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45 Commits

Author SHA1 Message Date
Kayne Ruse a5757748cf That didn't go as well as I'd hoped 2015-01-21 04:20:31 +11:00
Kayne Ruse f4e4728ce3 Partial solution for collision problems 2015-01-21 03:06:35 +11:00
Kayne Ruse 65f23bbd1a Fixed issue caused by merges 2015-01-20 22:43:47 +11:00
Kayne Ruse 453a211343 Merge branch 'master' into develop
Conflicts:
	todo.txt
2015-01-20 05:21:00 +11:00
Kayne Ruse 1e8f91a871 rename 2015-01-20 05:18:52 +11:00
Kayne Ruse 2a86a09693 Merge branch 'monsters' into develop
Conflicts:
	client/scenes/in_world.cpp
2015-01-20 05:04:08 +11:00
Kayne Ruse bd878e20ce Added monster message handlers 2015-01-20 05:02:44 +11:00
Kayne Ruse 92a02c7f0c Reverted the server to a LAN system 2015-01-18 21:34:23 +11:00
Kayne Ruse dacb8df674 Split in_world.cpp into three files 2015-01-17 22:09:14 +11:00
Kayne Ruse 7356e8ae77 Removed the dependencies on utility.*pp 2015-01-17 21:46:12 +11:00
Kayne Ruse 9b2e78a68e Split the scenes directory into gameplay_scenes and menu_scenes 2015-01-17 16:57:04 +11:00
Kayne Ruse be90694234 Added network tweaks to client; project builds cleanly 2015-01-15 23:32:04 +11:00
Kayne Ruse e2757a7628 Client now points to home server
I've also tweaked the README.txt
2015-01-14 14:29:55 +11:00
Kayne Ruse 42662c3f61 Replaced HandleCharacterSet*() with HandleCharacterMovement()
This new method rolls three otherwise similar methods together. There is
still a conditional which handles room movements separately, but it's much
smoother, and PumpPacketProximity is utilized much more.

I've also added a stub for graphical attack data via
HandleCharacterAttack()
2015-01-13 02:04:48 +11:00
Kayne Ruse e752dd7b0f Merge branch 'develop' into monsters 2015-01-13 01:37:20 +11:00
Kayne Ruse 44e24b667e Merge branch 'develop' 2015-01-13 01:37:02 +11:00
Kayne Ruse de6eb38516 Reduced CPU load of the client 2015-01-13 01:34:59 +11:00
Kayne Ruse 74bf70c44d Wrote PumpPacketProximity, it works 2015-01-13 01:01:46 +11:00
Kayne Ruse cd06ccc1a5 Room system now uses CharacterData instead of Entity 2015-01-13 00:42:16 +11:00
Kayne Ruse dc40ee64cf common builds cleanly 2015-01-13 00:23:01 +11:00
Kayne Ruse de1cd8d6a8 Began expanding network protocols for monsters
All big feature expansions have begun with SerialPacketType, and this is
no exception.
2015-01-13 00:04:42 +11:00
Kayne Ruse 1923f90329 Added TODO 2015-01-12 01:24:56 +11:00
Kayne Ruse eeac329c49 Merge branch 'develop' 2015-01-12 01:19:39 +11:00
Kayne Ruse f13e8479e4 Refactored scripts, added a smoother for Debug Islan
I've added a simple edge-smoothing function to debug island's generator. It
doesn't handle all edge cases (pun intended), but the proof of concept is
sound. I just wish I could release this...

I've also added exception checks to region.cpp
2015-01-12 01:14:24 +11:00
Kayne Ruse cf1008f0d9 Padded some API internals 2015-01-11 22:31:27 +11:00
Kayne Ruse dfae33cbd1 Merge branch 'rooms' into develop 2015-01-11 20:13:34 +11:00
Kayne Ruse 9f3721247d Replaced a block of code in setup_server.lua with one line 2015-01-11 20:12:50 +11:00
Kayne Ruse d0b2f8e12f Removed MonsterManager's Singleton status, RoomData now has mgr members
RoomData now has monsterMgr and waypointMgr members, so that it can
compare it's characters to the monster & waypoints, etc.

RoomManager has been updated. It now has a database reference, which is
passed to the monsterMgr of new rooms. The room API also has functions
which expose these managers to lua.
2015-01-11 19:47:42 +11:00
Kayne Ruse 051ed0f14c Monster API clones from Entity API, read more
This is my solution for handling inheritance via lua. The Entity class is
only a base class, so the entity API is designed to be copied from, rather
than used directly.

linit.c: It should be noted that the Entity API must always be placed
before the utilizing child APIs. I don't know about how lua handles things
internally, but I'm assuming that this is the case.

There's no real meat in the API code yet, since that's just busy-work.
Right now I feel beter about writing the connective tissue. This case
could aslo extend to the waypoint and monster APIs.

The waypoint system had some API and class methods removed for brevity.
2015-01-11 19:08:31 +11:00
Kayne Ruse 8ea667a0b5 Wrote the WaypointManager API skeleton 2015-01-10 14:03:13 +11:00
Kayne Ruse b391dde089 WaypointManager is no longer a Singleton, wrote waypoint API outline
I'm planning on giving each room it's own waypoint manager, so it can
compare it's waypoints against the characters in that room alone. If it
turns out to be a good pattern, I'll do thae same for monsters.
2015-01-09 13:21:09 +11:00
Kayne Ruse be67906218 Moved TileSheet to common/graphics
Also deleted TileSheet's vestigial API.
2015-01-09 12:41:24 +11:00
Kayne Ruse 70d4233a15 Merge branch 'develop' 2015-01-08 15:44:32 +11:00
Kayne Ruse 31fc5a8fa5 Added Windows 8.1 to the makefile config 2015-01-08 15:44:14 +11:00
Kayne Ruse 1973cfd061 Added a link to WinRAR to README.md 2015-01-08 13:33:09 +11:00
Kayne Ruse 3322783d95 Merge branch 'develop' into rooms 2015-01-03 03:27:34 +11:00
Kayne Ruse 9895e27d5a Merge branch 'develop' 2015-01-03 03:20:54 +11:00
Kayne Ruse 877c0f59d3 Removed preprocessor switch surrounding library headers 2015-01-03 03:20:13 +11:00
Kayne Ruse 92eb75af7e Slight tweaks to waypoints 2015-01-02 23:51:00 +11:00
Kayne Ruse d815f17442 Reimplemented the push/pop entity methods in RoomManager
Some accessors in Entity had to be made const, as they were being called
from lambdas with const parameters.
2015-01-02 23:25:59 +11:00
Kayne Ruse 0344fe0d6d Added a link to the github page to the main menu 2015-01-02 08:49:06 +11:00
Kayne Ruse a10636e067 Merge branch 'bugfix-lambda' 2015-01-02 07:21:52 +11:00
Kayne Ruse 4b8f9b4330 Merge branch 'bugfix-lambda' into develop 2015-01-02 07:21:41 +11:00
Kayne Ruse c6981e6216 Merge branch 'develop' 2014-12-31 06:10:24 +11:00
Kayne Ruse 4b5011a579 Merge branch 'develop' 2014-12-30 02:52:26 +11:00
95 changed files with 1787 additions and 1515 deletions
+4
View File
@@ -20,6 +20,10 @@ The most recent stable build for Windows can be found [here](https://dl.dropboxu
* [lua 5.2](http://www.lua.org/) - The lua programming language
* [SQLite3](http://www.sqlite.org/) - A lightweight SQL database engine
## Tools
* [WinRAR](http://www.rarlab.com/) - The best compression tool available IMO; only needed for distribution
## Copyright
(Future versions (to be determined) may be released under a modified version of the [Uplink Developer's License](http://www.introversion.co.uk/uplink/developer/license.html).)
+7 -6
View File
@@ -14,9 +14,10 @@ Both a game server and game client are included in this package.
Instructions For Setup
-------------------------
1. To create a server, simply run server.exe.
2. To join that server, run client.exe with config settings not already in use.
(Note: This process will be streamlined later).
1. To create a server, simply run server.exe
(a public server is provided by default)
2. To join a server, your player information must be input into rsc/config.cfg
(NOTE: This process will be streamlined later)
3. To change the config settings, open rsc/config.cfg
4. These settings must be unique for each player:
@@ -28,7 +29,7 @@ Instructions For Setup
* client.avatar = elliot2.bmp #male
* client.avatar = coa2.bmp #female
6. When you've correctly set these values (good luck), select 'Start' from the
main menu; this displays the list of available servers.
7. Select the name of your server (default is 'local') and select 'Join'.
6. When you've correctly set these values, run client.exe, and select 'Start'
from the main menu; this displays the list of available servers.
7. Select the name of a server (default is 'Public') and select 'Join'.
8. Welcome to Tortuga, enjoy your stay.
+11 -5
View File
@@ -137,11 +137,17 @@ void ClientApplication::Proc() {
realTime = Clock::now();
//simulate game time
while (simTime < realTime) {
//call each user defined function
activeScene->RunFrame();
//~60 FPS
simTime += std::chrono::duration<int, std::milli>(16);
if (simTime < realTime) {
while (simTime < realTime) {
//call each user defined function
activeScene->RunFrame();
//~60 FPS
simTime += std::chrono::duration<int, std::milli>(16);
}
}
else {
//give the machine a break
SDL_Delay(10);
}
//draw the game to the screen
@@ -19,30 +19,12 @@
* 3. This notice may not be removed or altered from any source
* distribution.
*/
#include "utility.hpp"
#include "ip_operators.hpp"
#include <algorithm>
std::string truncatePath(std::string pathname) {
return std::string(
std::find_if(
pathname.rbegin(),
pathname.rend(),
[](char ch) -> bool {
//windows & unix tested
return ch == '/' || ch == '\\';
}).base(),
pathname.end());
bool operator==(IPaddress lhs, IPaddress rhs) {
return lhs.host == rhs.host && lhs.port == rhs.port;
}
std::string to_string_custom(int i) {
char buffer[20];
snprintf(buffer, 20, "%d", i);
return std::string(buffer);
}
int to_integer_custom(std::string s) {
int ret = 0;
sscanf(s.c_str(), "%d", &ret);
return ret;
bool operator!=(IPaddress lhs, IPaddress rhs) {
return !(lhs == rhs);
}
@@ -19,16 +19,13 @@
* 3. This notice may not be removed or altered from any source
* distribution.
*/
#ifndef UTILITY_HPP_
#define UTILITY_HPP_
#ifndef IPOPERATORS_HPP_
#define IPOPERATORS_HPP_
#include <string>
#include "SDL/SDL_net.h"
std::string truncatePath(std::string pathname);
//these should've come standard
bool operator==(IPaddress lhs, IPaddress rhs);
bool operator!=(IPaddress lhs, IPaddress rhs);
//fixing known bugs in g++
std::string to_string_custom(int i);
int to_integer_custom(std::string);
#endif
#endif
+47 -6
View File
@@ -23,13 +23,54 @@
#include <iostream>
bool LocalCharacter::ProcessCollisionGrid(std::list<BoundingBox> boxList) {
bool LocalCharacter::ProcessCollisionGrid(std::list<BoundingBox> boxList, Uint8* keyState) {
//skip this if there's no movement
if (motion == 0) {
return false;
}
//determine the simple movement based on input
Vector2 newMotion = {0, 0};
if (keyState[SDLK_w]) {
newMotion.y -= CHARACTER_WALKING_SPEED;
}
if (keyState[SDLK_a]) {
newMotion.x -= CHARACTER_WALKING_SPEED;
}
if (keyState[SDLK_s]) {
newMotion.y += CHARACTER_WALKING_SPEED;
}
if (keyState[SDLK_d]) {
newMotion.x += CHARACTER_WALKING_SPEED;
}
bool ret = false;
for(auto& box : boxList) {
if (box.CheckOverlap(origin + bounds)) {
origin -= motion;
motion = {0, 0};
return true;
if (box.CheckCollision(origin + bounds)) {
//push the character to the closest non-contact position
Vector2 shift = box.CalcShift(origin + bounds);
origin += shift;
//set any motion in that direction to zero
if (shift.x != 0) {
newMotion.x = 0;
}
if (shift.y != 0) {
newMotion.y = 0;
}
ret = true;
}
}
return false;
//handle diagonals
if (newMotion.x != 0 && newMotion.y != 0) {
newMotion *= CHARACTER_WALKING_MOD;
}
//set the new motion
motion = newMotion;
//signal for updates
return ret;
}
+1 -1
View File
@@ -33,7 +33,7 @@ public:
LocalCharacter() = default;
virtual ~LocalCharacter() = default;
bool ProcessCollisionGrid(std::list<BoundingBox>);
bool ProcessCollisionGrid(std::list<BoundingBox>, Uint8* keyState);
private:
//NOTE: NO MEMBERS
@@ -96,12 +96,19 @@ protected:
void HandleCharacterCreate(CharacterPacket* const);
void HandleCharacterDelete(CharacterPacket* const);
void HandleCharacterQueryExists(CharacterPacket* const);
void HandleCharacterSetRoom(CharacterPacket* const);
void HandleCharacterSetOrigin(CharacterPacket* const);
void HandleCharacterSetMotion(CharacterPacket* const);
void HandleCharacterMovement(CharacterPacket* const);
void HandleCharacterAttack(CharacterPacket* const);
//monster management
void HandleMonsterCreate(MonsterPacket* const);
void HandleMonsterDelete(MonsterPacket* const);
void HandleMonsterQueryExists(MonsterPacket* const);
void HandleMonsterMovement(MonsterPacket* const);
void HandleMonsterAttack(MonsterPacket* const);
//player movement
void SendLocalCharacterMotion();
void ProcessLocalCharacterMovement();
void SendLocalCharacterMovement();
std::list<BoundingBox> GenerateCollisionGrid(Entity*, int tileWidth, int tileHeight);
//indexes
@@ -144,6 +151,7 @@ protected:
//ugly references; I hate this
ConfigUtility& config = ConfigUtility::GetSingleton();
UDPNetworkUtility& network = UDPNetworkUtility::GetSingleton();
Uint8* keyState = nullptr;
};
#endif
@@ -0,0 +1,252 @@
/* Copyright: (c) Kayne Ruse 2013-2015
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
*
* 3. This notice may not be removed or altered from any source
* distribution.
*/
#include "in_world.hpp"
#include "channels.hpp"
#include <iostream>
#include <sstream>
#include <stdexcept>
//-------------------------
//character management
//-------------------------
//DOCS: preexisting characters will result in query responses
//DOCS: new characters will result in create messages
//DOCS: this client's character will exist in both (skipped)
void InWorld::HandleCharacterCreate(CharacterPacket* const argPacket) {
//prevent double message
if (characterMap.find(argPacket->characterIndex) != characterMap.end()) {
std::ostringstream msg;
msg << "Double character creation event; ";
msg << "Index: " << argPacket->characterIndex << "; ";
msg << "Handle: " << argPacket->handle;
throw(std::runtime_error(msg.str()));
}
//implicity create and retrieve the entity
BaseCharacter* character = &characterMap[argPacket->characterIndex];
//fill the character's info
character->SetOrigin(argPacket->origin);
character->SetMotion(argPacket->motion);
character->SetBounds({CHARACTER_BOUNDS_X, CHARACTER_BOUNDS_Y, CHARACTER_BOUNDS_WIDTH, CHARACTER_BOUNDS_HEIGHT});
character->SetHandle(argPacket->handle);
character->SetAvatar(argPacket->avatar);
character->SetOwner(argPacket->accountIndex);
character->CorrectSprite();
//check for this player's character
if (character->GetOwner() == accountIndex) {
localCharacter = static_cast<LocalCharacter*>(character);
//focus the camera on this character
camera.marginX = (camera.width / 2 - localCharacter->GetSprite()->GetImage()->GetClipW() / 2);
camera.marginY = (camera.height/ 2 - localCharacter->GetSprite()->GetImage()->GetClipH() / 2);
//focus on this character's info
characterIndex = argPacket->characterIndex;
roomIndex = argPacket->roomIndex;
}
//debug
std::cout << "Create, total: " << characterMap.size() << std::endl;
}
void InWorld::HandleCharacterDelete(CharacterPacket* const argPacket) {
//ignore if this character doesn't exist
std::map<int, BaseCharacter>::iterator characterIt = characterMap.find(argPacket->characterIndex);
if (characterIt == characterMap.end()) {
return;
}
//check for this player's character
if ((*characterIt).second.GetOwner() == accountIndex) {
localCharacter = nullptr;
//clear the camera
camera.marginX = 0;
camera.marginY = 0;
//clear the room
roomIndex = -1;
}
//remove this character
characterMap.erase(characterIt);
//debug
std::cout << "Delete, total: " << characterMap.size() << std::endl;
}
void InWorld::HandleCharacterQueryExists(CharacterPacket* const argPacket) {
//prevent a double message about this player's character
if (argPacket->accountIndex == accountIndex) {
return;
}
//ignore characters in a different room (sub-optimal)
if (argPacket->roomIndex != roomIndex) {
return;
}
//implicitly construct the character if it doesn't exist
BaseCharacter* character = &characterMap[argPacket->characterIndex];
//set/update the character's info
character->SetOrigin(argPacket->origin);
character->SetMotion(argPacket->motion);
character->SetBounds({CHARACTER_BOUNDS_X, CHARACTER_BOUNDS_Y, CHARACTER_BOUNDS_WIDTH, CHARACTER_BOUNDS_HEIGHT});
character->SetHandle(argPacket->handle);
character->SetAvatar(argPacket->avatar);
character->SetOwner(argPacket->accountIndex);
character->CorrectSprite();
//debug
std::cout << "Query, total: " << characterMap.size() << std::endl;
}
void InWorld::HandleCharacterMovement(CharacterPacket* const argPacket) {
//TODO: Authentication
if (argPacket->characterIndex == characterIndex) {
return;
}
//check that this character exists
std::map<int, BaseCharacter>::iterator characterIt = characterMap.find(argPacket->characterIndex);
if (characterIt != characterMap.end()) {
//set the origin and motion
characterIt->second.SetOrigin(argPacket->origin);
characterIt->second.SetMotion(argPacket->motion);
characterIt->second.CorrectSprite();
}
}
void InWorld::HandleCharacterAttack(CharacterPacket* const argPacket) {
//TODO: attack animation
}
//-------------------------
//monster management
//-------------------------
void InWorld::HandleMonsterCreate(MonsterPacket* const argPacket) {
//TODO
}
void InWorld::HandleMonsterDelete(MonsterPacket* const argPacket) {
//TODO
}
void InWorld::HandleMonsterQueryExists(MonsterPacket* const argPacket) {
//TODO
}
void InWorld::HandleMonsterMovement(MonsterPacket* const argPacket) {
//TODO
}
void InWorld::HandleMonsterAttack(MonsterPacket* const argPacket) {
//TODO
}
//-------------------------
//player movement
//-------------------------
void InWorld::ProcessLocalCharacterMovement() {
//character movement
if (!localCharacter) {
return;
}
Vector2 newMotion = {0, 0};
if (keyState[SDLK_w]) {
newMotion.y -= CHARACTER_WALKING_SPEED;
}
if (keyState[SDLK_a]) {
newMotion.x -= CHARACTER_WALKING_SPEED;
}
if (keyState[SDLK_s]) {
newMotion.y += CHARACTER_WALKING_SPEED;
}
if (keyState[SDLK_d]) {
newMotion.x += CHARACTER_WALKING_SPEED;
}
//handle diagonals
if (newMotion.x != 0 && newMotion.y != 0) {
newMotion *= CHARACTER_WALKING_MOD;
}
//set the info
if (localCharacter->GetMotion() != newMotion) {
localCharacter->SetMotion(newMotion);
localCharacter->CorrectSprite();
SendLocalCharacterMovement();
}
}
void InWorld::SendLocalCharacterMovement() {
CharacterPacket newPacket;
newPacket.type = SerialPacketType::CHARACTER_MOVEMENT;
newPacket.accountIndex = accountIndex;
newPacket.characterIndex = characterIndex;
newPacket.roomIndex = roomIndex;
newPacket.origin = localCharacter->GetOrigin();
newPacket.motion = localCharacter->GetMotion();
network.SendTo(Channels::SERVER, &newPacket);
}
std::list<BoundingBox> InWorld::GenerateCollisionGrid(Entity* ptr, int tileWidth, int tileHeight) {
//prepare for collisions
BoundingBox wallBounds = {0, 0, tileWidth, tileHeight};
std::list<BoundingBox> boxList;
//NOTE: for loops were too dense to work with, so I've just used while loops
//outer loop
wallBounds.x = snapToBase((double)wallBounds.w, ptr->GetOrigin().x);
while(wallBounds.x < (ptr->GetOrigin() + ptr->GetBounds()).x + ptr->GetBounds().w) {
//inner loop
wallBounds.y = snapToBase((double)wallBounds.h, ptr->GetOrigin().y);
while(wallBounds.y < (ptr->GetOrigin() + ptr->GetBounds()).y + ptr->GetBounds().h) {
//check to see if this tile is solid
if (regionPager.GetSolid(wallBounds.x / wallBounds.w, wallBounds.y / wallBounds.h)) {
//push onto the box set
boxList.push_front(wallBounds);
}
//increment
wallBounds.y += wallBounds.h;
}
//increment
wallBounds.x += wallBounds.w;
}
return std::move(boxList);
}
@@ -0,0 +1,264 @@
/* Copyright: (c) Kayne Ruse 2013-2015
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
*
* 3. This notice may not be removed or altered from any source
* distribution.
*/
#include "in_world.hpp"
#include "channels.hpp"
#include "ip_operators.hpp"
#include "terminal_error.hpp"
#include <chrono>
#include <sstream>
#include <stdexcept>
//-------------------------
//Basic connections
//-------------------------
void InWorld::HandlePacket(SerialPacket* const argPacket) {
switch(argPacket->type) {
//heartbeat system
case SerialPacketType::PING:
HandlePing(static_cast<ServerPacket*>(argPacket));
break;
case SerialPacketType::PONG:
HandlePong(static_cast<ServerPacket*>(argPacket));
break;
//game server connections
case SerialPacketType::LOGOUT_RESPONSE:
HandleLogoutResponse(static_cast<ClientPacket*>(argPacket));
break;
case SerialPacketType::DISCONNECT_RESPONSE:
HandleDisconnectResponse(static_cast<ClientPacket*>(argPacket));
break;
case SerialPacketType::DISCONNECT_FORCED:
HandleDisconnectForced(static_cast<ClientPacket*>(argPacket));
break;
//map management
case SerialPacketType::REGION_CONTENT:
HandleRegionContent(static_cast<RegionPacket*>(argPacket));
break;
//character management
case SerialPacketType::CHARACTER_CREATE:
HandleCharacterCreate(static_cast<CharacterPacket*>(argPacket));
break;
case SerialPacketType::CHARACTER_DELETE:
HandleCharacterDelete(static_cast<CharacterPacket*>(argPacket));
break;
case SerialPacketType::QUERY_CHARACTER_EXISTS:
HandleCharacterQueryExists(static_cast<CharacterPacket*>(argPacket));
break;
case SerialPacketType::CHARACTER_MOVEMENT:
HandleCharacterMovement(static_cast<CharacterPacket*>(argPacket));
break;
case SerialPacketType::CHARACTER_ATTACK:
HandleCharacterAttack(static_cast<CharacterPacket*>(argPacket));
break;
//monster management
case SerialPacketType::MONSTER_CREATE:
HandleMonsterCreate(static_cast<MonsterPacket*>(argPacket));
break;
case SerialPacketType::MONSTER_DELETE:
HandleMonsterDelete(static_cast<MonsterPacket*>(argPacket));
break;
case SerialPacketType::QUERY_MONSTER_EXISTS:
HandleMonsterQueryExists(static_cast<MonsterPacket*>(argPacket));
break;
case SerialPacketType::MONSTER_MOVEMENT:
HandleMonsterMovement(static_cast<MonsterPacket*>(argPacket));
break;
case SerialPacketType::MONSTER_ATTACK:
HandleMonsterAttack(static_cast<MonsterPacket*>(argPacket));
break;
//rejection messages
case SerialPacketType::REGION_REJECTION:
case SerialPacketType::CHARACTER_REJECTION:
throw(terminal_error(static_cast<TextPacket*>(argPacket)->text));
break;
case SerialPacketType::SHUTDOWN_REJECTION:
throw(std::runtime_error(static_cast<TextPacket*>(argPacket)->text));
break;
//errors
default: {
std::ostringstream msg;
msg << "Unknown SerialPacketType encountered in InWorld: " << static_cast<int>(argPacket->type);
throw(std::runtime_error(msg.str()));
}
break;
}
}
void InWorld::HandlePing(ServerPacket* const argPacket) {
ServerPacket newPacket;
newPacket.type = SerialPacketType::PONG;
network.SendTo(argPacket->srcAddress, &newPacket);
}
void InWorld::HandlePong(ServerPacket* const argPacket) {
if (*network.GetIPAddress(Channels::SERVER) != argPacket->srcAddress) {
throw(std::runtime_error("Heartbeat message received from an unknown source"));
}
attemptedBeats = 0;
lastBeat = Clock::now();
}
//-------------------------
//Connection control
//-------------------------
void InWorld::SendLogoutRequest() {
ClientPacket newPacket;
//send a logout request
newPacket.type = SerialPacketType::LOGOUT_REQUEST;
newPacket.accountIndex = accountIndex;
network.SendTo(Channels::SERVER, &newPacket);
}
void InWorld::SendDisconnectRequest() {
ClientPacket newPacket;
//send a disconnect request
newPacket.type = SerialPacketType::DISCONNECT_REQUEST;
newPacket.clientIndex = clientIndex;
network.SendTo(Channels::SERVER, &newPacket);
}
void InWorld::SendShutdownRequest() {
ClientPacket newPacket;
//send a shutdown request
newPacket.type = SerialPacketType::SHUTDOWN_REQUEST;
newPacket.accountIndex = accountIndex;
network.SendTo(Channels::SERVER, &newPacket);
}
void InWorld::HandleLogoutResponse(ClientPacket* const argPacket) {
if (localCharacter) {
characterMap.erase(characterIndex);
localCharacter = nullptr;
}
accountIndex = -1;
characterIndex = -1;
//reset the camera
camera.marginX = camera.marginY = 0;
//because, why not? I guess...
SendDisconnectRequest();
}
void InWorld::HandleDisconnectResponse(ClientPacket* const argPacket) {
HandleLogoutResponse(argPacket);//shortcut
SetNextScene(SceneList::DISCONNECTEDSCREEN);
ConfigUtility::GetSingleton()["client.disconnectMessage"] = "You have successfully logged out";
}
void InWorld::HandleDisconnectForced(ClientPacket* const argPacket) {
HandleDisconnectResponse(argPacket);//shortcut
SetNextScene(SceneList::DISCONNECTEDSCREEN);
ConfigUtility::GetSingleton()["client.disconnectMessage"] = "You have been forcibly disconnected by the server";
}
void InWorld::CheckHeartBeat() {
//check the connection (heartbeat)
if (Clock::now() - lastBeat > std::chrono::seconds(3)) {
if (attemptedBeats > 2) {
//escape to the disconnect screen
SendDisconnectRequest();
SetNextScene(SceneList::DISCONNECTEDSCREEN);
ConfigUtility::GetSingleton()["client.disconnectMessage"] = "Error: Lost connection to the server";
}
else {
ServerPacket newPacket;
newPacket.type = SerialPacketType::PING;
network.SendTo(Channels::SERVER, &newPacket);
attemptedBeats++;
lastBeat = Clock::now();
}
}
}
//-------------------------
//map management
//-------------------------
void InWorld::SendRegionRequest(int roomIndex, int x, int y) {
RegionPacket packet;
//pack the region's data
packet.type = SerialPacketType::REGION_REQUEST;
packet.roomIndex = roomIndex;
packet.x = x;
packet.y = y;
network.SendTo(Channels::SERVER, &packet);
}
void InWorld::HandleRegionContent(RegionPacket* const argPacket) {
//replace existing regions
regionPager.UnloadIf([&](Region const& region) -> bool {
return region.GetX() == argPacket->x && region.GetY() == argPacket->y;
});
regionPager.PushRegion(argPacket->region);
//clean up after the serial code
delete argPacket->region;
argPacket->region = nullptr;
}
void InWorld::UpdateMap() {
if (roomIndex == -1) {
return;
}
//these represent the zone of regions that the client needs loaded, including the mandatory buffers (+1/-1)
int xStart = snapToBase(REGION_WIDTH, camera.x/tileSheet.GetTileW()) - REGION_WIDTH;
int xEnd = snapToBase(REGION_WIDTH, (camera.x+camera.width)/tileSheet.GetTileW()) + REGION_WIDTH;
int yStart = snapToBase(REGION_HEIGHT, camera.y/tileSheet.GetTileH()) - REGION_HEIGHT;
int yEnd = snapToBase(REGION_HEIGHT, (camera.y+camera.height)/tileSheet.GetTileH()) + REGION_HEIGHT;
//prune distant regions
regionPager.GetContainer()->remove_if([&](Region const& region) -> bool {
return region.GetX() < xStart || region.GetX() > xEnd || region.GetY() < yStart || region.GetY() > yEnd;
});
//request empty regions within this zone
for (int i = xStart; i <= xEnd; i += REGION_WIDTH) {
for (int j = yStart; j <= yEnd; j += REGION_HEIGHT) {
if (!regionPager.FindRegion(i, j)) {
SendRegionRequest(roomIndex, i, j);
}
}
}
}
+253
View File
@@ -0,0 +1,253 @@
/* Copyright: (c) Kayne Ruse 2013-2015
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
*
* 3. This notice may not be removed or altered from any source
* distribution.
*/
#include "in_world.hpp"
#include "channels.hpp"
#include "terminal_error.hpp"
#include <stdexcept>
#include <algorithm>
#include <cmath>
#include <iostream>
#include <sstream>
//-------------------------
//Public access members
//-------------------------
InWorld::InWorld(int* const argClientIndex, int* const argAccountIndex):
clientIndex(*argClientIndex),
accountIndex(*argAccountIndex),
keyState(SDL_GetKeyState(nullptr))
{
//setup the utility objects
buttonImage.LoadSurface(config["dir.interface"] + "button_menu.bmp");
buttonImage.SetClipH(buttonImage.GetClipH()/3);
font.LoadSurface(config["dir.fonts"] + "pk_white_8.bmp");
//pass the utility objects
disconnectButton.SetImage(&buttonImage);
disconnectButton.SetFont(&font);
shutDownButton.SetImage(&buttonImage);
shutDownButton.SetFont(&font);
//set the button positions
disconnectButton.SetX(50);
disconnectButton.SetY(50 + buttonImage.GetClipH() * 0);
shutDownButton.SetX(50);
shutDownButton.SetY(50 + buttonImage.GetClipH() * 1);
//set the button texts
disconnectButton.SetText("Disconnect");
shutDownButton.SetText("Shut Down");
//load the tilesheet
//TODO: add the tilesheet to the map system
//TODO: Tile size and tile sheet should be loaded elsewhere
tileSheet.Load(config["dir.tilesets"] + "overworld.bmp", 32, 32);
//Send the character data
//TODO: login scene, prompt, etc.
CharacterPacket newPacket;
newPacket.type = SerialPacketType::CHARACTER_LOAD;
strncpy(newPacket.handle, config["client.handle"].c_str(), PACKET_STRING_SIZE);
strncpy(newPacket.avatar, config["client.avatar"].c_str(), PACKET_STRING_SIZE);
newPacket.accountIndex = accountIndex;
network.SendTo(Channels::SERVER, &newPacket);
//query the world state
memset(&newPacket, 0, MAX_PACKET_SIZE);
newPacket.type = SerialPacketType::QUERY_CHARACTER_EXISTS;
network.SendTo(Channels::SERVER, &newPacket);
//set the camera's values
camera.width = GetScreen()->w;
camera.height = GetScreen()->h;
//debug
//
}
InWorld::~InWorld() {
//unload the local data
characterMap.clear();
monsterMap.clear();
}
//-------------------------
//Frame loop
//-------------------------
void InWorld::FrameStart() {
//
}
void InWorld::Update() {
//create and zero the buffer
SerialPacket* packetBuffer = reinterpret_cast<SerialPacket*>(new char[MAX_PACKET_SIZE]);
memset(packetBuffer, 0, MAX_PACKET_SIZE);
try {
//suck in and process all waiting packets
while(network.Receive(packetBuffer)) {
HandlePacket(packetBuffer);
}
}
catch(terminal_error& e) {
throw(e);
}
catch(std::exception& e) {
std::cerr << "HandlePacket Error: " << e.what() << std::endl;
}
//free the buffer
delete reinterpret_cast<char*>(packetBuffer);
//heartbeat system
CheckHeartBeat();
//update all entities
for (auto& it : characterMap) {
it.second.Update();
}
for (auto& it : monsterMap) {
it.second.Update();
}
//update the map
UpdateMap();
//skip the rest without a local character
if (!localCharacter) {
return;
}
//get the collidable boxes
std::list<BoundingBox> boxList = GenerateCollisionGrid(localCharacter, tileSheet.GetTileW(), tileSheet.GetTileH());
//process the collisions
if (localCharacter->ProcessCollisionGrid(boxList, keyState)) {
localCharacter->CorrectSprite();
SendLocalCharacterMovement();
}
//update the camera
camera.x = localCharacter->GetOrigin().x - camera.marginX;
camera.y = localCharacter->GetOrigin().y - camera.marginY;
}
void InWorld::FrameEnd() {
//
}
void InWorld::RenderFrame() {
SDL_FillRect(GetScreen(), 0, 0);
Render(GetScreen());
SDL_Flip(GetScreen());
fps.Calculate();
}
void InWorld::Render(SDL_Surface* const screen) {
//draw the map
for (std::list<Region>::iterator it = regionPager.GetContainer()->begin(); it != regionPager.GetContainer()->end(); it++) {
tileSheet.DrawRegionTo(screen, &(*it), camera.x, camera.y);
}
//draw the entities
for (auto& it : characterMap) {
//TODO: depth ordering
it.second.DrawTo(screen, camera.x, camera.y);
}
for (auto& it : monsterMap) {
//TODO: depth ordering
it.second.DrawTo(screen, camera.x, camera.y);
}
//draw UI
disconnectButton.DrawTo(screen);
shutDownButton.DrawTo(screen);
std::ostringstream msg;
msg << fps.GetFrameRate();
font.DrawStringTo(msg.str(), screen, 0, 0);
}
//-------------------------
//Event handlers
//-------------------------
void InWorld::QuitEvent() {
//two-step logout
SendDisconnectRequest();
SetNextScene(SceneList::QUIT);
}
void InWorld::MouseMotion(SDL_MouseMotionEvent const& motion) {
disconnectButton.MouseMotion(motion);
shutDownButton.MouseMotion(motion);
}
void InWorld::MouseButtonDown(SDL_MouseButtonEvent const& button) {
disconnectButton.MouseButtonDown(button);
shutDownButton.MouseButtonDown(button);
}
void InWorld::MouseButtonUp(SDL_MouseButtonEvent const& button) {
if (disconnectButton.MouseButtonUp(button) == Button::State::HOVER && button.button == SDL_BUTTON_LEFT) {
SendLogoutRequest();
}
if (shutDownButton.MouseButtonUp(button) == Button::State::HOVER && button.button == SDL_BUTTON_LEFT) {
SendShutdownRequest();
}
}
void InWorld::KeyDown(SDL_KeyboardEvent const& key) {
//hotkeys & player input
switch(key.keysym.sym) {
case SDLK_ESCAPE:
//TODO: the escape key should actually control menus and stuff
SendLogoutRequest();
return;
case SDLK_w:
case SDLK_a:
case SDLK_s:
case SDLK_d:
ProcessLocalCharacterMovement();
break;
default:
//DOCS: prevents wrong keys screwing with character movement
return;
}
}
void InWorld::KeyUp(SDL_KeyboardEvent const& key) {
switch(key.keysym.sym) {
case SDLK_w:
case SDLK_a:
case SDLK_s:
case SDLK_d:
ProcessLocalCharacterMovement();
break;
default:
//DOCS: prevents wrong keys screwing with character movement
return;
}
}
+3 -2
View File
@@ -1,5 +1,5 @@
#include directories
INCLUDES+=. client_utilities entities scenes ../common/debugging ../common/gameplay ../common/graphics ../common/map ../common/network ../common/network/packet_types ../common/ui ../common/utilities
INCLUDES+=. client_utilities entities gameplay_scenes menu_scenes ../common/debugging ../common/gameplay ../common/graphics ../common/map ../common/network ../common/network/packet_types ../common/ui ../common/utilities
#libraries
#the order of the $(LIBS) is important, at least for MinGW
@@ -27,7 +27,8 @@ OUT=$(addprefix $(OUTDIR)/,client)
all: $(OBJ) $(OUT)
$(MAKE) -C client_utilities
$(MAKE) -C entities
$(MAKE) -C scenes
$(MAKE) -C gameplay_scenes
$(MAKE) -C menu_scenes
$(CXX) $(CXXFLAGS) -o $(OUT) $(OBJ) $(LIBS)
$(OBJ): | $(OBJDIR)
@@ -22,9 +22,9 @@
#include "lobby_menu.hpp"
#include "channels.hpp"
#include "utility.hpp"
#include <stdexcept>
#include <sstream>
//-------------------------
//Public access members
@@ -123,7 +123,9 @@ void LobbyMenu::Render(SDL_Surface* const screen) {
font.DrawStringTo(serverInfo[i].name, screen, listBox.x, listBox.y + i*listBox.h);
//draw the player count
font.DrawStringTo(to_string_custom(serverInfo[i].playerCount), screen, listBox.x + listBox.w, listBox.y + i*listBox.h);
std::ostringstream msg;
msg << serverInfo[i].playerCount;
font.DrawStringTo(msg.str(), screen, listBox.x + listBox.w, listBox.y + i*listBox.h);
//compatible?
if (!serverInfo[i].compatible) {
@@ -164,7 +166,7 @@ void LobbyMenu::MouseButtonUp(SDL_MouseButtonEvent const& button) {
//has the user selected a server on the list?
BoundingBox tmpBox = listBox;
tmpBox.h *= serverInfo.size();
if (tmpBox.CheckOverlap({button.x, button.y})) {
if (tmpBox.CheckCollision({button.x, button.y, 0, 0})) {
selection = &serverInfo[(button.y - listBox.y)/listBox.h];
}
else {
@@ -210,8 +212,11 @@ void LobbyMenu::HandlePacket(SerialPacket* const argPacket) {
break;
//handle errors
default:
throw(std::runtime_error(std::string() + "Unknown SerialPacketType encountered in LobbyMenu: " + to_string_custom(static_cast<int>(argPacket->type)) ));
default: {
std::ostringstream msg;
msg << "Unknown SerialPacketType encountered in LobbyMenu: " << static_cast<int>(argPacket->type);
throw(std::runtime_error( msg.str() ));
}
break;
}
}
@@ -84,6 +84,12 @@ void MainMenu::Render(SDL_Surface* const screen) {
startButton.DrawTo(screen);
optionsButton.DrawTo(screen);
quitButton.DrawTo(screen);
//text
font.DrawStringTo("Thanks for playing!", screen, 50, screen->h - 50 - image.GetClipH() * 2);
font.DrawStringTo("You can get the latest version at: ", screen, 50, screen->h - 50 - image.GetClipH() * 1);
font.DrawStringTo("https://github.com/Ratstail91/Tortuga", screen, 50, screen->h - 50 - image.GetClipH() * 0);
//TODO: replace this with a website address
}
//-------------------------
+37
View File
@@ -0,0 +1,37 @@
#config
INCLUDES+=. .. ../../common/graphics ../../common/map ../../common/network ../../common/network/packet_types ../../common/ui ../../common/utilities
LIBS+=
CXXFLAGS+=-std=c++11 $(addprefix -I,$(INCLUDES))
#source
CXXSRC=$(wildcard *.cpp)
#objects
OBJDIR=obj
OBJ+=$(addprefix $(OBJDIR)/,$(CXXSRC:.cpp=.o))
#output
OUTDIR=..
OUT=$(addprefix $(OUTDIR)/,client.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
-757
View File
@@ -1,757 +0,0 @@
/* Copyright: (c) Kayne Ruse 2013-2015
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
*
* 3. This notice may not be removed or altered from any source
* distribution.
*/
#include "in_world.hpp"
#include "channels.hpp"
#include "utility.hpp"
#include "terminal_error.hpp"
#include <stdexcept>
#include <algorithm>
#include <cmath>
#include <iostream>
#include <sstream>
//-------------------------
//these should've come standard
//-------------------------
bool operator==(IPaddress lhs, IPaddress rhs) {
return lhs.host == rhs.host && lhs.port == rhs.port;
}
bool operator!=(IPaddress lhs, IPaddress rhs) {
return !(lhs == rhs);
}
//-------------------------
//Public access members
//-------------------------
InWorld::InWorld(int* const argClientIndex, int* const argAccountIndex):
clientIndex(*argClientIndex),
accountIndex(*argAccountIndex)
{
//setup the utility objects
buttonImage.LoadSurface(config["dir.interface"] + "button_menu.bmp");
buttonImage.SetClipH(buttonImage.GetClipH()/3);
font.LoadSurface(config["dir.fonts"] + "pk_white_8.bmp");
//pass the utility objects
disconnectButton.SetImage(&buttonImage);
disconnectButton.SetFont(&font);
shutDownButton.SetImage(&buttonImage);
shutDownButton.SetFont(&font);
//set the button positions
disconnectButton.SetX(50);
disconnectButton.SetY(50 + buttonImage.GetClipH() * 0);
shutDownButton.SetX(50);
shutDownButton.SetY(50 + buttonImage.GetClipH() * 1);
//set the button texts
disconnectButton.SetText("Disconnect");
shutDownButton.SetText("Shut Down");
//load the tilesheet
//TODO: add the tilesheet to the map system
//TODO: Tile size and tile sheet should be loaded elsewhere
tileSheet.Load(config["dir.tilesets"] + "overworld.bmp", 32, 32);
//Send the character data
//TODO: login scene, prompt, etc.
CharacterPacket newPacket;
newPacket.type = SerialPacketType::CHARACTER_LOAD;
strncpy(newPacket.handle, config["client.handle"].c_str(), PACKET_STRING_SIZE);
strncpy(newPacket.avatar, config["client.avatar"].c_str(), PACKET_STRING_SIZE);
newPacket.accountIndex = accountIndex;
network.SendTo(Channels::SERVER, &newPacket);
//query the world state
memset(&newPacket, 0, MAX_PACKET_SIZE);
newPacket.type = SerialPacketType::QUERY_CHARACTER_EXISTS;
network.SendTo(Channels::SERVER, &newPacket);
//set the camera's values
camera.width = GetScreen()->w;
camera.height = GetScreen()->h;
//debug
//
}
InWorld::~InWorld() {
//unload the local data
characterMap.clear();
monsterMap.clear();
}
//-------------------------
//Frame loop
//-------------------------
void InWorld::FrameStart() {
//
}
void InWorld::Update() {
//create and zero the buffer
SerialPacket* packetBuffer = reinterpret_cast<SerialPacket*>(new char[MAX_PACKET_SIZE]);
memset(packetBuffer, 0, MAX_PACKET_SIZE);
try {
//suck in and process all waiting packets
while(network.Receive(packetBuffer)) {
HandlePacket(packetBuffer);
}
}
catch(terminal_error& e) {
throw(e);
}
catch(std::exception& e) {
std::cerr << "HandlePacket Error: " << e.what() << std::endl;
}
//free the buffer
delete reinterpret_cast<char*>(packetBuffer);
//heartbeat system
CheckHeartBeat();
//update all entities
for (auto& it : characterMap) {
it.second.Update();
}
for (auto& it : monsterMap) {
it.second.Update();
}
//update the map
UpdateMap();
//skip the rest without a local character
if (!localCharacter) {
return;
}
//get the collidable boxes
std::list<BoundingBox> boxList = GenerateCollisionGrid(localCharacter, tileSheet.GetTileW(), tileSheet.GetTileH());
//process the collisions
if (localCharacter->ProcessCollisionGrid(boxList)) {
localCharacter->CorrectSprite();
SendLocalCharacterMotion();
}
//update the camera
camera.x = localCharacter->GetOrigin().x - camera.marginX;
camera.y = localCharacter->GetOrigin().y - camera.marginY;
}
void InWorld::FrameEnd() {
//
}
void InWorld::RenderFrame() {
SDL_FillRect(GetScreen(), 0, 0);
Render(GetScreen());
SDL_Flip(GetScreen());
fps.Calculate();
}
void InWorld::Render(SDL_Surface* const screen) {
//draw the map
for (std::list<Region>::iterator it = regionPager.GetContainer()->begin(); it != regionPager.GetContainer()->end(); it++) {
tileSheet.DrawRegionTo(screen, &(*it), camera.x, camera.y);
}
//draw the entities
for (auto& it : characterMap) {
//TODO: depth ordering
it.second.DrawTo(screen, camera.x, camera.y);
}
for (auto& it : monsterMap) {
//TODO: depth ordering
it.second.DrawTo(screen, camera.x, camera.y);
}
//draw UI
disconnectButton.DrawTo(screen);
shutDownButton.DrawTo(screen);
font.DrawStringTo(to_string_custom(fps.GetFrameRate()), screen, 0, 0);
}
//-------------------------
//Event handlers
//-------------------------
void InWorld::QuitEvent() {
//two-step logout
SendDisconnectRequest();
SetNextScene(SceneList::QUIT);
}
void InWorld::MouseMotion(SDL_MouseMotionEvent const& motion) {
disconnectButton.MouseMotion(motion);
shutDownButton.MouseMotion(motion);
}
void InWorld::MouseButtonDown(SDL_MouseButtonEvent const& button) {
disconnectButton.MouseButtonDown(button);
shutDownButton.MouseButtonDown(button);
}
void InWorld::MouseButtonUp(SDL_MouseButtonEvent const& button) {
if (disconnectButton.MouseButtonUp(button) == Button::State::HOVER && button.button == SDL_BUTTON_LEFT) {
SendLogoutRequest();
}
if (shutDownButton.MouseButtonUp(button) == Button::State::HOVER && button.button == SDL_BUTTON_LEFT) {
SendShutdownRequest();
}
}
void InWorld::KeyDown(SDL_KeyboardEvent const& key) {
//hotkeys
switch(key.keysym.sym) {
case SDLK_ESCAPE:
//TODO: the escape key should actually control menus and stuff
SendLogoutRequest();
return;
}
//character movement
if (!localCharacter) {
return;
}
Vector2 motion = localCharacter->GetMotion();
switch(key.keysym.sym) {
case SDLK_w:
motion.y -= CHARACTER_WALKING_SPEED;
break;
case SDLK_a:
motion.x -= CHARACTER_WALKING_SPEED;
break;
case SDLK_s:
motion.y += CHARACTER_WALKING_SPEED;
break;
case SDLK_d:
motion.x += CHARACTER_WALKING_SPEED;
break;
default:
//DOCS: prevents wrong keys screwing with character movement
return;
}
//handle diagonals
if (motion.x != 0 && motion.y != 0) {
motion *= CHARACTER_WALKING_MOD;
}
//set the info
localCharacter->SetMotion(motion);
localCharacter->CorrectSprite();
SendLocalCharacterMotion();
}
void InWorld::KeyUp(SDL_KeyboardEvent const& key) {
//character movement
if (!localCharacter) {
return;
}
Vector2 motion = localCharacter->GetMotion();
switch(key.keysym.sym) {
case SDLK_w:
motion.y = std::min(0.0, motion.y += CHARACTER_WALKING_SPEED);
break;
case SDLK_a:
motion.x = std::min(0.0, motion.x += CHARACTER_WALKING_SPEED);
break;
case SDLK_s:
motion.y = std::max(0.0, motion.y -= CHARACTER_WALKING_SPEED);
break;
case SDLK_d:
motion.x = std::max(0.0, motion.x -= CHARACTER_WALKING_SPEED);
break;
default:
//DOCS: prevents wrong keys screwing with character movement
return;
}
//BUGFIX: reset cardinal direction speed on key release
if (motion.x > 0) {
motion.x = CHARACTER_WALKING_SPEED;
}
else if (motion.x < 0) {
motion.x = -CHARACTER_WALKING_SPEED;
}
if (motion.y > 0) {
motion.y = CHARACTER_WALKING_SPEED;
}
else if (motion.y < 0) {
motion.y = -CHARACTER_WALKING_SPEED;
}
//handle diagonals
if (motion.x != 0 && motion.y != 0) {
motion *= CHARACTER_WALKING_MOD;
}
//set the info
localCharacter->SetMotion(motion);
localCharacter->CorrectSprite();
SendLocalCharacterMotion();
}
//-------------------------
//Basic connections
//-------------------------
void InWorld::HandlePacket(SerialPacket* const argPacket) {
switch(argPacket->type) {
//heartbeat system
case SerialPacketType::PING:
HandlePing(static_cast<ServerPacket*>(argPacket));
break;
case SerialPacketType::PONG:
HandlePong(static_cast<ServerPacket*>(argPacket));
break;
//game server connections
case SerialPacketType::LOGOUT_RESPONSE:
HandleLogoutResponse(static_cast<ClientPacket*>(argPacket));
break;
case SerialPacketType::DISCONNECT_RESPONSE:
HandleDisconnectResponse(static_cast<ClientPacket*>(argPacket));
break;
case SerialPacketType::DISCONNECT_FORCED:
HandleDisconnectForced(static_cast<ClientPacket*>(argPacket));
break;
//map management
case SerialPacketType::REGION_CONTENT:
HandleRegionContent(static_cast<RegionPacket*>(argPacket));
break;
//character management
case SerialPacketType::CHARACTER_CREATE:
HandleCharacterCreate(static_cast<CharacterPacket*>(argPacket));
break;
case SerialPacketType::CHARACTER_DELETE:
HandleCharacterDelete(static_cast<CharacterPacket*>(argPacket));
break;
case SerialPacketType::QUERY_CHARACTER_EXISTS:
HandleCharacterQueryExists(static_cast<CharacterPacket*>(argPacket));
break;
//character movement
case SerialPacketType::CHARACTER_SET_ROOM:
HandleCharacterSetRoom(static_cast<CharacterPacket*>(argPacket));
break;
case SerialPacketType::CHARACTER_SET_ORIGIN:
HandleCharacterSetOrigin(static_cast<CharacterPacket*>(argPacket));
break;
case SerialPacketType::CHARACTER_SET_MOTION:
HandleCharacterSetMotion(static_cast<CharacterPacket*>(argPacket));
break;
//rejection messages
case SerialPacketType::REGION_REJECTION:
case SerialPacketType::CHARACTER_REJECTION:
throw(terminal_error(static_cast<TextPacket*>(argPacket)->text));
break;
case SerialPacketType::SHUTDOWN_REJECTION:
throw(std::runtime_error(static_cast<TextPacket*>(argPacket)->text));
break;
//errors
default: {
std::ostringstream msg;
msg << "Unknown SerialPacketType encountered in InWorld: " << static_cast<int>(argPacket->type);
throw(std::runtime_error(msg.str()));
}
break;
}
}
void InWorld::HandlePing(ServerPacket* const argPacket) {
ServerPacket newPacket;
newPacket.type = SerialPacketType::PONG;
network.SendTo(argPacket->srcAddress, &newPacket);
}
void InWorld::HandlePong(ServerPacket* const argPacket) {
if (*network.GetIPAddress(Channels::SERVER) != argPacket->srcAddress) {
throw(std::runtime_error("Heartbeat message received from an unknown source"));
}
attemptedBeats = 0;
lastBeat = Clock::now();
}
//-------------------------
//Connection control
//-------------------------
void InWorld::SendLogoutRequest() {
ClientPacket newPacket;
//send a logout request
newPacket.type = SerialPacketType::LOGOUT_REQUEST;
newPacket.accountIndex = accountIndex;
network.SendTo(Channels::SERVER, &newPacket);
}
void InWorld::SendDisconnectRequest() {
ClientPacket newPacket;
//send a disconnect request
newPacket.type = SerialPacketType::DISCONNECT_REQUEST;
newPacket.clientIndex = clientIndex;
network.SendTo(Channels::SERVER, &newPacket);
}
void InWorld::SendShutdownRequest() {
ClientPacket newPacket;
//send a shutdown request
newPacket.type = SerialPacketType::SHUTDOWN_REQUEST;
newPacket.accountIndex = accountIndex;
network.SendTo(Channels::SERVER, &newPacket);
}
void InWorld::HandleLogoutResponse(ClientPacket* const argPacket) {
if (localCharacter) {
characterMap.erase(characterIndex);
localCharacter = nullptr;
}
accountIndex = -1;
characterIndex = -1;
//reset the camera
camera.marginX = camera.marginY = 0;
//because, why not? I guess...
SendDisconnectRequest();
}
void InWorld::HandleDisconnectResponse(ClientPacket* const argPacket) {
HandleLogoutResponse(argPacket);//shortcut
SetNextScene(SceneList::DISCONNECTEDSCREEN);
ConfigUtility::GetSingleton()["client.disconnectMessage"] = "You have successfully logged out";
}
void InWorld::HandleDisconnectForced(ClientPacket* const argPacket) {
HandleDisconnectResponse(argPacket);//shortcut
SetNextScene(SceneList::DISCONNECTEDSCREEN);
ConfigUtility::GetSingleton()["client.disconnectMessage"] = "You have been forcibly disconnected by the server";
}
void InWorld::CheckHeartBeat() {
//check the connection (heartbeat)
if (Clock::now() - lastBeat > std::chrono::seconds(3)) {
if (attemptedBeats > 2) {
//escape to the disconnect screen
SendDisconnectRequest();
SetNextScene(SceneList::DISCONNECTEDSCREEN);
ConfigUtility::GetSingleton()["client.disconnectMessage"] = "Error: Lost connection to the server";
}
else {
ServerPacket newPacket;
newPacket.type = SerialPacketType::PING;
network.SendTo(Channels::SERVER, &newPacket);
attemptedBeats++;
lastBeat = Clock::now();
}
}
}
//-------------------------
//map management
//-------------------------
void InWorld::SendRegionRequest(int roomIndex, int x, int y) {
RegionPacket packet;
//pack the region's data
packet.type = SerialPacketType::REGION_REQUEST;
packet.roomIndex = roomIndex;
packet.x = x;
packet.y = y;
network.SendTo(Channels::SERVER, &packet);
}
void InWorld::HandleRegionContent(RegionPacket* const argPacket) {
//replace existing regions
regionPager.UnloadIf([&](Region const& region) -> bool {
return region.GetX() == argPacket->x && region.GetY() == argPacket->y;
});
regionPager.PushRegion(argPacket->region);
//clean up after the serial code
delete argPacket->region;
argPacket->region = nullptr;
}
void InWorld::UpdateMap() {
if (roomIndex == -1) {
return;
}
//these represent the zone of regions that the client needs loaded, including the mandatory buffers (+1/-1)
int xStart = snapToBase(REGION_WIDTH, camera.x/tileSheet.GetTileW()) - REGION_WIDTH;
int xEnd = snapToBase(REGION_WIDTH, (camera.x+camera.width)/tileSheet.GetTileW()) + REGION_WIDTH;
int yStart = snapToBase(REGION_HEIGHT, camera.y/tileSheet.GetTileH()) - REGION_HEIGHT;
int yEnd = snapToBase(REGION_HEIGHT, (camera.y+camera.height)/tileSheet.GetTileH()) + REGION_HEIGHT;
//prune distant regions
regionPager.GetContainer()->remove_if([&](Region const& region) -> bool {
return region.GetX() < xStart || region.GetX() > xEnd || region.GetY() < yStart || region.GetY() > yEnd;
});
//request empty regions within this zone
for (int i = xStart; i <= xEnd; i += REGION_WIDTH) {
for (int j = yStart; j <= yEnd; j += REGION_HEIGHT) {
if (!regionPager.FindRegion(i, j)) {
SendRegionRequest(roomIndex, i, j);
}
}
}
}
//-------------------------
//entity management
//-------------------------
//DOCS: preexisting characters will result in query responses
//DOCS: new characters will result in create messages
//DOCS: this client's character will exist in both (skipped)
void InWorld::HandleCharacterCreate(CharacterPacket* const argPacket) {
//prevent double message
if (characterMap.find(argPacket->characterIndex) != characterMap.end()) {
std::ostringstream msg;
msg << "Double character creation event; ";
msg << "Index: " << argPacket->characterIndex << "; ";
msg << "Handle: " << argPacket->handle;
throw(std::runtime_error(msg.str()));
}
//implicity create and retrieve the entity
BaseCharacter* character = &characterMap[argPacket->characterIndex];
//fill the character's info
character->SetOrigin(argPacket->origin);
character->SetMotion(argPacket->motion);
character->SetBounds({CHARACTER_BOUNDS_X, CHARACTER_BOUNDS_Y, CHARACTER_BOUNDS_WIDTH, CHARACTER_BOUNDS_HEIGHT});
character->SetHandle(argPacket->handle);
character->SetAvatar(argPacket->avatar);
character->SetOwner(argPacket->accountIndex);
character->CorrectSprite();
//check for this player's character
if (character->GetOwner() == accountIndex) {
localCharacter = static_cast<LocalCharacter*>(character);
//focus the camera on this character
camera.marginX = (camera.width / 2 - localCharacter->GetSprite()->GetImage()->GetClipW() / 2);
camera.marginY = (camera.height/ 2 - localCharacter->GetSprite()->GetImage()->GetClipH() / 2);
//focus on this character's info
characterIndex = argPacket->characterIndex;
roomIndex = argPacket->roomIndex;
}
//debug
std::cout << "Create, total: " << characterMap.size() << std::endl;
}
void InWorld::HandleCharacterDelete(CharacterPacket* const argPacket) {
//ignore if this character doesn't exist
std::map<int, BaseCharacter>::iterator characterIt = characterMap.find(argPacket->characterIndex);
if (characterIt == characterMap.end()) {
//debug
std::cout << "Ignoring character deletion" << std::endl;
return;
}
//check for this player's character
if ((*characterIt).second.GetOwner() == accountIndex) {
localCharacter = nullptr;
//clear the camera
camera.marginX = 0;
camera.marginY = 0;
//clear the room
roomIndex = -1;
}
//remove this character
characterMap.erase(characterIt);
//debug
std::cout << "Delete, total: " << characterMap.size() << std::endl;
}
void InWorld::HandleCharacterQueryExists(CharacterPacket* const argPacket) {
//prevent a double message about this player's character
if (argPacket->accountIndex == accountIndex) {
return;
}
//ignore characters in a different room (sub-optimal)
if (argPacket->roomIndex != roomIndex) {
return;
}
//implicitly construct the character if it doesn't exist
BaseCharacter* character = &characterMap[argPacket->characterIndex];
//set/update the character's info
character->SetOrigin(argPacket->origin);
character->SetMotion(argPacket->motion);
character->SetBounds({CHARACTER_BOUNDS_X, CHARACTER_BOUNDS_Y, CHARACTER_BOUNDS_WIDTH, CHARACTER_BOUNDS_HEIGHT});
character->SetHandle(argPacket->handle);
character->SetAvatar(argPacket->avatar);
character->SetOwner(argPacket->accountIndex);
character->CorrectSprite();
//debug
std::cout << "Query, total: " << characterMap.size() << std::endl;
}
void InWorld::HandleCharacterSetRoom(CharacterPacket* const argPacket) {
//someone else's character
if (argPacket->characterIndex != characterIndex) {
characterMap.erase(argPacket->characterIndex);
return;
}
//this character is moving between rooms
roomIndex = argPacket->roomIndex;
//set the character's info
localCharacter->SetOrigin(argPacket->origin);
localCharacter->SetMotion(argPacket->motion);
localCharacter->CorrectSprite();
//clear the old room's data
regionPager.UnloadAll();
monsterMap.clear();
//use the jenky pattern for std::map to skip this player's character
for (std::map<int, BaseCharacter>::iterator it = characterMap.begin(); it != characterMap.end(); /* EMPTY */ ) {
if (it->first != characterIndex) {
it = characterMap.erase(it);
}
else {
++it;
}
}
//request the info on characters in this room
CharacterPacket newPacket;
newPacket.type = SerialPacketType::QUERY_CHARACTER_EXISTS;
newPacket.roomIndex = roomIndex;
network.SendTo(Channels::SERVER, &newPacket);
}
void InWorld::HandleCharacterSetOrigin(CharacterPacket* const argPacket) {
//TODO: Authentication
if (argPacket->characterIndex == characterIndex) {
return;
}
//check that this character exists
std::map<int, BaseCharacter>::iterator characterIt = characterMap.find(argPacket->characterIndex);
if (characterIt != characterMap.end()) {
//set the origin and motion
characterIt->second.SetOrigin(argPacket->origin);
characterIt->second.SetMotion(argPacket->motion);
characterIt->second.CorrectSprite();
}
}
void InWorld::HandleCharacterSetMotion(CharacterPacket* const argPacket) {
//TODO: Authentication
if (argPacket->characterIndex == characterIndex) {
return;
}
//check that this character exists
std::map<int, BaseCharacter>::iterator characterIt = characterMap.find(argPacket->characterIndex);
if (characterIt != characterMap.end()) {
//set the origin and motion
characterIt->second.SetOrigin(argPacket->origin);
characterIt->second.SetMotion(argPacket->motion);
characterIt->second.CorrectSprite();
}
}
//-------------------------
//player movement
//-------------------------
//TODO: add a "movement" packet type
void InWorld::SendLocalCharacterMotion() {
CharacterPacket newPacket;
newPacket.type = SerialPacketType::CHARACTER_SET_MOTION;
newPacket.accountIndex = accountIndex;
newPacket.characterIndex = characterIndex;
newPacket.roomIndex = roomIndex;
newPacket.origin = localCharacter->GetOrigin();
newPacket.motion = localCharacter->GetMotion();
network.SendTo(Channels::SERVER, &newPacket);
}
std::list<BoundingBox> InWorld::GenerateCollisionGrid(Entity* ptr, int tileWidth, int tileHeight) {
//prepare for collisions
BoundingBox wallBounds = {0, 0, tileWidth, tileHeight};
std::list<BoundingBox> boxList;
//NOTE: for loops were too dense to work with, so I've just used while loops
//outer loop
wallBounds.x = snapToBase((double)wallBounds.w, ptr->GetOrigin().x);
while(wallBounds.x < (ptr->GetOrigin() + ptr->GetBounds()).x + ptr->GetBounds().w) {
//inner loop
wallBounds.y = snapToBase((double)wallBounds.h, ptr->GetOrigin().y);
while(wallBounds.y < (ptr->GetOrigin() + ptr->GetBounds()).y + ptr->GetBounds().h) {
//check to see if this tile is solid
if (regionPager.GetSolid(wallBounds.x / wallBounds.w, wallBounds.y / wallBounds.h)) {
//push onto the box set
boxList.push_front(wallBounds);
}
//increment
wallBounds.y += wallBounds.h;
}
//increment
wallBounds.x += wallBounds.w;
}
return std::move(boxList);
}
+1 -1
View File
@@ -1,5 +1,5 @@
#config
INCLUDES+=.
INCLUDES+=. ../map
LIBS+=
CXXFLAGS+=-std=c++11 $(addprefix -I,$(INCLUDES))
+1 -1
View File
@@ -1,5 +1,5 @@
#config
INCLUDES+=. ../graphics ../utilities
INCLUDES+=. ../utilities
LIBS+=
CXXFLAGS+=-std=c++11 $(addprefix -I,$(INCLUDES))
-2
View File
@@ -24,7 +24,6 @@
//all map API headers
#include "region_api.hpp"
#include "region_pager_api.hpp"
#include "tile_sheet_api.hpp"
//useful "globals"
//...
@@ -37,7 +36,6 @@ static const luaL_Reg funcs[] = {
static const luaL_Reg libs[] = {
{"Region", openRegionAPI},
{"RegionPager", openRegionPagerAPI},
// {"TileSheet", openTileSheetAPI},
{nullptr, nullptr}
};
+1 -5
View File
@@ -22,11 +22,7 @@
#ifndef MAPSYSTEMAPI_HPP_
#define MAPSYSTEMAPI_APP_
#if defined(__MINGW32__)
#include "lua/lua.hpp"
#else
#include "lua.hpp"
#endif
#include "lua.hpp"
#define TORTUGA_MAP_SYSTEM_API "map_system"
LUAMOD_API int openMapSystemAPI(lua_State* L);
+12
View File
@@ -42,18 +42,30 @@ Region::Region(Region const& rhs): x(rhs.x), y(rhs.y) {
}
Region::type_t Region::SetTile(int x, int y, int z, type_t v) {
if (x < 0 || y < 0 || z < 0 || x >= REGION_WIDTH || y >= REGION_HEIGHT || z >= REGION_DEPTH) {
throw(std::out_of_range("Region::SetTile() argument out of range"));
}
return tiles[x][y][z] = v;
}
Region::type_t Region::GetTile(int x, int y, int z) {
if (x < 0 || y < 0 || z < 0 || x >= REGION_WIDTH || y >= REGION_HEIGHT || z >= REGION_DEPTH) {
throw(std::out_of_range("Region::GetTile() argument out of range"));
}
return tiles[x][y][z];
}
bool Region::SetSolid(int x, int y, bool b) {
if (x < 0 || y < 0 || x >= REGION_WIDTH || y >= REGION_HEIGHT) {
throw(std::out_of_range("Region::SetSolid() argument out of range"));
}
return solid[x * REGION_WIDTH + y] = b;
}
bool Region::GetSolid(int x, int y) {
if (x < 0 || y < 0 || x >= REGION_WIDTH || y >= REGION_HEIGHT) {
throw(std::out_of_range("Region::GetSolid() argument out of range"));
}
return solid[x * REGION_WIDTH + y];
}
+1 -5
View File
@@ -22,11 +22,7 @@
#ifndef REGIONAPI_HPP_
#define REGIONAPI_HPP_
#if defined(__MINGW32__)
#include "lua/lua.hpp"
#else
#include "lua.hpp"
#endif
#include "lua.hpp"
#define TORTUGA_REGION_NAME "region"
LUAMOD_API int openRegionAPI(lua_State* L);
+1 -5
View File
@@ -22,11 +22,7 @@
#ifndef REGIONPAGERAPI_HPP_
#define REGIONPAGERAPI_HPP_
#if defined(__MINGW32__)
#include "lua/lua.hpp"
#else
#include "lua.hpp"
#endif
#include "lua.hpp"
#define TORTUGA_REGION_PAGER_NAME "region_pager"
LUAMOD_API int openRegionPagerAPI(lua_State* L);
+1 -5
View File
@@ -24,11 +24,7 @@
#include "region_pager_base.hpp"
#if defined(__MINGW32__)
#include "lua/lua.hpp"
#else
#include "lua.hpp"
#endif
#include "lua.hpp"
#include <functional>
#include <string>
-75
View File
@@ -1,75 +0,0 @@
/* Copyright: (c) Kayne Ruse 2013-2015
*
* 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 "tile_sheet_api.hpp"
#include "tile_sheet.hpp"
static int load(lua_State* L) {
TileSheet* sheet = reinterpret_cast<TileSheet*>(lua_touserdata(L, 1));
sheet->Load(lua_tostring(L, 2), lua_tointeger(L, 3), lua_tointeger(L, 4));
return 0;
}
static int unload(lua_State* L) {
TileSheet* sheet = reinterpret_cast<TileSheet*>(lua_touserdata(L, 1));
sheet->Unload();
return 0;
}
static int getXCount(lua_State* L) {
TileSheet* sheet = reinterpret_cast<TileSheet*>(lua_touserdata(L, 1));
lua_pushinteger(L, sheet->GetXCount());
return 1;
}
static int getYCount(lua_State* L) {
TileSheet* sheet = reinterpret_cast<TileSheet*>(lua_touserdata(L, 1));
lua_pushinteger(L, sheet->GetYCount());
return 1;
}
static int getTileW(lua_State* L) {
TileSheet* sheet = reinterpret_cast<TileSheet*>(lua_touserdata(L, 1));
lua_pushinteger(L, sheet->GetTileW());
return 1;
}
static int getTileH(lua_State* L) {
TileSheet* sheet = reinterpret_cast<TileSheet*>(lua_touserdata(L, 1));
lua_pushinteger(L, sheet->GetTileH());
return 1;
}
static const luaL_Reg tileSheetLib[] = {
{"Load",load},
{"Unload",unload},
{"GetXCount",getXCount},
{"GetYCount",getYCount},
{"GetTileW",getTileW},
{"GetTileH",getTileH},
{nullptr, nullptr}
};
LUAMOD_API int openTileSheetAPI(lua_State* L) {
luaL_newlib(L, tileSheetLib);
return 1;
}
@@ -0,0 +1,76 @@
/* Copyright: (c) Kayne Ruse 2013-2015
*
* 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 "monster_packet.hpp"
#include "serial_utility.hpp"
void serializeMonster(void* buffer, MonsterPacket* packet) {
serialCopy(&buffer, &packet->type, sizeof(SerialPacketType));
//identify the monster
serialCopy(&buffer, &packet->monsterIndex, sizeof(int));
serialCopy(&buffer, packet->handle, PACKET_STRING_SIZE);
serialCopy(&buffer, packet->avatar, PACKET_STRING_SIZE);
//bounds
serialCopy(&buffer, &packet->bounds.x, sizeof(int));
serialCopy(&buffer, &packet->bounds.y, sizeof(int));
serialCopy(&buffer, &packet->bounds.w, sizeof(int));
serialCopy(&buffer, &packet->bounds.h, sizeof(int));
//location
serialCopy(&buffer, &packet->roomIndex, sizeof(int));
serialCopy(&buffer, &packet->origin.x, sizeof(double));
serialCopy(&buffer, &packet->origin.y, sizeof(double));
serialCopy(&buffer, &packet->motion.x, sizeof(double));
serialCopy(&buffer, &packet->motion.y, sizeof(double));
//attack data
//TODO
}
void deserializeMonster(void* buffer, MonsterPacket* packet) {
deserialCopy(&buffer, &packet->type, sizeof(SerialPacketType));
//identify the monster
deserialCopy(&buffer, &packet->monsterIndex, sizeof(int));
deserialCopy(&buffer, packet->handle, PACKET_STRING_SIZE);
deserialCopy(&buffer, packet->avatar, PACKET_STRING_SIZE);
//bounds
deserialCopy(&buffer, &packet->bounds.x, sizeof(int));
deserialCopy(&buffer, &packet->bounds.y, sizeof(int));
deserialCopy(&buffer, &packet->bounds.w, sizeof(int));
deserialCopy(&buffer, &packet->bounds.h, sizeof(int));
//location
deserialCopy(&buffer, &packet->roomIndex, sizeof(int));
deserialCopy(&buffer, &packet->origin.x, sizeof(double));
deserialCopy(&buffer, &packet->origin.y, sizeof(double));
deserialCopy(&buffer, &packet->motion.x, sizeof(double));
deserialCopy(&buffer, &packet->motion.y, sizeof(double));
//attack data
//TODO
}
@@ -0,0 +1,48 @@
/* Copyright: (c) Kayne Ruse 2013-2015
*
* 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 MONSTERPACKET_HPP_
#define MONSTERPACKET_HPP_
#include "serial_packet_base.hpp"
#include "bounding_box.hpp"
#include "vector2.hpp"
struct MonsterPacket : SerialPacketBase {
//identify the monster
int monsterIndex;
char handle[PACKET_STRING_SIZE];
char avatar[PACKET_STRING_SIZE];
BoundingBox bounds;
//location
int roomIndex;
Vector2 origin;
Vector2 motion;
//TODO: attack data
};
void serializeMonster(void* buffer, MonsterPacket* packet);
void deserializeMonster(void* buffer, MonsterPacket* packet);
#endif
+6 -4
View File
@@ -25,6 +25,7 @@
#include "serial_packet_base.hpp"
#include "character_packet.hpp"
#include "client_packet.hpp"
#include "monster_packet.hpp"
#include "region_packet.hpp"
#include "server_packet.hpp"
#include "text_packet.hpp"
@@ -33,14 +34,15 @@
typedef SerialPacketBase SerialPacket;
//DOCS: NETWORK_VERSION is used to discern compatible servers and clients
constexpr int NETWORK_VERSION = 20141227;
constexpr int NETWORK_VERSION = -1;
union MaxPacket {
CharacterPacket a;
ClientPacket b;
RegionPacket c;
ServerPacket d;
TextPacket e;
MonsterPacket c;
RegionPacket d;
ServerPacket e;
TextPacket f;
};
constexpr int MAX_PACKET_SIZE = sizeof(MaxPacket);
+54 -35
View File
@@ -30,7 +30,7 @@
//TODO: This needs to be smoothed out
enum class SerialPacketType {
//default: there is something wrong
NONE = 0,
NONE,
//-------------------------
//ServerPacket
@@ -38,12 +38,12 @@ enum class SerialPacketType {
//-------------------------
//heartbeat
PING = 1,
PONG = 2,
PING,
PONG,
//Used for finding available servers
BROADCAST_REQUEST = 3,
BROADCAST_RESPONSE = 4,
BROADCAST_REQUEST,
BROADCAST_RESPONSE,
//-------------------------
//ClientPacket
@@ -51,24 +51,24 @@ enum class SerialPacketType {
//-------------------------
//Connecting to a server as a client
JOIN_REQUEST = 5,
JOIN_RESPONSE = 6,
JOIN_REQUEST,
JOIN_RESPONSE,
//disconnect from the server
DISCONNECT_REQUEST = 7,
DISCONNECT_RESPONSE = 8,
DISCONNECT_FORCED = 9,
DISCONNECT_REQUEST,
DISCONNECT_RESPONSE,
DISCONNECT_FORCED,
//load the account
LOGIN_REQUEST = 10,
LOGIN_RESPONSE = 11,
LOGIN_REQUEST,
LOGIN_RESPONSE,
//unload the account
LOGOUT_REQUEST = 12,
LOGOUT_RESPONSE = 13,
LOGOUT_REQUEST,
LOGOUT_RESPONSE,
//shut down the server
SHUTDOWN_REQUEST = 14,
SHUTDOWN_REQUEST,
//-------------------------
//RegionPacket
@@ -76,8 +76,8 @@ enum class SerialPacketType {
//-------------------------
//map data
REGION_REQUEST = 15, //NOTE: technically a query
REGION_CONTENT = 16,
REGION_REQUEST, //NOTE: technically a query
REGION_CONTENT,
//-------------------------
//CharacterPacket
@@ -89,22 +89,40 @@ enum class SerialPacketType {
//-------------------------
//character management
CHARACTER_CREATE = 17,
CHARACTER_DELETE = 18,
CHARACTER_LOAD = 19,
CHARACTER_UNLOAD = 20,
CHARACTER_CREATE,
CHARACTER_DELETE,
CHARACTER_LOAD,
CHARACTER_UNLOAD,
//find out info from the server
QUERY_CHARACTER_EXISTS = 21,
QUERY_CHARACTER_STATS = 22,
QUERY_CHARACTER_LOCATION = 23,
QUERY_CHARACTER_EXISTS,
QUERY_CHARACTER_STATS,
QUERY_CHARACTER_LOCATION,
//set the info in the server
CHARACTER_SET_ROOM = 24,
CHARACTER_SET_ORIGIN = 25,
CHARACTER_SET_MOTION = 26,
CHARACTER_MOVEMENT,
CHARACTER_ATTACK,
//TODO: enemy management
//admin control
// ADMIN_SET_CHARACTER_ORIGIN,
//-------------------------
//MonsterPacket
// monster index,
// handle, avatar, hitbox
// room index, origin, motion
// TODO: attack data
//-------------------------
MONSTER_CREATE,
MONSTER_DELETE,
QUERY_MONSTER_EXISTS, //a list of monsters in a room
QUERY_MONSTER_STATS, //statistics of a specific monster type or instance
QUERY_MONSTER_LOCATION, //umm...
MONSTER_MOVEMENT, //monster movement
MONSTER_ATTACK,
//-------------------------
//TextPacket
@@ -112,20 +130,21 @@ enum class SerialPacketType {
//-------------------------
//general speech
TEXT_BROADCAST = 27,
TEXT_BROADCAST,
//rejection/error messages
JOIN_REJECTION = 28,
LOGIN_REJECTION = 29,
REGION_REJECTION = 30,
CHARACTER_REJECTION = 31,
SHUTDOWN_REJECTION = 32,
JOIN_REJECTION,
LOGIN_REJECTION,
REGION_REJECTION,
CHARACTER_REJECTION,
MONSTER_REJECTION,
SHUTDOWN_REJECTION,
//-------------------------
//not used
//-------------------------
LAST = 33
LAST
};
#endif
+25 -6
View File
@@ -24,6 +24,7 @@
//packet types
#include "character_packet.hpp"
#include "client_packet.hpp"
#include "monster_packet.hpp"
#include "region_packet.hpp"
#include "server_packet.hpp"
#include "text_packet.hpp"
@@ -75,16 +76,25 @@ void serializePacket(void* buffer, SerialPacketBase* packet) {
case SerialPacketType::QUERY_CHARACTER_EXISTS:
case SerialPacketType::QUERY_CHARACTER_STATS:
case SerialPacketType::QUERY_CHARACTER_LOCATION:
case SerialPacketType::CHARACTER_SET_ROOM:
case SerialPacketType::CHARACTER_SET_ORIGIN:
case SerialPacketType::CHARACTER_SET_MOTION:
case SerialPacketType::CHARACTER_MOVEMENT:
case SerialPacketType::CHARACTER_ATTACK:
serializeCharacter(buffer, static_cast<CharacterPacket*>(packet));
break;
case SerialPacketType::MONSTER_CREATE:
case SerialPacketType::MONSTER_DELETE:
case SerialPacketType::QUERY_MONSTER_EXISTS:
case SerialPacketType::QUERY_MONSTER_STATS:
case SerialPacketType::QUERY_MONSTER_LOCATION:
case SerialPacketType::MONSTER_MOVEMENT:
case SerialPacketType::MONSTER_ATTACK:
serializeMonster(buffer, static_cast<MonsterPacket*>(packet));
break;
case SerialPacketType::TEXT_BROADCAST:
case SerialPacketType::JOIN_REJECTION:
case SerialPacketType::LOGIN_REJECTION:
case SerialPacketType::REGION_REJECTION:
case SerialPacketType::CHARACTER_REJECTION:
case SerialPacketType::MONSTER_REJECTION:
case SerialPacketType::SHUTDOWN_REJECTION:
serializeText(buffer, static_cast<TextPacket*>(packet));
break;
@@ -126,16 +136,25 @@ void deserializePacket(void* buffer, SerialPacketBase* packet) {
case SerialPacketType::QUERY_CHARACTER_EXISTS:
case SerialPacketType::QUERY_CHARACTER_STATS:
case SerialPacketType::QUERY_CHARACTER_LOCATION:
case SerialPacketType::CHARACTER_SET_ROOM:
case SerialPacketType::CHARACTER_SET_ORIGIN:
case SerialPacketType::CHARACTER_SET_MOTION:
case SerialPacketType::CHARACTER_MOVEMENT:
case SerialPacketType::CHARACTER_ATTACK:
deserializeCharacter(buffer, static_cast<CharacterPacket*>(packet));
break;
case SerialPacketType::MONSTER_CREATE:
case SerialPacketType::MONSTER_DELETE:
case SerialPacketType::QUERY_MONSTER_EXISTS:
case SerialPacketType::QUERY_MONSTER_STATS:
case SerialPacketType::QUERY_MONSTER_LOCATION:
case SerialPacketType::MONSTER_MOVEMENT:
case SerialPacketType::MONSTER_ATTACK:
deserializeMonster(buffer, static_cast<MonsterPacket*>(packet));
break;
case SerialPacketType::TEXT_BROADCAST:
case SerialPacketType::JOIN_REJECTION:
case SerialPacketType::LOGIN_REJECTION:
case SerialPacketType::REGION_REJECTION:
case SerialPacketType::CHARACTER_REJECTION:
case SerialPacketType::MONSTER_REJECTION:
case SerialPacketType::SHUTDOWN_REJECTION:
deserializeText(buffer, static_cast<TextPacket*>(packet));
break;
+16 -14
View File
@@ -22,6 +22,8 @@
#ifndef BOUNDINGBOX_HPP_
#define BOUNDINGBOX_HPP_
#include "vector2.hpp"
#include <type_traits>
#include <algorithm>
@@ -32,16 +34,15 @@ public:
int w, h;
BoundingBox() = default;
BoundingBox(int i, int j): x(i), y(j), w(0), h(0) {};
BoundingBox(int i, int j, int k, int l): x(i), y(j), w(k), h(l) {};
~BoundingBox() = default;
BoundingBox& operator=(BoundingBox const&) = default;
int Size() {
return std::max(w*h,0);
return (w-x) * (h-y);
}
bool CheckOverlap(BoundingBox rhs) {
bool CheckCollision(BoundingBox rhs) {
return !(
x >= rhs.x + rhs.w ||
y >= rhs.y + rhs.h ||
@@ -49,24 +50,25 @@ public:
rhs.y >= y + h);
}
BoundingBox CalcOverlap(BoundingBox rhs) {
if (!CheckOverlap(rhs)) {
return {0, 0, 0, 0};
Vector2 CalcShift(BoundingBox rhs) {
if (!CheckCollision(rhs)) {
return {0, 0};
}
BoundingBox ret;
ret.x = std::max(x, rhs.x);
ret.y = std::max(y, rhs.y);
ret.w = std::min(x+w, rhs.x+rhs.w) - ret.x;
ret.h = std::min(y+h, rhs.y+rhs.h) - ret.y;
return ret;
//DOCS: Given two BoundingBox objects, how does the other have to move so that they are no longer colliding?
Vector2 horizontal = {0, 0};
Vector2 vertical = {0, 0};
horizontal.x = std::abs(x + w - rhs.x) < std::abs(rhs.x + rhs.w - x) ? x + w - rhs.x -1 : -(rhs.x + rhs.w - x -1);
vertical.y = std::abs(y + h - rhs.x) < std::abs(rhs.y + rhs.h - y) ? y + h - rhs.y -1 : -(rhs.y + rhs.h - y -1);
return std::abs(vertical.y) < std::abs(horizontal.x) ? vertical : horizontal;
}
};
//This is explicitly a POD
static_assert(std::is_pod<BoundingBox>::value, "BoundingBox is not a POD");
#include "vector2.hpp"
//operators
inline BoundingBox operator+(BoundingBox b, Vector2 v) {
return {b.x + (int)v.x, b.y + (int)v.y, b.w, b.h};
+4 -3
View File
@@ -1,8 +1,9 @@
#for use on Windows:
#MKDIR=mkdir
#Windows 7:
#RM=del /y
#Windows 8.1:
#RM=del /S
OUTDIR=out
all: $(OUTDIR)
+2 -2
View File
@@ -12,8 +12,8 @@ server.dbname = database.db
#client.screen.h = 600
client.screen.f = false
client.username = Kayne Ruse
client.handle = Ratstail91
client.username = username
client.handle = handle
client.avatar = elliot2.bmp
#directories
+73 -25
View File
@@ -1,47 +1,95 @@
local mapSystem = require "map_system"
local Region = require("map_system").Region
local mapMaker = {}
--utility functions
function mapMaker.sqr(x) return x*x end
function mapMaker.dist(x, y, i, j) return math.sqrt(mapMaker.sqr(x - i) + mapMaker.sqr(y - j)) end
function mapMaker.Sqr(x) return x*x end
function mapMaker.Dist(x, y, i, j) return math.sqrt(mapMaker.Sqr(x - i) + mapMaker.Sqr(y - j)) end
--tile macros, mapped to the tilesheet "overworld.bmp"
mapMaker.edges = {}
mapMaker.edges.north = -16
mapMaker.edges.south = 16
mapMaker.edges.east = 1
mapMaker.edges.west = -1
mapMaker.water = 18 + 3 * 0
mapMaker.sand = 18 + 3 * 1
mapMaker.plains = 18 + 3 * 2
mapMaker.grass = 18 + 3 * 3
mapMaker.dirt = 18 + 3 * 4
--custom generation systems here
function mapMaker.debugIsland(region)
for i = 1, mapSystem.Region.GetWidth(region) do
for j = 1, mapSystem.Region.GetHeight(region) do
local dist = mapMaker.dist(0, 0, i + mapSystem.Region.GetX(region) -1, j + mapSystem.Region.GetY(region) -1)
if dist < 10 then
mapSystem.Region.SetTile(region, i, j, 1, mapMaker.plains)
elseif dist < 12 then
mapSystem.Region.SetTile(region, i, j, 1, mapMaker.sand)
else
mapSystem.Region.SetTile(region, i, j, 1, mapMaker.water)
mapSystem.Region.SetSolid(region, i, j, true)
--"edge" macros
mapMaker.edges = {}
mapMaker.edges.north = -16
mapMaker.edges.south = 16
mapMaker.edges.east = 1
mapMaker.edges.west = -1
--use these macros (mapped to "overworld.bmp" for now) to smooth the region's edges
function mapMaker.SmoothEdgesSimple(r)
--make and pad an array to use
local shiftArray = {}
for i = 1, Region.GetWidth(r) do
shiftArray[i] = {}
for j = 1, Region.GetHeight(r) do
shiftArray[i][j] = 0
end
end
--build the array
for i = 1, Region.GetWidth(r) do
for j = 1, Region.GetHeight(r) do
--if (not region edge) and (west tile < this tile), etc.
if i > 1 and Region.GetTile(r, i - 1, j, 1) < Region.GetTile(r, i, j, 1) then
shiftArray[i][j] = shiftArray[i][j] + mapMaker.edges.west
end
if j > 1 and Region.GetTile(r, i, j - 1, 1) < Region.GetTile(r, i, j, 1) then
shiftArray[i][j] = shiftArray[i][j] + mapMaker.edges.north
end
if i < Region.GetWidth(r) and Region.GetTile(r, i + 1, j, 1) < Region.GetTile(r, i, j, 1) then
shiftArray[i][j] = shiftArray[i][j] + mapMaker.edges.east
end
if j < Region.GetHeight(r) and Region.GetTile(r, i, j + 1, 1) < Region.GetTile(r, i, j, 1) then
shiftArray[i][j] = shiftArray[i][j] + mapMaker.edges.south
end
end
end
--finally apply this
for i = 1, Region.GetWidth(r) do
for j = 1, Region.GetHeight(r) do
if shiftArray[i][j] ~= 0 then
Region.SetTile(r, i, j, 2, Region.GetTile(r, i, j, 1) + shiftArray[i][j])
Region.SetTile(r, i, j, 1, Region.GetTile(r, i, j, 1) - 3)
end
end
end
end
function mapMaker.dirtLand(region)
for i = 1, mapSystem.Region.GetWidth(region) do
for j = 1, mapSystem.Region.GetHeight(region) do
mapSystem.Region.SetTile(region, i, j, 1, mapMaker.dirt)
--custom generation systems here
function mapMaker.DebugIsland(r)
--basic distance check for each tile, placing an island around the world origin
for i = 1, Region.GetWidth(r) do
for j = 1, Region.GetHeight(r) do
local dist = mapMaker.Dist(0, 0, i + Region.GetX(r) -1, j + Region.GetY(r) -1)
if dist < 10 then
Region.SetTile(r, i, j, 1, mapMaker.plains)
elseif dist < 12 then
Region.SetTile(r, i, j, 1, mapMaker.sand)
else
Region.SetTile(r, i, j, 1, mapMaker.water)
Region.SetSolid(r, i, j, true)
end
end
end
--examples of the smoothing function NOT working correctly
--[[
for j = 1, Region.GetHeight(r) do
Region.SetTile(r, 3, j, 1, mapMaker.dirt)
Region.SetTile(r, 4, j, 1, mapMaker.dirt)
Region.SetTile(r, 10, j, 1, mapMaker.dirt)
end
--]]
--A generic edge system
mapMaker.SmoothEdgesSimple(r)
end
return mapMaker
+8 -4
View File
@@ -1,11 +1,15 @@
local Region = require("map_system").Region
local mapSaver = {}
function mapSaver.Load(region)
function mapSaver.Load(r)
--empty
print("map_saver.lua:mapSaver.Load(region)")
io.write("map_saver:Load(", Region.GetX(r), ", ", Region.GetY(r), ")\n")
end
function mapSaver.Save(region)
function mapSaver.Save(r)
--empty
print("map_saver.lua:mapSaver.Save(region)")
io.write("map_saver:Save(", Region.GetX(r), ", ", Region.GetY(r), ")\n")
end
--TODO: create a flexible saving & loading system
return mapSaver
+4 -57
View File
@@ -1,10 +1,8 @@
print("Lua script check")
mapSystem = require "map_system"
mapMaker = require "map_maker"
mapSaver = require "map_saver"
roomSystem = require "room_system"
waypointSystem = require "waypoint_system"
mapMaker = require("map_maker")
mapSaver = require("map_saver")
roomSystem = require("room_system")
local function dumpTable(t)
print(t)
@@ -15,57 +13,6 @@ end
--NOTE: room 0 is the first that the client asks for, therefore it must exist
local overworld, uid = roomSystem.RoomManager.CreateRoom("overworld", "overworld.bmp")
--NOTE: This is horrible; room initialization is important
mapSystem.RegionPager.SetOnLoad(roomSystem.Room.GetPager(overworld), mapSaver.Load)
mapSystem.RegionPager.SetOnSave(roomSystem.Room.GetPager(overworld), mapSaver.Save)
mapSystem.RegionPager.SetOnCreate(roomSystem.Room.GetPager(overworld), mapMaker.debugIsland)
mapSystem.RegionPager.SetOnUnload(roomSystem.Room.GetPager(overworld), mapSaver.Save)
--Dirt Land
local dirtLand = roomSystem.RoomManager.CreateRoom("dirt land", "overworld.bmp")
roomSystem.Room.Initialize(dirtLand, mapSaver.Load, mapSaver.Save, mapMaker.dirtLand, mapSaver.Save)
roomSystem.Room.Initialize(overworld, mapSaver.Load, mapSaver.Save, mapMaker.DebugIsland, mapSaver.Save)
print("Finished the lua script")
--[[
debugging test
Ideal output:
-------------------------
pager: userdata: [memory location]
Size 0: 0
[debug output from load]
Size 1: 1
[debug output from save]
Size 2: 0
[debug output from load]
Size 3: 1
[debug output from save]
Size 4: 0
-------------------------
--]-]
print("-------------------------")
local pager = roomSystem.Room.GetPager(overworld)
print("pager:", pager)
print("Size 0:", mapSystem.RegionPager.ContainerSize(pager))
local regionFoo = mapSystem.RegionPager.GetRegion(pager, 0, 0)
print("Size 1:", mapSystem.RegionPager.ContainerSize(pager))
mapSystem.RegionPager.UnloadRegion(pager, regionFoo)
print("Size 2:", mapSystem.RegionPager.ContainerSize(pager))
local regionFoo = mapSystem.RegionPager.GetRegion(pager, 0, 0)
print("Size 3:", mapSystem.RegionPager.ContainerSize(pager))
mapSystem.RegionPager.UnloadRegion(pager, 0, 0)
print("Size 4:", mapSystem.RegionPager.ContainerSize(pager))
print("-------------------------")
--]]
+1 -5
View File
@@ -25,11 +25,7 @@
#include "account_data.hpp"
#include "singleton.hpp"
#if defined(__MINGW32__)
#include "sqlite3/sqlite3.h"
#else
#include "sqlite3.h"
#endif
#include "sqlite3.h"
#include <functional>
#include <map>
+1 -5
View File
@@ -22,11 +22,7 @@
#ifndef CHARACTERAPI_HPP_
#define CHARACTERAPI_HPP_
#if defined(__MINGW32__)
#include "lua/lua.hpp"
#else
#include "lua.hpp"
#endif
#include "lua.hpp"
#define TORTUGA_CHARACTER_API "character"
LUAMOD_API int openCharacterAPI(lua_State* L);
-24
View File
@@ -30,33 +30,9 @@
#include <string>
#include <cmath>
#include <iostream>
class CharacterData: public Entity {
public:
CharacterData() = default;
CharacterData(CharacterData const& rhs) {
std::cerr << "Character copy detected" << std::endl;
owner = rhs.owner;
handle = rhs.handle;
avatar = rhs.avatar;
//entity stuff
roomIndex = rhs.roomIndex;
origin = rhs.origin;
motion = rhs.motion;
}
CharacterData(CharacterData&& rhs) {
std::cerr << "Character move detected" << std::endl;
owner = rhs.owner;
handle = rhs.handle;
avatar = rhs.avatar;
//entity stuff
roomIndex = rhs.roomIndex;
origin = rhs.origin;
motion = rhs.motion;
}
~CharacterData() = default;
//accessors and mutators
+2 -6
View File
@@ -21,11 +21,7 @@
*/
#include "character_manager.hpp"
#if defined(__MINGW32__)
#include "sqlite3/sqlite3.h"
#else
#include "sqlite3.h"
#endif
#include "sqlite3.h"
#include <algorithm>
#include <stdexcept>
@@ -253,7 +249,7 @@ CharacterData* CharacterManager::Get(int uid) {
return nullptr;
}
return &(it->second);
return &it->second;
}
int CharacterManager::GetLoadedCount() {
+1 -5
View File
@@ -25,11 +25,7 @@
#include "character_data.hpp"
#include "singleton.hpp"
#if defined(__MINGW32__)
#include "sqlite3/sqlite3.h"
#else
#include "sqlite3.h"
#endif
#include "sqlite3.h"
#include <functional>
#include <map>
+1 -5
View File
@@ -22,11 +22,7 @@
#ifndef CHARACTERMANAGERAPI_HPP_
#define CHARACTERMANAGERAPI_HPP_
#if defined(__MINGW32__)
#include "lua/lua.hpp"
#else
#include "lua.hpp"
#endif
#include "lua.hpp"
#define TORTUGA_CHARACTER_MANAGER_API "character_manager"
LUAMOD_API int openCharacterManagerAPI(lua_State* L);
+3 -3
View File
@@ -33,14 +33,14 @@ Vector2 Entity::SetMotion(Vector2 v) {
return motion = v;
}
int Entity::GetRoomIndex() {
int Entity::GetRoomIndex() const {
return roomIndex;
}
Vector2 Entity::GetOrigin() {
Vector2 Entity::GetOrigin() const {
return origin;
}
Vector2 Entity::GetMotion() {
Vector2 Entity::GetMotion() const {
return motion;
}
+3 -3
View File
@@ -32,9 +32,9 @@ public:
Vector2 SetOrigin(Vector2 v);
Vector2 SetMotion(Vector2 v);
int GetRoomIndex();
Vector2 GetOrigin();
Vector2 GetMotion();
int GetRoomIndex() const;
Vector2 GetOrigin() const;
Vector2 GetMotion() const;
protected:
Entity() = default;
+1 -5
View File
@@ -22,11 +22,7 @@
#ifndef ENTITYAPI_HPP_
#define ENTITYAPI_HPP_
#if defined(__MINGW32__)
#include "lua/lua.hpp"
#else
#include "lua.hpp"
#endif
#include "lua.hpp"
#define TORTUGA_ENTITY_API "entity"
LUAMOD_API int openEntityAPI(lua_State* L);
+5 -5
View File
@@ -34,13 +34,11 @@
#define linit_c
#define LUA_LIB
#if defined(__MINGW32__)
#include "lua/lua.hpp"
#else
#include "lua.hpp"
#endif
#include "lua.hpp"
#include "entity_api.hpp"
#include "map_system_api.hpp"
#include "monster_system_api.hpp"
#include "room_system_api.hpp"
#include "waypoint_system_api.hpp"
@@ -63,7 +61,9 @@ static const luaL_Reg loadedlibs[] = {
//these libs are preloaded and must be required before used
static const luaL_Reg preloadedlibs[] = {
{TORTUGA_ENTITY_API, openEntityAPI},
{TORTUGA_MAP_SYSTEM_API, openMapSystemAPI},
{TORTUGA_MONSTER_SYSTEM_API, openMonsterSystemAPI},
{TORTUGA_ROOM_SYSTEM_API, openRoomSystemAPI},
{TORTUGA_WAYPOINT_SYSTEM_API, openWaypointSystemAPI},
{NULL, NULL}
-5
View File
@@ -26,7 +26,6 @@
#include "character_manager.hpp"
#include "client_manager.hpp"
#include "config_utility.hpp"
#include "monster_manager.hpp"
#include "room_manager.hpp"
#include "udp_network_utility.hpp"
#include "waypoint_manager.hpp"
@@ -43,10 +42,8 @@ int main(int argc, char* argv[]) {
CharacterManager::CreateSingleton();
ClientManager::CreateSingleton();
ConfigUtility::CreateSingleton();
MonsterManager::CreateSingleton();
RoomManager::CreateSingleton();
UDPNetworkUtility::CreateSingleton();
WaypointManager::CreateSingleton();
//call the server's routines
ServerApplication::CreateSingleton();
@@ -63,10 +60,8 @@ int main(int argc, char* argv[]) {
CharacterManager::DeleteSingleton();
ClientManager::DeleteSingleton();
ConfigUtility::DeleteSingleton();
MonsterManager::DeleteSingleton();
RoomManager::DeleteSingleton();
UDPNetworkUtility::DeleteSingleton();
WaypointManager::DeleteSingleton();
}
catch(exception& e) {
cerr << "Fatal exception thrown: " << e.what() << endl;
+55
View File
@@ -23,11 +23,66 @@
#include "monster_data.hpp"
#include "entity_api.hpp"
static int setAvatar(lua_State* L) {
MonsterData* monster = static_cast<MonsterData*>(lua_touserdata(L, 1));
monster->SetAvatar(lua_tostring(L, 2));
//TODO: send an update to the clients?
return 0;
}
static int getAvatar(lua_State* L) {
MonsterData* monster = static_cast<MonsterData*>(lua_touserdata(L, 1));
lua_pushstring(L, monster->GetAvatar().c_str());
return 1;
}
static int setScript(lua_State* L) {
MonsterData* monster = static_cast<MonsterData*>(lua_touserdata(L, 1));
luaL_unref(L, LUA_REGISTRYINDEX, monster->GetScriptReference());
monster->SetScriptReference(luaL_ref(L, LUA_REGISTRYINDEX));
return 0;
}
static int getScript(lua_State* L) {
MonsterData* monster = static_cast<MonsterData*>(lua_touserdata(L, 1));
lua_pushinteger(L, monster->GetScriptReference());
lua_gettable(L, LUA_REGISTRYINDEX);
return 1;
}
static const luaL_Reg monsterLib[] = {
{"SetAvatar", setAvatar},
{"GetAvatar", getAvatar},
{"SetScript", setScript},
{"GetScript", getScript},
{nullptr, nullptr}
};
LUAMOD_API int openMonsterAPI(lua_State* L) {
//the local table
luaL_newlib(L, monsterLib);
//get the parent table
luaL_requiref(L, TORTUGA_ENTITY_API, openEntityAPI, false);
//clone the parent table into the local table
lua_pushnil(L); //first key
while(lua_next(L, -2)) {
//copy the key-value pair
lua_pushvalue(L, -2);
lua_pushvalue(L, -2);
//push the copy to the local table
lua_settable(L, -6);
//pop the original value before continuing
lua_pop(L, 1);
}
//remove the parent table, leaving the expanded child table
lua_pop(L, 1);
return 1;
}
+1 -5
View File
@@ -22,11 +22,7 @@
#ifndef MONSTERAPI_HPP_
#define MONSTERAPI_HPP_
#if defined(__MINGW32__)
#include "lua/lua.hpp"
#else
#include "lua.hpp"
#endif
#include "lua.hpp"
#define TORTUGA_MONSTER_API "monster"
LUAMOD_API int openMonsterAPI(lua_State* L);
+4 -4
View File
@@ -25,14 +25,14 @@ std::string MonsterData::SetAvatar(std::string s) {
return avatar = s;
}
int MonsterData::SetScriptReference(int i) {
return scriptRef = i;
}
std::string MonsterData::GetAvatar() {
return avatar;
}
int MonsterData::SetScriptReference(int i) {
return scriptRef = i;
}
int MonsterData::GetScriptReference() {
return scriptRef;
}
+2 -2
View File
@@ -32,9 +32,9 @@ public:
~MonsterData() = default;
std::string SetAvatar(std::string);
int SetScriptReference(int);
std::string GetAvatar();
int SetScriptReference(int);
int GetScriptReference();
private:
+16 -24
View File
@@ -21,26 +21,22 @@
*/
#include "monster_manager.hpp"
MonsterManager::MonsterManager() {
//EMPTY
}
MonsterManager::~MonsterManager() {
UnloadAll();
}
int MonsterManager::Create(std::string) {
//TODO
}
int MonsterManager::Load(std::string) {
//TODO
}
int MonsterManager::Save(int uid) {
//TODO
}
void MonsterManager::Unload(int uid) {
//TODO
}
void MonsterManager::Delete(int uid) {
//TODO
}
void MonsterManager::UnloadAll() {
//TODO
}
@@ -57,22 +53,10 @@ int MonsterManager::GetLoadedCount() {
//TODO
}
int MonsterManager::GetTotalCount() {
//TODO
}
std::map<int, MonsterData>* MonsterManager::GetContainer() {
//TODO
}
sqlite3* MonsterManager::SetDatabase(sqlite3* db) {
//TODO
}
sqlite3* MonsterManager::GetDatabase() {
//TODO
}
lua_State* MonsterManager::SetLuaState(lua_State* L) {
//TODO
}
@@ -80,3 +64,11 @@ lua_State* MonsterManager::SetLuaState(lua_State* L) {
lua_State* MonsterManager::GetLuaState() {
//TODO
}
sqlite3* MonsterManager::SetDatabase(sqlite3* db) {
//TODO
}
sqlite3* MonsterManager::GetDatabase() {
//TODO
}
+9 -21
View File
@@ -23,28 +23,22 @@
#define MONSTERMANAGER_HPP_
#include "monster_data.hpp"
#include "singleton.hpp"
#ifdef __unix__
#include "lua.hpp"
#include "sqlite3.h"
#else
#include "lua/lua.hpp"
#include "sqlite3/sqlite3.h"
#endif
#include "lua.hpp"
#include "sqlite3.h"
#include <functional>
#include <map>
#include <string>
class MonsterManager: public Singleton<MonsterManager> {
class MonsterManager {
public:
MonsterManager();
~MonsterManager();
//common public methods
int Create(std::string);
int Load(std::string);
int Save(int uid);
void Unload(int uid);
void Delete(int uid);
void UnloadAll();
void UnloadIf(std::function<bool(std::pair<const int, MonsterData const&>)> fn);
@@ -52,25 +46,19 @@ public:
//accessors & mutators
MonsterData* Get(int uid);
int GetLoadedCount();
int GetTotalCount();
std::map<int, MonsterData>* GetContainer();
//hooks
sqlite3* SetDatabase(sqlite3* db);
sqlite3* GetDatabase();
lua_State* SetLuaState(lua_State* L);
lua_State* GetLuaState();
sqlite3* SetDatabase(sqlite3* db);
sqlite3* GetDatabase();
private:
friend Singleton<MonsterManager>;
MonsterManager() = default;
~MonsterManager() = default;
//members
std::map<int, MonsterData> elementMap;
sqlite3* database = nullptr;
lua_State* lua = nullptr;
sqlite3* database = nullptr;
};
#endif
+1 -5
View File
@@ -22,11 +22,7 @@
#ifndef MONSTERMANAGERAPI_HPP_
#define MONSTERMANAGERAPI_HPP_
#if defined(__MINGW32__)
#include "lua/lua.hpp"
#else
#include "lua.hpp"
#endif
#include "lua.hpp"
#define TORTUGA_MONSTER_MANAGER_API "monster_manager"
LUAMOD_API int openMonsterManagerAPI(lua_State* L);
+55
View File
@@ -0,0 +1,55 @@
/* Copyright: (c) Kayne Ruse 2013-2015
*
* 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 "monster_system_api.hpp"
//all monster API headers
#include "monster_api.hpp"
#include "monster_manager_api.hpp"
//useful "globals"
//...
//This mimics linit.c to create a nested collection of all monster modules.
static const luaL_Reg funcs[] = {
{nullptr, nullptr}
};
static const luaL_Reg libs[] = {
{"Monster", openMonsterAPI},
{"MonsterManager", openMonsterManagerAPI},
{nullptr, nullptr}
};
int openMonsterSystemAPI(lua_State* L) {
//create the table
luaL_newlibtable(L, libs);
//push the "global" functions
luaL_setfuncs(L, funcs, 0);
//push the substable
for (const luaL_Reg* lib = libs; lib->func; lib++) {
lib->func(L);
lua_setfield(L, -2, lib->name);
}
return 1;
}
@@ -19,16 +19,12 @@
* 3. This notice may not be removed or altered from any source
* distribution.
*/
#ifndef TILESHEETAPI_HPP_
#define TILESHEETAPI_HPP_
#ifndef MONSTERSYSTEMAPI_HPP_
#define MONSTERSYSTEMAPI_HPP_
#if defined(__MINGW32__)
#include "lua/lua.hpp"
#else
#include "lua.hpp"
#endif
#include "lua.hpp"
#define TORTUGA_TILE_SHEET_NAME "tile_sheet"
LUAMOD_API int openTileSheetAPI(lua_State* L);
#define TORTUGA_MONSTER_SYSTEM_API "monster_system"
LUAMOD_API int openMonsterSystemAPI(lua_State* L);
#endif
#endif
+1 -1
View File
@@ -1,5 +1,5 @@
#config
INCLUDES+=. ../entities ../server_utilities ../../common/map ../../common/utilities
INCLUDES+=. ../characters ../entities ../monsters ../server_utilities ../waypoints ../../common/gameplay ../../common/map ../../common/utilities
LIBS+=
CXXFLAGS+=-std=c++11 $(addprefix -I,$(INCLUDES))
+18 -2
View File
@@ -53,8 +53,20 @@ static int getPager(lua_State* L) {
return 1;
}
static int getMonsterMgr(lua_State* L) {
RoomData* room = reinterpret_cast<RoomData*>(lua_touserdata(L, 1));
lua_pushlightuserdata(L, reinterpret_cast<void*>(room->GetMonsterMgr()) );
return 1;
}
static int getWaypointMgr(lua_State* L) {
RoomData* room = reinterpret_cast<RoomData*>(lua_touserdata(L, 1));
lua_pushlightuserdata(L, reinterpret_cast<void*>(room->GetWaypointMgr()) );
return 1;
}
static int initialize(lua_State* L) {
//set the members of the given room
//TODO: This could fit into the room system's globals
RoomData* room = static_cast<RoomData*>(lua_touserdata(L, 1));
//set the refs of these parameters (backwards, since it pops from the top of the stack)
@@ -68,11 +80,15 @@ static int initialize(lua_State* L) {
}
static const luaL_Reg roomLib[] = {
{"GetPager",getPager},
{"SetName", setRoomName},
{"GetName", getRoomName},
{"SetTileset", setTilesetName},
{"GetTileset", getTilesetName},
{"GetPager",getPager},
{"GetMonsterMgr",getMonsterMgr},
{"GetWaypointMgr",getWaypointMgr},
{"Initialize", initialize},
{nullptr, nullptr}
};
+1 -5
View File
@@ -22,11 +22,7 @@
#ifndef ROOMAPI_HPP_
#define ROOMAPI_HPP_
#if defined(__MINGW32__)
#include "lua/lua.hpp"
#else
#include "lua.hpp"
#endif
#include "lua.hpp"
#define TORTUGA_ROOM_API "room"
LUAMOD_API int openRoomAPI(lua_State* L);
+10 -2
View File
@@ -41,6 +41,14 @@ RegionPagerLua* RoomData::GetPager() {
return &pager;
}
std::list<Entity*>* RoomData::GetEntityList() {
return &entityList;
MonsterManager* RoomData::GetMonsterMgr() {
return &monsterMgr;
}
WaypointManager* RoomData::GetWaypointMgr() {
return &waypointMgr;
}
std::list<CharacterData*>* RoomData::GetCharacterList() {
return &characterList;
}
+10 -8
View File
@@ -22,14 +22,12 @@
#ifndef ROOMDATA_HPP_
#define ROOMDATA_HPP_
#include "entity.hpp"
#include "character_data.hpp"
#include "monster_manager.hpp"
#include "region_pager_lua.hpp"
#include "waypoint_manager.hpp"
#if defined(__MINGW32__)
#include "lua/lua.hpp"
#else
#include "lua.hpp"
#endif
#include "lua.hpp"
#include <list>
#include <string>
@@ -47,7 +45,9 @@ public:
std::string GetTileset();
RegionPagerLua* GetPager();
std::list<Entity*>* GetEntityList();
MonsterManager* GetMonsterMgr();
WaypointManager* GetWaypointMgr();
std::list<CharacterData*>* GetCharacterList();
//TODO: triggers for unload, save, per-second, player enter, player exit, etc.
@@ -59,7 +59,9 @@ private:
std::string tilesetName;
RegionPagerLua pager;
std::list<Entity*> entityList;
MonsterManager monsterMgr;
WaypointManager waypointMgr;
std::list<CharacterData*> characterList;
};
#endif
+42 -45
View File
@@ -24,10 +24,6 @@
#include "room_api.hpp"
#include <stdexcept>
#include <sstream>
//debug
#include <iostream>
//-------------------------
//public access methods
@@ -40,52 +36,14 @@ int RoomManager::Create(std::string roomName, std::string tileset) {
newRoom->SetTileset(tileset);
newRoom->pager.SetLuaState(lua);
newRoom->monsterMgr.SetLuaState(lua);
newRoom->monsterMgr.SetDatabase(database);
newRoom->waypointMgr.SetLuaState(lua);
//finish the routine
return counter++;
}
void RoomManager::PushEntity(Entity const* entity) {
if (!entity) {
throw(std::runtime_error("Failed to push null entity"));
}
std::map<int, RoomData>::iterator it = elementMap.find(entity->GetRoomIndex());
if (it == elementMap.end()) {
std::ostringstream msg;
// msg << "Failed to push entity; Room index not found: " << entity->GetRoomIndex() << std::endl;
throw(std::runtime_error(msg.str()));
}
it->second.entityList.push_back(const_cast<Entity*>(entity));
std::cout << "\troom[" << it->first << "].entityList.size(): " << it->second.entityList.size() << std::endl;
std::cout << "\tEntity: " << int(entity) << "," << int(it->second.entityList.front()) << std::endl;
}
void RoomManager::PopEntity(Entity const* entity) {
if (!entity) {
throw(std::runtime_error("Failed to pop null entity"));
}
std::map<int, RoomData>::iterator it = elementMap.find(entity->GetRoomIndex());
if (it == elementMap.end()) {
std::ostringstream msg;
msg << "Failed to pop entity; Room index not found: " << entity->GetRoomIndex() << std::endl;
throw(std::runtime_error(msg.str()));
}
it->second.entityList.remove_if([entity](Entity* ptr) -> bool {
bool b = (entity == ptr);
std::cout << "\tmatch(" << int(ptr) << "," << int(entity) << "): " << b << std::endl;
return b;
});
std::cout << "\troom[" << it->first << "].entityList.size(): " << it->second.entityList.size() << std::endl;
}
void RoomManager::UnloadAll() {
elementMap.clear();
}
@@ -102,6 +60,37 @@ void RoomManager::UnloadIf(std::function<bool(std::pair<const int, RoomData cons
}
}
void RoomManager::PushCharacter(CharacterData* character) {
if (!character) {
throw(std::runtime_error("Failed to push a null character to a room"));
}
RoomData* room = Get(character->GetRoomIndex());
if (!room) {
throw(std::runtime_error("Failed to push an character to a non-existant room"));
}
room->characterList.push_back(character);
}
void RoomManager::PopCharacter(CharacterData const* character) {
//NOTE: to pop an character from a room, the character must first exist
if (!character) {
throw(std::runtime_error("Failed to pop a null character to a room"));
}
RoomData* room = Get(character->GetRoomIndex());
if (!room) {
throw(std::runtime_error("Failed to pop an character to a non-existant room"));
}
room->characterList.remove_if([character](CharacterData* ptr) {
return character == ptr;
});
}
RoomData* RoomManager::Get(int uid) {
std::map<int, RoomData>::iterator it = elementMap.find(uid);
@@ -136,3 +125,11 @@ lua_State* RoomManager::SetLuaState(lua_State* L) {
lua_State* RoomManager::GetLuaState() {
return lua;
}
sqlite3* RoomManager::SetDatabase(sqlite3* db) {
return database = db;
}
sqlite3* RoomManager::GetDatabase() {
return database;
}
+9 -9
View File
@@ -22,15 +22,12 @@
#ifndef ROOMMANAGER_HPP_
#define ROOMMANAGER_HPP_
#include "entity.hpp"
#include "character_data.hpp"
#include "room_data.hpp"
#include "singleton.hpp"
#if defined(__MINGW32__)
#include "lua/lua.hpp"
#else
#include "lua.hpp"
#endif
#include "lua.hpp"
#include "sqlite3.h"
#include <functional>
#include <map>
@@ -40,12 +37,12 @@ public:
//common public methods
int Create(std::string name, std::string tileset);
void PushEntity(Entity const* entity);
void PopEntity(Entity const* entity);
void UnloadAll();
void UnloadIf(std::function<bool(std::pair<const int, RoomData const&>)> fn);
void PushCharacter(CharacterData* character);
void PopCharacter(CharacterData const* character);
//accessors and mutators
RoomData* Get(int uid);
RoomData* Get(std::string name);
@@ -55,6 +52,8 @@ public:
//hooks
lua_State* SetLuaState(lua_State* L);
lua_State* GetLuaState();
sqlite3* SetDatabase(sqlite3* db);
sqlite3* GetDatabase();
private:
friend Singleton<RoomManager>;
@@ -65,6 +64,7 @@ private:
//members
std::map<int, RoomData> elementMap;
lua_State* lua = nullptr;
sqlite3* database = nullptr;
int counter = 0;
};
+1 -5
View File
@@ -22,11 +22,7 @@
#ifndef ROOMMANAGERAPI_HPP_
#define ROOMMANAGERAPI_HPP_
#if defined(__MINGW32__)
#include "lua/lua.hpp"
#else
#include "lua.hpp"
#endif
#include "lua.hpp"
#define TORTUGA_ROOM_MANAGER_API "room_manager"
LUAMOD_API int openRoomManagerAPI(lua_State* L);
+1 -5
View File
@@ -22,11 +22,7 @@
#ifndef ROOMSYSTEMAPI_HPP_
#define ROOMSYSTEMAPI_HPP_
#if defined(__MINGW32__)
#include "lua/lua.hpp"
#else
#include "lua.hpp"
#endif
#include "lua.hpp"
#define TORTUGA_ROOM_SYSTEM_API "room_system"
LUAMOD_API int openRoomSystemAPI(lua_State* L);
+6 -14
View File
@@ -28,7 +28,6 @@
#include "client_manager.hpp"
#include "monster_manager.hpp"
#include "room_manager.hpp"
#include "waypoint_manager.hpp"
//utilities
#include "config_utility.hpp"
@@ -39,13 +38,8 @@
#include "singleton.hpp"
//APIs
#if defined(__MINGW32__)
#include "lua/lua.hpp"
#include "sqlite3/sqlite3.h"
#else
#include "lua.hpp"
#include "sqlite3.h"
#endif
#include "lua.hpp"
#include "sqlite3.h"
#include "SDL/SDL.h"
@@ -107,12 +101,12 @@ private:
void HandleCharacterUnload(CharacterPacket* const);
//character movement
void HandleCharacterSetRoom(CharacterPacket* const);
void HandleCharacterSetOrigin(CharacterPacket* const);
void HandleCharacterSetMotion(CharacterPacket* const);
void HandleCharacterMovement(CharacterPacket* const);
void HandleCharacterAttack(CharacterPacket* const);
//utility methods
void PumpPacket(SerialPacket* const);
void PumpPacketProximity(SerialPacket* const argPacket, int roomIndex, Vector2 position, int distance);
void CopyCharacterToPacket(CharacterPacket* const packet, int characterIndex);
//APIs and utilities
@@ -120,12 +114,10 @@ private:
lua_State* luaState = nullptr;
//ugly references; I hate this
ClientManager& clientMgr = ClientManager::GetSingleton();
AccountManager& accountMgr = AccountManager::GetSingleton();
CharacterManager& characterMgr = CharacterManager::GetSingleton();
ClientManager& clientMgr = ClientManager::GetSingleton();
MonsterManager& monsterMgr = MonsterManager::GetSingleton();
RoomManager& roomMgr = RoomManager::GetSingleton();
WaypointManager& waypointMgr = WaypointManager::GetSingleton();
ConfigUtility& config = ConfigUtility::GetSingleton();
UDPNetworkUtility& network = UDPNetworkUtility::GetSingleton();
+46 -109
View File
@@ -45,8 +45,8 @@ void ServerApplication::HandleCharacterCreate(CharacterPacket* const argPacket)
return;
}
//push this character to the rooms
// roomMgr.PushEntity(static_cast<Entity*>(characterMgr.Get(characterIndex)));
//push to the rooms
roomMgr.PushCharacter(characterMgr.Get(characterIndex));
//pump this character to all clients
CharacterPacket newPacket;
@@ -89,8 +89,10 @@ void ServerApplication::HandleCharacterDelete(CharacterPacket* const argPacket)
return;
}
//pop from the rooms
roomMgr.PopCharacter(characterMgr.Get(characterIndex));
//delete the character
// roomMgr.PopEntity(static_cast<Entity*>(characterMgr.Get(characterIndex)));
characterMgr.Delete(characterIndex);
//pump character delete
@@ -123,9 +125,8 @@ void ServerApplication::HandleCharacterLoad(CharacterPacket* const argPacket) {
return;
}
//push this character to the rooms
std::cout << "pushing index " << characterIndex << std::endl;
roomMgr.PushEntity(static_cast<Entity*>(characterMgr.Get(characterIndex)));
//push to the rooms
roomMgr.PushCharacter(characterMgr.Get(characterIndex));
//pump this character to all clients
CharacterPacket newPacket;
@@ -157,9 +158,10 @@ void ServerApplication::HandleCharacterUnload(CharacterPacket* const argPacket)
return;
}
//pop from the rooms
roomMgr.PopCharacter(characterData);
//unload the character
std::cout << "poping index " << argPacket->characterIndex << std::endl;
roomMgr.PopEntity(static_cast<Entity*>(characterData));
characterMgr.Unload(argPacket->characterIndex);
//pump character delete
@@ -173,105 +175,15 @@ void ServerApplication::HandleCharacterUnload(CharacterPacket* const argPacket)
//character movement
//-------------------------
//TODO: ? Could replace this verbosity with a "verify" method, taking a client, account and character ptr as arguments
//TODO: Could replace this verbosity with a "verify" method, taking a client, account and character ptr as arguments
void ServerApplication::HandleCharacterSetRoom(CharacterPacket* const argPacket) {
void ServerApplication::HandleCharacterMovement(CharacterPacket* const argPacket) {
//get the specified objects
AccountData* accountData = accountMgr.Get(argPacket->accountIndex);
CharacterData* characterData = characterMgr.Get(argPacket->characterIndex);
if (!accountData || !characterData) {
throw(std::runtime_error("Failed to set character room, missing data"));
}
//get this account's client
ClientData* clientData = clientMgr.Get(accountData->GetClientIndex());
//check for fraud
if (clientData->GetAddress() != argPacket->srcAddress) {
std::cerr << "Falsified set character origin targeting uid(" << argPacket->characterIndex << ")" << std::endl;
return;
}
//check if allowed
if (characterData->GetOwner() != argPacket->accountIndex && !accountData->GetModerator() && !accountData->GetAdministrator()) {
//TODO: send to the client?
std::cerr << "Failed to set character room due to lack of permissions targeting uid(" << argPacket->characterIndex << ")" << std::endl;
return;
}
//pop from the rooms
roomMgr.PopEntity(static_cast<Entity*>(characterData));
//set the character's room, zero it's origin, zero it's motion
characterData->SetRoomIndex(argPacket->roomIndex);
characterData->SetOrigin({0, 0});
characterData->SetMotion({0, 0});
//push to the rooms
roomMgr.PushEntity(static_cast<Entity*>(characterData));
//update the clients
CharacterPacket newPacket;
CopyCharacterToPacket(&newPacket, argPacket->characterIndex);
newPacket.type = SerialPacketType::CHARACTER_SET_ROOM;
PumpPacket(&newPacket);
}
void ServerApplication::HandleCharacterSetOrigin(CharacterPacket* const argPacket) {
//get the specified objects
AccountData* accountData = accountMgr.Get(argPacket->accountIndex);
CharacterData* characterData = characterMgr.Get(argPacket->characterIndex);
if (!accountData || !characterData) {
throw(std::runtime_error("Failed to set character origin, missing data"));
}
//get this account's client
ClientData* clientData = clientMgr.Get(accountData->GetClientIndex());
//check for fraud
if (clientData->GetAddress() != argPacket->srcAddress) {
std::cerr << "Falsified set character origin targeting uid(" << argPacket->characterIndex << ")" << std::endl;
return;
}
//check if allowed
if (characterData->GetOwner() != argPacket->accountIndex && !accountData->GetModerator() && !accountData->GetAdministrator()) {
//TODO: send to the client?
std::cerr << "Failed to set character origin due to lack of permissions targeting uid(" << argPacket->characterIndex << ")" << std::endl;
return;
}
//set the character's origin, zero it's motion
characterData->SetOrigin(argPacket->origin);
characterData->SetMotion({0, 0});
//update the clients
CharacterPacket newPacket;
CopyCharacterToPacket(&newPacket, argPacket->characterIndex);
newPacket.type = SerialPacketType::CHARACTER_SET_ORIGIN;
PumpPacket(&newPacket);
}
void ServerApplication::HandleCharacterSetMotion(CharacterPacket* const argPacket) {
//get the specified objects
AccountData* accountData = accountMgr.Get(argPacket->accountIndex);
if (!accountData) {
std::ostringstream msg;
msg << "Failed to set character motion, missing account: Index " << argPacket->accountIndex << "; ";
msg << "Number of accounts loaded: " << accountMgr.GetContainer()->size();
throw(std::runtime_error(msg.str()));
}
CharacterData* characterData = characterMgr.Get(argPacket->characterIndex);
if (!characterData) {
std::ostringstream msg;
msg << "Failed to set character motion, missing character: Index " << argPacket->characterIndex << "; ";
msg << "Number of characters loaded: " << characterMgr.GetContainer()->size();
throw(std::runtime_error(msg.str()));
throw(std::runtime_error("Failed to move a character, missing data"));
}
//get this account's client
@@ -290,13 +202,38 @@ void ServerApplication::HandleCharacterSetMotion(CharacterPacket* const argPacke
return;
}
//set the character's origin and motion
characterData->SetOrigin(argPacket->origin);
characterData->SetMotion(argPacket->motion);
//check if moving rooms
if (characterData->GetRoomIndex() != argPacket->roomIndex) {
//delete from the old room
CharacterPacket newPacket;
CopyCharacterToPacket(&newPacket, argPacket->characterIndex);
newPacket.type = SerialPacketType::CHARACTER_DELETE;
PumpPacketProximity(&newPacket, characterData->GetRoomIndex(), characterData->GetOrigin(), -1);
//update the clients
CharacterPacket newPacket;
CopyCharacterToPacket(&newPacket, argPacket->characterIndex);
newPacket.type = SerialPacketType::CHARACTER_SET_MOTION;
PumpPacket(&newPacket);
//move the character between rooms
roomMgr.PopCharacter(characterData);
characterData->SetRoomIndex(argPacket->roomIndex);
roomMgr.PushCharacter(characterData);
//create in the new room
CopyCharacterToPacket(&newPacket, argPacket->characterIndex);
newPacket.type = SerialPacketType::CHARACTER_CREATE;
PumpPacketProximity(&newPacket, characterData->GetRoomIndex(), characterData->GetOrigin(), -1);
}
//if not moving between rooms
else {
//set the character's origin and motion
characterData->SetOrigin(argPacket->origin);
characterData->SetMotion(argPacket->motion);
//update the clients
CharacterPacket newPacket;
CopyCharacterToPacket(&newPacket, argPacket->characterIndex);
newPacket.type = SerialPacketType::CHARACTER_MOVEMENT;
PumpPacketProximity(&newPacket, characterData->GetRoomIndex(), characterData->GetOrigin(), -1);
}
}
void ServerApplication::HandleCharacterAttack(CharacterPacket* const) {
//TODO: bounce graphical attack data
}
+15 -21
View File
@@ -23,7 +23,6 @@
//utility functions
#include "sql_tools.hpp"
#include "utility.hpp"
//std & STL
#include <stdexcept>
@@ -105,7 +104,7 @@ void ServerApplication::Init(int argc, char* argv[]) {
characterMgr.SetDatabase(database);
roomMgr.SetLuaState(luaState);
waypointMgr.SetLuaState(luaState);
roomMgr.SetDatabase(database);
std::cout << "Internal managers initialized" << std::endl;
@@ -187,7 +186,7 @@ void ServerApplication::Proc() {
std::cerr << "Client dropped: " << disconnected << std::endl;
}
//give the computer a break
//give the machine a break
SDL_Delay(10);
}
delete reinterpret_cast<char*>(packetBuffer);
@@ -202,9 +201,7 @@ void ServerApplication::Quit() {
accountMgr.UnloadAll();
characterMgr.UnloadAll();
clientMgr.UnloadAll();
monsterMgr.UnloadAll();
roomMgr.UnloadAll();
waypointMgr.UnloadAll();
//APIs
lua_close(luaState);
@@ -279,27 +276,24 @@ void ServerApplication::HandlePacket(SerialPacket* const argPacket) {
HandleCharacterUnload(static_cast<CharacterPacket*>(argPacket));
break;
//character movement
case SerialPacketType::CHARACTER_SET_ROOM:
HandleCharacterSetRoom(static_cast<CharacterPacket*>(argPacket));
/* case SerialPacketType::QUERY_CHARACTER_EXISTS:
//
break;
case SerialPacketType::CHARACTER_SET_ORIGIN:
HandleCharacterSetOrigin(static_cast<CharacterPacket*>(argPacket));
break;
case SerialPacketType::CHARACTER_SET_MOTION:
HandleCharacterSetMotion(static_cast<CharacterPacket*>(argPacket));
break;
/*
case SerialPacketType::QUERY_CHARACTER_STATS:
// HandleCharacterStatsRequest(static_cast<RegionPacket*>(argPacket));
//
break;
case SerialPacketType::QUERY_CHARACTER_LOCATION:
// HandleCharacterStatsRequest(static_cast<RegionPacket*>(argPacket));
//
break;
case SerialPacketType::TEXT_BROADCAST:
// HandleCharacterStatsRequest(static_cast<RegionPacket*>(argPacket));
*/
//character movement
case SerialPacketType::CHARACTER_MOVEMENT:
HandleCharacterMovement(static_cast<CharacterPacket*>(argPacket));
break;
case SerialPacketType::CHARACTER_ATTACK:
HandleCharacterAttack(static_cast<CharacterPacket*>(argPacket));
break;
/*
//enemy management
//TODO: enemy management
@@ -309,7 +303,7 @@ void ServerApplication::HandlePacket(SerialPacket* const argPacket) {
default: {
std::ostringstream msg;
msg << "Unknown SerialPacketType encountered in the server: ";
msg << to_string_custom(static_cast<int>(argPacket->type));
msg << static_cast<int>(argPacket->type);
throw(std::runtime_error(msg.str()));
}
break;
+17 -3
View File
@@ -143,7 +143,6 @@ void ServerApplication::FullAccountUnload(int index) {
}
void ServerApplication::FullCharacterUnload(int index) {
//BUG: #38 UnloadIf() lambas are taking COPIES of data structures, rather than the structures themselves
characterMgr.UnloadIf([&](std::pair<const int, CharacterData const&> character) -> bool {
//skip the wrong characters
if (character.first != index) {
@@ -151,8 +150,7 @@ void ServerApplication::FullCharacterUnload(int index) {
}
//pop from the rooms
std::cout << "popping index " << index << std::endl;
roomMgr.PopEntity(reinterpret_cast<Entity const*>(&character.second));
roomMgr.PopCharacter(&character.second);
//pump character unload
CharacterPacket newPacket;
@@ -177,6 +175,22 @@ void ServerApplication::PumpPacket(SerialPacket* const argPacket) {
}
}
void ServerApplication::PumpPacketProximity(SerialPacket* const argPacket, int roomIndex, Vector2 position, int distance) {
RoomData* room = roomMgr.Get(roomIndex);
if (!room) {
throw(std::runtime_error("Failed to pump to a non-existant room"));
}
for (auto& character : *room->GetCharacterList()) {
if (distance == -1 || (character->GetOrigin() - position).Length() <= distance) {
AccountData* account = accountMgr.Get(character->GetOwner());
ClientData* client = clientMgr.Get(account->GetClientIndex());
network.SendTo(client->GetAddress(), argPacket);
}
}
}
void ServerApplication::CopyCharacterToPacket(CharacterPacket* const packet, int characterIndex) {
CharacterData* character = characterMgr.Get(characterIndex);
if (!character) {
+1 -1
View File
@@ -1,5 +1,5 @@
#config
INCLUDES+=. ../../common/utilities
INCLUDES+=.
LIBS+=
CXXFLAGS+=-std=c++11 $(addprefix -I,$(INCLUDES))
+4 -4
View File
@@ -21,10 +21,9 @@
*/
#include "sql_tools.hpp"
#include "utility.hpp"
#include <stdexcept>
#include <fstream>
#include <sstream>
#include <cstdlib>
int runSQLScript(sqlite3* db, std::string fname, int (*callback)(void*,int,char**,char**), void* argPtr) {
@@ -42,9 +41,10 @@ int runSQLScript(sqlite3* db, std::string fname, int (*callback)(void*,int,char*
int ret = sqlite3_exec(db, script.c_str(), callback, argPtr, &errmsg);
if (ret != SQLITE_OK) {
//handle any errors received from the SQL
std::runtime_error e(std::string() + "SQL Script Error " + to_string_custom(ret) + ": " + errmsg);
std::ostringstream msg;
msg << "SQL Script Error " << ret << ": " << errmsg;
free(errmsg);
throw(e);
throw(std::runtime_error( msg.str() ));
}
return ret;
}
+1 -5
View File
@@ -22,11 +22,7 @@
#ifndef SERVERUTILITY_HPP_
#define SERVERUTILITY_HPP_
#if defined(__MINGW32__)
#include "sqlite3/sqlite3.h"
#else
#include "sqlite3.h"
#endif
#include "sqlite3.h"
#include <string>
+58 -1
View File
@@ -23,8 +23,65 @@
#include "waypoint_data.hpp"
//TODO: Can I alias the entity API for this?
//origin
static int setOrigin(lua_State* L) {
WaypointData* waypoint = static_cast<WaypointData*>(lua_touserdata(L, 1));
waypoint->SetOrigin(Vector2(lua_tonumber(L, 2), lua_tonumber(L, 3)));
return 0;
}
static int getOrigin(lua_State* L) {
WaypointData* waypoint = static_cast<WaypointData*>(lua_touserdata(L, 1));
lua_pushnumber(L, waypoint->GetOrigin().x);
lua_pushnumber(L, waypoint->GetOrigin().y);
return 2;
}
//bounds
static int setBoundingBox(lua_State* L) {
WaypointData* waypoint = static_cast<WaypointData*>(lua_touserdata(L, 1));
waypoint->SetBoundingBox(BoundingBox(
lua_tonumber(L, 2),
lua_tonumber(L, 3),
lua_tonumber(L, 4),
lua_tonumber(L, 5)
));
return 0;
}
static int getBoundingBox(lua_State* L) {
WaypointData* waypoint = static_cast<WaypointData*>(lua_touserdata(L, 1));
lua_pushnumber(L, waypoint->GetBoundingBox().x);
lua_pushnumber(L, waypoint->GetBoundingBox().y);
lua_pushnumber(L, waypoint->GetBoundingBox().w);
lua_pushnumber(L, waypoint->GetBoundingBox().h);
return 4;
}
//triggers
static int setTriggerReference(lua_State* L) {
WaypointData* waypoint = static_cast<WaypointData*>(lua_touserdata(L, 1));
luaL_unref(L, LUA_REGISTRYINDEX, waypoint->GetTriggerReference());
waypoint->SetTriggerReference(luaL_ref(L, LUA_REGISTRYINDEX));
return 0;
}
static int getTriggerReference(lua_State* L) {
WaypointData* waypoint = static_cast<WaypointData*>(lua_touserdata(L, 1));
lua_pushinteger(L, waypoint->GetTriggerReference());
lua_gettable(L, LUA_REGISTRYINDEX);
return 1;
}
static const luaL_Reg waypointLib[] = {
{"SetOrigin",setOrigin},
{"GetOrigin",getOrigin},
{"SetBounds",setBoundingBox},
{"GetBounds",getBoundingBox},
{"SetTrigger",setTriggerReference},
{"GetTrigger",getTriggerReference},
{nullptr, nullptr}
};
+1 -5
View File
@@ -22,11 +22,7 @@
#ifndef WAYPOINTAPI_HPP_
#define WAYPOINTAPI_HPP_
#if defined(__MINGW32__)
#include "lua/lua.hpp"
#else
#include "lua.hpp"
#endif
#include "lua.hpp"
#define TORTUGA_WAYPOINT_API "waypoint"
LUAMOD_API int openWaypointAPI(lua_State* L);
+17 -1
View File
@@ -27,4 +27,20 @@ int WaypointData::SetTriggerReference(int i) {
int WaypointData::GetTriggerReference() {
return triggerRef;
}
}
BoundingBox WaypointData::SetBoundingBox(BoundingBox b) {
return bounds = b;
}
BoundingBox WaypointData::GetBoundingBox() {
return bounds;
}
Vector2 WaypointData::SetOrigin(Vector2 v) {
return origin = v;
}
Vector2 WaypointData::GetOrigin() {
return origin;
}
+12 -7
View File
@@ -22,27 +22,32 @@
#ifndef WAYPOINTDATA_HPP_
#define WAYPOINTDATA_HPP_
#include "entity.hpp"
#include "bounding_box.hpp"
#include "vector2.hpp"
#if defined(__MINGW32__)
#include "lua/lua.hpp"
#else
#include "lua.hpp"
#endif
#include "lua.hpp"
#include <string>
class WaypointData: public Entity {
class WaypointData {
public:
WaypointData() = default;
~WaypointData() = default;
Vector2 SetOrigin(Vector2 v);
Vector2 GetOrigin();
BoundingBox SetBoundingBox(BoundingBox b);
BoundingBox GetBoundingBox();
int SetTriggerReference(int i);
int GetTriggerReference();
private:
friend class WaypointManager;
Vector2 origin;
BoundingBox bounds;
int triggerRef = LUA_NOREF;
};
+52 -20
View File
@@ -21,46 +21,78 @@
*/
#include "waypoint_manager.hpp"
WaypointManager::WaypointManager() {
//EMPTY
}
WaypointManager::~WaypointManager() {
UnloadAll();
}
int WaypointManager::Create() {
//TODO
//implicitly creates the element
WaypointData& waypointData = elementMap[counter];
//no real values set
waypointData.origin = {0, 0};
waypointData.bounds = {0, 0, 0, 0};
return counter++;
}
int WaypointManager::Load() {
//TODO
}
int WaypointManager::Create(Vector2 origin, BoundingBox bounds) {
//implicitly creates the element
WaypointData& waypointData = elementMap[counter];
int WaypointManager::Save(int uid) {
//TODO
waypointData.origin = origin;
waypointData.bounds = bounds;
return counter++;
}
void WaypointManager::Unload(int uid) {
//TODO
}
void WaypointManager::Delete(int uid) {
//TODO
elementMap.erase(uid);
}
void WaypointManager::UnloadAll() {
//TODO
elementMap.clear();
}
void WaypointManager::UnloadIf(std::function<bool(std::pair<const int, WaypointData const&>)> fn) {
//TODO
std::map<int, WaypointData>::iterator it = elementMap.begin();
while (it != elementMap.end()) {
if (fn(*it)) {
it = elementMap.erase(it);
}
else {
++it;
}
}
}
WaypointData* WaypointManager::Get(int uid) {
//TODO
std::map<int, WaypointData>::iterator it = elementMap.find(uid);
if (it == elementMap.end()) {
return nullptr;
}
return &it->second;
}
int WaypointManager::GetLoadedCount() {
//TODO
}
int WaypointManager::GetTotalCount() {
//TODO
return elementMap.size();
}
std::map<int, WaypointData>* WaypointManager::GetContainer() {
//TODO
return &elementMap;
}
//hooks
lua_State* WaypointManager::SetLuaState(lua_State* L) {
return lua = L;
}
lua_State* WaypointManager::GetLuaState() {
return lua;
}
+10 -20
View File
@@ -22,29 +22,25 @@
#ifndef WAYPOINTMANAGER_HPP_
#define WAYPOINTMANAGER_HPP_
#include "waypoint_data.hpp"
#include "singleton.hpp"
#include "bounding_box.hpp"
#include "vector2.hpp"
#include "waypoint_data.hpp"
#if defined(__MINGW32__)
#include "lua/lua.hpp"
#else
#include "lua.hpp"
#endif
#include "lua.hpp"
#include <functional>
#include <map>
#include <string>
//TODO: should waypoints be managed on a per-room basis?
class WaypointManager: public Singleton<WaypointManager> {
class WaypointManager {
public:
WaypointManager();
~WaypointManager();
//common public methods
int Create();
int Load();
int Save(int uid);
int Create(Vector2 origin, BoundingBox bounds);
void Unload(int uid);
void Delete(int uid);
void UnloadAll();
void UnloadIf(std::function<bool(std::pair<const int, WaypointData const&>)> fn);
@@ -52,19 +48,13 @@ public:
//accessors & mutators
WaypointData* Get(int uid);
int GetLoadedCount();
int GetTotalCount();
std::map<int, WaypointData>* GetContainer();
//hooks
lua_State* SetLuaState(lua_State* L) { return lua = L; }
lua_State* GetLuaState() { return lua; }
lua_State* SetLuaState(lua_State* L);
lua_State* GetLuaState();
private:
friend Singleton<WaypointManager>;
WaypointManager() = default;
~WaypointManager() = default;
//members
std::map<int, WaypointData> elementMap;
lua_State* lua = nullptr;
+28
View File
@@ -23,7 +23,35 @@
#include "waypoint_manager.hpp"
//TODO: figure out a way to iterate through elements of managers from lua
static int create(lua_State* L) {
WaypointManager* mgr = static_cast<WaypointManager*>(lua_touserdata(L, 1));
//TODO
}
static int unload(lua_State* L) {
WaypointManager* mgr = static_cast<WaypointManager*>(lua_touserdata(L, 1));
//TODO
}
static int getWaypoint(lua_State* L) {
WaypointManager* mgr = static_cast<WaypointManager*>(lua_touserdata(L, 1));
lua_pushlightuserdata(L, mgr->Get(lua_tointeger(L, 2)));
return 1;
}
static int getLoadedCount(lua_State* L) {
WaypointManager* mgr = static_cast<WaypointManager*>(lua_touserdata(L, 1));
lua_pushinteger(L, mgr->GetLoadedCount());
return 1;
}
static const luaL_Reg waypointManagerLib[] = {
{"Create",create},
{"Unload",unload},
{"GetWaypoint",getWaypoint},
{"GetCount",getLoadedCount},
{nullptr, nullptr}
};
+1 -5
View File
@@ -22,11 +22,7 @@
#ifndef WAYPOINTMANAGERAPI_HPP_
#define WAYPOINTMANAGERAPI_HPP_
#if defined(__MINGW32__)
#include "lua/lua.hpp"
#else
#include "lua.hpp"
#endif
#include "lua.hpp"
#define TORTUGA_WAYPOINT_MANAGER_API "waypoint_manager"
LUAMOD_API int openWaypointManagerAPI(lua_State* L);
+1 -5
View File
@@ -22,11 +22,7 @@
#ifndef WAYPOINTSYSTEMAPI_HPP_
#define WAYPOINTSYSTEMAPI_HPP_
#if defined(__MINGW32__)
#include "lua/lua.hpp"
#else
#include "lua.hpp"
#endif
#include "lua.hpp"
#define TORTUGA_WAYPOINT_SYSTEM_API "waypoint_system"
LUAMOD_API int openWaypointSystemAPI(lua_State* L);
+4 -2
View File
@@ -1,7 +1,5 @@
TODO: In need of script APIs (list)
* Characters
* Monsters
* Waypoints
TODO: Account passwords (list)
* backbone account server OR
@@ -9,6 +7,8 @@ TODO: Account passwords (list)
* ...
* salts & hashes
TODO: Split config.cfg in two, one for the server and the client
TODO: Add the "home" parameter to the server's config file
TODO: Waypoints, with positions and trigger zones (collision areas) for doors, monster spawns, etc.
TODO: Fix shoddy movement
TODO: Periodic mass server saves
@@ -17,3 +17,5 @@ TODO: Make a way for the server owner to control the server directly
TODO: The TileSheet class should implement the surface itself
TODO: Time delay for requesting region packets
TODO: A proper logging system
TODO: Fix the const-ness of accessors
TODO: Add a screenshot of the game to README.md