* distribution.
*/
#include "config_utility.hpp"
#include <stdexcept>
#include <fstream>
using namespace std;
void ConfigUtility::Load(string fname) {
ifstream is(fname);
if (!is.is_open()) {
throw(runtime_error("Failed to open config file"));
}
string key, val;
for (;;) { //forever
//eat whitespace
while(isspace(is.peek()))
is.ignore();
//end of file
if (is.eof())
break;
//skip comment lines
if (is.peek() == '#') {
while(is.peek() != '\n' && !is.eof()) {
is.ignore();
}
continue;
}
//read in the pair
getline(is, key,'=');
getline(is, val);
//trim the strings at the start & end
while(key.size() && isspace(*key.begin())) key.erase(0, 1);
while(val.size() && isspace(*val.begin())) val.erase(0, 1);
while(key.size() && isspace(*(key.end()-1))) key.erase(key.end() - 1);
while(val.size() && isspace(*(val.end()-1))) val.erase(val.end() - 1);
//allow empty/wiped values
if (key.size() == 0) {
continue;
}
//save the pair
table[key] = val;
}
is.close();
}
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/* Copyright: (c) Kayne Ruse 2013
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
*
* 3. This notice may not be removed or altered from any source
* distribution.
*/
#ifndef CONFIGUTILITY_HPP_
#define CONFIGUTILITY_HPP_
#include <map>
#include <string>
#include <cstdlib>
class ConfigUtility {
public:
ConfigUtility() {}
ConfigUtility(std::string s) { Load(s); }
void Load(std::string fname);
std::string String(std::string s) {
return table[s];
}
const char* CString(std::string s) {
return table[s].c_str();
}
int Integer(std::string s) {
return atoi(table[s].c_str());
}
double Double(std::string s) {
return atof(table[s].c_str());
}
bool Boolean(std::string s) {
return table[s] == "true";
}
std::string& operator[](std::string s) {
return table[s];
}
int Int(std::string s) {
return Integer(s);
}
int Bool(std::string s) {
return Boolean(s);
}
std::map<std::string, std::string>* GetMap() {
return &table;
}
private:
std::map<std::string, std::string> table;
};
#endif
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/* Copyright: (c) Kayne Ruse 2013
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
*
* 3. This notice may not be removed or altered from any source
* distribution.
*/
#ifndef DEFINES_HPP_
#define DEFINES_HPP_
#define GAME_CHANNEL 0
#define CHAT_CHANNEL 1
#define WALKING_SPEED 140
enum class CardinalDirection {
NORTH, SOUTH, EAST, WEST
};
#endif
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/* Copyright: (c) Kayne Ruse 2013
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
*
* 3. This notice may not be removed or altered from any source
* distribution.
*/
#include "frame_rate.hpp"
#include <chrono>
typedef std::chrono::high_resolution_clock Clock;
static int frameCount = 0;
static int lastFrameRate = 0;
static Clock::time_point tick = Clock::now();
int clockFrameRate() {
frameCount++;
if (Clock::now() - tick >= std::chrono::duration<int>(1)) {
lastFrameRate = frameCount;
frameCount = 0;
tick = Clock::now();
}
return lastFrameRate;
}
int getFrameRate() {
return lastFrameRate;
}
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/* Copyright: (c) Kayne Ruse 2013
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
*
* 3. This notice may not be removed or altered from any source
* distribution.
*/
#ifndef FRAMERATE_HPP_
#define FRAMERATE_HPP_
int clockFrameRate();
int getFrameRate();
#endif
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/* Copyright: (c) Kayne Ruse 2013
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
*
* 3. This notice may not be removed or altered from any source
* distribution.
*/
#include "image.hpp"
#include <stdexcept>
SDL_Surface* Image::LoadSurface(std::string fname) {
SDL_Surface* p = SDL_LoadBMP(fname.c_str());
if (!p) {
throw(std::runtime_error(std::string() + "Failed to load file: " + fname));
}
surface = p;
SetTransparentColor(255, 0, 255); //default
clip = {0, 0, (Uint16)surface->w, (Uint16)surface->h};
local = true;
return surface;
}
void Image::FreeSurface() {
if (local) {
SDL_FreeSurface(surface);
local = false;
}
surface = nullptr;
clip = {0, 0, 0, 0};
}
SDL_Surface* Image::SetSurface(SDL_Surface* p) {
if (!p) {
throw(std::invalid_argument("No surface pointer provided"));
}
surface = p;
clip = {0, 0, (Uint16)surface->w, (Uint16)surface->h};
local = false;
return surface;
}
void Image::DrawTo(SDL_Surface* dest, Sint16 x, Sint16 y) {
if (!surface) {
throw(std::logic_error("No image surface to draw"));
}
SDL_Rect sclip = clip, dclip = {x,y};
SDL_BlitSurface(surface, &sclip, dest, &dclip);
}
void Image::SetTransparentColor(Uint8 r, Uint8 g, Uint8 b) {
if (!surface) {
throw(std::logic_error("Failed to set the transparent color"));
}
SDL_SetColorKey(surface, SDL_SRCCOLORKEY, SDL_MapRGB(surface->format, r, g, b));
}
void Image::ClearTransparentColor() {
if (!surface) {
throw(std::logic_error("Failed to clear the transparent color"));
}
SDL_SetColorKey(surface, 0, 0);
}
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/* Copyright: (c) Kayne Ruse 2013
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
*
* 3. This notice may not be removed or altered from any source
* distribution.
*/
#ifndef IMAGE_HPP_
#define IMAGE_HPP_
#include "SDL/SDL.h"
#include <string>
class Image {
public:
Image() = default;
Image(SDL_Surface* p) { SetSurface(p); }
~Image() { FreeSurface(); }
SDL_Surface* LoadSurface(std::string fname);
void FreeSurface();
SDL_Surface* SetSurface(SDL_Surface*);
SDL_Surface* GetSurface() const { return surface; }
void DrawTo(SDL_Surface* const, Sint16 x, Sint16 y);
//Clip handlers
SDL_Rect SetClip(SDL_Rect r) { return clip = r; }
SDL_Rect GetClip() const { return clip; }
Sint16 SetClipX(Sint16 x) { return clip.x = x; }
Sint16 SetClipY(Sint16 y) { return clip.y = y; }
Uint16 SetClipW(Uint16 w) { return clip.w = w; }
Uint16 SetClipH(Uint16 h) { return clip.h = h; }
Sint16 GetClipX() const { return clip.x; }
Sint16 GetClipY() const { return clip.y; }
Uint16 GetClipW() const { return clip.w; }
Uint16 GetClipH() const { return clip.h; }
bool GetLocal() { return local; }
void SetTransparentColor(Uint8 r, Uint8 g, Uint8 b);
void ClearTransparentColor();
protected:
SDL_Surface* surface = nullptr;
SDL_Rect clip = {0, 0, 0, 0};
bool local = false;
};
#endif
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#config
LOCALLIBS=
LIB=
INCLUDES=
CXXFLAGS+=-std=c++11 -DDEBUG $(addprefix -I,$(INCLUDES))
#source
SRC=$(wildcard *.cpp)
#objects
OBJDIR=obj
OBJ=$(addprefix $(OBJDIR)/,$(SRC:.cpp=.o))
#output
OUTDIR=../lib
OUT=$(addprefix $(OUTDIR)/,libCommon.a)
#targets
all: $(OBJ) $(OUT)
ar -crs $(OUT) $(OBJ)
$(OBJ): | $(OBJDIR)
$(OUT): | $(OUTDIR)
$(OBJDIR):
mkdir $(OBJDIR)
$(OUTDIR):
mkdir $(OUTDIR)
$(OBJDIR)/%.o: %.cpp
$(CXX) $(CXXFLAGS) -c -o $@ $<
clean:
$(RM) *.o *.a *.exe
rebuild: clean all
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/* Copyright: (c) Kayne Ruse 2013
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
*
* 3. This notice may not be removed or altered from any source
* distribution.
*/
#include "network_queue.hpp"
#include "singleton.hpp"
#include "udp_network_utility.hpp"
#include "SDL/SDL_thread.h"
#include <stdexcept>
#include <deque>
static SDL_sem* lock = SDL_CreateSemaphore(1);
static SDL_Thread* queueThread = nullptr;
static std::deque<Packet> queue;
static bool running = false;
static int networkQueue(void*) {
UDPNetworkUtility* netUtil = Singleton<UDPNetworkUtility>::Get();
while(running) {
SDL_SemWait(lock);
while(netUtil->Receive()) {
Packet p;
memcpy(&p, netUtil->GetInData(), sizeof(Packet));
p.meta.address = netUtil->GetInPacket()->address;
queue.push_back(p);
}
SDL_SemPost(lock);
SDL_Delay(10);
}
return 0;
}
void beginQueueThread() {
if (running) {
return;
}
running = true;
if (!(queueThread = SDL_CreateThread(networkQueue, nullptr))) {
throw(std::runtime_error("Failed to create the network thread"));
}
}
void endQueueThread() {
if (!running) {
return;
}
running = false;
SDL_WaitThread(queueThread, nullptr);
queueThread = nullptr;
}
void killQueueThread() {
if (!running) {
return;
}
running = false;
SDL_KillThread(queueThread);
queueThread = nullptr;
}
Packet peekNetworkPacket() {
SDL_SemWait(lock);
Packet p;
if (queue.size() > 0) {
Packet p = queue[0];
}
SDL_SemPost(lock);
return p;
}
Packet popNetworkPacket() {
SDL_SemWait(lock);
Packet p;
if (queue.size() > 0) {
p = queue[0];
queue.pop_front();
}
SDL_SemPost(lock);
return p;
}
void flushNetworkQueue() {
UDPNetworkUtility* netUtil = Singleton<UDPNetworkUtility>::Get();
SDL_SemWait(lock);
while(netUtil->Receive());
queue.clear();
SDL_SemPost(lock);
}
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/* Copyright: (c) Kayne Ruse 2013
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
*
* 3. This notice may not be removed or altered from any source
* distribution.
*/
#ifndef NETWORKQUEUE_HPP_
#define NETWORKQUEUE_HPP_
#include "packet.hpp"
void beginQueueThread();
void endQueueThread();
void killQueueThread();
Packet peekNetworkPacket();
Packet popNetworkPacket();
void flushNetworkQueue();
#endif
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/* Copyright: (c) Kayne Ruse 2013
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
*
* 3. This notice may not be removed or altered from any source
* distribution.
*/
#ifndef PACKETTYPE_HPP_
#define PACKETTYPE_HPP_
#include "vector2.hpp"
#include "SDL/SDL_net.h"
#define PACKET_STRING_SIZE 100
#pragma pack(push, 0)
union Packet {
//the type of packet being sent
enum class Type {
NONE = 0,
PING = 1,
PONG = 2,
BROADCAST_REQUEST = 3,
BROADCAST_RESPONSE = 4,
JOIN_REQUEST = 5,
JOIN_RESPONSE = 6,
DISCONNECT = 7,
SYNCHRONIZE = 8,
PLAYER_NEW = 9,
PLAYER_DELETE = 10,
PLAYER_UPDATE = 11,
};
//metadata on the packet itself
struct Metadata {
Type type;
IPaddress address;
int clientIndex;
}meta;
//information about the server
struct ServerInformation {
Metadata meta;
//TODO: version info
char name[PACKET_STRING_SIZE];
//TODO: player count
}serverInfo;
//information about a specific player
struct PlayerInformation {
Metadata meta;
int index;
char handle[PACKET_STRING_SIZE];
char avatar[PACKET_STRING_SIZE];
Vector2 position;
Vector2 motion;
//TODO Playerdata
}playerInfo;
//zero the packet
Packet() {
meta.type = Type::NONE;
meta.address.host = 0;
meta.address.port = 0;
meta.clientIndex = -1;
};
};
#pragma pack(pop)
#endif
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/* Copyright: (c) Kayne Ruse 2013
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
*
* 3. This notice may not be removed or altered from any source
* distribution.
*/
#include "raster_font.hpp"
#include <stdexcept>
/* Note: This class can only take a raster font with 16*16 characters, and the
* indevidual characters must have the same dimensions. Overall this class is too
* restrictive; I suggest using a 3rd party library.
*/
void RasterFont::DrawStringTo(std::string s, SDL_Surface* const dest, Sint16 x, Sint16 y) {
if (!image.GetSurface()) {
throw(std::runtime_error("RasterFont not loaded"));
}
const Uint16 w = image.GetClipW();
const Uint16 h = image.GetClipH();
for (int i = 0; i < s.size(); i++) {
image.SetClipX(s[i] % 16 * w);
image.SetClipY(s[i] / 16 * h);
image.DrawTo(dest, x + i * w, y);
}
}
SDL_Surface* RasterFont::SetSurface(SDL_Surface* p) {
if (image.SetSurface(p)) {
image.SetClipW(image.GetSurface()->w/16);
image.SetClipH(image.GetSurface()->h/16);
}
return image.GetSurface();
}
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/* Copyright: (c) Kayne Ruse 2013
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
*
* 3. This notice may not be removed or altered from any source
* distribution.
*/
#ifndef RASTERFONT_HPP_
#define RASTERFONT_HPP_
#include "image.hpp"
#include <string>
class RasterFont {
public:
RasterFont() = default;
RasterFont(SDL_Surface* p) { SetSurface(p); }
~RasterFont() = default;
void DrawStringTo(std::string, SDL_Surface* const, Sint16 x, Sint16 y);
//Accessors and Mutators
SDL_Surface* SetSurface(SDL_Surface*);
SDL_Surface* GetSurface() const { return image.GetSurface(); }
Uint16 GetCharW() { return image.GetClipW(); }
Uint16 GetCharH() { return image.GetClipH(); }
private:
Image image;
};
#endif
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/* Copyright: (c) Kayne Ruse 2013
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
*
* 3. This notice may not be removed or altered from any source
* distribution.
*/
#ifndef SINGLETON_HPP_
#define SINGLETON_HPP_
template<typename T>
class Singleton {
public:
static T* Get() {
return &instance;
}
private:
static T instance;
};
template<typename T>
T Singleton<T>::instance;
#endif
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/* Copyright: (c) Kayne Ruse 2013
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
*
* 3. This notice may not be removed or altered from any source
* distribution.
*/
#include "sprite_sheet.hpp"
void SpriteSheet::Update(double delta) {
if (delay && (ticks += delta) >= delay) {
if (++currentFrame >= maxFrames) {
currentFrame = 0;
}
ticks = 0;
}
image.SetClipX(currentFrame * image.GetClipW());
image.SetClipY(currentStrip * image.GetClipH());
}
SDL_Surface* SpriteSheet::SetSurface(SDL_Surface* const s, Uint16 w, Uint16 h) {
image.SetSurface(s);
image.SetClip({0, 0, w, h});
currentFrame = 0; maxFrames = image.GetSurface()->w / image.GetClipW();
currentStrip = 0; maxStrips = image.GetSurface()->h / image.GetClipH();
delay = ticks = 0;
}
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/* Copyright: (c) Kayne Ruse 2013
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
*
* 3. This notice may not be removed or altered from any source
* distribution.
*/
#ifndef SPRITESHEET_HPP_
#define SPRITESHEET_HPP_
#include "image.hpp"
#include "SDL/SDL.h"
class SpriteSheet {
public:
SpriteSheet() = default;
SpriteSheet(SDL_Surface* s, Uint16 w, Uint16 h) { SetSurface(s, w, h); }
~SpriteSheet() = default;
void Update(double delta);
SDL_Surface* SetSurface(SDL_Surface* const, Uint16 w, Uint16 h);
SDL_Surface* GetSurface() const { return image.GetSurface(); }
void DrawTo(SDL_Surface* const dest, Sint16 x, Sint16 y) { image.DrawTo(dest, x, y); }
//Accessors and Mutators
double SetDelay(double i) { return delay = i; }
double GetDelay() const { return delay; }
int SetCurrentFrame(int i) { return currentFrame = i; }
int SetCurrentStrip(int i) { return currentStrip = i; }
Uint16 GetFrameWidth() const { return image.GetClipW(); }
Uint16 GetFrameHeight() const { return image.GetClipH(); }
int GetCurrentFrame() const { return currentFrame; };
int GetCurrentStrip() const { return currentStrip; };
int GetMaxFrames() const { return maxFrames; }
int GetMaxStrips() const { return maxStrips; }
private:
Image image;
int currentFrame = 0, maxFrames = 0;
int currentStrip = 0, maxStrips = 0;
double delay = 0, ticks = 0;
};
#endif
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/* Copyright: (c) Kayne Ruse 2013
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
*
* 3. This notice may not be removed or altered from any source
* distribution.
*/
#include "surface_manager.hpp"
#include <stdexcept>
SDL_Surface* SurfaceManager::Load(std::string key, std::string fname) {
MapType::iterator it = surfaceMap.find(key);
if (it != surfaceMap.end()) {
throw(std::runtime_error(std::string("Surface already loaded: ") + key + std::string(", ") + fname));
}
return LoadSurface(key, fname);
}
SDL_Surface* SurfaceManager::Reload(std::string key, std::string fname) {
MapType::iterator it = surfaceMap.find(key);
if (it != surfaceMap.end()) {
SDL_FreeSurface(it->second);
surfaceMap.erase(it);
}
return LoadSurface(key, fname);
}
SDL_Surface* SurfaceManager::Get(std::string key) {
MapType::iterator it = surfaceMap.find(key);
if (it == surfaceMap.end()) {
throw(std::runtime_error(std::string("Could not find key: ") + key));
}
return it->second;
}
SDL_Surface* SurfaceManager::Set(std::string key, SDL_Surface* ptr) {
MapType::iterator it = surfaceMap.find(key);
if (it != surfaceMap.end()) {
throw(std::runtime_error(std::string("Key already exists: ") + key));
}
return surfaceMap[key] = ptr;
}
void SurfaceManager::Free(std::string key) {
MapType::iterator it = surfaceMap.find(key);
if (it != surfaceMap.end()) {
SDL_FreeSurface(it->second);
surfaceMap.erase(it);
}
}
void SurfaceManager::FreeAll() {
for (auto it : surfaceMap) {
SDL_FreeSurface(it.second);
}
surfaceMap.clear();
}
SDL_Surface* SurfaceManager::LoadSurface(std::string key, std::string fname) {
SDL_Surface* ptr = SDL_LoadBMP(fname.c_str());
if (!ptr) {
throw(std::runtime_error(std::string("Failed to load file: ") + fname));
}
SDL_SetColorKey(ptr, SDL_SRCCOLORKEY, SDL_MapRGB(ptr->format, 255, 0, 255)); //default
return surfaceMap[key] = ptr;
}
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/* Copyright: (c) Kayne Ruse 2013
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
*
* 3. This notice may not be removed or altered from any source
* distribution.
*/
#ifndef SURFACEMANAGER_HPP_
#define SURFACEMANAGER_HPP_
#include "SDL/SDL.h"
#include <map>
#include <string>
class SurfaceManager {
public:
SurfaceManager() = default;
~SurfaceManager() noexcept { FreeAll(); }
SDL_Surface* Load(std::string key, std::string fname);
SDL_Surface* Reload(std::string key, std::string fname);
SDL_Surface* Get(std::string key);
SDL_Surface* Set(std::string key, SDL_Surface* ptr);
void Free(std::string key);
void FreeAll();
SDL_Surface* operator[](std::string key) { return Get(key); };
private:
SDL_Surface* LoadSurface(std::string key, std::string fname);
typedef std::map<std::string, SDL_Surface*> MapType;
MapType surfaceMap;
};
#endif
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/* Copyright: (c) Kayne Ruse 2013
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
*
* 3. This notice may not be removed or altered from any source
* distribution.
*/
#include "udp_network_utility.hpp"
#include <stdexcept>
void UDPNetworkUtility::Open(int port, int packSize) {
if (!(socket = SDLNet_UDP_Open(port))) {
Close();
throw(std::runtime_error("Failed to open a UDP socket"));
}
if (!(packOut = SDLNet_AllocPacket(packSize))) {
Close();
throw(std::runtime_error("Failed to allocate the out packet"));
}
if (!(packIn = SDLNet_AllocPacket(packSize))) {
Close();
throw(std::runtime_error("Failed to allocate the in packet"));
}
}
void UDPNetworkUtility::Close() {
SDLNet_UDP_Close(socket);
SDLNet_FreePacket(packOut);
SDLNet_FreePacket(packIn);
socket = nullptr;
packOut = nullptr;
packIn = nullptr;
}
int UDPNetworkUtility::Bind(const char* ip, int port, int channel) {
IPaddress add;
if (SDLNet_ResolveHost(&add, ip, port) == -1) {
throw(std::runtime_error("Failed to resolve a host"));
}
return Bind(&add, channel);
}
int UDPNetworkUtility::Bind(IPaddress* add, int channel) {
int ret = SDLNet_UDP_Bind(socket, channel, add);
if (ret == -1) {
throw(std::runtime_error("Failed to bind to a channel"));
}
return ret;
}
void UDPNetworkUtility::Unbind(int channel) {
SDLNet_UDP_Unbind(socket, channel);
}
int UDPNetworkUtility::Send(const char* ip, int port, void* data, int len) {
IPaddress add;
if (SDLNet_ResolveHost(&add, ip, port) == -1) {
throw(std::runtime_error("Failed to resolve a host"));
}
Send(&add, data, len);
}
int UDPNetworkUtility::Send(IPaddress* add, void* data, int len) {
if (len > packOut->maxlen) {
throw(std::runtime_error("Failed to copy the data into the packet"));
}
memset(packOut->data, 0, packOut->maxlen);
memcpy(packOut->data, data, len);
packOut->len = len;
packOut->address = *add;
int ret = SDLNet_UDP_Send(socket, -1, packOut);
if (ret <= 0) {
throw(std::runtime_error("Failed to send a packet"));
}
return ret;
}
int UDPNetworkUtility::Send(int channel, void* data, int len) {
if (len > packOut->maxlen) {
throw(std::runtime_error("Failed to copy the data into the packet"));
}
memset(packOut->data, 0, packOut->maxlen);
memcpy(packOut->data, data, len);
packOut->len = len;
int ret = SDLNet_UDP_Send(socket, channel, packOut);
if (ret <= 0) {
throw(std::runtime_error("Failed to send a packet"));
}
return ret;
}
int UDPNetworkUtility::SendAll(void* data, int len) {
if (len > packOut->maxlen) {
throw(std::runtime_error("Failed to copy the data into the packet"));
}
memset(packOut->data, 0, packOut->maxlen);
memcpy(packOut->data, data, len);
packOut->len = len;
int sent = 0;
//send to all bound channels
for (int i = 0; i < SDLNET_MAX_UDPCHANNELS; i++) {
if (SDLNet_UDP_GetPeerAddress(socket, i)) {
sent += SDLNet_UDP_Send(socket, i, packOut);
}
}
return sent;
}
int UDPNetworkUtility::Receive() {
memset(packIn->data, 0, packIn->maxlen);
int ret = SDLNet_UDP_Recv(socket, packIn);
if (ret < 0) {
throw(std::runtime_error("Unknown network error occured"));
}
return ret;
}
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/* Copyright: (c) Kayne Ruse 2013
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
*
* 3. This notice may not be removed or altered from any source
* distribution.
*/
#ifndef UDPNETWORKUTILITY_HPP_
#define UDPNETWORKUTILITY_HPP_
#include "SDL/SDL_net.h"
class UDPNetworkUtility {
public:
UDPNetworkUtility() = default;
~UDPNetworkUtility() = default;
void Open(int port, int packSize);
void Close();
//bind to an available channel
int Bind(const char* ip, int port) {
Bind(ip, port, -1);
}
int Bind(IPaddress* add) {
Bind(add, -1);
}
//bind to certain channel
int Bind(const char* ip, int port, int channel);
int Bind(IPaddress* add, int channel);
void Unbind(int channel);
IPaddress* GetIPAddress(int channel) {
return SDLNet_UDP_GetPeerAddress(socket, channel);
}
int Send(const char* ip, int port, void* data, int len);
int Send(IPaddress* add, void* data, int len);
int Send(int channel, void* data, int len);
int SendAll(void* data, int len);
int Receive();
void* GetOutData() const {
return reinterpret_cast<void*>(packOut->data);
};
void* GetInData() const {
return reinterpret_cast<void*>(packIn->data);
};
UDPpacket* GetOutPacket() const {
return packOut;
}
UDPpacket* GetInPacket() const {
return packIn;
}
UDPsocket GetSocket() const {
return socket;
}
private:
UDPsocket socket = nullptr;
UDPpacket* packOut = nullptr;
UDPpacket* packIn = nullptr;
};
#endif
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/* Copyright: (c) Kayne Ruse 2013
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
*
* 3. This notice may not be removed or altered from any source
* distribution.
*/
#ifndef VECTOR2_HPP_
#define VECTOR2_HPP_
#include <stdexcept>
#include <cmath>
class Vector2 {
public:
double x = 0, y = 0;
Vector2() = default;
double Length() const {
return sqrt(x*x+y*y);
}
double SquaredLength() const {
return x*x+y*y;
}
double operator[](size_t i) {
if (i >= 2)
throw(std::domain_error("Out of range"));
return *(&x+i);
}
//Arithmetic operators
Vector2 operator+(Vector2 v) const {
Vector2 ret;
ret.x = x + v.x;
ret.y = y + v.y;
return ret;
}
Vector2 operator-(Vector2 v) const {
Vector2 ret;
ret.x = x - v.x;
ret.y = y - v.y;
return ret;
}
Vector2 operator*(Vector2 v) const {
Vector2 ret;
ret.x = x * v.x;
ret.y = y * v.y;
return ret;
}
Vector2 operator*(double d) const {
Vector2 ret;
ret.x = x * d;
ret.y = y * d;
return ret;
}
Vector2 operator/(Vector2 v) {
if (!v.x || !v.y)
throw(std::domain_error("Divide by zero"));
Vector2 ret;
ret.x = x / v.x;
ret.y = y / v.y;
return ret;
}
Vector2 operator/(double d) {
if (!d)
throw(std::domain_error("Divide by zero"));
Vector2 ret;
ret.x = x / d;
ret.y = y / d;
return ret;
}
bool operator==(Vector2 v) { return (x == v.x && y == v.y); }
bool operator!=(Vector2 v) { return (x != v.x || y != v.y); }
//member templates
template<typename T> Vector2 operator+=(T t) { return *this = *this + t; }
template<typename T> Vector2 operator-=(T t) { return *this = *this - t; }
template<typename T> Vector2 operator*=(T t) { return *this = *this * t; }
template<typename T> Vector2 operator/=(T t) { return *this = *this / t; }
template<typename T> bool operator==(T t) { return (x == t && y == t); }
template<typename T> bool operator!=(T t) { return (x != t || y != t); }
};
//non-member templates
template<typename T> Vector2 operator+(T t, Vector2 v) { return v + t; }
template<typename T> Vector2 operator-(T t, Vector2 v) { return v - t; }
template<typename T> Vector2 operator*(T t, Vector2 v) { return v * t; }
template<typename T> Vector2 operator/(T t, Vector2 v) { return v / t; }
template<typename T> bool operator==(T t, Vector2 v) { return v == t; }
template<typename T> bool operator!=(T t, Vector2 v) { return v != t; }
#endif
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The Game Map
This section outlines the games map system. This system utilizes pagination to create a theoretically infinite game map, as well as supporting multiple tilesets in the same map. The goal of this design is to create a system with as much flexibility as possible, and simply enforcing a more rigid approach higher in the tool chain.
Tile
The Tile class is the basic unit of the map system, and is explicitly a POD (plain old data) structure. A tile has these members:
X Position
Y Position
Depth
Width
Height
Tile Index
The tiles X and Y positions are relative to their container regions location. A tiles depth allows multiple tiles to be drawn at the same location, and in the correct order; tiles with lower depths (including below zero) are drawn first. If a new tile has the same X position, Y position and depth as an existing tile, the old tile is overwritten.
The width and height members indicate the graphical size of the tile (not actually used when drawing), while the tile index is the specific tile for the sheet manager to draw. A negative value here is considered an error message.
Region
The region class has these members:
X Position
Y Position
Width
Height
Tile Container
Each region in a certain map must have the same width and height, and its X and Y positions must be multiples of those width and height values, respectfully. The outcome of this restriction is a theoretically infinite grid of region objects.
Each region holds a set of tiles corresponding to the regions bounds. The tiles X and Y positions are relative to the regions, so moving the region will move the tiles as well. A region object is created or loaded when a tile is place in its bounds; similarly, if a region has no tiles it should be deleted or removed from memory.
The exact width and height of a region has no significant impact, other than loading or transmission costs. The width and height of a map can be adjusted as needed.
Region Pager
The region pager class has these members:
Region Width
Region Height
On New Callback
On Delete Callback
Region Container
The Region Pager class holds a series of region objects, as well as creating and deleting them as needed. Every region theoretically exists at any time, so if a non-existent region object is requested, it is created and then returned. This class also has the Prune() method, which removes all regions out of bounds from memory, and the DrawTo method, which takes (among other things) the sheet manager for the map.
The width and height members must be set before the pager is used, and must not be changed while it still has regions loaded. These are used to create region objects as needed.
Each pager can also have two different callbacks set: “on new” and “on delete”. If either of these are set (that is, not null) then each region objects address is passed to these after it is created or before it is destroyed, respectfully. The callbacks are intended to be used for domain specific processes, such as loading or saving data, or even requesting data from a remote server.
Tile Sheet
A tileset is a series of tile graphics stored in a single file. The tile sheet class loads a tile set into memory, and provides utilities for drawing them to the screen. The tile sheet class has these members:
Image
X Count
Y Count
Total Count
Begin
End
The Image class is utilized heavily here by storing the graphical data and the tile size. Any file loaded into a sheet object must have all tile images arranged in a grid pattern, and they must all have the same width and height. The width and height must be provided when the file is loaded.
The X and Y counts are the number of tiles along the X and Y axis of the sheets image, and the total count is the number of tiles in the whole sheet (which is equal to the product of the X and Y counts).
Begin is the index of the first tile on the sheet (default is zero), and end is the index after the last tile (defaults to the value of total count). These indicate the range of the tiles, and are mostly used by the sheet manager. They are also used by the InRange() method, which checks to see if a certain tile is in that sheet.
Tile Sheet Manager
This class has these members:
Tile Sheet Container
Range End
This class is a wrapper around a key-value container, using strings as the keys. Given a specific tile index, this class will draw the correct tile from the loaded sheets, or it throws an error.
Also, this class keeps track of the end of the sheets ranges.
TODO
Map File Format
TODO
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This particular refactoring stage was absolute hell, mostly because I was wrestling with a severe bout of depression too. So, I've added the diffs, and a scary screenshot of the git console.
There are three diff files because server/server_application.cpp was split into two files: server/server_internals.cpp and server/server_connections.cpp, each with it's own diff.
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@@ -1,394 +0,0 @@
diff --git a/server/server_connections.cpp b/server/server_connections.cpp
index 1a96d5b..2f35566 100644
--- a/server/server_connections.cpp
+++ b/server/server_connections.cpp
@@ -21,212 +21,106 @@
*/
#include "server_application.hpp"
-#include "utility.hpp"
-
#include <stdexcept>
#include <iostream>
-#include <string>
-
-//-------------------------
-//Define the public members
-//-------------------------
-
-void ServerApplication::Init(int argc, char** argv) {
- //NOTE: I might need to rearrange the init process so that lua & SQL can interact with the map system as needed.
- std::cout << "Beginning startup" << std::endl;
-
- //initial setup
- ClientEntry::uidCounter = 0;
- PlayerEntry::uidCounter = 0;
- config.Load("rsc\\config.cfg");
-
- //Init SDL
- if (SDL_Init(0)) {
- throw(std::runtime_error("Failed to initialize SDL"));
- }
- std::cout << "Initialized SDL" << std::endl;
-
- //Init SDL_net
- if (SDLNet_Init()) {
- throw(std::runtime_error("Failed to initialize SDL_net"));
- }
- network.Open(config.Int("server.port"), PACKET_BUFFER_SIZE);
- std::cout << "Initialized SDL_net" << std::endl;
-
- //Init SQL
- int ret = sqlite3_open_v2(config["server.dbname"].c_str(), &database, SQLITE_OPEN_READWRITE|SQLITE_OPEN_CREATE, nullptr);
- if (ret != SQLITE_OK || !database) {
- throw(std::runtime_error(std::string() + "Failed to initialize SQL: " + sqlite3_errmsg(database) ));
- }
- std::cout << "Initialized SQL" << std::endl;
-
- //setup the database
- if (runSQLScript(database, config["dir.scripts"] + "setup_server.sql")) {
- throw(std::runtime_error("Failed to initialize SQL's setup script"));
- }
- std::cout << "Initialized SQL's setup script" << std::endl;
-
- //lua
- luaState = luaL_newstate();
- if (!luaState) {
- throw(std::runtime_error("Failed to initialize lua"));
- }
- luaL_openlibs(luaState);
- std::cout << "Initialized lua" << std::endl;
-
- //run the startup script
- if (luaL_dofile(luaState, (config["dir.scripts"] + "setup_server.lua").c_str())) {
- throw(std::runtime_error(std::string() + "Failed to initialize lua's setup script: " + lua_tostring(luaState, -1) ));
- }
- std::cout << "Initialized lua's setup script" << std::endl;
-
- //setup the map object
- regionPager.GetAllocator()->SetLuaState(luaState);
- regionPager.GetFormat()->SetLuaState(luaState);
- //TODO: config parameter
- regionPager.GetFormat()->SetSaveDir("save/mapname/");
-
- std::cout << "Initialized the map system" << std::endl;
- std::cout << "\tsizeof(SerialPacket): " << sizeof(SerialPacket) << std::endl;
- std::cout << "\tPACKET_BUFFER_SIZE: " << PACKET_BUFFER_SIZE << std::endl;
-
- //finalize the startup
- std::cout << "Startup completed successfully" << std::endl;
-
- //debugging
- //
-}
-
-void ServerApplication::Proc() {
- SerialPacket packet;
- while(running) {
- //suck in the waiting packets & process them
- while(network.Receive()) {
- //get the packet
- deserialize(&packet, network.GetInData());
- //cache the source address
- packet.meta.srcAddress = network.GetInPacket()->address;
- //we need to go deeper
- HandlePacket(packet);
- }
- //give the computer a break
- SDL_Delay(10);
- }
-}
-
-void ServerApplication::Quit() {
- std::cout << "Shutting down" << std::endl;
- //empty the members
- regionPager.UnloadAll();
-
- //APIs
- lua_close(luaState);
- sqlite3_close_v2(database);
- network.Close();
- SDLNet_Quit();
- SDL_Quit();
- std::cout << "Shutdown finished" << std::endl;
-}
-
-//-------------------------
-//Define the uber switch
-//-------------------------
-
-void ServerApplication::HandlePacket(SerialPacket packet) {
- switch(packet.meta.type) {
- case SerialPacket::Type::BROADCAST_REQUEST:
- HandleBroadcastRequest(packet);
- break;
- case SerialPacket::Type::JOIN_REQUEST:
- HandleJoinRequest(packet);
- break;
- case SerialPacket::Type::DISCONNECT:
- HandleDisconnect(packet);
- break;
- case SerialPacket::Type::SYNCHRONIZE:
- HandleSynchronize(packet);
- break;
- case SerialPacket::Type::SHUTDOWN:
- HandleShutdown(packet);
- break;
- case SerialPacket::Type::PLAYER_NEW:
- HandlePlayerNew(packet);
- break;
- case SerialPacket::Type::PLAYER_DELETE:
- HandlePlayerDelete(packet);
- break;
- case SerialPacket::Type::PLAYER_UPDATE:
- HandlePlayerUpdate(packet);
- break;
- case SerialPacket::Type::REGION_REQUEST:
- HandleRegionRequest(packet);
- break;
- //handle errors
- default:
- throw(std::runtime_error("Unknown SerialPacket::Type encountered"));
- break;
- }
-}
//-------------------------
//Handle various network input
//-------------------------
void ServerApplication::HandleBroadcastRequest(SerialPacket packet) {
- //send back the server's metadata
+ //pack the server's data
packet.meta.type = SerialPacket::Type::BROADCAST_RESPONSE;
-
- //pack the data
+ packet.serverInfo.networkVersion = NETWORK_VERSION;
snprintf(packet.serverInfo.name, PACKET_STRING_SIZE, "%s", config["server.name"].c_str());
packet.serverInfo.playerCount = playerMap.size();
- packet.serverInfo.regionWidth = REGION_WIDTH;
- packet.serverInfo.regionHeight = REGION_HEIGHT;
- packet.serverInfo.regionDepth = REGION_DEPTH;
- //send the data
+ //bounce this packet
char buffer[PACKET_BUFFER_SIZE];
serialize(&packet, buffer);
network.Send(&packet.meta.srcAddress, buffer, PACKET_BUFFER_SIZE);
}
void ServerApplication::HandleJoinRequest(SerialPacket packet) {
- //register the new client
+ //create the new client
ClientEntry newClient;
newClient.address = packet.meta.srcAddress;
- clientMap[ClientEntry::uidCounter] = newClient;
- //send the client their index
- char buffer[PACKET_BUFFER_SIZE];
+ //TODO: move this into the player management code
+ //create the new player
+ PlayerEntry newPlayer;
+ newPlayer.clientIndex = ClientEntry::uidCounter;
+ newPlayer.player = packet.clientInfo.player;
+ newPlayer.handle = packet.clientInfo.handle;
+ newPlayer.avatar = packet.clientInfo.avatar;
+
+ //send the client their info
packet.meta.type = SerialPacket::Type::JOIN_RESPONSE;
- packet.clientInfo.index = ClientEntry::uidCounter;
- serialize(&packet, buffer);
+ packet.clientInfo.clientIndex = ClientEntry::uidCounter;
+ packet.clientInfo.playerIndex = PlayerEntry::uidCounter;
//bounce this packet
+ char buffer[PACKET_BUFFER_SIZE];
+ serialize(&packet, buffer);
network.Send(&newClient.address, buffer, PACKET_BUFFER_SIZE);
+ //send the new player to all clients
+ packet.meta.type = SerialPacket::Type::PLAYER_NEW;
+ packet.playerInfo.playerIndex = PlayerEntry::uidCounter;
+ strncpy(packet.playerInfo.handle, newPlayer.handle.c_str(), PACKET_STRING_SIZE);
+ strncpy(packet.playerInfo.avatar, newPlayer.avatar.c_str(), PACKET_STRING_SIZE);
+ packet.playerInfo.position = newPlayer.position;
+ packet.playerInfo.motion = newPlayer.motion;
+ PumpPacket(packet);
+
//finished this routine
+ clientMap[ClientEntry::uidCounter] = newClient;
+ playerMap[PlayerEntry::uidCounter] = newPlayer;
ClientEntry::uidCounter++;
+ PlayerEntry::uidCounter++;
std::cout << "Connect, total: " << clientMap.size() << std::endl;
}
+void ServerApplication::HandleSynchronize(SerialPacket packet) {
+ //TODO: compensate for large distances
+
+ //send all the server's data to this client
+ SerialPacket newPacket;
+ char buffer[PACKET_BUFFER_SIZE];
+
+ //players
+ newPacket.meta.type = SerialPacket::Type::PLAYER_UPDATE;
+ for (auto& it : playerMap) {
+ //TODO: update this for the expanded PlayerEntry structure
+ newPacket.playerInfo.playerIndex = it.first;
+ snprintf(newPacket.playerInfo.handle, PACKET_STRING_SIZE, "%s", it.second.handle.c_str());
+ snprintf(newPacket.playerInfo.avatar, PACKET_STRING_SIZE, "%s", it.second.avatar.c_str());
+ newPacket.playerInfo.mapIndex = it.second.mapIndex;
+ newPacket.playerInfo.position = it.second.position;
+ newPacket.playerInfo.motion = it.second.motion;
+ serialize(&newPacket, buffer);
+ network.Send(&clientMap[packet.clientInfo.clientIndex].address, buffer, PACKET_BUFFER_SIZE);
+ }
+}
+
void ServerApplication::HandleDisconnect(SerialPacket packet) {
//TODO: authenticate who is disconnecting/kicking
+ //TODO: define the difference between unloading and deletng a player
//disconnect the specified client
char buffer[PACKET_BUFFER_SIZE];
serialize(&packet, buffer);
- network.Send(&clientMap[packet.clientInfo.index].address, buffer, PACKET_BUFFER_SIZE);
- clientMap.erase(packet.clientInfo.index);
+ network.Send(&clientMap[packet.clientInfo.clientIndex].address, buffer, PACKET_BUFFER_SIZE);
+ clientMap.erase(packet.clientInfo.clientIndex);
//prep the delete packet
SerialPacket delPacket;
delPacket.meta.type = SerialPacket::Type::PLAYER_DELETE;
- //TODO: can this use DeletePlayer() instead?
//delete server and client side players
- erase_if(playerMap, [&](std::pair<unsigned int, PlayerEntry> it) -> bool {
+ erase_if(playerMap, [&](std::pair<int, PlayerEntry> it) -> bool {
//find the internal players to delete
- if (it.second.clientIndex == packet.clientInfo.index) {
+ if (it.second.clientIndex == packet.clientInfo.clientIndex) {
//send the delete player command to all clients
delPacket.playerInfo.playerIndex = it.first;
PumpPacket(delPacket);
@@ -243,102 +137,23 @@ void ServerApplication::HandleDisconnect(SerialPacket packet) {
std::cout << "Disconnect, total: " << clientMap.size() << std::endl;
}
-void ServerApplication::HandleSynchronize(SerialPacket packet) {
- //TODO: compensate for large distances
-
- //send all the server's data to this client
- SerialPacket newPacket;
- char buffer[PACKET_BUFFER_SIZE];
-
- //players
- newPacket.meta.type = SerialPacket::Type::PLAYER_UPDATE;
- for (auto& it : playerMap) {
- //TODO: update this for the expanded PlayerEntry structure
- newPacket.playerInfo.playerIndex = it.first;
- snprintf(newPacket.playerInfo.handle, PACKET_STRING_SIZE, "%s", it.second.handle.c_str());
- snprintf(newPacket.playerInfo.avatar, PACKET_STRING_SIZE, "%s", it.second.avatar.c_str());
- newPacket.playerInfo.position = it.second.position;
- newPacket.playerInfo.motion = it.second.motion;
- serialize(&newPacket, buffer);
- network.Send(&clientMap[packet.clientInfo.index].address, buffer, PACKET_BUFFER_SIZE);
- }
-}
-
void ServerApplication::HandleShutdown(SerialPacket packet) {
+ //TODO: authenticate who is shutting the server down
+
//end the server
running = false;
//disconnect all clients
packet.meta.type = SerialPacket::Type::DISCONNECT;
+ packet.clientInfo.clientIndex = -1;
PumpPacket(packet);
//finished this routine
std::cout << "Shutdown signal accepted" << std::endl;
}
-void ServerApplication::HandlePlayerNew(SerialPacket packet) {
- //register the new PlayerEntry
- //NOTE: assigning each field one-by-one so adding or moving a field doesn't break this code
- PlayerEntry newPlayer;
-
- //metadata
- newPlayer.clientIndex = packet.playerInfo.clientIndex;
- newPlayer.handle = packet.playerInfo.handle;
- newPlayer.avatar = packet.playerInfo.avatar;
-
- //position
- newPlayer.mapIndex = 0;
- newPlayer.position = {0,0};
- newPlayer.motion = {0,0};
- newPlayer.bbox = {0, 0, 0, 0};
-
- //TODO: Add the statistic creation code here
-
- //push this player
- playerMap[PlayerEntry::uidCounter] = newPlayer;
-
- //send the client their info
- packet.playerInfo.playerIndex = PlayerEntry::uidCounter;
- packet.playerInfo.position = newPlayer.position;
- packet.playerInfo.motion = newPlayer.motion;
-
- //actually send to everyone
- PumpPacket(packet);
-
- //finish this routine
- PlayerEntry::uidCounter++;
-}
-
-//TODO: differentiate between delete and unload
-void ServerApplication::HandlePlayerDelete(SerialPacket packet) {
- //TODO: authenticate who is deleting this player
- if (playerMap.find(packet.playerInfo.playerIndex) == playerMap.end()) {
- throw(std::runtime_error("Cannot delete a non-existant player"));
- }
-
- //TODO: remove the deleted player from the database?
-
- //prep the delete packet
- SerialPacket delPacket;
- delPacket.meta.type = SerialPacket::Type::PLAYER_DELETE;
-
- //delete the specified playerEntry
- erase_if(playerMap, [&](std::pair<unsigned int, PlayerEntry> it) -> bool {
- //find the specified PlayerEntry
- if (it.first == packet.playerInfo.playerIndex) {
- //send to all
- delPacket.playerInfo.playerIndex = it.first;
- PumpPacket(delPacket);
-
- //delete this player
- return true;
- }
- //skip this player
- return false;
- });
-}
-
void ServerApplication::HandlePlayerUpdate(SerialPacket packet) {
+ //TODO: this should be moved elsewhere
if (playerMap.find(packet.playerInfo.playerIndex) == playerMap.end()) {
throw(std::runtime_error("Cannot update a non-existant player"));
}
@@ -351,9 +166,12 @@ void ServerApplication::HandlePlayerUpdate(SerialPacket packet) {
}
void ServerApplication::HandleRegionRequest(SerialPacket packet) {
- char buffer[PACKET_BUFFER_SIZE];
+ //TODO: this should be moved elsewhere
packet.meta.type = SerialPacket::Type::REGION_CONTENT;
packet.regionInfo.region = regionPager.GetRegion(packet.regionInfo.x, packet.regionInfo.y);
+
+ //send the content
+ char buffer[PACKET_BUFFER_SIZE];
serialize(&packet, buffer);
network.Send(&packet.meta.srcAddress, buffer, PACKET_BUFFER_SIZE);
}
@@ -1,284 +0,0 @@
diff --git a/server/server_internals.cpp b/server/server_internals.cpp
index 1a96d5b..e1a9cb9 100644
--- a/server/server_internals.cpp
+++ b/server/server_internals.cpp
@@ -1,4 +1,4 @@
-/* Copyright: (c) Kayne Ruse 2013, 2014
+/* Copyright: (c) Kayne Ruse 2014
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
@@ -21,7 +21,7 @@
*/
#include "server_application.hpp"
-#include "utility.hpp"
+#include "server_utility.hpp"
#include <stdexcept>
#include <iostream>
@@ -36,8 +36,6 @@ void ServerApplication::Init(int argc, char** argv) {
std::cout << "Beginning startup" << std::endl;
//initial setup
- ClientEntry::uidCounter = 0;
- PlayerEntry::uidCounter = 0;
config.Load("rsc\\config.cfg");
//Init SDL
@@ -109,6 +107,8 @@ void ServerApplication::Proc() {
//we need to go deeper
HandlePacket(packet);
}
+ //update the internals
+ //TODO: update the internals i.e. player positions
//give the computer a break
SDL_Delay(10);
}
@@ -116,6 +116,10 @@ void ServerApplication::Proc() {
void ServerApplication::Quit() {
std::cout << "Shutting down" << std::endl;
+
+ //save the server state
+ //TODO: save the existing players
+
//empty the members
regionPager.UnloadAll();
@@ -125,6 +129,7 @@ void ServerApplication::Quit() {
network.Close();
SDLNet_Quit();
SDL_Quit();
+
std::cout << "Shutdown finished" << std::endl;
}
@@ -140,21 +145,15 @@ void ServerApplication::HandlePacket(SerialPacket packet) {
case SerialPacket::Type::JOIN_REQUEST:
HandleJoinRequest(packet);
break;
- case SerialPacket::Type::DISCONNECT:
- HandleDisconnect(packet);
- break;
case SerialPacket::Type::SYNCHRONIZE:
HandleSynchronize(packet);
break;
+ case SerialPacket::Type::DISCONNECT:
+ HandleDisconnect(packet);
+ break;
case SerialPacket::Type::SHUTDOWN:
HandleShutdown(packet);
break;
- case SerialPacket::Type::PLAYER_NEW:
- HandlePlayerNew(packet);
- break;
- case SerialPacket::Type::PLAYER_DELETE:
- HandlePlayerDelete(packet);
- break;
case SerialPacket::Type::PLAYER_UPDATE:
HandlePlayerUpdate(packet);
break;
@@ -167,202 +166,3 @@ void ServerApplication::HandlePacket(SerialPacket packet) {
break;
}
}
-
-//-------------------------
-//Handle various network input
-//-------------------------
-
-void ServerApplication::HandleBroadcastRequest(SerialPacket packet) {
- //send back the server's metadata
- packet.meta.type = SerialPacket::Type::BROADCAST_RESPONSE;
-
- //pack the data
- snprintf(packet.serverInfo.name, PACKET_STRING_SIZE, "%s", config["server.name"].c_str());
- packet.serverInfo.playerCount = playerMap.size();
- packet.serverInfo.regionWidth = REGION_WIDTH;
- packet.serverInfo.regionHeight = REGION_HEIGHT;
- packet.serverInfo.regionDepth = REGION_DEPTH;
-
- //send the data
- char buffer[PACKET_BUFFER_SIZE];
- serialize(&packet, buffer);
- network.Send(&packet.meta.srcAddress, buffer, PACKET_BUFFER_SIZE);
-}
-
-void ServerApplication::HandleJoinRequest(SerialPacket packet) {
- //register the new client
- ClientEntry newClient;
- newClient.address = packet.meta.srcAddress;
- clientMap[ClientEntry::uidCounter] = newClient;
-
- //send the client their index
- char buffer[PACKET_BUFFER_SIZE];
- packet.meta.type = SerialPacket::Type::JOIN_RESPONSE;
- packet.clientInfo.index = ClientEntry::uidCounter;
- serialize(&packet, buffer);
-
- //bounce this packet
- network.Send(&newClient.address, buffer, PACKET_BUFFER_SIZE);
-
- //finished this routine
- ClientEntry::uidCounter++;
- std::cout << "Connect, total: " << clientMap.size() << std::endl;
-}
-
-void ServerApplication::HandleDisconnect(SerialPacket packet) {
- //TODO: authenticate who is disconnecting/kicking
-
- //disconnect the specified client
- char buffer[PACKET_BUFFER_SIZE];
- serialize(&packet, buffer);
- network.Send(&clientMap[packet.clientInfo.index].address, buffer, PACKET_BUFFER_SIZE);
- clientMap.erase(packet.clientInfo.index);
-
- //prep the delete packet
- SerialPacket delPacket;
- delPacket.meta.type = SerialPacket::Type::PLAYER_DELETE;
-
- //TODO: can this use DeletePlayer() instead?
- //delete server and client side players
- erase_if(playerMap, [&](std::pair<unsigned int, PlayerEntry> it) -> bool {
- //find the internal players to delete
- if (it.second.clientIndex == packet.clientInfo.index) {
- //send the delete player command to all clients
- delPacket.playerInfo.playerIndex = it.first;
- PumpPacket(delPacket);
-
- //delete this player object
- return true;
- }
-
- //don't delete this player object
- return false;
- });
-
- //finished this routine
- std::cout << "Disconnect, total: " << clientMap.size() << std::endl;
-}
-
-void ServerApplication::HandleSynchronize(SerialPacket packet) {
- //TODO: compensate for large distances
-
- //send all the server's data to this client
- SerialPacket newPacket;
- char buffer[PACKET_BUFFER_SIZE];
-
- //players
- newPacket.meta.type = SerialPacket::Type::PLAYER_UPDATE;
- for (auto& it : playerMap) {
- //TODO: update this for the expanded PlayerEntry structure
- newPacket.playerInfo.playerIndex = it.first;
- snprintf(newPacket.playerInfo.handle, PACKET_STRING_SIZE, "%s", it.second.handle.c_str());
- snprintf(newPacket.playerInfo.avatar, PACKET_STRING_SIZE, "%s", it.second.avatar.c_str());
- newPacket.playerInfo.position = it.second.position;
- newPacket.playerInfo.motion = it.second.motion;
- serialize(&newPacket, buffer);
- network.Send(&clientMap[packet.clientInfo.index].address, buffer, PACKET_BUFFER_SIZE);
- }
-}
-
-void ServerApplication::HandleShutdown(SerialPacket packet) {
- //end the server
- running = false;
-
- //disconnect all clients
- packet.meta.type = SerialPacket::Type::DISCONNECT;
- PumpPacket(packet);
-
- //finished this routine
- std::cout << "Shutdown signal accepted" << std::endl;
-}
-
-void ServerApplication::HandlePlayerNew(SerialPacket packet) {
- //register the new PlayerEntry
- //NOTE: assigning each field one-by-one so adding or moving a field doesn't break this code
- PlayerEntry newPlayer;
-
- //metadata
- newPlayer.clientIndex = packet.playerInfo.clientIndex;
- newPlayer.handle = packet.playerInfo.handle;
- newPlayer.avatar = packet.playerInfo.avatar;
-
- //position
- newPlayer.mapIndex = 0;
- newPlayer.position = {0,0};
- newPlayer.motion = {0,0};
- newPlayer.bbox = {0, 0, 0, 0};
-
- //TODO: Add the statistic creation code here
-
- //push this player
- playerMap[PlayerEntry::uidCounter] = newPlayer;
-
- //send the client their info
- packet.playerInfo.playerIndex = PlayerEntry::uidCounter;
- packet.playerInfo.position = newPlayer.position;
- packet.playerInfo.motion = newPlayer.motion;
-
- //actually send to everyone
- PumpPacket(packet);
-
- //finish this routine
- PlayerEntry::uidCounter++;
-}
-
-//TODO: differentiate between delete and unload
-void ServerApplication::HandlePlayerDelete(SerialPacket packet) {
- //TODO: authenticate who is deleting this player
- if (playerMap.find(packet.playerInfo.playerIndex) == playerMap.end()) {
- throw(std::runtime_error("Cannot delete a non-existant player"));
- }
-
- //TODO: remove the deleted player from the database?
-
- //prep the delete packet
- SerialPacket delPacket;
- delPacket.meta.type = SerialPacket::Type::PLAYER_DELETE;
-
- //delete the specified playerEntry
- erase_if(playerMap, [&](std::pair<unsigned int, PlayerEntry> it) -> bool {
- //find the specified PlayerEntry
- if (it.first == packet.playerInfo.playerIndex) {
- //send to all
- delPacket.playerInfo.playerIndex = it.first;
- PumpPacket(delPacket);
-
- //delete this player
- return true;
- }
- //skip this player
- return false;
- });
-}
-
-void ServerApplication::HandlePlayerUpdate(SerialPacket packet) {
- if (playerMap.find(packet.playerInfo.playerIndex) == playerMap.end()) {
- throw(std::runtime_error("Cannot update a non-existant player"));
- }
-
- //TODO: the server needs it's own movement system too
- playerMap[packet.playerInfo.playerIndex].position = packet.playerInfo.position;
- playerMap[packet.playerInfo.playerIndex].motion = packet.playerInfo.motion;
-
- PumpPacket(packet);
-}
-
-void ServerApplication::HandleRegionRequest(SerialPacket packet) {
- char buffer[PACKET_BUFFER_SIZE];
- packet.meta.type = SerialPacket::Type::REGION_CONTENT;
- packet.regionInfo.region = regionPager.GetRegion(packet.regionInfo.x, packet.regionInfo.y);
- serialize(&packet, buffer);
- network.Send(&packet.meta.srcAddress, buffer, PACKET_BUFFER_SIZE);
-}
-
-void ServerApplication::PumpPacket(SerialPacket packet) {
- //NOTE: I don't really like this, but it'll do for now
- char buffer[PACKET_BUFFER_SIZE];
- serialize(&packet, buffer);
- for (auto& it : clientMap) {
- network.Send(&it.second.address, buffer, PACKET_BUFFER_SIZE);
- }
-}
-91
View File
@@ -1,91 +0,0 @@
/* Copyright: (c) Kayne Ruse 2013
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
*
* 3. This notice may not be removed or altered from any source
* distribution.
* /
#include "server_application.hpp"
#include "SDL/SDL.h"
#include <stdexcept>
#include <iostream>
using namespace std;
int main(int argc, char** argv) {
cout << "Beginning server" << endl;
try {
ServerApplication app;
app.Init(argc, argv);
app.Loop();
app.Quit();
}
catch(exception& e) {
cerr << "Fatal error: " << e.what() << endl;
return 1;
}
cout << "Clean exit" << endl;
return 0;
}*/
#include "network_packet.hpp"
#include "serial.hpp"
#include "region.hpp"
#include "map_generator.hpp"
#include <iostream>
using namespace std;
int main(int, char**) {
char buffer[PACKET_BUFFER_SIZE];
Region region(20, 20, 3, 0, 0);
NetworkPacket packet;
packet.meta.type = NetworkPacket::Type::REGION_CONTENT;
packet.regionInfo.region = &region;
for (int i = 0; i < packet.regionInfo.region->GetWidth(); i++) {
for (int j = 0; j < packet.regionInfo.region->GetHeight(); j++) {
for (int k = 0; k < packet.regionInfo.region->GetDepth(); k++) {
packet.regionInfo.region->SetTile(i, j, k, i*20*3 + j*3 +k);
}
}
}
serialize(&packet, buffer);
for (int i = 0; i < PACKET_BUFFER_SIZE; i++) {
cout << ((Region::type_t*)(buffer))[i] << ",";
}
cout << endl << endl;
deserialize(&packet, buffer);
for (int i = 0; i < packet.regionInfo.region->GetWidth(); i++) {
for (int j = 0; j < packet.regionInfo.region->GetHeight(); j++) {
for (int k = 0; k < packet.regionInfo.region->GetDepth(); k++) {
cout << packet.regionInfo.region->GetTile(i, j, k) << ",";
}
}
}
cout << endl;
BlankGenerator().Unload(packet.regionInfo.region);
return 0;
}
-76
View File
@@ -1,76 +0,0 @@
#include <iostream>
#include <cstring>
using namespace std;
union Foo {
enum class Type {
INT,
FLOAT
}type;
struct {
Type type;
int i;
}i;
struct {
Type type;
float f;
}f;
};
void serialize(Foo* f, void* buffer) {
int len = 0;
memcpy((void*)((int)buffer + len), &f->type, sizeof(Foo::Type));
len += sizeof(Foo::Type);
switch(f->type) {
case Foo::Type::INT:
memcpy((void*)((int)buffer + len), &f->i.i, sizeof(int));
len += sizeof(int);
break;
case Foo::Type::FLOAT:
memcpy((void*)((int)buffer + len), &f->f.f, sizeof(float));
len += sizeof(float);
break;
}
}
void deserialize(Foo* f, void* buffer) {
int len = 0;
memcpy(&f->type, (void*)((int)buffer + len), sizeof(Foo::Type));
len += sizeof(Foo::Type);
switch(f->type) {
case Foo::Type::INT:
memcpy(&f->i.i, (void*)((int)buffer + len), sizeof(int));
len += sizeof(int);
break;
case Foo::Type::FLOAT:
memcpy(&f->f.f, (void*)((int)buffer + len), sizeof(float));
len += sizeof(float);
break;
}
}
int main() {
Foo f;
f.type = Foo::Type::FLOAT;
f.f.f = 3.14;
Foo i;
i.type = Foo::Type::INT;
i.i.i = 42;
char buffer[sizeof(Foo)];
serialize(&f, buffer);
deserialize(&i, buffer);
switch(i.type) {
case Foo::Type::INT:
cout << i.i.i << endl;
break;
case Foo::Type::FLOAT:
cout << i.f.f << endl;
break;
}
return 0;
}
@@ -1,12 +0,0 @@
The palette is extracted from the frog images. It's only meant as areference, and can change later. Hot pink (255, 0, 255) is used to fill the gaps.
[blank], mid highlight, high highlight
low base, mid base, high base
[blank], mid shadow, high shadow
inner cheek
tongue outline, tongue shadow, tongue base
leather shadow, leather base, leather hightlight
wood shadow, wood base, wood highlight
sharp shadow, sharp base, [blank]
dull shadow, dull base, [blank]
frog outline, metal outline, wood outline
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pay attention to each frog's eyes
frogs are green
bog toad is yellow/orange with spots (gradient?)
princess dress is an ugly pink
frog king wears a gold crown and red cape with gold trimmings
the knight's helmet has a purple plume, and it's wearing boxer shorts with loveheart patterns
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