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58 Commits

Author SHA1 Message Date
Kayne Ruse c60709d047 Tested SendAll(), end of this prototype 2013-06-07 03:22:29 +10:00
Kayne Ruse 6b677e5de8 I'm just going to ditch this prototype soon 2013-06-07 03:14:23 +10:00
Kayne Ruse d347545c20 Moved documentation into doc branch 2013-06-06 02:55:06 +10:00
Kayne Ruse dfac9c1518 Reviewing the progress so far 2013-06-05 03:50:46 +10:00
Kayne Ruse 0cfb47e641 Fixed FPS counter 2013-06-04 21:28:00 +10:00
Kayne Ruse a260f29d4f Imported update to FrameRate 2013-06-04 21:11:21 +10:00
Kayne Ruse a8b798ddff Players are moving and animating correctly 2013-06-04 20:39:44 +10:00
Kayne Ruse 231db701e4 Spliced in updates to the scene system; program compiles & runs, player's don't move 2013-06-04 20:20:56 +10:00
Kayne Ruse 783e8928d6 Imported graphics updates from Codebase 2013-06-04 05:05:40 +10:00
Kayne Ruse 6a16e341ec Trying to create a fixed time slice system 2013-06-02 04:00:26 +10:00
Kayne Ruse 4c670c3a22 Fixed non-debug builds not compiling 2013-05-26 03:02:44 +10:00
Kayne Ruse 488283be50 Added copyright info 2013-05-25 20:45:53 +10:00
Kayne Ruse 4c228e0e36 Started working on receiving information about other players 2013-05-24 19:21:50 +10:00
Kayne Ruse 0d3a69106f Moved some code 2013-05-24 18:06:29 +10:00
Kayne Ruse e2fed23659 Minor tweaks 2013-05-24 17:15:58 +10:00
Kayne Ruse 1ab963099d Connections and disconnections between client and server are functioning 2013-05-24 15:39:42 +10:00
Kayne Ruse 0b2af1d80f Smoothed naming and other conventions 2013-05-24 00:51:04 +10:00
Kayne Ruse cce1a874bf Join request is sent, but I need to plan the next section out in detail 2013-05-22 17:31:13 +10:00
Kayne Ruse 66f54dca0b Fixed magic number issues 2013-05-21 01:45:36 +10:00
Kayne Ruse bf73b542f1 Implemented server selection interface 2013-05-20 18:54:10 +10:00
Kayne Ruse d76cbe13da Added basic server list, and added yield calls 2013-05-20 17:43:16 +10:00
Kayne Ruse d5409d2006 Drafted a basic networking protocol, and hooked a button up to the network broadcast 2013-05-20 04:49:06 +10:00
Kayne Ruse 7866f46ed5 packet is being sent and received, bare-bones ping-pong is working 2013-05-20 01:02:15 +10:00
Kayne Ruse b587759203 Adjusted Vector2 2013-05-19 22:02:55 +10:00
Kayne Ruse f8c174741d Wrapper completed & tested; adjusted many systems 2013-05-19 21:27:24 +10:00
Kayne Ruse 000e3707ed Moved common files (such as Codebase files) into their own directory 2013-05-19 05:50:31 +10:00
Kayne Ruse b3691a341c Started working on a simple UDP wrapper 2013-05-19 04:25:35 +10:00
Kayne Ruse d2087be9ac Resurrected SDL_net 2013-05-17 21:05:50 +10:00
Kayne Ruse 5ade2cc98e Ripped out all networking systems; simply not working correctly 2013-05-17 19:59:31 +10:00
Kayne Ruse 24e48dec53 very buggy system working, but only works properly with one client at a time due to recv blocking 2013-05-17 19:32:45 +10:00
Kayne Ruse 738320e88e Switched TestSystems and InGame 2013-05-16 19:14:38 +10:00
Kayne Ruse f04c7fa161 Removed singletons 2013-05-16 17:02:21 +10:00
Kayne Ruse 30d163ec80 Implemented main menu and buttons 2013-05-15 23:20:47 +10:00
Kayne Ruse 613d9cec08 Imported updates from Codebase 2013-05-15 19:49:27 +10:00
Kayne Ruse 9f76b19a3c Changed the first scene after the splash screen 2013-05-13 00:15:11 +10:00
Kayne Ruse cc00129542 Implemented the splash screen and config file 2013-05-12 02:33:08 +10:00
Kayne Ruse 6a19d0a312 Created the basic program flow 2013-05-11 23:51:02 +10:00
Kayne Ruse 4671afe900 Basic connection between server and unit 2013-05-10 19:57:53 +10:00
Kayne Ruse a667fae21a Updated this project to the new standard, see details.
After a significant modification to the Codebase library, I imported a lot
of the Codebase updates back to this porject. Some files that exist in
Codebase still carry the zlib license header; these files are still under
the zlib license.

Following a significant struggle with SDL_net, I've decided to ditch that
library and write my own version. It currently only supports TCP
networking, and only works on windows platforms,  but it is sufficient at
this time.
2013-05-10 17:04:46 +10:00
Kayne Ruse f0d4ef0675 Changed my mind about networking system structure 2013-05-04 14:00:30 +10:00
Kayne Ruse 2dedfa9505 So that's what I was doing wrong 2013-05-04 03:20:02 +10:00
Kayne Ruse f0e7550b7d What am I doing wrong? 2013-05-04 01:48:31 +10:00
Kayne Ruse 96f0821d9b Imported ConfigUtility, updating it for this project 2013-05-03 02:22:34 +10:00
Kayne Ruse f349e59fd3 Worked out the basic server layout 2013-05-03 00:55:47 +10:00
Kayne Ruse b935fcf1d1 Created empty TCPNetworkManager; needs work, I don't even like the name 2013-05-02 22:46:11 +10:00
Kayne Ruse 95f2d212ef Created PlayerManager 2013-05-02 22:45:30 +10:00
Kayne Ruse 80004ca8d4 merging various commits and stashes 2013-05-02 22:45:26 +10:00
Kayne Ruse fe04561b26 Updated the README, and added a reference to the wiki 2013-05-02 21:08:28 +10:00
Kayne Ruse 63aa248056 Changed *.h files to *.hpp 2013-05-02 20:28:12 +10:00
Kayne Ruse cf82679109 modified makefile to create directories 2013-05-01 20:58:10 +10:00
Kayne Ruse ecdf658463 Moved working systems into InGame 2013-04-29 17:25:56 +10:00
Kayne Ruse c9447fcf3b Fixed diagonal player movement 2013-04-29 15:55:21 +10:00
Kayne Ruse 7dafb372b1 Created Player; not happy with movement 2013-04-29 08:27:03 +10:00
Kayne Ruse 392ef1ef32 Created SpriteSheet 2013-04-29 04:18:20 +10:00
Kayne Ruse d72a3f4fb5 Created Image 2013-04-29 02:50:58 +10:00
Kayne Ruse 1226fa08ca Created SurfaceManager 2013-04-28 23:04:17 +10:00
Kayne Ruse 79304f24b8 Imported basics
project directory
client - scene system
server - empty main
SDL_net source
graphical resources
2013-04-28 04:37:14 +10:00
Kayne Ruse 31d5b3f618 Initial commit 2013-04-26 03:03:14 +10:00
144 changed files with 5238 additions and 17251 deletions
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#Editor generated files
#*.sln
#*.vcproj
*.suo
*.ncb
*.user
#Directories
Release/
Debug/
Out/
#Project generated files
*.db
#Shell files
*.bat
*.sh
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Tortuga is a 3/4 top down multiplayer RPG set in a large archipelago occupied by warring pirate clans. The emphasis of this game is on multiplayer competition, exploration in an open world, and solo adventuring. The game runs on a Minecraft like server system with a goal of about 50-100 players on a single server. The player characters are tied to the server where they are created, and are susceptible to permadeath: deletion of a character upon death. The servers are designed to allow a large amount of modification by the hosts.
## Libraries
* [SDL](http://www.libsdl.org/) - Simple DirectMedia Layer API
* [SDL_net](http://www.libsdl.org/projects/SDL_net/) - SDL's networking extension; modified source included under libs/SDL_net
* [Codebase](https://github.com/Ratstail91/Codebase) - files included locally; modifications will be included upstream further into this project.
## 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.
* You need to build the library in the common/ directroy before any others.
* 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 GitHub wiki [here](https://github.com/Ratstail91/Tortuga/wiki).
## Copyright
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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#include "combat.hpp"
#include <iostream>
using namespace std;
//-------------------------
//Public access members
//-------------------------
Combat::Combat() {
#ifdef DEBUG
cout << "entering Combat" << endl;
#endif
}
Combat::~Combat() {
#ifdef DEBUG
cout << "leaving Combat" << endl;
#endif
}
//-------------------------
//Frame loop
//-------------------------
void Combat::FrameStart() {
//
}
void Combat::Update(double delta) {
//
}
void Combat::FrameEnd() {
//
}
void Combat::Render(SDL_Surface* const screen) {
//
}
//-------------------------
//Event handlers
//-------------------------
void Combat::MouseMotion(SDL_MouseMotionEvent const& motion) {
//
}
void Combat::MouseButtonDown(SDL_MouseButtonEvent const& button) {
//
}
void Combat::MouseButtonUp(SDL_MouseButtonEvent const& button) {
//
}
void Combat::KeyDown(SDL_KeyboardEvent const& key) {
switch(key.keysym.sym) {
case SDLK_ESCAPE:
QuitEvent();
break;
}
}
void Combat::KeyUp(SDL_KeyboardEvent const& key) {
//
}
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#ifndef COMBAT_HPP_
#define COMBAT_HPP_
#include "base_scene.hpp"
class Combat : public BaseScene {
public:
/* Public access members */
Combat();
~Combat();
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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#ifndef DEFINES_HPP_
#define DEFINES_HPP_
enum class Direction {
NORTH = 1, SOUTH = 2,
EAST = 3, WEST = 4
};
#endif
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#include "in_game.hpp"
#include <iostream>
using namespace std;
//-------------------------
//Public access members
//-------------------------
InGame::InGame(ConfigUtility* cUtil, SurfaceManager* sMgr, UDPNetworkUtility* nUtil, int* ID) {
#ifdef DEBUG
cout << "entering InGame" << endl;
#endif
configUtil = cUtil;
surfaceMgr = sMgr;
netUtil = nUtil;
playerID = ID;
cout << "playerID: " << *playerID << endl;
}
InGame::~InGame() {
//placeholder disconnect
PacketData p;
p.type = PacketList::DISCONNECT;
p.disconnect.playerID = *playerID;
*playerID = -1;
netUtil->Send(0, &p, sizeof(PacketData));
netUtil->Unbind(0);
#ifdef DEBUG
cout << "leaving InGame" << endl;
#endif
}
//-------------------------
//Frame loop
//-------------------------
void InGame::FrameStart() {
//
}
void InGame::Update(double delta) {
Receive();
}
void InGame::Receive() {
PacketData packet;
while(netUtil->Receive()) {
memcpy(&packet, netUtil->GetInData(), sizeof(PacketData));
switch(packet.type) {
// case PacketList::NONE:
// //
// break;
// case PacketList::PING:
// //
// break;
// case PacketList::PONG:
// //
// break;
// case PacketList::JOINREQUEST:
// //
// break;
// case PacketList::JOINCONFIRM:
// //
// break;
// case PacketList::DISCONNECT:
// //
// break;
// case PacketList::SYNCHRONIZE:
// //
// break;
case PacketList::NEWPLAYER:
cout << "NEWPLAYER triggered" << endl;
break;
case PacketList::DELETEPLAYER:
cout << "DELETEPLAYER triggered" << endl;
break;
// case PacketList::MOVEMENT:
// //
// break;
}
}
}
void InGame::FrameEnd() {
//
}
void InGame::Render(SDL_Surface* const screen) {
//
}
//-------------------------
//Event handlers
//-------------------------
void InGame::MouseMotion(SDL_MouseMotionEvent const& motion) {
//
}
void InGame::MouseButtonDown(SDL_MouseButtonEvent const& button) {
//
}
void InGame::MouseButtonUp(SDL_MouseButtonEvent const& button) {
//
}
void InGame::KeyDown(SDL_KeyboardEvent const& key) {
switch(key.keysym.sym) {
case SDLK_ESCAPE:
QuitEvent();
break;
}
}
void InGame::KeyUp(SDL_KeyboardEvent const& key) {
//
}
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#ifndef INGAME_HPP_
#define INGAME_HPP_
#include "base_scene.hpp"
#include "config_utility.hpp"
#include "surface_manager.hpp"
#include "udp_network_utility.hpp"
#include "packet_list.hpp"
class InGame : public BaseScene {
public:
//Public access members
InGame(ConfigUtility*, SurfaceManager*, UDPNetworkUtility*, int* playerID);
~InGame();
protected:
//Frame loop
void FrameStart();
void Update(double delta);
void Receive();
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&);
//members
ConfigUtility* configUtil = nullptr;
SurfaceManager* surfaceMgr = nullptr;
UDPNetworkUtility* netUtil = nullptr;
int* playerID = nullptr;
};
#endif
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#include "lobby.hpp"
#include <exception>
#include <iostream>
using namespace std;
//-------------------------
//Public access members
//-------------------------
Lobby::Lobby(ConfigUtility* cUtil, SurfaceManager* sMgr, UDPNetworkUtility* nUtil, int* ID) {
#ifdef DEBUG
cout << "entering Lobby" << endl;
#endif
//globals
configUtil = cUtil;
surfaceMgr = sMgr;
netUtil = nUtil;
playerID = ID;
//members
font.SetSurface(surfaceMgr->Get("font"));
//the buttons
buttonMap["ping"] = new Button(50, 50 , surfaceMgr->Get("button"), surfaceMgr->Get("font"), "Refresh");
buttonMap["join"] = new Button(50, 100, surfaceMgr->Get("button"), surfaceMgr->Get("font"), "Join");
buttonMap["back"] = new Button(50, 150, surfaceMgr->Get("button"), surfaceMgr->Get("font"), "Back");
//drawing information for the server list
listBox.x = 250;
listBox.y = 50;
listBox.w = GetScreen()->w - listBox.x;
listBox.h = font.GetCharH();
//ping the network
PingNetwork();
}
Lobby::~Lobby() {
for (auto it : buttonMap) {
delete it.second;
}
#ifdef DEBUG
cout << "leaving Lobby" << endl;
#endif
}
//-------------------------
//Frame loop
//-------------------------
void Lobby::FrameStart() {
//
}
void Lobby::Update(double delta) {
Receive();
}
void Lobby::Receive() {
PacketData packet;
while(netUtil->Receive()) {
memcpy(&packet, netUtil->GetInData(), sizeof(PacketData));
switch(packet.type) {
// case PacketList::NONE:
// //
// break;
// case PacketList::PING:
// //
// break;
case PacketList::PONG:
PushServer(&packet);
break;
// case PacketList::JOINREQUEST:
// //
// break;
case PacketList::JOINCONFIRM: {
PacketData p;
memcpy(&p, netUtil->GetInData(), sizeof(PacketData));
*playerID = p.joinConfirm.playerID;
netUtil->Bind(&netUtil->GetInPacket()->address, 0);
SetNextScene(SceneList::INGAME);
}
break;
// case PacketList::DISCONNECT:
// //
// break;
// case PacketList::SYNCHRONIZE:
// //
// break;
#ifdef DEBUG
//this might not be the end of the world; it only happens when the game ping is too low
case PacketList::NEWPLAYER:
cout << "WARNING: new player triggered unexpectedly" << endl;
break;
#endif
// case PacketList::DELETEPLAYER:
// //
// break;
// case PacketList::MOVEMENT:
// //
// break;
}
}
}
void Lobby::FrameEnd() {
//
}
void Lobby::Render(SDL_Surface* const screen) {
for (auto it : buttonMap) {
it.second->DrawTo(screen);
}
//draw the server list, highlighting the selected server
SDL_Rect clip;
for (int i = 0; i < serverVector.size(); i++) {
clip = listBox;
clip.y += i * font.GetCharH();
//if a server has been selected, and this is the selected server
if (selectedServer && selectedServer == &serverVector[i]) {
//draw the orange box
SDL_FillRect(screen, &clip, SDL_MapRGB(screen->format, 255, 127, 39));
}
font.DrawStringTo(serverVector[i].name, screen, clip.x, clip.y);
}
}
//-------------------------
//Event handlers
//-------------------------
void Lobby::MouseMotion(SDL_MouseMotionEvent const& motion) {
for (auto it : buttonMap) {
it.second->MouseMotion(motion);
}
}
void Lobby::MouseButtonDown(SDL_MouseButtonEvent const& button) {
for (auto it : buttonMap) {
it.second->MouseButtonDown(button);
}
}
void Lobby::MouseButtonUp(SDL_MouseButtonEvent const& button) {
if (buttonMap["ping"]->MouseButtonUp(button) == Button::State::HOVER) {
PingNetwork();
}
else if (buttonMap["join"]->MouseButtonUp(button) == Button::State::HOVER) {
JoinRequest(selectedServer);
}
else if (buttonMap["back"]->MouseButtonUp(button) == Button::State::HOVER) {
SetNextScene(SceneList::MAINMENU);
}
//select a server (clicked within the bounds of the server box)
else if (button.x > listBox.x && button.y > listBox.y && button.y < serverVector.size() * font.GetCharH() + listBox.y) {
selectedServer = &serverVector[(button.y-listBox.y)/font.GetCharH()];
}
else {
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
//-------------------------
void Lobby::PingNetwork() {
//ping the network
PacketData p;
p.type = PacketList::PING;
netUtil->Send("255.255.255.255", configUtil->Integer("server.port"), reinterpret_cast<void*>(&p), sizeof(PacketData));
//reset the server list
//TODO: enable this
// serverVector.clear();
}
void Lobby::PushServer(PacketData* packet) {
ServerData s;
s.name = packet->pong.metadata;
s.address = netUtil->GetInPacket()->address;
serverVector.push_back(s);
}
void Lobby::JoinRequest(ServerData* server) {
if (!server) {
//CAN receive null
return;
}
PacketData p;
p.type = PacketList::JOINREQUEST;
snprintf(p.joinRequest.handle, PACKET_STRING_SIZE, "%s", configUtil->CString("handle"));
snprintf(p.joinRequest.avatar, PACKET_STRING_SIZE, "%s", configUtil->CString("avatar"));
netUtil->Send(&server->address, reinterpret_cast<void*>(&p), sizeof(PacketData));
}
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#ifndef LOBBY_HPP_
#define LOBBY_HPP_
#include "base_scene.hpp"
#include "config_utility.hpp"
#include "surface_manager.hpp"
#include "udp_network_utility.hpp"
#include "packet_list.hpp"
#include "raster_font.hpp"
#include "button.hpp"
#include <vector>
#include <map>
#include <string>
class Lobby : public BaseScene {
public:
//Public access members
Lobby(ConfigUtility*, SurfaceManager*, UDPNetworkUtility*, int* playerID);
~Lobby();
protected:
//Frame loop
void FrameStart();
void Update(double delta);
void Receive();
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
struct ServerData {
std::string name;
IPaddress address;
};
void PingNetwork();
void PushServer(PacketData*);
void JoinRequest(ServerData*);
//globals
ConfigUtility* configUtil = nullptr;
SurfaceManager* surfaceMgr = nullptr;
UDPNetworkUtility* netUtil = nullptr;
int* playerID;
//members
RasterFont font;
std::map<std::string, Button*> buttonMap;
//the list of servers on the screen
std::vector<ServerData> serverVector;
ServerData* selectedServer = nullptr;
SDL_Rect listBox;
};
#endif
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#include "scene_manager.hpp"
#include <stdexcept>
#include <iostream>
using namespace std;
int main(int, char**) {
#ifdef DEBUG
cout << "Beginning program" << endl;
#endif
try {
SceneManager 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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#include "main_menu.hpp"
#include <iostream>
using namespace std;
//-------------------------
//Public access members
//-------------------------
MainMenu::MainMenu(ConfigUtility* cUtil, SurfaceManager* sMgr) {
#ifdef DEBUG
cout << "entering MainMenu" << endl;
#endif
configUtil = cUtil;
surfaceMgr = sMgr;
buttonMap["start"] = new Button(50, 50, surfaceMgr->Get("button"), surfaceMgr->Get("font"), "Start");
buttonMap["options"] = new Button(50, 100, surfaceMgr->Get("button"), surfaceMgr->Get("font"), "Options");
buttonMap["quit"] = new Button(50, 150, surfaceMgr->Get("button"), surfaceMgr->Get("font"), "Quit");
buttonMap["testsystems"] = new Button(50, 250, surfaceMgr->Get("button"), surfaceMgr->Get("font"), "TestSystems");
}
MainMenu::~MainMenu() {
for (auto it : buttonMap) {
delete it.second;
}
buttonMap.clear();
#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) {
for (auto it : buttonMap) {
it.second->DrawTo(screen);
}
}
//-------------------------
//Event handlers
//-------------------------
void MainMenu::MouseMotion(SDL_MouseMotionEvent const& motion) {
for (auto it : buttonMap) {
it.second->MouseMotion(motion);
}
}
void MainMenu::MouseButtonDown(SDL_MouseButtonEvent const& button) {
for (auto it : buttonMap) {
it.second->MouseButtonDown(button);
}
}
void MainMenu::MouseButtonUp(SDL_MouseButtonEvent const& button) {
if (buttonMap["start"]->MouseButtonUp(button) == Button::State::HOVER) {
SetNextScene(SceneList::LOBBY);
}
if (buttonMap["options"]->MouseButtonUp(button) == Button::State::HOVER) {
//TODO
}
if (buttonMap["quit"]->MouseButtonUp(button) == Button::State::HOVER) {
QuitEvent();
}
if (buttonMap["testsystems"]->MouseButtonUp(button) == Button::State::HOVER) {
SetNextScene(SceneList::TESTSYSTEMS);
}
}
void MainMenu::KeyDown(SDL_KeyboardEvent const& key) {
switch(key.keysym.sym) {
case SDLK_ESCAPE:
QuitEvent();
break;
}
}
void MainMenu::KeyUp(SDL_KeyboardEvent const& key) {
//
}
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#ifndef MAINMENU_HPP_
#define MAINMENU_HPP_
#include "base_scene.hpp"
#include "config_utility.hpp"
#include "surface_manager.hpp"
#include "button.hpp"
#include <string>
#include <map>
class MainMenu : public BaseScene {
public:
//Public access members
MainMenu(ConfigUtility*, SurfaceManager*);
~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&);
void KeyUp(SDL_KeyboardEvent const&);
//globals
ConfigUtility* configUtil;
SurfaceManager* surfaceMgr;
//members
std::map<std::string, Button*> buttonMap;
};
#endif
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#config
INCLUDES=../common
CXXFLAGS+=-std=c++11 -DDEBUG $(addprefix -I,$(INCLUDES))
LIB=../common/out/common.a -lmingw32 -lSDL_net -lSDLmain -lSDL -lwsock32 -liphlpapi
#source
SRC=$(filter-out unit.cpp, $(wildcard *.cpp))
#objects
OBJDIR=obj
OBJ=$(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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#include "player.hpp"
#define ANIMATION_SPEED 0.1
#define WALKING_SPEED 140
Player::Player(SDL_Surface* s, int w, int h)
: sprite(s, w, h)
{
}
void Player::Update(double delta) {
if (motion.y > 0) {
FaceDirection(Direction::SOUTH);
}
else if (motion.y < 0) {
FaceDirection(Direction::NORTH);
}
else if (motion.x < 0) {
FaceDirection(Direction::WEST);
}
else if (motion.x > 0) {
FaceDirection(Direction::EAST);
}
if (motion.x != 0 && motion.y != 0) {
sprite.SetInterval(ANIMATION_SPEED);
constexpr double d = 1/sqrt(2);
position += motion * d * delta;
}
else if (motion != 0) {
sprite.SetInterval(ANIMATION_SPEED);
position += motion * delta;
}
else {
sprite.SetCurrentFrame(0);
sprite.SetInterval(0);
}
sprite.Update(delta);
}
void Player::WalkInDirection(Direction d) {
switch(d) {
case Direction::NORTH:
if (motion.y >= 0) {
motion.y -= WALKING_SPEED;
}
else {
motion.y = -WALKING_SPEED;
}
break;
case Direction::SOUTH:
if (motion.y <= 0) {
motion.y += WALKING_SPEED;
}
else {
motion.y = WALKING_SPEED;
}
break;
case Direction::WEST:
if (motion.x >= 0) {
motion.x -= WALKING_SPEED;
}
else {
motion.x = -WALKING_SPEED;
}
break;
case Direction::EAST:
if (motion.x <= 0) {
motion.x += WALKING_SPEED;
}
else {
motion.x = WALKING_SPEED;
}
break;
}
}
void Player::FaceDirection(Direction dir) {
switch(dir) {
case Direction::SOUTH:
sprite.SetCurrentStrip(0);
break;
case Direction::NORTH:
sprite.SetCurrentStrip(1);
break;
case Direction::WEST:
sprite.SetCurrentStrip(2);
break;
case Direction::EAST:
sprite.SetCurrentStrip(3);
break;
}
}
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#ifndef PLAYER_HPP_
#define PLAYER_HPP_
#include "defines.hpp"
#include "vector2.hpp"
#include "sprite_sheet.hpp"
#include "SDL/SDL.h"
class Player {
public:
Player(SDL_Surface*, int w, int h);
void Update(double delta);
void WalkInDirection(Direction);
Vector2 SetPosition(Vector2 v) { return position = v; }
Vector2 ShiftPosition(Vector2 v) { return position += v; }
Vector2 GetPosition() const { return position; };
Vector2 SetMotion(Vector2 v) { return motion = v; }
Vector2 ShiftMotion(Vector2 v) { return motion += v; }
Vector2 GetMotion() const { return motion; }
void DrawTo(SDL_Surface* const s) { sprite.DrawTo(s, position.x, position.y); }
void FaceDirection(Direction);
SpriteSheet* GetSpriteSheet() { return &sprite; };
private:
Vector2 position;
Vector2 motion;
SpriteSheet sprite;
};
#endif
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#include "player_manager.hpp"
#include <stdexcept>
PlayerManager::PlayerManager() {
//
}
PlayerManager::~PlayerManager() {
DeleteAll();
}
Player* PlayerManager::New(int index, SDL_Surface* avatarSheet) {
if (playerMap.find(index) != playerMap.end()) {
throw(std::runtime_error("This player's index is already taken"));
}
return playerMap[index] = new Player(avatarSheet, avatarSheet->w/4, avatarSheet->h/4);
}
Player* PlayerManager::Get(int index) {
std::map<int, Player*>::iterator it = playerMap.find(index);
if(it == playerMap.end()) {
throw(std::runtime_error("Failed to find a player with that index"));
}
return it->second;
}
void PlayerManager::Delete(int index) {
std::map<int, Player*>::iterator it = playerMap.find(index);
delete it->second;
playerMap.erase(it);
}
void PlayerManager::UpdateAll(double delta) {
for (auto it : playerMap) {
it.second->Update(delta);
}
}
void PlayerManager::DrawAllTo(SDL_Surface* dest) {
for (auto it : playerMap) {
it.second->DrawTo(dest);
}
}
void PlayerManager::DeleteAll() {
for (auto it : playerMap) {
delete it.second;
}
playerMap.clear();
}
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#ifndef PLAYERMANAGER_HPP_
#define PLAYERMANAGER_HPP_
#include "player.hpp"
#include <map>
class PlayerManager {
public:
PlayerManager();
~PlayerManager();
Player* New(int index, SDL_Surface* avatarSheet);
Player* Get(int index);
void Delete(int index);
void UpdateAll(double delta);
void DrawAllTo(SDL_Surface* dest);
void DeleteAll();
Player* operator[](int i) { return Get(i); }
private:
std::map<int, Player*> playerMap;
};
#endif
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#ifndef SCENELIST_HPP_
#define SCENELIST_HPP_
enum class SceneList {
//these are reserved
QUIT, //doubles as "up one scene" in nested scenes
CONTINUE,
FIRST,
//custom indexes
TESTSYSTEMS,
SPLASH,
MAINMENU,
INGAME,
//subscenes
LOBBY,
COMBAT,
};
#endif
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#include "scene_manager.hpp"
#include <stdexcept>
#include <chrono>
//-------------------------
//Scene headers
//-------------------------
//Add the custom scene headers here
#include "test_systems.hpp"
#include "splash.hpp"
#include "main_menu.hpp"
#include "lobby.hpp"
#include "in_game.hpp"
//-------------------------
//Public access members
//-------------------------
SceneManager::SceneManager() {
//
}
SceneManager::~SceneManager() {
UnloadScene();
}
void SceneManager::Init() {
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"));
}
configUtil.Load("rsc/config.cfg");
netUtil.Open(0, sizeof(PacketData));
//set the screen from the config file
int flags = SDL_HWSURFACE|SDL_DOUBLEBUF;
if (configUtil.Boolean("screen.f")) {
flags |= SDL_FULLSCREEN;
}
BaseScene::SetScreen(configUtil.Integer("screen.w"),configUtil.Integer("screen.h"),0,flags);
}
void SceneManager::Proc() {
LoadScene(SceneList::FIRST);
//prepare the time system
typedef std::chrono::high_resolution_clock Clock;
Clock::duration delta(16 * 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
realTime = Clock::now();
//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();
//give the computer a break
SDL_Delay(10);
}
UnloadScene();
}
void SceneManager::Quit() {
UnloadScene();
SDLNet_Quit();
SDL_Quit();
}
//-------------------------
//Private access members
//-------------------------
void SceneManager::LoadScene(SceneList sceneIndex) {
UnloadScene();
switch(sceneIndex) {
//add scene creation calls here
case SceneList::TESTSYSTEMS:
activeScene = new TestSystems(&configUtil, &surfaceMgr, &netUtil);
break;
case SceneList::FIRST:
case SceneList::SPLASH:
activeScene = new Splash(&configUtil, &surfaceMgr);
break;
case SceneList::MAINMENU:
activeScene = new MainMenu(&configUtil, &surfaceMgr);
break;
case SceneList::LOBBY:
activeScene = new Lobby(&configUtil, &surfaceMgr, &netUtil, &playerID);
break;
case SceneList::INGAME:
activeScene = new InGame(&configUtil, &surfaceMgr, &netUtil, &playerID);
break;
default:
throw(std::logic_error("Failed to recognize the scene index"));
}
}
void SceneManager::UnloadScene() {
delete activeScene;
activeScene = nullptr;
}
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#ifndef SCENEMANAGER_HPP_
#define SCENEMANAGER_HPP_
#include "scene_list.hpp"
#include "base_scene.hpp"
#include "config_utility.hpp"
#include "surface_manager.hpp"
#include "udp_network_utility.hpp"
#include "packet_list.hpp"
#include "SDL/SDL.h"
class SceneManager {
public:
//Public access members
SceneManager();
~SceneManager();
void Init();
void Proc();
void Quit();
private:
//Private access members
void LoadScene(SceneList sceneIndex);
void UnloadScene();
BaseScene* activeScene = nullptr;
//globals
ConfigUtility configUtil;
SurfaceManager surfaceMgr;
UDPNetworkUtility netUtil;
int playerID = -1;
};
#endif
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#include "splash.hpp"
#include <iostream>
using namespace std;
//-------------------------
//Public access members
//-------------------------
Splash::Splash(ConfigUtility* cUtil, SurfaceManager* sMgr) {
#ifdef DEBUG
cout << "entering Splash" << endl;
#endif
configUtil = cUtil;
surfaceMgr = sMgr;
logo = new Image(surfaceMgr->Load("splash-logo", configUtil->String("logos") + "/krstudios.bmp"));
}
Splash::~Splash() {
delete logo;
surfaceMgr->Free("splash-logo");
#ifdef DEBUG
cout << "leaving Splash" << endl;
#endif
}
void Splash::RunFrame(double delta) {
//skip any event handling here
SDL_Event event;
while(SDL_PollEvent(&event));
//draw the logo in the middle of the screen
int x = (GetScreen()->w - logo->GetClipW()) / 2;
int y = (GetScreen()->h - logo->GetClipH()) / 2;
logo->DrawTo(GetScreen(),x,y);
SDL_Flip(GetScreen());
//load the resources ONCE
if (!loaded) {
loaded = true;
LoadResources();
}
//wait X seconds
if (Clock::now() - start > std::chrono::duration<int>(1)) {
SetNextScene(SceneList::MAINMENU);
}
}
void Splash::LoadResources() {
//load the global resources here
surfaceMgr->Load("font", configUtil->String("fonts") + "/pokemon_dark_font.bmp");
surfaceMgr->Load("button", configUtil->String("interface") + "/button.bmp");
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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#ifndef SPLASH_HPP_
#define SPLASH_HPP_
#include "base_scene.hpp"
#include "config_utility.hpp"
#include "surface_manager.hpp"
#include "image.hpp"
#include <chrono>
class Splash : public BaseScene {
public:
Splash(ConfigUtility*, SurfaceManager*);
~Splash();
protected:
typedef std::chrono::high_resolution_clock Clock;
void RunFrame(double delta);
void RenderFrame() {};
void LoadResources();
//globals
ConfigUtility* configUtil;
SurfaceManager* surfaceMgr;
//members
bool loaded = false;
Clock::time_point start = Clock::now();
Image* logo = nullptr;
};
#endif
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#include "test_systems.hpp"
#include <iostream>
using namespace std;
#include "splash.hpp"
//-------------------------
//Public access members
//-------------------------
TestSystems::TestSystems(ConfigUtility* cUtil, SurfaceManager* sMgr, UDPNetworkUtility* nUtil) {
#ifdef DEBUG
cout << "entering TestSystems" << endl;
#endif
configUtil = cUtil;
surfaceMgr = sMgr;
netUtil = nUtil;
playerCounter = currentPlayer = 0;
playerMgr.New(playerCounter++, surfaceMgr->Get("elliot"));
playerMgr.New(playerCounter++, surfaceMgr->Get("elliot"));
playerMgr.New(playerCounter++, surfaceMgr->Get("coa"));
playerMgr.New(playerCounter++, surfaceMgr->Get("coa"));
font.SetSurface(surfaceMgr->Get("font"));
}
TestSystems::~TestSystems() {
playerMgr.DeleteAll();
#ifdef DEBUG
cout << "leaving TestSystems" << endl;
#endif
}
//-------------------------
//Frame loop
//-------------------------
void TestSystems::FrameStart() {
//
}
void TestSystems::Update(double delta) {
playerMgr.UpdateAll(delta);
}
void TestSystems::FrameEnd() {
//
}
string IToS(int i) {
char buffer[20];
memset(buffer, 0, 20);
sprintf(buffer, "%d", i);
return string(buffer);
}
void TestSystems::Render(SDL_Surface* const screen) {
FrameRate::Calculate();
playerMgr.DrawAllTo(screen);
font.DrawStringTo("FPS: " + IToS(FrameRate::GetFrameRate()), screen, 16, 16);
}
//-------------------------
//Event handlers
//-------------------------
void TestSystems::MouseMotion(SDL_MouseMotionEvent const& motion) {
//
}
void TestSystems::MouseButtonDown(SDL_MouseButtonEvent const& button) {
//
}
void TestSystems::MouseButtonUp(SDL_MouseButtonEvent const& button) {
//
}
void TestSystems::KeyDown(SDL_KeyboardEvent const& key) {
switch(key.keysym.sym) {
case SDLK_ESCAPE:
SetNextScene(SceneList::MAINMENU);
break;
case SDLK_w:
playerMgr[currentPlayer]->WalkInDirection(Direction::NORTH);
SendMessage("move up");
break;
case SDLK_s:
playerMgr[currentPlayer]->WalkInDirection(Direction::SOUTH);
SendMessage("move down");
break;
case SDLK_a:
playerMgr[currentPlayer]->WalkInDirection(Direction::WEST);
SendMessage("move left");
break;
case SDLK_d:
playerMgr[currentPlayer]->WalkInDirection(Direction::EAST);
SendMessage("move right");
break;
case SDLK_1:
SwitchToPlayer(0);
break;
case SDLK_2:
SwitchToPlayer(1);
break;
case SDLK_3:
SwitchToPlayer(2);
break;
case SDLK_4:
SwitchToPlayer(3);
break;
}
}
void TestSystems::KeyUp(SDL_KeyboardEvent const& key) {
switch(key.keysym.sym) {
case SDLK_w:
playerMgr[currentPlayer]->WalkInDirection(Direction::SOUTH);
break;
case SDLK_s:
playerMgr[currentPlayer]->WalkInDirection(Direction::NORTH);
break;
case SDLK_a:
playerMgr[currentPlayer]->WalkInDirection(Direction::EAST);
break;
case SDLK_d:
playerMgr[currentPlayer]->WalkInDirection(Direction::WEST);
break;
}
}
//-------------------------
//Utilities
//-------------------------
void TestSystems::NewPlayer(int index, std::string avatarName, int x, int y) {
Player* p = playerMgr.New(index, surfaceMgr->Get(avatarName));
p->SetPosition(Vector2(x, y));
}
void TestSystems::SwitchToPlayer(int index) {
//dirty hacks for smooth movement
playerMgr[currentPlayer]->SetMotion(Vector2(0,0));
currentPlayer = index;
Uint8* key = SDL_GetKeyState(nullptr);
if (key[SDLK_w]) {
playerMgr[currentPlayer]->WalkInDirection(Direction::NORTH);
}
if (key[SDLK_s]) {
playerMgr[currentPlayer]->WalkInDirection(Direction::SOUTH);
}
if (key[SDLK_a]) {
playerMgr[currentPlayer]->WalkInDirection(Direction::WEST);
}
if (key[SDLK_d]) {
playerMgr[currentPlayer]->WalkInDirection(Direction::EAST);
}
}
void TestSystems::SendMessage(std::string s) {
cout << s << endl;
}
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#ifndef TESTSYSTEMS_HPP_
#define TESTSYSTEMS_HPP_
#include "base_scene.hpp"
#include "config_utility.hpp"
#include "surface_manager.hpp"
#include "udp_network_utility.hpp"
#include "packet_list.hpp"
#include "player_manager.hpp"
#include "frame_rate.hpp"
#include "raster_font.hpp"
#include <string>
class TestSystems : public BaseScene {
public:
//Public access members
TestSystems(ConfigUtility*, SurfaceManager*, UDPNetworkUtility*);
~TestSystems();
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
void NewPlayer(int index, std::string avatarName, int x, int y);
void SwitchToPlayer(int index);
void SendMessage(std::string);
//members
ConfigUtility* configUtil = nullptr;
SurfaceManager* surfaceMgr = nullptr;
UDPNetworkUtility* netUtil = nullptr;
PlayerManager playerMgr;
RasterFont font;
int playerCounter;
int currentPlayer;
};
#endif
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#include <iostream>
using namespace std;
int SDL_main(int argc, char* argv[]) {
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 "button.hpp"
#include <stdexcept>
Button::Button():
Button(0,0, nullptr, nullptr)
{
}
Button::Button(Sint16 i, Sint16 j, SDL_Surface* imageSurface, SDL_Surface* fontSurface, std::string s) {
x = i;
y = j;
state = State::NORMAL;
SetSurfaces(imageSurface, fontSurface);
SetText(s);
}
Button::State Button::MouseMotion(SDL_MouseMotionEvent const& motion) {
if (motion.state & SDL_BUTTON_LMASK) {
return CalcState(motion.x, motion.y, true);
}
else {
return CalcState(motion.x, motion.y, false);
}
return state;
}
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* imageSurface, SDL_Surface* fontSurface) {
//graphical stuff
image.SetSurface(imageSurface);
image.SetClipH(image.GetClipH() / 3); //3 phases
font.SetSurface(fontSurface);
//reset textX & textY
SetText(text);
}
std::string Button::SetText(std::string s) {
//one line
text = s;
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();
Button(Sint16 x, Sint16 y, SDL_Surface* imageSurface, SDL_Surface* fontSurface, 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* image, SDL_Surface* font);
std::string SetText(std::string s);
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, y;
Sint16 textX, textY; //prevent recalc every loop
Image image;
RasterFont font;
State state;
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.
*/
#include "frame_rate.hpp"
int FrameRate::frameCount = 0;
int FrameRate::lastFrameRate = 0;
FrameRate::Clock::time_point FrameRate::tick = FrameRate::Clock::now();
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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_
#include <chrono>
class FrameRate {
public:
typedef std::chrono::high_resolution_clock Clock;
FrameRate() = delete;
static int Calculate() {
frameCount++;
if (Clock::now() - tick >= std::chrono::duration<int>(1)) {
lastFrameRate = frameCount;
frameCount = 0;
tick = Clock::now();
}
return lastFrameRate;
}
static int GetFrameRate() { return lastFrameRate; }
private:
static int frameCount;
static int lastFrameRate;
static Clock::time_point tick;
};
#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"
Image::Image(SDL_Surface* p) {
SetSurface(p);
}
Image::Image(SDL_Surface* p, SDL_Rect r) {
SetSurface(p, r);
}
SDL_Surface* Image::SetSurface(SDL_Surface* p) {
if (!(surface = p)) {
clip = {0, 0, 0, 0};
}
else {
clip = {0, 0, (Uint16)surface->w, (Uint16)surface->h};
}
return surface;
}
SDL_Surface* Image::SetSurface(SDL_Surface* const p, SDL_Rect r) {
surface = p;
clip = r;
return surface;
}
void Image::DrawTo(SDL_Surface* dest, Sint16 x, Sint16 y) {
if (!surface) {
return;
}
SDL_Rect sclip = clip, dclip = {x,y};
SDL_BlitSurface(surface, &sclip, dest, &dclip);
}
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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"
class Image {
public:
Image() = default;
Image(SDL_Surface*);
Image(SDL_Surface*, SDL_Rect);
~Image() = default;
SDL_Surface* SetSurface(SDL_Surface*);
SDL_Surface* SetSurface(SDL_Surface*, SDL_Rect);
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; }
protected:
SDL_Surface* surface = nullptr;
SDL_Rect clip = {0, 0, 0, 0};
};
#endif
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#config
INCLUDES=
CXXFLAGS+=-std=c++11 -DDEBUG $(addprefix -I,$(INCLUDES))
LIB=
#source
SRC=$(wildcard *.cpp)
#objects
OBJDIR=obj
OBJ=$(addprefix $(OBJDIR)/,$(SRC:.cpp=.o))
#output
OUTDIR=out
OUT=$(addprefix $(OUTDIR)/,common.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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#ifndef PACKETLIST_HPP_
#define PACKETLIST_HPP_
#include "vector2.hpp"
#include <string>
#define PACKET_STRING_SIZE 100
enum class PacketList {
NONE = 0,
//connections
PING = 1,
PONG = 2,
JOINREQUEST = 3,
JOINCONFIRM = 4,
DISCONNECT = 5,
//information control
SYNCHRONIZE = 6,
NEWPLAYER = 7,
DELETEPLAYER = 8,
MOVEMENT = 9,
};
//-------------------------
//connections
//-------------------------
struct Ping {
PacketList type = PacketList::PING;
char metadata[PACKET_STRING_SIZE];
};
struct Pong {
PacketList type = PacketList::PONG;
char metadata[PACKET_STRING_SIZE];
};
struct JoinRequest {
PacketList type = PacketList::JOINREQUEST;
char handle[PACKET_STRING_SIZE];
char avatar[PACKET_STRING_SIZE];
};
struct JoinConfirm {
PacketList type = PacketList::JOINCONFIRM;
int playerID;
};
struct Disconnect {
PacketList type = PacketList::DISCONNECT;
int playerID;
};
//-------------------------
//information control
//-------------------------
struct Synchronize {
PacketList type = PacketList::SYNCHRONIZE;
int playerID;
};
struct NewPlayer {
PacketList type = PacketList::NEWPLAYER;
int playerID;
char handle[PACKET_STRING_SIZE];
char avatar[PACKET_STRING_SIZE];
Vector2 position;
Vector2 motion;
};
struct DeletePlayer {
PacketList type = PacketList::DELETEPLAYER;
int playerID;
};
struct Movement {
PacketList type = PacketList::MOVEMENT;
int playerID;
Vector2 position;
Vector2 motion;
};
//-------------------------
//the packet itself
//-------------------------
union PacketData {
PacketData() {};
PacketList type = PacketList::NONE;
//connections
Ping ping;
Pong pong;
JoinRequest joinRequest;
JoinConfirm joinConfirm;
Disconnect disconnect;
//information control
Synchronize synchronize;
NewPlayer newPlayer;
DeletePlayer deletePlayer;
Movement movement;
};
#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>
RasterFont::RasterFont(SDL_Surface* p) {
SetSurface(p);
}
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] % w * w);
image.SetClipY(s[i] / h * 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);
~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.
*/
#include "sprite_sheet.hpp"
SpriteSheet::SpriteSheet(SDL_Surface* s, Uint16 w, Uint16 h) {
SetSurface(s, w, h);
}
void SpriteSheet::Update(double delta) {
if (interval && (ticks += delta) >= interval) {
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, {0, 0, w, h});
currentFrame = 0; maxFrames = image.GetSurface()->w / image.GetClipW();
currentStrip = 0; maxStrips = image.GetSurface()->h / image.GetClipH();
interval = 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*, Uint16 w, Uint16 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 SetInterval(double i) { return interval = i; }
double GetInterval() const { return interval; }
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 interval = 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>
SurfaceManager::~SurfaceManager() noexcept {
FreeAll();
}
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;
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_net/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;
Vector2(double i, double j) {
x = i; y = j;
}
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::runtime_error("Out of range"));
return *(&x+i);
}
//Arithmetic operators
Vector2 operator+(Vector2 v) const { return Vector2(x + v.x, y + v.y); }
Vector2 operator-(Vector2 v) const { return Vector2(x - v.x, y - v.y); }
Vector2 operator*(Vector2 v) const { return Vector2(x * v.x, y * v.y); }
Vector2 operator*(double d) const { return Vector2(x * d, y * d); }
Vector2 operator/(Vector2 v) {
if (!v.x || !v.y)
throw(std::runtime_error("Divide by zero"));
return Vector2(x / v.x, y / v.y);
}
Vector2 operator/(double d) {
if (!d)
throw(std::runtime_error("Divide by zero"));
return Vector2(x / d, y / d);
}
bool operator==(Vector2 v) { return (x == v.x && y == v.y); }
bool operator!=(Vector2 v) { return (x != v.x || y != v.y); }
//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); }
};
#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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@@ -1,7 +0,0 @@
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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