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65 Commits

Author SHA1 Message Date
Kayne Ruse f667f503e7 Simple Multiplayer is working 2013-06-25 00:12:53 +10:00
Kayne Ruse 50bef9736c Deleting players on logout 2013-06-24 23:34:48 +10:00
Kayne Ruse 6d1ba24404 Simplified the packet system 2013-06-24 22:59:06 +10:00
Kayne Ruse ebd8c5e6fc Synchronization works 2013-06-24 21:46:11 +10:00
Kayne Ruse 42f9c5e1df Fixed for loops using the auto keyword 2013-06-24 16:31:38 +10:00
Kayne Ruse 3f2fcdf9e1 Players are being added in the client
The client sends a debug player to the server, with a constant movement to
show that the new client _is_ connecting. The next thing to add is the
sync system, so that the clients know what the server looks like when they
first join.
2013-06-24 16:15:48 +10:00
Kayne Ruse 2235f307e7 Added some multiplayer code to the server 2013-06-24 13:31:19 +10:00
Kayne Ruse 23782ff4e3 Removed maximum number of clients 2013-06-24 12:41:10 +10:00
Kayne Ruse 2a46f82f84 Updated README.md 2013-06-24 12:39:31 +10:00
Kayne Ruse 6a32599a69 Fixed a derp with the time 2013-06-24 12:18:36 +10:00
Kayne Ruse 0ca84a8653 Branch 'dev-map' is stable, merging into 'dev' 2013-06-24 10:45:51 +10:00
Kayne Ruse 66b2d6566c Branch 'dev-char' is stable, merging into 'dev' 2013-06-24 10:43:49 +10:00
Kayne Ruse 56375d64b6 Moved packets into their own namespace 2013-06-24 10:27:43 +10:00
Kayne Ruse 9608761cd5 Moved the entry structs into their own headers 2013-06-24 10:01:52 +10:00
Kayne Ruse c1d03d1cef Changed the name of the editor's main class 2013-06-24 09:26:25 +10:00
Kayne Ruse 09c88c7232 Merge branch 'dev' into dev-map 2013-06-24 09:23:12 +10:00
Kayne Ruse ddb93cfcf1 Changed the name of the client's main class 2013-06-24 09:22:43 +10:00
Kayne Ruse 42787dcb69 Explicitly deleted copy and move constructors 2013-06-24 09:13:27 +10:00
Kayne Ruse fcb17a8116 Merge branch 'dev' into dev-char 2013-06-24 09:02:36 +10:00
Kayne Ruse 2dc21f64fd Merge branch 'dev' into dev-map 2013-06-24 09:01:20 +10:00
Kayne Ruse f049c96df7 Switched from the service locator pattern to singleton pattern 2013-06-24 09:00:50 +10:00
Kayne Ruse d9ffa22b76 Created the editor shell 2013-06-23 16:19:41 +10:00
Kayne Ruse 24654d9e17 Merged the new frame rate system into dev-char 2013-06-23 15:11:24 +10:00
Kayne Ruse 7ad855348f Implemented a simpler frame rate system 2013-06-23 15:05:52 +10:00
Kayne Ruse d833b76856 PlayerCharacter is moving around smoothly 2013-06-23 13:53:55 +10:00
Kayne Ruse 3232925ccd Codebase update 2013-06-22 18:39:56 +10:00
Kayne Ruse e4ffba80aa Fixed incorrect preprocessor guard 2013-06-22 18:22:21 +10:00
Kayne Ruse a4d184ca75 Moved random code out of defines.* 2013-06-21 21:36:48 +10:00
Kayne Ruse 89179626be Improved Vector2 with floats & non-member operators 2013-06-21 15:23:07 +10:00
Kayne Ruse fc381348a5 Updated the game pitch 2013-06-21 14:50:59 +10:00
Kayne Ruse 5e99192fbf Lose focus on a server after a button is released 2013-06-18 19:38:08 +10:00
Kayne Ruse 33adb4b1a5 Put the license header into all source files 2013-06-18 16:40:51 +10:00
Kayne Ruse 33474cc6c0 Smooth connection and disconnection complete
The clients can connect and disconnect from the server with known no
issues. There is no way to shutdown the server yet, but it might be
possible to kick someone else from the server soon.
2013-06-18 16:21:42 +10:00
Kayne Ruse e833129983 Added guards incase of multiple calls 2013-06-18 14:06:57 +10:00
Kayne Ruse fd65fec5f7 The client is registering with the server 2013-06-17 19:53:22 +10:00
Kayne Ruse 69f03cd250 Working on connection systems 2013-06-17 19:04:05 +10:00
Kayne Ruse 27ed91688a Added the meta field to Packet to support Packet's metadata 2013-06-17 18:37:27 +10:00
Kayne Ruse 68ec7323a3 I can't progress until I add the address information to the Packet struct 2013-06-17 17:51:26 +10:00
Kayne Ruse 7b11bf22cb Specified a minimum Packet size for the DEBUG build 2013-06-17 17:14:10 +10:00
Kayne Ruse d83a536f35 Added debug output 2013-06-17 15:57:12 +10:00
Kayne Ruse ea761fb5bb Fixed the bug
running was false when it was checked in networkQueue(), so the thread was
ending early.
2013-06-17 15:49:57 +10:00
Kayne Ruse 685ca94335 This has the odd quirk related to networkQueue() 2013-06-17 15:15:27 +10:00
Kayne Ruse 5b2fd80a61 Fixed the Packet::type bug
In popNetworkPacket(), a second Packet p was being created, which was
destroyed when it went out of scope, and the original Packet p was being
returned.
2013-06-17 11:01:00 +10:00
Kayne Ruse d1aac9ffd8 Added peekNetworkPacket() 2013-06-17 10:12:20 +10:00
Kayne Ruse 3d92fb77b3 Server is multithreaded, but no connection is visible
UDPNetworkUtility and ConfigUtility are now using the ServiceLocator
pattern in the server, and networkQueue() is running in a separate thread
in the server. However, there seems to be a problem somewhere, since the
broadcast request & response are not producing any visible output.
2013-06-17 10:03:12 +10:00
Kayne Ruse 009e7b845b Fixed network error, leaving try block in place for the time being
It seems that the union type Packet didn't initialize Packet::type to
PacketType::NONE using in class initialization. I've fixed this by moving
the initialization of Packet::type to Packet::Packet().

This might actually be a compiler error, I might need to let someone know.
2013-06-17 09:09:04 +10:00
Kayne Ruse 752dcadfa1 Merge branch 'master' into dev 2013-06-17 08:32:02 +10:00
Kayne Ruse 9599d82db3 Added binary files, since git can't find .gitconfig on my brother's PC 2013-06-17 08:31:35 +10:00
Kayne Ruse 7fef2501a3 Glitch with threading 2013-06-17 07:24:16 +10:00
Kayne Ruse 419c9d8765 Moved the common directory into the libs directory 2013-06-16 13:59:11 +10:00
Kayne Ruse a0fa874a29 The server list is being populated from the network 2013-06-13 12:55:26 +10:00
Kayne Ruse 5110ebc1b2 Changed the escape key & quit event's function slightly 2013-06-13 12:31:29 +10:00
Kayne Ruse 843053d307 Implemented the server list box, still messy 2013-06-13 12:26:27 +10:00
Kayne Ruse 2148c1f13e Menu framework in place 2013-06-12 21:56:17 +10:00
Kayne Ruse f3ec4d4d8e Splash screen loads and displays correctly 2013-06-12 19:48:46 +10:00
Kayne Ruse cbd388f4ed Started using ServiceLocator, experimental 2013-06-12 06:35:43 +10:00
Kayne Ruse 37a9e4268b Imported the rsc directory from prototype-1 2013-06-12 05:23:06 +10:00
Kayne Ruse dfe0b4985a Modified build requirements
SDL_net needs to be _installed_ to the computer, rather than simply linked to.
This source distribution should be enough for that.
2013-06-12 04:37:01 +10:00
Kayne Ruse 7ca7f7f015 Added broadcast handling 2013-06-10 18:06:24 +10:00
Kayne Ruse c21a95f3e9 working on the server's skeleton, still slow going 2013-06-10 17:23:26 +10:00
Kayne Ruse 0a48131de4 Added common and test directories 2013-06-09 17:06:32 +10:00
Kayne Ruse 78326a3bbd Added a note about the project's development stage 2013-06-09 14:16:33 +10:00
Kayne Ruse 253e9ec8fc Created server shell 2013-06-08 01:52:19 +10:00
Kayne Ruse a1b248d1d7 Created the client program's framework
There are six scenes here, each of which representing roughly one part of
the final program's backbone.
2013-06-08 01:36:19 +10:00
Kayne Ruse 2757911399 Libraries are building correctly 2013-06-07 04:10:31 +10:00
94 changed files with 3161 additions and 1489 deletions
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@@ -12,6 +12,9 @@ Out/
#Project generated files
*.db
*.o
*.a
*.exe
#Shell files
*.bat
+10 -9
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@@ -1,21 +1,22 @@
Tortuga is a 3/4 top down multiplayer RPG set in a large archipelago occupied by warring pirate clans. The emphasis of this game is on multiplayer competition, exploration in an open world, and solo adventuring. The game runs on a Minecraft like server system with a goal of about 50-100 players on a single server. The player characters are tied to the server where they are created, and are susceptible to permadeath: deletion of a character upon death. The servers are designed to allow a large amount of modification by the hosts.
_This project is currently in it's early prototype stage. You can see other versions in various branches or tagged as prototype-X._
Tortuga is a 2D multiplayer role playing game set in a large archipelago occupied by warring pirate clans. The emphasis of this game is on multiplayer cooperation, competition, and server customization. The game runs on highly customizable server software that can support up to 150 simultaneous players or more. The player characters are tied to the server where they are created and are susceptible to permadeath: deletion of a character upon death.
## Libraries
* [SDL](http://www.libsdl.org/) - Simple DirectMedia Layer API
* [SDL_net](http://www.libsdl.org/projects/SDL_net/) - SDL's networking extension; modified source included under libs/SDL_net
* [Codebase](https://github.com/Ratstail91/Codebase) - files included locally; modifications will be included upstream further into this project.
* [SDL_net](http://www.libsdl.org/projects/SDL_net/) - SDL's networking extension. This must be installed first.
* [Codebase](https://github.com/Ratstail91/Codebase) - generic reusable code modules
## Instructions
* This project uses C++11, which is available via GNU (or MinGW) 4.7, or Visual Studio 2012. Personally, I'm using MinGW 4.7.2.
* You need to build the library in the common/ directroy before any others.
* I'm trying to keep this as IDE agnostic as possible, so if you use an IDE, please add it's files to .gitignore.
* You can read more details on the GitHub wiki [here](https://github.com/Ratstail91/Tortuga/wiki).
* You can read more details on the Tortuga wiki [here](https://github.com/Ratstail91/Tortuga/wiki).
## Copyright
Tortuga is released under the [zlib license](http://en.wikipedia.org/wiki/Zlib_License).
The current version of Tortuga is released under the [zlib license](http://en.wikipedia.org/wiki/Zlib_License).
Copyright (c) 2013 Kayne Ruse
@@ -23,8 +24,8 @@ This software is provided 'as-is', without any express or implied warranty. In n
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.
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.
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.
3. This notice may not be removed or altered from any source distribution.
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/* Copyright: (c) Kayne Ruse 2013
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
*
* 3. This notice may not be removed or altered from any source
* distribution.
*/
#include "client_application.hpp"
#include <stdexcept>
#include <chrono>
//-------------------------
//Scene headers
//-------------------------
//Add the custom scene headers here
#include "in_combat.hpp"
#include "in_world.hpp"
#include "lobby.hpp"
#include "main_menu.hpp"
#include "option_screen.hpp"
#include "splash_screen.hpp"
//-------------------------
//Public access members
//-------------------------
ClientApplication::ClientApplication() {
//
}
ClientApplication::~ClientApplication() {
UnloadScene();
}
/* ClientApplication::Init()
* This function initializes the entire program. There are a number of things
* that could go wrong here, which is why there is such an unusual order of
* operations.
* Important things to note:
* The APIs are initiated here.
* The global objects are initialized here.
* The game's screen is created here, based on information loaded from the config file.
* The ConfigUtility's call to Load() also ensures that the "rsc\" folder is in the directory. It's easy to forget it.
*/
void ClientApplication::Init() {
//load the config file
try {
configUtil->Load("rsc/config.cfg");
}
catch(std::runtime_error& e) {
std::string s = e.what();
s += "; Ensure that the \"rsc\" directory is present";
throw(std::runtime_error(s));
}
//initialize the APIs
if (SDL_Init(SDL_INIT_VIDEO)) {
throw(std::runtime_error("Failed to initialize SDL"));
}
if (SDLNet_Init()) {
throw(std::runtime_error("Failed to initialize SDL_net"));
}
//create the screen
Uint32 flags = SDL_HWSURFACE | SDL_DOUBLEBUF;
flags |= configUtil->Bool("screen.f") ? SDL_FULLSCREEN : 0;
BaseScene::SetScreen(
configUtil->Int("screen.w"),
configUtil->Int("screen.h"),
SDL_GetVideoInfo()->vfmt->BitsPerPixel,
flags);
//initiate the remaining singletons
netUtil->Open(0, sizeof(Packet));
}
void ClientApplication::Proc() {
LoadScene(SceneList::FIRST);
//prepare the time system
typedef std::chrono::high_resolution_clock Clock;
Clock::duration delta(16 * Clock::duration::period::den / std::milli::den);
Clock::time_point simTime = Clock::now();
Clock::time_point realTime;
//The main loop
while(activeScene->GetNextScene() != SceneList::QUIT) {
//switch scenes when necessary
if (activeScene->GetNextScene() != SceneList::CONTINUE) {
LoadScene(activeScene->GetNextScene());
continue;
}
//update the current time
realTime = Clock::now();
//simulate game time
while (simTime < realTime) {
//call each user defined function
activeScene->RunFrame(double(delta.count()) / Clock::duration::period::den);
simTime += delta;
}
//draw the game to the screen
activeScene->RenderFrame();
//give the computer a break
SDL_Delay(10);
}
UnloadScene();
}
void ClientApplication::Quit() {
//clean up the singletons
netUtil->Close();
surfaceMgr->FreeAll();
//clean up the scene
UnloadScene();
//deinitialize the APIs
SDLNet_Quit();
SDL_Quit();
}
//-------------------------
//Private access members
//-------------------------
void ClientApplication::LoadScene(SceneList sceneIndex) {
UnloadScene();
switch(sceneIndex) {
//add scene creation calls here
case SceneList::INCOMBAT:
activeScene = new InCombat();
break;
case SceneList::INWORLD:
activeScene = new InWorld();
break;
case SceneList::LOBBY:
activeScene = new Lobby();
break;
case SceneList::MAINMENU:
activeScene = new MainMenu();
break;
case SceneList::OPTIONSCREEN:
activeScene = new OptionScreen();
break;
case SceneList::FIRST:
case SceneList::SPLASHSCREEN:
activeScene = new SplashScreen();
break;
default:
throw(std::logic_error("Failed to recognize the scene index"));
}
}
void ClientApplication::UnloadScene() {
delete activeScene;
activeScene = nullptr;
}
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/* Copyright: (c) Kayne Ruse 2013
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
*
* 3. This notice may not be removed or altered from any source
* distribution.
*/
#ifndef CLIENTAPPLICATION_HPP_
#define CLIENTAPPLICATION_HPP_
#include "scene_list.hpp"
#include "base_scene.hpp"
#include "singleton.hpp"
#include "packet.hpp"
#include "information_manager.hpp"
#include "config_utility.hpp"
#include "surface_manager.hpp"
#include "udp_network_utility.hpp"
#include "SDL/SDL.h"
class ClientApplication {
public:
/* Public access members */
ClientApplication();
~ClientApplication();
void Init();
void Proc();
void Quit();
ClientApplication(ClientApplication const&) = delete;
ClientApplication(ClientApplication const&&) = delete;
private:
/* Private access members */
void LoadScene(SceneList sceneIndex);
void UnloadScene();
BaseScene* activeScene = nullptr;
ConfigUtility* configUtil = Singleton<ConfigUtility>::Get();
SurfaceManager* surfaceMgr = Singleton<SurfaceManager>::Get();
UDPNetworkUtility* netUtil = Singleton<UDPNetworkUtility>::Get();
InformationManager* infoMgr = Singleton<InformationManager>::Get();
};
#endif
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@@ -1,69 +0,0 @@
#include "combat.hpp"
#include <iostream>
using namespace std;
//-------------------------
//Public access members
//-------------------------
Combat::Combat() {
#ifdef DEBUG
cout << "entering Combat" << endl;
#endif
}
Combat::~Combat() {
#ifdef DEBUG
cout << "leaving Combat" << endl;
#endif
}
//-------------------------
//Frame loop
//-------------------------
void Combat::FrameStart() {
//
}
void Combat::Update(double delta) {
//
}
void Combat::FrameEnd() {
//
}
void Combat::Render(SDL_Surface* const screen) {
//
}
//-------------------------
//Event handlers
//-------------------------
void Combat::MouseMotion(SDL_MouseMotionEvent const& motion) {
//
}
void Combat::MouseButtonDown(SDL_MouseButtonEvent const& button) {
//
}
void Combat::MouseButtonUp(SDL_MouseButtonEvent const& button) {
//
}
void Combat::KeyDown(SDL_KeyboardEvent const& key) {
switch(key.keysym.sym) {
case SDLK_ESCAPE:
QuitEvent();
break;
}
}
void Combat::KeyUp(SDL_KeyboardEvent const& key) {
//
}
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@@ -1,27 +0,0 @@
#ifndef COMBAT_HPP_
#define COMBAT_HPP_
#include "base_scene.hpp"
class Combat : public BaseScene {
public:
/* Public access members */
Combat();
~Combat();
protected:
/* Frame loop */
void FrameStart();
void Update(double delta);
void FrameEnd();
void Render(SDL_Surface* const);
/* Event handlers */
void MouseMotion(SDL_MouseMotionEvent const&);
void MouseButtonDown(SDL_MouseButtonEvent const&);
void MouseButtonUp(SDL_MouseButtonEvent const&);
void KeyDown(SDL_KeyboardEvent const&);
void KeyUp(SDL_KeyboardEvent const&);
};
#endif
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@@ -1,9 +0,0 @@
#ifndef DEFINES_HPP_
#define DEFINES_HPP_
enum class Direction {
NORTH = 1, SOUTH = 2,
EAST = 3, WEST = 4
};
#endif
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@@ -0,0 +1,90 @@
/* Copyright: (c) Kayne Ruse 2013
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
*
* 3. This notice may not be removed or altered from any source
* distribution.
*/
#include "in_combat.hpp"
#include <iostream>
using namespace std;
//-------------------------
//Public access members
//-------------------------
InCombat::InCombat() {
#ifdef DEBUG
cout << "entering InCombat" << endl;
#endif
}
InCombat::~InCombat() {
#ifdef DEBUG
cout << "leaving InCombat" << endl;
#endif
}
//-------------------------
//Frame loop
//-------------------------
void InCombat::FrameStart() {
//
}
void InCombat::Update(double delta) {
//
}
void InCombat::FrameEnd() {
//
}
void InCombat::Render(SDL_Surface* const screen) {
//
}
//-------------------------
//Event handlers
//-------------------------
void InCombat::MouseMotion(SDL_MouseMotionEvent const& motion) {
//
}
void InCombat::MouseButtonDown(SDL_MouseButtonEvent const& button) {
//
}
void InCombat::MouseButtonUp(SDL_MouseButtonEvent const& button) {
//
}
void InCombat::KeyDown(SDL_KeyboardEvent const& key) {
switch(key.keysym.sym) {
case SDLK_ESCAPE:
QuitEvent();
break;
}
}
void InCombat::KeyUp(SDL_KeyboardEvent const& key) {
//
}
+48
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@@ -0,0 +1,48 @@
/* Copyright: (c) Kayne Ruse 2013
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
*
* 3. This notice may not be removed or altered from any source
* distribution.
*/
#ifndef INCOMBAT_HPP_
#define INCOMBAT_HPP_
#include "base_scene.hpp"
class InCombat : public BaseScene {
public:
/* Public access members */
InCombat();
~InCombat();
protected:
/* Frame loop */
void FrameStart();
void Update(double delta);
void FrameEnd();
void Render(SDL_Surface* const);
/* Event handlers */
void MouseMotion(SDL_MouseMotionEvent const&);
void MouseButtonDown(SDL_MouseButtonEvent const&);
void MouseButtonUp(SDL_MouseButtonEvent const&);
void KeyDown(SDL_KeyboardEvent const&);
void KeyUp(SDL_KeyboardEvent const&);
};
#endif
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@@ -1,120 +0,0 @@
#include "in_game.hpp"
#include <iostream>
using namespace std;
//-------------------------
//Public access members
//-------------------------
InGame::InGame(ConfigUtility* cUtil, SurfaceManager* sMgr, UDPNetworkUtility* nUtil, int* ID) {
#ifdef DEBUG
cout << "entering InGame" << endl;
#endif
configUtil = cUtil;
surfaceMgr = sMgr;
netUtil = nUtil;
playerID = ID;
cout << "playerID: " << *playerID << endl;
}
InGame::~InGame() {
//placeholder disconnect
PacketData p;
p.type = PacketList::DISCONNECT;
p.disconnect.playerID = *playerID;
*playerID = -1;
netUtil->Send(0, &p, sizeof(PacketData));
netUtil->Unbind(0);
#ifdef DEBUG
cout << "leaving InGame" << endl;
#endif
}
//-------------------------
//Frame loop
//-------------------------
void InGame::FrameStart() {
//
}
void InGame::Update(double delta) {
Receive();
}
void InGame::Receive() {
PacketData packet;
while(netUtil->Receive()) {
memcpy(&packet, netUtil->GetInData(), sizeof(PacketData));
switch(packet.type) {
// case PacketList::NONE:
// //
// break;
// case PacketList::PING:
// //
// break;
// case PacketList::PONG:
// //
// break;
// case PacketList::JOINREQUEST:
// //
// break;
// case PacketList::JOINCONFIRM:
// //
// break;
// case PacketList::DISCONNECT:
// //
// break;
// case PacketList::SYNCHRONIZE:
// //
// break;
case PacketList::NEWPLAYER:
cout << "NEWPLAYER triggered" << endl;
break;
case PacketList::DELETEPLAYER:
cout << "DELETEPLAYER triggered" << endl;
break;
// case PacketList::MOVEMENT:
// //
// break;
}
}
}
void InGame::FrameEnd() {
//
}
void InGame::Render(SDL_Surface* const screen) {
//
}
//-------------------------
//Event handlers
//-------------------------
void InGame::MouseMotion(SDL_MouseMotionEvent const& motion) {
//
}
void InGame::MouseButtonDown(SDL_MouseButtonEvent const& button) {
//
}
void InGame::MouseButtonUp(SDL_MouseButtonEvent const& button) {
//
}
void InGame::KeyDown(SDL_KeyboardEvent const& key) {
switch(key.keysym.sym) {
case SDLK_ESCAPE:
QuitEvent();
break;
}
}
void InGame::KeyUp(SDL_KeyboardEvent const& key) {
//
}
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@@ -1,39 +0,0 @@
#ifndef INGAME_HPP_
#define INGAME_HPP_
#include "base_scene.hpp"
#include "config_utility.hpp"
#include "surface_manager.hpp"
#include "udp_network_utility.hpp"
#include "packet_list.hpp"
class InGame : public BaseScene {
public:
//Public access members
InGame(ConfigUtility*, SurfaceManager*, UDPNetworkUtility*, int* playerID);
~InGame();
protected:
//Frame loop
void FrameStart();
void Update(double delta);
void Receive();
void FrameEnd();
void Render(SDL_Surface* const);
//Event handlers
void MouseMotion(SDL_MouseMotionEvent const&);
void MouseButtonDown(SDL_MouseButtonEvent const&);
void MouseButtonUp(SDL_MouseButtonEvent const&);
void KeyDown(SDL_KeyboardEvent const&);
void KeyUp(SDL_KeyboardEvent const&);
//members
ConfigUtility* configUtil = nullptr;
SurfaceManager* surfaceMgr = nullptr;
UDPNetworkUtility* netUtil = nullptr;
int* playerID = nullptr;
};
#endif
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/* Copyright: (c) Kayne Ruse 2013
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
*
* 3. This notice may not be removed or altered from any source
* distribution.
*/
#include "in_world.hpp"
#include <iostream>
using namespace std;
//-------------------------
//Public access members
//-------------------------
InWorld::InWorld() {
#ifdef DEBUG
cout << "entering InWorld" << endl;
#endif
cout << "Client Index: " << infoMgr->GetClientIndex() << endl;
font.SetSurface(surfaceMgr->Get("font"));
//debugging
Packet p;
p.meta.type = Packet::Type::PLAYER_NEW;
p.meta.clientIndex = infoMgr->GetClientIndex();
snprintf(p.playerInfo.handle, PACKET_STRING_SIZE, "%s", configUtil->CString("handle"));
snprintf(p.playerInfo.avatar, PACKET_STRING_SIZE, "%s", configUtil->CString("avatar"));
p.playerInfo.position = {50, 50};
p.playerInfo.motion = {0, 0};
netUtil->Send(GAME_CHANNEL, &p, sizeof(Packet));
//request a sync
p.meta.type = Packet::Type::SYNCHRONIZE;
p.meta.clientIndex = infoMgr->GetClientIndex();
netUtil->Send(GAME_CHANNEL, &p, sizeof(Packet));
}
InWorld::~InWorld() {
#ifdef DEBUG
cout << "leaving InWorld" << endl;
#endif
}
//-------------------------
//Frame loop
//-------------------------
void InWorld::FrameStart() {
//
}
void InWorld::Update(double delta) {
while(HandlePacket(popNetworkPacket()));
for (auto& it : playerCharacters) {
it.second.Update(delta);
}
}
void InWorld::FrameEnd() {
//
}
void InWorld::Render(SDL_Surface* const screen) {
ClockFrameRate();
for (auto& it : playerCharacters) {
it.second.DrawTo(screen);
}
//since we're using this twice, make a tmp var
string fps = itos(GetFrameRate());
font.DrawStringTo(fps, screen, screen->w - fps.size() * font.GetCharW(), 0);
}
//-------------------------
//Event handlers
//-------------------------
void InWorld::QuitEvent() {
//ensure that the client is disconnected properly
ExitGame();
SetNextScene(SceneList::QUIT);
}
void InWorld::MouseMotion(SDL_MouseMotionEvent const& motion) {
//
}
void InWorld::MouseButtonDown(SDL_MouseButtonEvent const& button) {
//
}
void InWorld::MouseButtonUp(SDL_MouseButtonEvent const& button) {
//
}
void InWorld::KeyDown(SDL_KeyboardEvent const& key) {
//general
switch(key.keysym.sym) {
case SDLK_ESCAPE:
ExitGame();
break;
}
//player movement
if (infoMgr->GetPlayerIndex() == -1) {
return;
}
switch(key.keysym.sym) {
case SDLK_w:
playerCharacters[infoMgr->GetPlayerIndex()].MoveDirection(CardinalDirection::NORTH);
SendState();
break;
case SDLK_s:
playerCharacters[infoMgr->GetPlayerIndex()].MoveDirection(CardinalDirection::SOUTH);
SendState();
break;
case SDLK_a:
playerCharacters[infoMgr->GetPlayerIndex()].MoveDirection(CardinalDirection::WEST);
SendState();
break;
case SDLK_d:
playerCharacters[infoMgr->GetPlayerIndex()].MoveDirection(CardinalDirection::EAST);
SendState();
break;
}
}
void InWorld::KeyUp(SDL_KeyboardEvent const& key) {
//player movement reversed
switch(key.keysym.sym) {
case SDLK_w:
playerCharacters[infoMgr->GetPlayerIndex()].MoveDirection(CardinalDirection::SOUTH);
SendState();
break;
case SDLK_s:
playerCharacters[infoMgr->GetPlayerIndex()].MoveDirection(CardinalDirection::NORTH);
SendState();
break;
case SDLK_a:
playerCharacters[infoMgr->GetPlayerIndex()].MoveDirection(CardinalDirection::EAST);
SendState();
break;
case SDLK_d:
playerCharacters[infoMgr->GetPlayerIndex()].MoveDirection(CardinalDirection::WEST);
SendState();
break;
}
}
//-------------------------
//Utilities
//-------------------------
int InWorld::HandlePacket(Packet p) {
switch(p.meta.type) {
case Packet::Type::NONE:
//DO NOTHING
return 0;
break;
case Packet::Type::PING:
//quick pong
p.meta.type = Packet::Type::PONG;
p.meta.clientIndex = infoMgr->GetClientIndex();
netUtil->Send(&p.meta.address, &p, sizeof(Packet));
break;
case Packet::Type::PONG:
//
break;
// case Packet::Type::BROADCAST_REQUEST:
// //
// break;
// case Packet::Type::BROADCAST_RESPONSE:
// //
// break;
// case Packet::Type::JOIN_REQUEST:
// //
// break;
// case Packet::Type::JOIN_RESPONSE:
// //
// break;
case Packet::Type::DISCONNECT:
HandleDisconnection(p);
break;
// case Packet::Type::SYNCHRONIZE:
// //
// break;
case Packet::Type::PLAYER_NEW:
AddPlayer(p);
break;
case Packet::Type::PLAYER_DELETE:
RemovePlayer(p);
break;
case Packet::Type::PLAYER_UPDATE:
UpdatePlayer(p);
break;
default:
throw(runtime_error("Failed to recognize the packet type: " + itos(int(p.meta.type))));
}
return 1;
}
void InWorld::Disconnect() {
Packet p;
//delete the player
p.meta.type = Packet::Type::PLAYER_DELETE;
p.meta.clientIndex = infoMgr->GetClientIndex();
p.playerInfo.index = infoMgr->GetPlayerIndex();
netUtil->Send(GAME_CHANNEL, &p, sizeof(Packet));
//disconnect
p.meta.type = Packet::Type::DISCONNECT;
p.meta.clientIndex = infoMgr->GetClientIndex();
netUtil->Send(GAME_CHANNEL, &p, sizeof(Packet));
netUtil->Unbind(GAME_CHANNEL);
//reset the client
infoMgr->ResetClientIndex();
infoMgr->ResetPlayerIndex();
}
void InWorld::ExitGame() {
Disconnect();
SetNextScene(SceneList::MAINMENU);
endQueueThread();
cout << "The game session has ended" << endl;
}
void InWorld::HandleDisconnection(Packet& disconnect) {
Disconnect();
SetNextScene(SceneList::MAINMENU);
endQueueThread();
cout << "You have been disconnected" << endl;
}
void InWorld::AddPlayer(Packet& p) {
if (playerCharacters.find(p.playerInfo.index) != playerCharacters.end()) {
throw(runtime_error("Duplicate players detected"));
}
//position
playerCharacters[p.playerInfo.index].SetPosition(p.playerInfo.position);
playerCharacters[p.playerInfo.index].SetMotion(p.playerInfo.motion);
//sprite
playerCharacters[p.playerInfo.index].GetSprite()->SetSurface(surfaceMgr->Get(p.playerInfo.avatar), 32, 48);
playerCharacters[p.playerInfo.index].FaceDirection();
//is it this player?
if (p.meta.clientIndex == infoMgr->GetClientIndex()) {
infoMgr->SetPlayerIndex(p.playerInfo.index);
}
//debugging
cout << "New player, index " << p.playerInfo.index << endl;
}
void InWorld::RemovePlayer(Packet& p) {
if (playerCharacters.find(p.playerInfo.index) == playerCharacters.end()) {
throw(runtime_error("Player to delete not found"));
}
playerCharacters.erase(p.playerInfo.index);
}
void InWorld::UpdatePlayer(Packet& p) {
if (playerCharacters.find(p.playerInfo.index) == playerCharacters.end()) {
AddPlayer(p);
return;
}
playerCharacters[p.playerInfo.index].SetPosition(p.playerInfo.position);
playerCharacters[p.playerInfo.index].SetMotion(p.playerInfo.motion);
playerCharacters[p.playerInfo.index].FaceDirection();
}
void InWorld::SendState() {
//send the state of this player's character
if (infoMgr->GetPlayerIndex() == -1) {
return;
}
Packet p;
p.meta.type = Packet::Type::PLAYER_UPDATE;
p.meta.clientIndex = infoMgr->GetClientIndex();
p.playerInfo.index = infoMgr->GetPlayerIndex();
p.playerInfo.position = playerCharacters[infoMgr->GetPlayerIndex()].GetPosition();
p.playerInfo.motion = playerCharacters[infoMgr->GetPlayerIndex()].GetMotion();
netUtil->Send(GAME_CHANNEL, &p, sizeof(Packet));
}
+89
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@@ -0,0 +1,89 @@
/* Copyright: (c) Kayne Ruse 2013
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
*
* 3. This notice may not be removed or altered from any source
* distribution.
*/
#ifndef INWORLD_HPP_
#define INWORLD_HPP_
#include "base_scene.hpp"
#include "utilities.hpp"
#include "defines.hpp"
#include "singleton.hpp"
#include "packet.hpp"
#include "network_queue.hpp"
#include "information_manager.hpp"
#include "player_character.hpp"
#include "config_utility.hpp"
#include "surface_manager.hpp"
#include "udp_network_utility.hpp"
#include "button.hpp"
#include "raster_font.hpp"
#include "frame_rate.hpp"
#include <map>
class InWorld : public BaseScene {
public:
//Public access members
InWorld();
~InWorld();
protected:
//Frame loop
void FrameStart();
void Update(double delta);
void FrameEnd();
void Render(SDL_Surface* const);
//Event handlers
void QuitEvent();
void MouseMotion(SDL_MouseMotionEvent const&);
void MouseButtonDown(SDL_MouseButtonEvent const&);
void MouseButtonUp(SDL_MouseButtonEvent const&);
void KeyDown(SDL_KeyboardEvent const&);
void KeyUp(SDL_KeyboardEvent const&);
//Utilities
int HandlePacket(Packet);
void Disconnect();
void ExitGame();
void HandleDisconnection(Packet&);
void AddPlayer(Packet&);
void RemovePlayer(Packet&);
void UpdatePlayer(Packet&);
void SendState();
//services
ConfigUtility* configUtil = Singleton<ConfigUtility>::Get();
SurfaceManager* surfaceMgr = Singleton<SurfaceManager>::Get();
UDPNetworkUtility* netUtil = Singleton<UDPNetworkUtility>::Get();
InformationManager* infoMgr = Singleton<InformationManager>::Get();
//members
RasterFont font;
std::map<int, PlayerCharacter> playerCharacters;
};
#endif
+40
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@@ -0,0 +1,40 @@
/* Copyright: (c) Kayne Ruse 2013
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
*
* 3. This notice may not be removed or altered from any source
* distribution.
*/
#ifndef INFORMATIONMANAGER_HPP_
#define INFORMATIONMANAGER_HPP_
class InformationManager {
public:
int SetClientIndex(int i) { return clientIndex = i; }
int GetClientIndex() { return clientIndex; }
void ResetClientIndex() { clientIndex = -1; }
//one player at a time
int SetPlayerIndex(int i) { return playerIndex = i; }
int GetPlayerIndex() { return playerIndex; }
void ResetPlayerIndex() { playerIndex = -1; }
private:
int clientIndex = -1;
int playerIndex = -1;
};
#endif
+149 -125
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@@ -1,6 +1,26 @@
/* Copyright: (c) Kayne Ruse 2013
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
*
* 3. This notice may not be removed or altered from any source
* distribution.
*/
#include "lobby.hpp"
#include <exception>
#include <iostream>
using namespace std;
@@ -9,38 +29,30 @@ using namespace std;
//Public access members
//-------------------------
Lobby::Lobby(ConfigUtility* cUtil, SurfaceManager* sMgr, UDPNetworkUtility* nUtil, int* ID) {
Lobby::Lobby() {
#ifdef DEBUG
cout << "entering Lobby" << endl;
#endif
//globals
configUtil = cUtil;
surfaceMgr = sMgr;
netUtil = nUtil;
playerID = ID;
refreshButton.Setup(50, 50, surfaceMgr->Get("button"), surfaceMgr->Get("font"), "Refresh");
joinButton.Setup(50, 100, surfaceMgr->Get("button"), surfaceMgr->Get("font"), "Join");
backButton.Setup(50, 150, surfaceMgr->Get("button"), surfaceMgr->Get("font"), "Back");
//members
font.SetSurface(surfaceMgr->Get("font"));
//the buttons
buttonMap["ping"] = new Button(50, 50 , surfaceMgr->Get("button"), surfaceMgr->Get("font"), "Refresh");
buttonMap["join"] = new Button(50, 100, surfaceMgr->Get("button"), surfaceMgr->Get("font"), "Join");
buttonMap["back"] = new Button(50, 150, surfaceMgr->Get("button"), surfaceMgr->Get("font"), "Back");
//drawing information for the server list
listBox.x = 250;
listBox.x = 280;
listBox.y = 50;
listBox.w = GetScreen()->w - listBox.x;
listBox.w = GetScreen()->w - listBox.x - 50;
listBox.h = font.GetCharH();
//ping the network
PingNetwork();
serverList.push_back({"foo",{0,0}});
serverList.push_back({"bar",{0,0}});
serverList.push_back({"foobar",{0,0}});
flushNetworkQueue();
beginQueueThread();
BroadcastNetwork();
}
Lobby::~Lobby() {
for (auto it : buttonMap) {
delete it.second;
}
#ifdef DEBUG
cout << "leaving Lobby" << endl;
#endif
@@ -55,54 +67,7 @@ void Lobby::FrameStart() {
}
void Lobby::Update(double delta) {
Receive();
}
void Lobby::Receive() {
PacketData packet;
while(netUtil->Receive()) {
memcpy(&packet, netUtil->GetInData(), sizeof(PacketData));
switch(packet.type) {
// case PacketList::NONE:
// //
// break;
// case PacketList::PING:
// //
// break;
case PacketList::PONG:
PushServer(&packet);
break;
// case PacketList::JOINREQUEST:
// //
// break;
case PacketList::JOINCONFIRM: {
PacketData p;
memcpy(&p, netUtil->GetInData(), sizeof(PacketData));
*playerID = p.joinConfirm.playerID;
netUtil->Bind(&netUtil->GetInPacket()->address, 0);
SetNextScene(SceneList::INGAME);
}
break;
// case PacketList::DISCONNECT:
// //
// break;
// case PacketList::SYNCHRONIZE:
// //
// break;
#ifdef DEBUG
//this might not be the end of the world; it only happens when the game ping is too low
case PacketList::NEWPLAYER:
cout << "WARNING: new player triggered unexpectedly" << endl;
break;
#endif
// case PacketList::DELETEPLAYER:
// //
// break;
// case PacketList::MOVEMENT:
// //
// break;
}
}
while(HandlePacket(popNetworkPacket()));
}
void Lobby::FrameEnd() {
@@ -110,22 +75,18 @@ void Lobby::FrameEnd() {
}
void Lobby::Render(SDL_Surface* const screen) {
for (auto it : buttonMap) {
it.second->DrawTo(screen);
}
refreshButton.DrawTo(screen);
joinButton.DrawTo(screen);
backButton.DrawTo(screen);
//draw the server list, highlighting the selected server
SDL_Rect clip;
for (int i = 0; i < serverVector.size(); i++) {
clip = listBox;
clip.y += i * font.GetCharH();
//if a server has been selected, and this is the selected server
if (selectedServer && selectedServer == &serverVector[i]) {
//draw the orange box
SDL_FillRect(screen, &clip, SDL_MapRGB(screen->format, 255, 127, 39));
for (int i = 0; i < serverList.size(); i++) {
if (selectedServer == &serverList[i]) {
//draw the highlight box
SDL_Rect r = listBox;
r.y += i * font.GetCharH();
SDL_FillRect(screen, &r, SDL_MapRGB(screen->format, 255, 127, 39));
}
font.DrawStringTo(serverVector[i].name, screen, clip.x, clip.y);
font.DrawStringTo(serverList[i].name, screen, listBox.x, listBox.y + i * font.GetCharH());
}
}
@@ -134,32 +95,46 @@ void Lobby::Render(SDL_Surface* const screen) {
//-------------------------
void Lobby::MouseMotion(SDL_MouseMotionEvent const& motion) {
for (auto it : buttonMap) {
it.second->MouseMotion(motion);
}
refreshButton.MouseMotion(motion);
joinButton.MouseMotion(motion);
backButton.MouseMotion(motion);
}
void Lobby::MouseButtonDown(SDL_MouseButtonEvent const& button) {
for (auto it : buttonMap) {
it.second->MouseButtonDown(button);
}
refreshButton.MouseButtonDown(button);
joinButton.MouseButtonDown(button);
backButton.MouseButtonDown(button);
}
void Lobby::MouseButtonUp(SDL_MouseButtonEvent const& button) {
if (buttonMap["ping"]->MouseButtonUp(button) == Button::State::HOVER) {
PingNetwork();
if (refreshButton.MouseButtonUp(button) == Button::State::HOVER) {
BroadcastNetwork();
selectedServer = nullptr;
}
else if (buttonMap["join"]->MouseButtonUp(button) == Button::State::HOVER) {
JoinRequest(selectedServer);
else if (joinButton.MouseButtonUp(button) == Button::State::HOVER) {
if (selectedServer) {
ConnectToServer(selectedServer);
selectedServer = nullptr;
}
}
else if (buttonMap["back"]->MouseButtonUp(button) == Button::State::HOVER) {
else if (backButton.MouseButtonUp(button) == Button::State::HOVER) {
SetNextScene(SceneList::MAINMENU);
endQueueThread();
selectedServer = nullptr;
}
//select a server (clicked within the bounds of the server box)
else if (button.x > listBox.x && button.y > listBox.y && button.y < serverVector.size() * font.GetCharH() + listBox.y) {
selectedServer = &serverVector[(button.y-listBox.y)/font.GetCharH()];
else if (
//clicked within bounds TODO: make the damn collision system
button.x > listBox.x &&
button.y > listBox.y &&
button.x < listBox.x + listBox.w &&
button.y < listBox.y + (listBox.h * serverList.size())
)
{
//selecting a server
selectedServer = &serverList[(button.y - listBox.y) / listBox.h];
}
else {
//lose focus on a server
selectedServer = nullptr;
}
}
@@ -168,7 +143,7 @@ void Lobby::KeyDown(SDL_KeyboardEvent const& key) {
switch(key.keysym.sym) {
case SDLK_ESCAPE:
SetNextScene(SceneList::MAINMENU);
break;
break;
}
}
@@ -180,31 +155,80 @@ void Lobby::KeyUp(SDL_KeyboardEvent const& key) {
//Utilities
//-------------------------
void Lobby::PingNetwork() {
//ping the network
PacketData p;
p.type = PacketList::PING;
netUtil->Send("255.255.255.255", configUtil->Integer("server.port"), reinterpret_cast<void*>(&p), sizeof(PacketData));
//reset the server list
//TODO: enable this
// serverVector.clear();
}
void Lobby::PushServer(PacketData* packet) {
ServerData s;
s.name = packet->pong.metadata;
s.address = netUtil->GetInPacket()->address;
serverVector.push_back(s);
}
void Lobby::JoinRequest(ServerData* server) {
if (!server) {
//CAN receive null
return;
int Lobby::HandlePacket(Packet p) {
switch(p.meta.type) {
case Packet::Type::NONE:
//DO NOTHING
return 0;
break;
case Packet::Type::PING:
//quick pong
p.meta.type = Packet::Type::PONG;
netUtil->Send(&p.meta.address, &p, sizeof(Packet));
break;
case Packet::Type::PONG:
//
break;
// case Packet::Type::BROADCAST_REQUEST:
// //
// break;
case Packet::Type::BROADCAST_RESPONSE:
PushServer(p);
break;
// case Packet::Type::JOIN_REQUEST:
// //
// break;
case Packet::Type::JOIN_RESPONSE:
BeginGame(p);
break;
// case Packet::Type::DISCONNECT:
// //
// break;
// case Packet::Type::SYNCHRONIZE:
// //
// break;
// case Packet::Type::PLAYER_NEW:
// //
// break;
// case Packet::Type::PLAYER_DELETE:
// //
// break;
// case Packet::Type::PLAYER_UPDATE:
// //
// break;
default:
throw(runtime_error("Failed to recognize the packet type: " + itos(int(p.meta.type))));
}
PacketData p;
p.type = PacketList::JOINREQUEST;
snprintf(p.joinRequest.handle, PACKET_STRING_SIZE, "%s", configUtil->CString("handle"));
snprintf(p.joinRequest.avatar, PACKET_STRING_SIZE, "%s", configUtil->CString("avatar"));
netUtil->Send(&server->address, reinterpret_cast<void*>(&p), sizeof(PacketData));
return 1;
}
void Lobby::BroadcastNetwork() {
Packet p;
p.meta.type = Packet::Type::BROADCAST_REQUEST;
netUtil->Send("255.255.255.255", configUtil->Int("server.port"), &p, sizeof(Packet));
serverList.clear();
}
void Lobby::PushServer(Packet& bcast) {
ServerEntry entry;
entry.name = bcast.serverInfo.name;
entry.address = bcast.meta.address;
serverList.push_back(entry);
}
void Lobby::ConnectToServer(ServerEntry* server) {
//_attempt_ to connect to a server
if (!server) {
throw(runtime_error("No server received"));
}
Packet p;
p.meta.type = Packet::Type::JOIN_REQUEST;
netUtil->Send(&server->address, reinterpret_cast<void*>(&p), sizeof(Packet));
}
void Lobby::BeginGame(Packet& response) {
//should be downloading the resources here as well
infoMgr->SetClientIndex(response.meta.clientIndex);
netUtil->Bind(&response.meta.address, GAME_CHANNEL);
SetNextScene(SceneList::INWORLD);
}
+48 -24
View File
@@ -1,31 +1,57 @@
/* Copyright: (c) Kayne Ruse 2013
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
*
* 3. This notice may not be removed or altered from any source
* distribution.
*/
#ifndef LOBBY_HPP_
#define LOBBY_HPP_
#include "base_scene.hpp"
#include "utilities.hpp"
#include "defines.hpp"
#include "singleton.hpp"
#include "server_entry.hpp"
#include "packet.hpp"
#include "network_queue.hpp"
#include "information_manager.hpp"
#include "config_utility.hpp"
#include "surface_manager.hpp"
#include "udp_network_utility.hpp"
#include "packet_list.hpp"
#include "raster_font.hpp"
#include "button.hpp"
#include "raster_font.hpp"
#include <vector>
#include <map>
#include <string>
class Lobby : public BaseScene {
public:
//Public access members
Lobby(ConfigUtility*, SurfaceManager*, UDPNetworkUtility*, int* playerID);
Lobby();
~Lobby();
protected:
//Frame loop
void FrameStart();
void Update(double delta);
void Receive();
void FrameEnd();
void Render(SDL_Surface* const);
@@ -37,29 +63,27 @@ protected:
void KeyUp(SDL_KeyboardEvent const&);
//utilities
struct ServerData {
std::string name;
IPaddress address;
};
int HandlePacket(Packet);
void BroadcastNetwork();
void PushServer(Packet&);
void ConnectToServer(ServerEntry*);
void BeginGame(Packet&);
void PingNetwork();
void PushServer(PacketData*);
void JoinRequest(ServerData*);
//globals
ConfigUtility* configUtil = nullptr;
SurfaceManager* surfaceMgr = nullptr;
UDPNetworkUtility* netUtil = nullptr;
int* playerID;
//services
ConfigUtility* configUtil = Singleton<ConfigUtility>::Get();
SurfaceManager* surfaceMgr = Singleton<SurfaceManager>::Get();
UDPNetworkUtility* netUtil = Singleton<UDPNetworkUtility>::Get();
InformationManager* infoMgr = Singleton<InformationManager>::Get();
//members
RasterFont font;
std::map<std::string, Button*> buttonMap;
Button refreshButton;
Button joinButton;
Button backButton;
//the list of servers on the screen
std::vector<ServerData> serverVector;
ServerData* selectedServer = nullptr;
RasterFont font;
SDL_Rect listBox;
std::vector<ServerEntry> serverList;
ServerEntry* selectedServer = nullptr;
};
#endif
+23 -2
View File
@@ -1,4 +1,25 @@
#include "scene_manager.hpp"
/* Copyright: (c) Kayne Ruse 2013
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
*
* 3. This notice may not be removed or altered from any source
* distribution.
*/
#include "client_application.hpp"
#include <stdexcept>
#include <iostream>
@@ -10,7 +31,7 @@ int main(int, char**) {
cout << "Beginning program" << endl;
#endif
try {
SceneManager app;
ClientApplication app;
app.Init();
app.Proc();
app.Quit();
+39 -34
View File
@@ -1,3 +1,24 @@
/* Copyright: (c) Kayne Ruse 2013
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
*
* 3. This notice may not be removed or altered from any source
* distribution.
*/
#include "main_menu.hpp"
#include <iostream>
@@ -8,25 +29,16 @@ using namespace std;
//Public access members
//-------------------------
MainMenu::MainMenu(ConfigUtility* cUtil, SurfaceManager* sMgr) {
MainMenu::MainMenu() {
#ifdef DEBUG
cout << "entering MainMenu" << endl;
#endif
configUtil = cUtil;
surfaceMgr = sMgr;
buttonMap["start"] = new Button(50, 50, surfaceMgr->Get("button"), surfaceMgr->Get("font"), "Start");
buttonMap["options"] = new Button(50, 100, surfaceMgr->Get("button"), surfaceMgr->Get("font"), "Options");
buttonMap["quit"] = new Button(50, 150, surfaceMgr->Get("button"), surfaceMgr->Get("font"), "Quit");
buttonMap["testsystems"] = new Button(50, 250, surfaceMgr->Get("button"), surfaceMgr->Get("font"), "TestSystems");
startButton.Setup(50, 50, surfaceMgr->Get("button"), surfaceMgr->Get("font"), "Start");
optionsButton.Setup(50, 100, surfaceMgr->Get("button"), surfaceMgr->Get("font"), "Options");
quitButton.Setup(50, 150, surfaceMgr->Get("button"), surfaceMgr->Get("font"), "Quit");
}
MainMenu::~MainMenu() {
for (auto it : buttonMap) {
delete it.second;
}
buttonMap.clear();
#ifdef DEBUG
cout << "leaving MainMenu" << endl;
#endif
@@ -49,9 +61,9 @@ void MainMenu::FrameEnd() {
}
void MainMenu::Render(SDL_Surface* const screen) {
for (auto it : buttonMap) {
it.second->DrawTo(screen);
}
startButton.DrawTo(screen);
optionsButton.DrawTo(screen);
quitButton.DrawTo(screen);
}
//-------------------------
@@ -59,40 +71,33 @@ void MainMenu::Render(SDL_Surface* const screen) {
//-------------------------
void MainMenu::MouseMotion(SDL_MouseMotionEvent const& motion) {
for (auto it : buttonMap) {
it.second->MouseMotion(motion);
}
startButton.MouseMotion(motion);
optionsButton.MouseMotion(motion);
quitButton.MouseMotion(motion);
}
void MainMenu::MouseButtonDown(SDL_MouseButtonEvent const& button) {
for (auto it : buttonMap) {
it.second->MouseButtonDown(button);
}
startButton.MouseButtonDown(button);
optionsButton.MouseButtonDown(button);
quitButton.MouseButtonDown(button);
}
void MainMenu::MouseButtonUp(SDL_MouseButtonEvent const& button) {
if (buttonMap["start"]->MouseButtonUp(button) == Button::State::HOVER) {
if (startButton.MouseButtonUp(button) == Button::State::HOVER) {
SetNextScene(SceneList::LOBBY);
}
if (buttonMap["options"]->MouseButtonUp(button) == Button::State::HOVER) {
//TODO
if (optionsButton.MouseButtonUp(button) == Button::State::HOVER) {
SetNextScene(SceneList::OPTIONSCREEN);
}
if (buttonMap["quit"]->MouseButtonUp(button) == Button::State::HOVER) {
if (quitButton.MouseButtonUp(button) == Button::State::HOVER) {
QuitEvent();
}
if (buttonMap["testsystems"]->MouseButtonUp(button) == Button::State::HOVER) {
SetNextScene(SceneList::TESTSYSTEMS);
}
}
void MainMenu::KeyDown(SDL_KeyboardEvent const& key) {
switch(key.keysym.sym) {
case SDLK_ESCAPE:
QuitEvent();
break;
break;
}
}
void MainMenu::KeyUp(SDL_KeyboardEvent const& key) {
//
}
+30 -15
View File
@@ -1,42 +1,57 @@
/* Copyright: (c) Kayne Ruse 2013
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
*
* 3. This notice may not be removed or altered from any source
* distribution.
*/
#ifndef MAINMENU_HPP_
#define MAINMENU_HPP_
#include "base_scene.hpp"
#include "singleton.hpp"
#include "config_utility.hpp"
#include "surface_manager.hpp"
#include "button.hpp"
#include <string>
#include <map>
class MainMenu : public BaseScene {
public:
//Public access members
MainMenu(ConfigUtility*, SurfaceManager*);
/* Public access members */
MainMenu();
~MainMenu();
protected:
//Frame loop
/* Frame loop */
void FrameStart();
void Update(double delta);
void FrameEnd();
void Render(SDL_Surface* const);
//Event handlers
/* Event handlers */
void MouseMotion(SDL_MouseMotionEvent const&);
void MouseButtonDown(SDL_MouseButtonEvent const&);
void MouseButtonUp(SDL_MouseButtonEvent const&);
void KeyDown(SDL_KeyboardEvent const&);
void KeyUp(SDL_KeyboardEvent const&);
//globals
ConfigUtility* configUtil;
SurfaceManager* surfaceMgr;
SurfaceManager* surfaceMgr = Singleton<SurfaceManager>::Get();
//members
std::map<std::string, Button*> buttonMap;
Button startButton;
Button optionsButton;
Button quitButton;
};
#endif
+6 -4
View File
@@ -1,17 +1,19 @@
#config
INCLUDES=../common
LIBDIR=../libs
LOCALLIBS=$(LIBDIR)/out/libCodebase.a $(LIBDIR)/out/libCommon.a
LIB=$(LOCALLIBS) -lSDL_net -lwsock32 -liphlpapi -lmingw32 -lSDLmain -lSDL
INCLUDES=$(LIBDIR)/Codebase $(LIBDIR)/common
CXXFLAGS+=-std=c++11 -DDEBUG $(addprefix -I,$(INCLUDES))
LIB=../common/out/common.a -lmingw32 -lSDL_net -lSDLmain -lSDL -lwsock32 -liphlpapi
#source
SRC=$(filter-out unit.cpp, $(wildcard *.cpp))
SRC=$(wildcard *.cpp)
#objects
OBJDIR=obj
OBJ=$(addprefix $(OBJDIR)/,$(SRC:.cpp=.o))
#output
OUTDIR=out
OUTDIR=../out
OUT=$(addprefix $(OUTDIR)/,client)
#targets
+77
View File
@@ -0,0 +1,77 @@
/* Copyright: (c) Kayne Ruse 2013
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
*
* 3. This notice may not be removed or altered from any source
* distribution.
*/
#include "option_screen.hpp"
#include <iostream>
using namespace std;
//-------------------------
//Public access members
//-------------------------
OptionScreen::OptionScreen() {
#ifdef DEBUG
cout << "entering OptionScreen" << endl;
#endif
backButton.Setup(50, 50, surfaceMgr->Get("button"), surfaceMgr->Get("font"), "Back");
}
OptionScreen::~OptionScreen() {
#ifdef DEBUG
cout << "leaving OptionScreen" << endl;
#endif
}
//-------------------------
//Frame loop
//-------------------------
void OptionScreen::Render(SDL_Surface* const screen) {
backButton.DrawTo(screen);
}
//-------------------------
//Event handlers
//-------------------------
void OptionScreen::MouseMotion(SDL_MouseMotionEvent const& motion) {
backButton.MouseMotion(motion);
}
void OptionScreen::MouseButtonDown(SDL_MouseButtonEvent const& button) {
backButton.MouseButtonDown(button);
}
void OptionScreen::MouseButtonUp(SDL_MouseButtonEvent const& button) {
if (backButton.MouseButtonUp(button) == Button::State::HOVER) {
SetNextScene(SceneList::MAINMENU);
}
}
void OptionScreen::KeyDown(SDL_KeyboardEvent const& key) {
switch(key.keysym.sym) {
case SDLK_ESCAPE:
SetNextScene(SceneList::MAINMENU);
break;
}
}
+51
View File
@@ -0,0 +1,51 @@
/* Copyright: (c) Kayne Ruse 2013
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
*
* 3. This notice may not be removed or altered from any source
* distribution.
*/
#ifndef OPTIONSCREEN_HPP_
#define OPTIONSCREEN_HPP_
#include "base_scene.hpp"
#include "singleton.hpp"
#include "surface_manager.hpp"
#include "button.hpp"
class OptionScreen : public BaseScene {
public:
/* Public access members */
OptionScreen();
~OptionScreen();
protected:
/* Frame loop */
void Render(SDL_Surface* const);
/* Event handlers */
void MouseMotion(SDL_MouseMotionEvent const&);
void MouseButtonDown(SDL_MouseButtonEvent const&);
void MouseButtonUp(SDL_MouseButtonEvent const&);
void KeyDown(SDL_KeyboardEvent const&);
SurfaceManager* surfaceMgr = Singleton<SurfaceManager>::Get();
Button backButton;
};
#endif
-93
View File
@@ -1,93 +0,0 @@
#include "player.hpp"
#define ANIMATION_SPEED 0.1
#define WALKING_SPEED 140
Player::Player(SDL_Surface* s, int w, int h)
: sprite(s, w, h)
{
}
void Player::Update(double delta) {
if (motion.y > 0) {
FaceDirection(Direction::SOUTH);
}
else if (motion.y < 0) {
FaceDirection(Direction::NORTH);
}
else if (motion.x < 0) {
FaceDirection(Direction::WEST);
}
else if (motion.x > 0) {
FaceDirection(Direction::EAST);
}
if (motion.x != 0 && motion.y != 0) {
sprite.SetInterval(ANIMATION_SPEED);
constexpr double d = 1/sqrt(2);
position += motion * d * delta;
}
else if (motion != 0) {
sprite.SetInterval(ANIMATION_SPEED);
position += motion * delta;
}
else {
sprite.SetCurrentFrame(0);
sprite.SetInterval(0);
}
sprite.Update(delta);
}
void Player::WalkInDirection(Direction d) {
switch(d) {
case Direction::NORTH:
if (motion.y >= 0) {
motion.y -= WALKING_SPEED;
}
else {
motion.y = -WALKING_SPEED;
}
break;
case Direction::SOUTH:
if (motion.y <= 0) {
motion.y += WALKING_SPEED;
}
else {
motion.y = WALKING_SPEED;
}
break;
case Direction::WEST:
if (motion.x >= 0) {
motion.x -= WALKING_SPEED;
}
else {
motion.x = -WALKING_SPEED;
}
break;
case Direction::EAST:
if (motion.x <= 0) {
motion.x += WALKING_SPEED;
}
else {
motion.x = WALKING_SPEED;
}
break;
}
}
void Player::FaceDirection(Direction dir) {
switch(dir) {
case Direction::SOUTH:
sprite.SetCurrentStrip(0);
break;
case Direction::NORTH:
sprite.SetCurrentStrip(1);
break;
case Direction::WEST:
sprite.SetCurrentStrip(2);
break;
case Direction::EAST:
sprite.SetCurrentStrip(3);
break;
}
}
-36
View File
@@ -1,36 +0,0 @@
#ifndef PLAYER_HPP_
#define PLAYER_HPP_
#include "defines.hpp"
#include "vector2.hpp"
#include "sprite_sheet.hpp"
#include "SDL/SDL.h"
class Player {
public:
Player(SDL_Surface*, int w, int h);
void Update(double delta);
void WalkInDirection(Direction);
Vector2 SetPosition(Vector2 v) { return position = v; }
Vector2 ShiftPosition(Vector2 v) { return position += v; }
Vector2 GetPosition() const { return position; };
Vector2 SetMotion(Vector2 v) { return motion = v; }
Vector2 ShiftMotion(Vector2 v) { return motion += v; }
Vector2 GetMotion() const { return motion; }
void DrawTo(SDL_Surface* const s) { sprite.DrawTo(s, position.x, position.y); }
void FaceDirection(Direction);
SpriteSheet* GetSpriteSheet() { return &sprite; };
private:
Vector2 position;
Vector2 motion;
SpriteSheet sprite;
};
#endif
+114
View File
@@ -0,0 +1,114 @@
/* Copyright: (c) Kayne Ruse 2013
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
*
* 3. This notice may not be removed or altered from any source
* distribution.
*/
#include "player_character.hpp"
void PlayerCharacter::Update(double delta) {
if (limitSpeed) {
constexpr double d = 1.0/sqrt(2);
position += motion * delta * d;
}
else {
position += motion * delta;
}
sprite.Update(delta);
}
void PlayerCharacter::MoveDirection(CardinalDirection cd) {
//shift the movement in this direction
switch(cd) {
case CardinalDirection::NORTH:
if (motion.y >= 0) {
motion.y -= WALKING_SPEED;
}
break;
case CardinalDirection::SOUTH:
if (motion.y <= 0) {
motion.y += WALKING_SPEED;
}
break;
case CardinalDirection::WEST:
if (motion.x >= 0) {
motion.x -= WALKING_SPEED;
}
break;
case CardinalDirection::EAST:
if (motion.x <= 0) {
motion.x += WALKING_SPEED;
}
break;
}
//face the correct direction
FaceDirection();
}
void PlayerCharacter::FaceDirection(CardinalDirection cd) {
switch(cd) {
case CardinalDirection::NORTH:
sprite.SetCurrentStrip(1);
break;
case CardinalDirection::SOUTH:
sprite.SetCurrentStrip(0);
break;
case CardinalDirection::WEST:
sprite.SetCurrentStrip(2);
break;
case CardinalDirection::EAST:
sprite.SetCurrentStrip(3);
break;
}
}
void PlayerCharacter::FaceDirection() {
//base the direction on the character's movement
if (motion.y < 0) {
FaceDirection(CardinalDirection::NORTH);
}
if (motion.y > 0) {
FaceDirection(CardinalDirection::SOUTH);
}
if (motion.x < 0) {
FaceDirection(CardinalDirection::WEST);
}
if (motion.x > 0) {
FaceDirection(CardinalDirection::EAST);
}
CheckSpeed();
}
void PlayerCharacter::CheckSpeed() {
//diagonal
if (motion.x != 0 && motion.y != 0) {
sprite.SetInterval(0.1);
limitSpeed = true;
}
//cardinal
else if (motion != 0) {
sprite.SetInterval(0.1);
limitSpeed = false;
}
//not moving
else {
sprite.SetInterval(0);
sprite.SetCurrentFrame(0);
limitSpeed = false;
}
}
+63
View File
@@ -0,0 +1,63 @@
/* Copyright: (c) Kayne Ruse 2013
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
*
* 3. This notice may not be removed or altered from any source
* distribution.
*/
#ifndef PLAYERCHARACTER_HPP_
#define PLAYERCHARACTER_HPP_
#include "vector2.hpp"
#include "sprite_sheet.hpp"
#include "defines.hpp"
class PlayerCharacter {
public:
PlayerCharacter() = default;
~PlayerCharacter() = default;
void Update(double delta);
void MoveDirection(CardinalDirection);
void FaceDirection(CardinalDirection);
void FaceDirection();
void DrawTo(SDL_Surface* const dest) { sprite.DrawTo(dest, position.x, position.y); }
//accessors and mutators
Vector2 SetPosition(Vector2 v) { return position = v; }
Vector2 ShiftPosition(Vector2 v) { return position += v; }
Vector2 GetPosition() { return position; }
Vector2 SetMotion(Vector2 v) { return motion = v; }
Vector2 ShiftMotion(Vector2 v) { return motion += v; }
Vector2 GetMotion() { return motion; }
SpriteSheet* GetSprite() { return &sprite; }
private:
void CheckSpeed();
Vector2 position;
Vector2 motion;
SpriteSheet sprite;
//for moving diagonal
bool limitSpeed = false;
};
#endif
-53
View File
@@ -1,53 +0,0 @@
#include "player_manager.hpp"
#include <stdexcept>
PlayerManager::PlayerManager() {
//
}
PlayerManager::~PlayerManager() {
DeleteAll();
}
Player* PlayerManager::New(int index, SDL_Surface* avatarSheet) {
if (playerMap.find(index) != playerMap.end()) {
throw(std::runtime_error("This player's index is already taken"));
}
return playerMap[index] = new Player(avatarSheet, avatarSheet->w/4, avatarSheet->h/4);
}
Player* PlayerManager::Get(int index) {
std::map<int, Player*>::iterator it = playerMap.find(index);
if(it == playerMap.end()) {
throw(std::runtime_error("Failed to find a player with that index"));
}
return it->second;
}
void PlayerManager::Delete(int index) {
std::map<int, Player*>::iterator it = playerMap.find(index);
delete it->second;
playerMap.erase(it);
}
void PlayerManager::UpdateAll(double delta) {
for (auto it : playerMap) {
it.second->Update(delta);
}
}
void PlayerManager::DrawAllTo(SDL_Surface* dest) {
for (auto it : playerMap) {
it.second->DrawTo(dest);
}
}
void PlayerManager::DeleteAll() {
for (auto it : playerMap) {
delete it.second;
}
playerMap.clear();
}
-26
View File
@@ -1,26 +0,0 @@
#ifndef PLAYERMANAGER_HPP_
#define PLAYERMANAGER_HPP_
#include "player.hpp"
#include <map>
class PlayerManager {
public:
PlayerManager();
~PlayerManager();
Player* New(int index, SDL_Surface* avatarSheet);
Player* Get(int index);
void Delete(int index);
void UpdateAll(double delta);
void DrawAllTo(SDL_Surface* dest);
void DeleteAll();
Player* operator[](int i) { return Get(i); }
private:
std::map<int, Player*> playerMap;
};
#endif
+27 -8
View File
@@ -1,21 +1,40 @@
/* Copyright: (c) Kayne Ruse 2013
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
*
* 3. This notice may not be removed or altered from any source
* distribution.
*/
#ifndef SCENELIST_HPP_
#define SCENELIST_HPP_
enum class SceneList {
//these are reserved
QUIT, //doubles as "up one scene" in nested scenes
QUIT,
CONTINUE,
FIRST,
//custom indexes
TESTSYSTEMS,
SPLASH,
MAINMENU,
INGAME,
//subscenes
INCOMBAT,
INWORLD,
LOBBY,
COMBAT,
MAINMENU,
OPTIONSCREEN,
SPLASHSCREEN,
};
#endif
-38
View File
@@ -1,38 +0,0 @@
#ifndef SCENEMANAGER_HPP_
#define SCENEMANAGER_HPP_
#include "scene_list.hpp"
#include "base_scene.hpp"
#include "config_utility.hpp"
#include "surface_manager.hpp"
#include "udp_network_utility.hpp"
#include "packet_list.hpp"
#include "SDL/SDL.h"
class SceneManager {
public:
//Public access members
SceneManager();
~SceneManager();
void Init();
void Proc();
void Quit();
private:
//Private access members
void LoadScene(SceneList sceneIndex);
void UnloadScene();
BaseScene* activeScene = nullptr;
//globals
ConfigUtility configUtil;
SurfaceManager surfaceMgr;
UDPNetworkUtility netUtil;
int playerID = -1;
};
#endif
-62
View File
@@ -1,62 +0,0 @@
#include "splash.hpp"
#include <iostream>
using namespace std;
//-------------------------
//Public access members
//-------------------------
Splash::Splash(ConfigUtility* cUtil, SurfaceManager* sMgr) {
#ifdef DEBUG
cout << "entering Splash" << endl;
#endif
configUtil = cUtil;
surfaceMgr = sMgr;
logo = new Image(surfaceMgr->Load("splash-logo", configUtil->String("logos") + "/krstudios.bmp"));
}
Splash::~Splash() {
delete logo;
surfaceMgr->Free("splash-logo");
#ifdef DEBUG
cout << "leaving Splash" << endl;
#endif
}
void Splash::RunFrame(double delta) {
//skip any event handling here
SDL_Event event;
while(SDL_PollEvent(&event));
//draw the logo in the middle of the screen
int x = (GetScreen()->w - logo->GetClipW()) / 2;
int y = (GetScreen()->h - logo->GetClipH()) / 2;
logo->DrawTo(GetScreen(),x,y);
SDL_Flip(GetScreen());
//load the resources ONCE
if (!loaded) {
loaded = true;
LoadResources();
}
//wait X seconds
if (Clock::now() - start > std::chrono::duration<int>(1)) {
SetNextScene(SceneList::MAINMENU);
}
}
void Splash::LoadResources() {
//load the global resources here
surfaceMgr->Load("font", configUtil->String("fonts") + "/pokemon_dark_font.bmp");
surfaceMgr->Load("button", configUtil->String("interface") + "/button.bmp");
surfaceMgr->Load("elliot", configUtil->String("sprites") + "/elliot2.bmp");
surfaceMgr->Load("coa", configUtil->String("sprites") + "/coa2.bmp");
surfaceMgr->Load("flower", configUtil->String("sprites") + "/aniflower.bmp");
surfaceMgr->Load("terrain", configUtil->String("tilesets") + "/terrain.bmp");
//TODO
}
-34
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@@ -1,34 +0,0 @@
#ifndef SPLASH_HPP_
#define SPLASH_HPP_
#include "base_scene.hpp"
#include "config_utility.hpp"
#include "surface_manager.hpp"
#include "image.hpp"
#include <chrono>
class Splash : public BaseScene {
public:
Splash(ConfigUtility*, SurfaceManager*);
~Splash();
protected:
typedef std::chrono::high_resolution_clock Clock;
void RunFrame(double delta);
void RenderFrame() {};
void LoadResources();
//globals
ConfigUtility* configUtil;
SurfaceManager* surfaceMgr;
//members
bool loaded = false;
Clock::time_point start = Clock::now();
Image* logo = nullptr;
};
#endif
+86
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@@ -0,0 +1,86 @@
/* Copyright: (c) Kayne Ruse 2013
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
*
* 3. This notice may not be removed or altered from any source
* distribution.
*/
#include "splash_screen.hpp"
#include <iostream>
using namespace std;
//-------------------------
//Public access members
//-------------------------
SplashScreen::SplashScreen() {
#ifdef DEBUG
cout << "entering SplashScreen" << endl;
#endif
logo.SetSurface(surfaceMgr->Load("splash-logo", configUtil->String("logos") + "/krstudios.bmp"));
}
SplashScreen::~SplashScreen() {
surfaceMgr->Free("splash-logo");
#ifdef DEBUG
cout << "leaving SplashScreen" << endl;
#endif
}
//-------------------------
//Frame loop
//-------------------------
void SplashScreen::RunFrame(double delta) {
HandleEvents();
if (!loaded) {
//never repeat this
loaded = true;
//quick draw
RenderFrame();
LoadResources();
}
if (std::chrono::steady_clock::now() - start > std::chrono::duration<int>(1)) {
SetNextScene(SceneList::MAINMENU);
}
}
void SplashScreen::RenderFrame() {
SDL_FillRect(GetScreen(), 0, 0);
int x = (GetScreen()->w - logo.GetClipW()) / 2;
int y = (GetScreen()->h - logo.GetClipH()) / 2;
logo.DrawTo(GetScreen(), x, y);
SDL_Flip(GetScreen());
}
void SplashScreen::LoadResources() {
//standard
surfaceMgr->Load("font", configUtil->String("fonts") + "/pokemon_dark_font.bmp");
surfaceMgr->Load("button", configUtil->String("interface") + "/button.bmp");
//debugging
surfaceMgr->Load("elliot", configUtil->String("sprites") + "/elliot2.bmp");
surfaceMgr->Load("coa", configUtil->String("sprites") + "/coa2.bmp");
surfaceMgr->Load("flower", configUtil->String("sprites") + "/aniflower.bmp");
surfaceMgr->Load("terrain", configUtil->String("tilesets") + "/terrain.bmp");
//TODO
}
+53
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@@ -0,0 +1,53 @@
/* Copyright: (c) Kayne Ruse 2013
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
*
* 3. This notice may not be removed or altered from any source
* distribution.
*/
#ifndef SPLASHSCREEN_HPP_
#define SPLASHSCREEN_HPP_
#include "base_scene.hpp"
#include "singleton.hpp"
#include "config_utility.hpp"
#include "surface_manager.hpp"
#include "image.hpp"
#include <chrono>
class SplashScreen : public BaseScene {
public:
/* Public access members */
SplashScreen();
~SplashScreen();
protected:
/* Frame loop */
void RunFrame(double delta);
void RenderFrame();
void LoadResources();
bool loaded = false;
ConfigUtility* configUtil = Singleton<ConfigUtility>::Get();
SurfaceManager* surfaceMgr = Singleton<SurfaceManager>::Get();
Image logo;
std::chrono::steady_clock::time_point start = std::chrono::steady_clock::now();
};
#endif
-170
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@@ -1,170 +0,0 @@
#include "test_systems.hpp"
#include <iostream>
using namespace std;
#include "splash.hpp"
//-------------------------
//Public access members
//-------------------------
TestSystems::TestSystems(ConfigUtility* cUtil, SurfaceManager* sMgr, UDPNetworkUtility* nUtil) {
#ifdef DEBUG
cout << "entering TestSystems" << endl;
#endif
configUtil = cUtil;
surfaceMgr = sMgr;
netUtil = nUtil;
playerCounter = currentPlayer = 0;
playerMgr.New(playerCounter++, surfaceMgr->Get("elliot"));
playerMgr.New(playerCounter++, surfaceMgr->Get("elliot"));
playerMgr.New(playerCounter++, surfaceMgr->Get("coa"));
playerMgr.New(playerCounter++, surfaceMgr->Get("coa"));
font.SetSurface(surfaceMgr->Get("font"));
}
TestSystems::~TestSystems() {
playerMgr.DeleteAll();
#ifdef DEBUG
cout << "leaving TestSystems" << endl;
#endif
}
//-------------------------
//Frame loop
//-------------------------
void TestSystems::FrameStart() {
//
}
void TestSystems::Update(double delta) {
playerMgr.UpdateAll(delta);
}
void TestSystems::FrameEnd() {
//
}
string IToS(int i) {
char buffer[20];
memset(buffer, 0, 20);
sprintf(buffer, "%d", i);
return string(buffer);
}
void TestSystems::Render(SDL_Surface* const screen) {
FrameRate::Calculate();
playerMgr.DrawAllTo(screen);
font.DrawStringTo("FPS: " + IToS(FrameRate::GetFrameRate()), screen, 16, 16);
}
//-------------------------
//Event handlers
//-------------------------
void TestSystems::MouseMotion(SDL_MouseMotionEvent const& motion) {
//
}
void TestSystems::MouseButtonDown(SDL_MouseButtonEvent const& button) {
//
}
void TestSystems::MouseButtonUp(SDL_MouseButtonEvent const& button) {
//
}
void TestSystems::KeyDown(SDL_KeyboardEvent const& key) {
switch(key.keysym.sym) {
case SDLK_ESCAPE:
SetNextScene(SceneList::MAINMENU);
break;
case SDLK_w:
playerMgr[currentPlayer]->WalkInDirection(Direction::NORTH);
SendMessage("move up");
break;
case SDLK_s:
playerMgr[currentPlayer]->WalkInDirection(Direction::SOUTH);
SendMessage("move down");
break;
case SDLK_a:
playerMgr[currentPlayer]->WalkInDirection(Direction::WEST);
SendMessage("move left");
break;
case SDLK_d:
playerMgr[currentPlayer]->WalkInDirection(Direction::EAST);
SendMessage("move right");
break;
case SDLK_1:
SwitchToPlayer(0);
break;
case SDLK_2:
SwitchToPlayer(1);
break;
case SDLK_3:
SwitchToPlayer(2);
break;
case SDLK_4:
SwitchToPlayer(3);
break;
}
}
void TestSystems::KeyUp(SDL_KeyboardEvent const& key) {
switch(key.keysym.sym) {
case SDLK_w:
playerMgr[currentPlayer]->WalkInDirection(Direction::SOUTH);
break;
case SDLK_s:
playerMgr[currentPlayer]->WalkInDirection(Direction::NORTH);
break;
case SDLK_a:
playerMgr[currentPlayer]->WalkInDirection(Direction::EAST);
break;
case SDLK_d:
playerMgr[currentPlayer]->WalkInDirection(Direction::WEST);
break;
}
}
//-------------------------
//Utilities
//-------------------------
void TestSystems::NewPlayer(int index, std::string avatarName, int x, int y) {
Player* p = playerMgr.New(index, surfaceMgr->Get(avatarName));
p->SetPosition(Vector2(x, y));
}
void TestSystems::SwitchToPlayer(int index) {
//dirty hacks for smooth movement
playerMgr[currentPlayer]->SetMotion(Vector2(0,0));
currentPlayer = index;
Uint8* key = SDL_GetKeyState(nullptr);
if (key[SDLK_w]) {
playerMgr[currentPlayer]->WalkInDirection(Direction::NORTH);
}
if (key[SDLK_s]) {
playerMgr[currentPlayer]->WalkInDirection(Direction::SOUTH);
}
if (key[SDLK_a]) {
playerMgr[currentPlayer]->WalkInDirection(Direction::WEST);
}
if (key[SDLK_d]) {
playerMgr[currentPlayer]->WalkInDirection(Direction::EAST);
}
}
void TestSystems::SendMessage(std::string s) {
cout << s << endl;
}
-54
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@@ -1,54 +0,0 @@
#ifndef TESTSYSTEMS_HPP_
#define TESTSYSTEMS_HPP_
#include "base_scene.hpp"
#include "config_utility.hpp"
#include "surface_manager.hpp"
#include "udp_network_utility.hpp"
#include "packet_list.hpp"
#include "player_manager.hpp"
#include "frame_rate.hpp"
#include "raster_font.hpp"
#include <string>
class TestSystems : public BaseScene {
public:
//Public access members
TestSystems(ConfigUtility*, SurfaceManager*, UDPNetworkUtility*);
~TestSystems();
protected:
//Frame loop
void FrameStart();
void Update(double delta);
void FrameEnd();
void Render(SDL_Surface* const);
//Event handlers
void MouseMotion(SDL_MouseMotionEvent const&);
void MouseButtonDown(SDL_MouseButtonEvent const&);
void MouseButtonUp(SDL_MouseButtonEvent const&);
void KeyDown(SDL_KeyboardEvent const&);
void KeyUp(SDL_KeyboardEvent const&);
//utilities
void NewPlayer(int index, std::string avatarName, int x, int y);
void SwitchToPlayer(int index);
void SendMessage(std::string);
//members
ConfigUtility* configUtil = nullptr;
SurfaceManager* surfaceMgr = nullptr;
UDPNetworkUtility* netUtil = nullptr;
PlayerManager playerMgr;
RasterFont font;
int playerCounter;
int currentPlayer;
};
#endif
-7
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@@ -1,7 +0,0 @@
#include <iostream>
using namespace std;
int SDL_main(int argc, char* argv[]) {
return 0;
}
-109
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@@ -1,109 +0,0 @@
#ifndef PACKETLIST_HPP_
#define PACKETLIST_HPP_
#include "vector2.hpp"
#include <string>
#define PACKET_STRING_SIZE 100
enum class PacketList {
NONE = 0,
//connections
PING = 1,
PONG = 2,
JOINREQUEST = 3,
JOINCONFIRM = 4,
DISCONNECT = 5,
//information control
SYNCHRONIZE = 6,
NEWPLAYER = 7,
DELETEPLAYER = 8,
MOVEMENT = 9,
};
//-------------------------
//connections
//-------------------------
struct Ping {
PacketList type = PacketList::PING;
char metadata[PACKET_STRING_SIZE];
};
struct Pong {
PacketList type = PacketList::PONG;
char metadata[PACKET_STRING_SIZE];
};
struct JoinRequest {
PacketList type = PacketList::JOINREQUEST;
char handle[PACKET_STRING_SIZE];
char avatar[PACKET_STRING_SIZE];
};
struct JoinConfirm {
PacketList type = PacketList::JOINCONFIRM;
int playerID;
};
struct Disconnect {
PacketList type = PacketList::DISCONNECT;
int playerID;
};
//-------------------------
//information control
//-------------------------
struct Synchronize {
PacketList type = PacketList::SYNCHRONIZE;
int playerID;
};
struct NewPlayer {
PacketList type = PacketList::NEWPLAYER;
int playerID;
char handle[PACKET_STRING_SIZE];
char avatar[PACKET_STRING_SIZE];
Vector2 position;
Vector2 motion;
};
struct DeletePlayer {
PacketList type = PacketList::DELETEPLAYER;
int playerID;
};
struct Movement {
PacketList type = PacketList::MOVEMENT;
int playerID;
Vector2 position;
Vector2 motion;
};
//-------------------------
//the packet itself
//-------------------------
union PacketData {
PacketData() {};
PacketList type = PacketList::NONE;
//connections
Ping ping;
Pong pong;
JoinRequest joinRequest;
JoinConfirm joinConfirm;
Disconnect disconnect;
//information control
Synchronize synchronize;
NewPlayer newPlayer;
DeletePlayer deletePlayer;
Movement movement;
};
#endif
+139
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@@ -0,0 +1,139 @@
/* Copyright: (c) Kayne Ruse 2013
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
*
* 3. This notice may not be removed or altered from any source
* distribution.
*/
#include "base_scene.hpp"
#include <stdexcept>
//-------------------------
//Static declarations
//-------------------------
SDL_Surface* BaseScene::screen = nullptr;
//-------------------------
//Public access members
//-------------------------
BaseScene::BaseScene() {
nextScene = SceneList::CONTINUE;
}
BaseScene::~BaseScene() {
//
}
//-------------------------
//Program control
//-------------------------
SDL_Surface* BaseScene::SetScreen(int w, int h, int bpp, Uint32 flags) {
if (!bpp) {
bpp = SDL_GetVideoInfo()->vfmt->BitsPerPixel;
}
screen = SDL_SetVideoMode(w, h, bpp, flags);
if (!screen) {
throw(std::runtime_error("Failed to create the screen surface"));
}
return screen;
}
SDL_Surface* BaseScene::GetScreen() {
return screen;
}
SceneList BaseScene::SetNextScene(SceneList sceneIndex) {
return nextScene = sceneIndex;
}
SceneList BaseScene::GetNextScene() const {
return nextScene;
}
//-------------------------
//Frame loop
//-------------------------
void BaseScene::RunFrame(double delta) {
FrameStart();
HandleEvents();
Update(delta);
FrameEnd();
}
void BaseScene::RenderFrame() {
SDL_FillRect(screen, 0, 0);
Render(screen);
SDL_Flip(screen);
}
//-------------------------
//Event handlers
//-------------------------
void BaseScene::HandleEvents() {
SDL_Event event;
while(SDL_PollEvent(&event)) {
switch(event.type) {
case SDL_QUIT:
QuitEvent();
break;
case SDL_VIDEORESIZE:
SetScreen(event.resize.w, event.resize.h, 0, screen->flags);
break;
case SDL_MOUSEMOTION:
MouseMotion(event.motion);
break;
case SDL_MOUSEBUTTONDOWN:
MouseButtonDown(event.button);
break;
case SDL_MOUSEBUTTONUP:
MouseButtonUp(event.button);
break;
case SDL_KEYDOWN:
KeyDown(event.key);
break;
case SDL_KEYUP:
KeyUp(event.key);
break;
#ifdef USE_EVENT_JOYSTICK
//TODO: joystick/gamepad support
#endif
#ifdef USE_EVENT_UNKNOWN
default:
UnknownEvent(event);
break;
#endif
}//switch
}//while
}
+74
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@@ -0,0 +1,74 @@
/* Copyright: (c) Kayne Ruse 2013
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
*
* 3. This notice may not be removed or altered from any source
* distribution.
*/
#ifndef BASESCENE_HPP_
#define BASESCENE_HPP_
#include "scene_list.hpp"
#include "SDL/SDL.h"
class BaseScene {
public:
/* Public access members */
BaseScene();
virtual ~BaseScene();
/* Program control */
static SDL_Surface* SetScreen(int w, int h, int bpp = 0, Uint32 flags = SDL_HWSURFACE|SDL_DOUBLEBUF);
static SDL_Surface* GetScreen();
SceneList SetNextScene(SceneList sceneIndex);
SceneList GetNextScene() const;
/* Frame loop */
virtual void RunFrame(double delta);
virtual void RenderFrame();
protected:
virtual void FrameStart() {}
virtual void HandleEvents();
virtual void Update(double delta) {}
virtual void FrameEnd() {}
virtual void Render(SDL_Surface* const screen) {}
/* Event handlers */
virtual void QuitEvent() { SetNextScene(SceneList::QUIT); }
virtual void MouseMotion(SDL_MouseMotionEvent const&) {}
virtual void MouseButtonDown(SDL_MouseButtonEvent const&) {}
virtual void MouseButtonUp(SDL_MouseButtonEvent const&) {}
virtual void KeyDown(SDL_KeyboardEvent const&) {}
virtual void KeyUp(SDL_KeyboardEvent const&) {}
#ifdef USE_EVENT_JOYSTICK
//TODO: joystick/gamepad support
#endif
#ifdef USE_EVENT_UNKNOWN
virtual void UnknownEvent(SDL_Event const&) {}
#endif
private:
static SDL_Surface* screen;
SceneList nextScene;
};
#endif
@@ -1,4 +1,25 @@
#include "scene_manager.hpp"
/* Copyright: (c) Kayne Ruse 2013
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
*
* 3. This notice may not be removed or altered from any source
* distribution.
*/
#include "editor_application.hpp"
#include <stdexcept>
#include <chrono>
@@ -8,45 +29,28 @@
//-------------------------
//Add the custom scene headers here
#include "test_systems.hpp"
#include "splash.hpp"
#include "main_menu.hpp"
#include "lobby.hpp"
#include "in_game.hpp"
#include "map_editor.hpp"
//-------------------------
//Public access members
//-------------------------
SceneManager::SceneManager() {
EditorApplication::EditorApplication() {
//
}
SceneManager::~SceneManager() {
EditorApplication::~EditorApplication() {
UnloadScene();
}
void SceneManager::Init() {
if (SDL_Init(SDL_INIT_VIDEO)) {
void EditorApplication::Init() {
if (SDL_Init(SDL_INIT_VIDEO))
throw(std::runtime_error("Failed to initialize SDL"));
}
if (SDLNet_Init()) {
throw(std::runtime_error("Failed to initialize SDL_net"));
}
configUtil.Load("rsc/config.cfg");
netUtil.Open(0, sizeof(PacketData));
//set the screen from the config file
int flags = SDL_HWSURFACE|SDL_DOUBLEBUF;
if (configUtil.Boolean("screen.f")) {
flags |= SDL_FULLSCREEN;
}
BaseScene::SetScreen(configUtil.Integer("screen.w"),configUtil.Integer("screen.h"),0,flags);
BaseScene::SetScreen(800, 600);
}
void SceneManager::Proc() {
void EditorApplication::Proc() {
LoadScene(SceneList::FIRST);
//prepare the time system
@@ -84,9 +88,8 @@ void SceneManager::Proc() {
UnloadScene();
}
void SceneManager::Quit() {
void EditorApplication::Quit() {
UnloadScene();
SDLNet_Quit();
SDL_Quit();
}
@@ -94,27 +97,14 @@ void SceneManager::Quit() {
//Private access members
//-------------------------
void SceneManager::LoadScene(SceneList sceneIndex) {
void EditorApplication::LoadScene(SceneList sceneIndex) {
UnloadScene();
switch(sceneIndex) {
//add scene creation calls here
case SceneList::TESTSYSTEMS:
activeScene = new TestSystems(&configUtil, &surfaceMgr, &netUtil);
break;
case SceneList::FIRST:
case SceneList::SPLASH:
activeScene = new Splash(&configUtil, &surfaceMgr);
break;
case SceneList::MAINMENU:
activeScene = new MainMenu(&configUtil, &surfaceMgr);
break;
case SceneList::LOBBY:
activeScene = new Lobby(&configUtil, &surfaceMgr, &netUtil, &playerID);
break;
case SceneList::INGAME:
activeScene = new InGame(&configUtil, &surfaceMgr, &netUtil, &playerID);
case SceneList::MAPEDITOR:
activeScene = new MapEditor();
break;
default:
@@ -122,7 +112,7 @@ void SceneManager::LoadScene(SceneList sceneIndex) {
}
}
void SceneManager::UnloadScene() {
void EditorApplication::UnloadScene() {
delete activeScene;
activeScene = nullptr;
}
+50
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@@ -0,0 +1,50 @@
/* Copyright: (c) Kayne Ruse 2013
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
*
* 3. This notice may not be removed or altered from any source
* distribution.
*/
#ifndef EDITORAPPLICATION_HPP_
#define EDITORAPPLICATION_HPP_
#include "scene_list.hpp"
#include "base_scene.hpp"
#include "SDL/SDL.h"
class EditorApplication {
public:
/* Public access members */
EditorApplication();
~EditorApplication();
void Init();
void Proc();
void Quit();
EditorApplication(EditorApplication const&) = delete;
EditorApplication(EditorApplication const&&) = delete;
private:
/* Private access members */
void LoadScene(SceneList sceneIndex);
void UnloadScene();
BaseScene* activeScene = nullptr;
};
#endif
+47
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@@ -0,0 +1,47 @@
/* Copyright: (c) Kayne Ruse 2013
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
*
* 3. This notice may not be removed or altered from any source
* distribution.
*/
#include "editor_application.hpp"
#include <stdexcept>
#include <iostream>
using namespace std;
int main(int, char**) {
#ifdef DEBUG
cout << "Beginning program" << endl;
#endif
try {
EditorApplication app;
app.Init();
app.Proc();
app.Quit();
}
catch(exception& e) {
cerr << "Fatal error: " << e.what() << endl;
return 1;
}
#ifdef DEBUG
cout << "Clean exit" << endl;
#endif
return 0;
}
+39
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@@ -0,0 +1,39 @@
#config
LIBDIR=../libs
LOCALLIBS=$(LIBDIR)/out/libCodebase.a $(LIBDIR)/out/libCommon.a
LIB=$(LOCALLIBS) -lmingw32 -lSDLmain -lSDL
INCLUDES=$(LIBDIR)/Codebase $(LIBDIR)/common
CXXFLAGS+=-std=c++11 -DDEBUG $(addprefix -I,$(INCLUDES))
#source
SRC=$(wildcard *.cpp)
#objects
OBJDIR=obj
OBJ=$(addprefix $(OBJDIR)/,$(SRC:.cpp=.o))
#output
OUTDIR=../out
OUT=$(addprefix $(OUTDIR)/,editor)
#targets
all: $(OBJ) $(OUT)
$(CXX) $(CXXFLAGS) -o $(OUT) $(OBJ) $(LIB)
$(OBJ): | $(OBJDIR)
$(OUT): | $(OUTDIR)
$(OBJDIR):
mkdir $(OBJDIR)
$(OUTDIR):
mkdir $(OUTDIR)
$(OBJDIR)/%.o: %.cpp
$(CXX) $(CXXFLAGS) -c -o $@ $<
clean:
$(RM) *.o *.a *.exe
rebuild: clean all
+82
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@@ -0,0 +1,82 @@
/* Copyright: (c) Kayne Ruse 2013
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
*
* 3. This notice may not be removed or altered from any source
* distribution.
*/
#include "map_editor.hpp"
//-------------------------
//Public access members
//-------------------------
MapEditor::MapEditor() {
//
}
MapEditor::~MapEditor() {
//
}
//-------------------------
//Frame loop
//-------------------------
void MapEditor::FrameStart() {
//
}
void MapEditor::Update(double delta) {
//
}
void MapEditor::FrameEnd() {
//
}
void MapEditor::Render(SDL_Surface* const screen) {
//
}
//-------------------------
//Event handlers
//-------------------------
void MapEditor::MouseMotion(SDL_MouseMotionEvent const& motion) {
//
}
void MapEditor::MouseButtonDown(SDL_MouseButtonEvent const& button) {
//
}
void MapEditor::MouseButtonUp(SDL_MouseButtonEvent const& button) {
//
}
void MapEditor::KeyDown(SDL_KeyboardEvent const& key) {
switch(key.keysym.sym) {
case SDLK_ESCAPE:
QuitEvent();
break;
}
}
void MapEditor::KeyUp(SDL_KeyboardEvent const& key) {
//
}
+48
View File
@@ -0,0 +1,48 @@
/* Copyright: (c) Kayne Ruse 2013
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
*
* 3. This notice may not be removed or altered from any source
* distribution.
*/
#ifndef MAPEDITOR_HPP_
#define MAPEDITOR_HPP_
#include "base_scene.hpp"
class MapEditor : public BaseScene {
public:
//Public access members
MapEditor();
~MapEditor();
protected:
//Frame loop
void FrameStart();
void Update(double delta);
void FrameEnd();
void Render(SDL_Surface* const);
//Event handlers
void MouseMotion(SDL_MouseMotionEvent const&);
void MouseButtonDown(SDL_MouseButtonEvent const&);
void MouseButtonUp(SDL_MouseButtonEvent const&);
void KeyDown(SDL_KeyboardEvent const&);
void KeyUp(SDL_KeyboardEvent const&);
};
#endif
@@ -19,8 +19,17 @@
* 3. This notice may not be removed or altered from any source
* distribution.
*/
#include "frame_rate.hpp"
#ifndef SCENELIST_HPP_
#define SCENELIST_HPP_
int FrameRate::frameCount = 0;
int FrameRate::lastFrameRate = 0;
FrameRate::Clock::time_point FrameRate::tick = FrameRate::Clock::now();
enum class SceneList {
//these are reserved
QUIT,
CONTINUE,
FIRST,
//custom indexes
MAPEDITOR,
};
#endif
@@ -23,15 +23,13 @@
#include <stdexcept>
Button::Button():
Button(0,0, nullptr, nullptr)
{
Button::Button(Sint16 i, Sint16 j, SDL_Surface* imageSurface, SDL_Surface* fontSurface, std::string s) {
Setup(i, j, imageSurface, fontSurface, s);
}
Button::Button(Sint16 i, Sint16 j, SDL_Surface* imageSurface, SDL_Surface* fontSurface, std::string s) {
void Button::Setup(Sint16 i, Sint16 j, SDL_Surface* imageSurface, SDL_Surface* fontSurface, std::string s) {
x = i;
y = j;
state = State::NORMAL;
SetSurfaces(imageSurface, fontSurface);
@@ -34,9 +34,11 @@ public:
NORMAL, HOVER, PRESSED
};
Button();
Button() = default;
Button(Sint16 x, Sint16 y, SDL_Surface* imageSurface, SDL_Surface* fontSurface, std::string text = "");
void Setup(Sint16 x, Sint16 y, SDL_Surface* imageSurface, SDL_Surface* fontSurface, std::string text = "");
//return the current state
State MouseMotion(SDL_MouseMotionEvent const&);
State MouseButtonDown(SDL_MouseButtonEvent const&);
@@ -69,11 +71,11 @@ public:
private:
State CalcState(Sint16 x, Sint16 y, bool leftPressed);
Sint16 x, y;
Sint16 textX, textY; //prevent recalc every loop
Sint16 x = 0, y = 0;
Sint16 textX = 0, textY = 0; //prevent recalc every loop
Image image;
RasterFont font;
State state;
State state = State::NORMAL;
std::string text;
};
+44
View File
@@ -0,0 +1,44 @@
/* Copyright: (c) Kayne Ruse 2013
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
*
* 3. This notice may not be removed or altered from any source
* distribution.
*/
#include "frame_rate.hpp"
#include <chrono>
typedef std::chrono::high_resolution_clock Clock;
static int frameCount = 0;
static int lastFrameRate = 0;
static Clock::time_point tick = Clock::now();
int ClockFrameRate() {
frameCount++;
if (Clock::now() - tick >= std::chrono::duration<int>(1)) {
lastFrameRate = frameCount;
frameCount = 0;
tick = Clock::now();
}
return lastFrameRate;
}
int GetFrameRate() {
return lastFrameRate;
}
@@ -22,27 +22,7 @@
#ifndef FRAMERATE_HPP_
#define FRAMERATE_HPP_
#include <chrono>
class FrameRate {
public:
typedef std::chrono::high_resolution_clock Clock;
FrameRate() = delete;
static int Calculate() {
frameCount++;
if (Clock::now() - tick >= std::chrono::duration<int>(1)) {
lastFrameRate = frameCount;
frameCount = 0;
tick = Clock::now();
}
return lastFrameRate;
}
static int GetFrameRate() { return lastFrameRate; }
private:
static int frameCount;
static int lastFrameRate;
static Clock::time_point tick;
};
int ClockFrameRate();
int GetFrameRate();
#endif
+5 -3
View File
@@ -1,7 +1,9 @@
#config
LIBDIR=..
LOCALLIBS=
LIB=
INCLUDES=
CXXFLAGS+=-std=c++11 -DDEBUG $(addprefix -I,$(INCLUDES))
LIB=
#source
SRC=$(wildcard *.cpp)
@@ -11,8 +13,8 @@ OBJDIR=obj
OBJ=$(addprefix $(OBJDIR)/,$(SRC:.cpp=.o))
#output
OUTDIR=out
OUT=$(addprefix $(OUTDIR)/,common.a)
OUTDIR=../out
OUT=$(addprefix $(OUTDIR)/,libCodebase.a)
#targets
all: $(OBJ) $(OUT)
@@ -41,7 +41,7 @@ public:
double operator[](size_t i) {
if (i >= 2)
throw(std::runtime_error("Out of range"));
throw(std::domain_error("Out of range"));
return *(&x+i);
}
@@ -53,19 +53,19 @@ public:
Vector2 operator/(Vector2 v) {
if (!v.x || !v.y)
throw(std::runtime_error("Divide by zero"));
throw(std::domain_error("Divide by zero"));
return Vector2(x / v.x, y / v.y);
}
Vector2 operator/(double d) {
if (!d)
throw(std::runtime_error("Divide by zero"));
throw(std::domain_error("Divide by zero"));
return Vector2(x / d, y / d);
}
bool operator==(Vector2 v) { return (x == v.x && y == v.y); }
bool operator!=(Vector2 v) { return (x != v.x || y != v.y); }
//templates
//member templates
template<typename T> Vector2 operator+=(T t) { return *this = *this + t; }
template<typename T> Vector2 operator-=(T t) { return *this = *this - t; }
template<typename T> Vector2 operator*=(T t) { return *this = *this * t; }
@@ -74,4 +74,13 @@ public:
template<typename T> bool operator!=(T t) { return (x != t || y != t); }
};
//non-member templates
template<typename T> Vector2 operator+(T t, Vector2 v) { return v + t; }
template<typename T> Vector2 operator-(T t, Vector2 v) { return v - t; }
template<typename T> Vector2 operator*(T t, Vector2 v) { return v * t; }
template<typename T> Vector2 operator/(T t, Vector2 v) { return v / t; }
template<typename T> bool operator==(T t, Vector2 v) { return v == t; }
template<typename T> bool operator!=(T t, Vector2 v) { return v != t; }
#endif
+2 -2
View File
@@ -157,9 +157,9 @@ extern DECLSPEC void SDLCALL SDLNet_TCP_Close(TCPsocket sock);
/***********************************************************************/
/* The maximum channels on a a UDP socket */
#define SDLNET_MAX_UDPCHANNELS 150
#define SDLNET_MAX_UDPCHANNELS 32
/* The maximum addresses bound to a single UDP socket channel */
#define SDLNET_MAX_UDPADDRESSES 1
#define SDLNET_MAX_UDPADDRESSES 4
typedef struct _UDPsocket *UDPsocket;
typedef struct {
+5 -3
View File
@@ -1,7 +1,9 @@
#config
LIBDIR=..
LOCALLIBS=
LIB=
INCLUDES=
CFLAGS+=$(addprefix -I,$(INCLUDES))
LIB=
#source
SRC=$(wildcard *.c)
@@ -11,7 +13,7 @@ OBJDIR=obj
OBJ=$(addprefix $(OBJDIR)/,$(SRC:.c=.o))
#output
OUTDIR=out
OUTDIR=../out
OUT=$(addprefix $(OUTDIR)/,libSDL_net.a)
#targets
@@ -34,4 +36,4 @@ $(OBJDIR)/%.o: %.c
clean:
$(RM) *.o *.a *.exe
rebuild: clean all
rebuild: clean all
+32
View File
@@ -0,0 +1,32 @@
/* Copyright: (c) Kayne Ruse 2013
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
*
* 3. This notice may not be removed or altered from any source
* distribution.
*/
#ifndef CLIENTENTRY_HPP_
#define CLIENTENTRY_HPP_
#include "SDL_net/SDL_net.h"
struct ClientEntry {
int index;
IPaddress address;
};
#endif
+34
View File
@@ -0,0 +1,34 @@
/* Copyright: (c) Kayne Ruse 2013
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
*
* 3. This notice may not be removed or altered from any source
* distribution.
*/
#ifndef DEFINES_HPP_
#define DEFINES_HPP_
#define GAME_CHANNEL 0
#define CHAT_CHANNEL 1
#define WALKING_SPEED 140
enum class CardinalDirection {
NORTH, SOUTH, EAST, WEST
};
#endif
+39
View File
@@ -0,0 +1,39 @@
#config
LIBDIR=..
LOCALLIBS=$(LIBDIR)/out/libCodebase.a
LIB=
INCLUDES=$(LIBDIR)/Codebase
CXXFLAGS+=-std=c++11 -DDEBUG $(addprefix -I,$(INCLUDES))
#source
SRC=$(wildcard *.cpp)
#objects
OBJDIR=obj
OBJ=$(addprefix $(OBJDIR)/,$(SRC:.cpp=.o))
#output
OUTDIR=../out
OUT=$(addprefix $(OUTDIR)/,libCommon.a)
#targets
all: $(OBJ) $(OUT)
ar -crs $(OUT) $(OBJ)
$(OBJ): | $(OBJDIR)
$(OUT): | $(OUTDIR)
$(OBJDIR):
mkdir $(OBJDIR)
$(OUTDIR):
mkdir $(OUTDIR)
$(OBJDIR)/%.o: %.cpp
$(CXX) $(CXXFLAGS) -c -o $@ $<
clean:
$(RM) *.o *.a *.exe
rebuild: clean all
+110
View File
@@ -0,0 +1,110 @@
/* Copyright: (c) Kayne Ruse 2013
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
*
* 3. This notice may not be removed or altered from any source
* distribution.
*/
#include "network_queue.hpp"
#include "singleton.hpp"
#include "udp_network_utility.hpp"
#include "SDL/SDL_thread.h"
#include <stdexcept>
#include <deque>
static SDL_sem* lock = SDL_CreateSemaphore(1);
static SDL_Thread* queueThread = nullptr;
static std::deque<Packet> queue;
static bool running = false;
static int networkQueue(void*) {
UDPNetworkUtility* netUtil = Singleton<UDPNetworkUtility>::Get();
while(running) {
SDL_SemWait(lock);
while(netUtil->Receive()) {
Packet p;
memcpy(&p, netUtil->GetInData(), sizeof(Packet));
p.meta.address = netUtil->GetInPacket()->address;
queue.push_back(p);
}
SDL_SemPost(lock);
SDL_Delay(10);
}
return 0;
}
void beginQueueThread() {
if (running) {
return;
}
running = true;
if (!(queueThread = SDL_CreateThread(networkQueue, nullptr))) {
throw(std::runtime_error("Failed to create the network thread"));
}
}
void endQueueThread() {
if (!running) {
return;
}
running = false;
SDL_WaitThread(queueThread, nullptr);
queueThread = nullptr;
}
void killQueueThread() {
if (!running) {
return;
}
running = false;
SDL_KillThread(queueThread);
queueThread = nullptr;
}
Packet peekNetworkPacket() {
SDL_SemWait(lock);
Packet p;
if (queue.size() > 0) {
Packet p = queue[0];
}
SDL_SemPost(lock);
return p;
}
Packet popNetworkPacket() {
SDL_SemWait(lock);
Packet p;
if (queue.size() > 0) {
p = queue[0];
queue.pop_front();
}
SDL_SemPost(lock);
return p;
}
void flushNetworkQueue() {
UDPNetworkUtility* netUtil = Singleton<UDPNetworkUtility>::Get();
SDL_SemWait(lock);
while(netUtil->Receive());
queue.clear();
SDL_SemPost(lock);
}
+34
View File
@@ -0,0 +1,34 @@
/* Copyright: (c) Kayne Ruse 2013
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
*
* 3. This notice may not be removed or altered from any source
* distribution.
*/
#ifndef NETWORKQUEUE_HPP_
#define NETWORKQUEUE_HPP_
#include "packet.hpp"
void beginQueueThread();
void endQueueThread();
void killQueueThread();
Packet peekNetworkPacket();
Packet popNetworkPacket();
void flushNetworkQueue();
#endif
+90
View File
@@ -0,0 +1,90 @@
/* Copyright: (c) Kayne Ruse 2013
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
*
* 3. This notice may not be removed or altered from any source
* distribution.
*/
#ifndef PACKETTYPE_HPP_
#define PACKETTYPE_HPP_
#include "vector2.hpp"
#include "SDL_net/SDL_net.h"
#define PACKET_STRING_SIZE 100
#pragma pack(push, 0)
union Packet {
//the type of packet being sent
enum class Type {
NONE = 0,
PING = 1,
PONG = 2,
BROADCAST_REQUEST = 3,
BROADCAST_RESPONSE = 4,
JOIN_REQUEST = 5,
JOIN_RESPONSE = 6,
DISCONNECT = 7,
SYNCHRONIZE = 8,
PLAYER_NEW = 9,
PLAYER_DELETE = 10,
PLAYER_UPDATE = 11,
};
//metadata on the packet itself
struct Metadata {
Type type;
IPaddress address;
int clientIndex;
}meta;
//information about the server
struct ServerInformation {
Metadata meta;
//TODO: version info
char name[PACKET_STRING_SIZE];
//TODO: player count
}serverInfo;
//information about a specific player
struct PlayerInformation {
Metadata meta;
int index;
char handle[PACKET_STRING_SIZE];
char avatar[PACKET_STRING_SIZE];
Vector2 position;
Vector2 motion;
//TODO Playerdata
}playerInfo;
//zero the packet
Packet() {
meta.type = Type::NONE;
meta.address.host = 0;
meta.address.port = 0;
meta.clientIndex = -1;
};
};
#pragma pack(pop)
#endif
+38
View File
@@ -0,0 +1,38 @@
/* Copyright: (c) Kayne Ruse 2013
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
*
* 3. This notice may not be removed or altered from any source
* distribution.
*/
#ifndef PLAYERENTRY_HPP_
#define PLAYERENTRY_HPP_
#include "vector2.hpp"
#include <string>
struct PlayerEntry {
int index;
int clientIndex;
std::string handle;
std::string avatar;
Vector2 position;
Vector2 motion;
};
#endif
+35
View File
@@ -0,0 +1,35 @@
/* Copyright: (c) Kayne Ruse 2013
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
*
* 3. This notice may not be removed or altered from any source
* distribution.
*/
#ifndef SERVERENTRY_HPP_
#define SERVERENTRY_HPP_
#include "SDL_net/SDL_net.h"
#include <string>
struct ServerEntry {
std::string name;
IPaddress address;
//TODO: player count
};
#endif
+38
View File
@@ -0,0 +1,38 @@
/* Copyright: (c) Kayne Ruse 2013
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
*
* 3. This notice may not be removed or altered from any source
* distribution.
*/
#ifndef SINGLETON_HPP_
#define SINGLETON_HPP_
template<typename T>
class Singleton {
public:
static T* Get() {
return &instance;
}
private:
static T instance;
};
template<typename T>
T Singleton<T>::instance;
#endif
+30
View File
@@ -0,0 +1,30 @@
/* Copyright: (c) Kayne Ruse 2013
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
*
* 3. This notice may not be removed or altered from any source
* distribution.
*/
#include "utilities.hpp"
#include <cstdio>
std::string itos(int i) {
char buffer[20];
snprintf(buffer, 20, "%d", i);
return std::string(buffer);
}
+29
View File
@@ -0,0 +1,29 @@
/* Copyright: (c) Kayne Ruse 2013
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
*
* 3. This notice may not be removed or altered from any source
* distribution.
*/
#ifndef UTILITIES_HPP_
#define UTILITIES_HPP_
#include <string>
std::string itos(int i);
#endif
+13
View File
@@ -0,0 +1,13 @@
OUTDIR=out
all: $(OUTDIR)
$(MAKE) -C codebase
$(MAKE) -C common
$(OUTDIR):
mkdir $(OUTDIR)
clean:
$(RM) *.o *.a *.exe
rebuild: clean all
+16
View File
@@ -0,0 +1,16 @@
OUTDIR=out
all: $(OUTDIR)
$(MAKE) -C libs
$(MAKE) -C server
$(MAKE) -C client
$(MAKE) -C editor
$(MAKE) -C test
$(OUTDIR):
mkdir $(OUTDIR)
clean:
$(RM) *.o *.a *.exe
rebuild: clean all
+5 -4
View File
@@ -1,6 +1,8 @@
#configuration of the program
#configuration of the programs
server.host = 127.0.0.1
server.port = 2000
server.port = 1991
server.name = foobar
screen.w = 800
screen.h = 600
screen.f = false
@@ -14,6 +16,5 @@ interface = rsc/graphics/interface
#debugging
debug = true
avatar = elliot2.bmp
avatar = elliot
handle = UserName
servername = foobar
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-32
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@@ -1,32 +0,0 @@
#ifndef CLIENTDATA_HPP_
#define CLIENTDATA_HPP_
#include "vector2.hpp"
#include <string>
struct ClientData {
ClientData() = default;
ClientData(int ID, int ch, std::string h, std::string a) {
playerID = ID;
channel = ch;
handle = h;
avatar = a;
}
void Update(double delta) {
position += motion * delta;
}
int playerID = -1;
int channel = -1;
Vector2 position;
Vector2 motion;
std::string handle;
std::string avatar;
enum class Command {
NORMAL,
CHANGED,
}command = Command::NORMAL;
};
#endif
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@@ -1,3 +1,24 @@
/* Copyright: (c) Kayne Ruse 2013
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
*
* 3. This notice may not be removed or altered from any source
* distribution.
*/
#include "server_application.hpp"
#include <stdexcept>
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@@ -1,26 +1,24 @@
#config
INCLUDES=../common
LIBDIR=../libs
LOCALLIBS=$(LIBDIR)/out/libCodebase.a $(LIBDIR)/out/libCommon.a
LIB=$(LOCALLIBS) -lSDL_net -lwsock32 -liphlpapi -lmingw32 -lSDLmain -lSDL
INCLUDES=$(LIBDIR)/Codebase $(LIBDIR)/common
CXXFLAGS+=-std=c++11 -DDEBUG $(addprefix -I,$(INCLUDES))
LIB=../common/out/common.a -lmingw32 -lSDL_net -lSDLmain -lSDL -lwsock32 -liphlpapi
#source
SRC=$(filter-out unit.cpp main.cpp, $(wildcard *.cpp))
SRC=$(wildcard *.cpp)
#objects
OBJDIR=obj
OBJ=$(addprefix $(OBJDIR)/,$(SRC:.cpp=.o))
#output
OUTDIR=out
OUTDIR=../out
OUT=$(addprefix $(OUTDIR)/,server)
#targets
all: server unit
server: $(OBJ) $(OUT)
$(CXX) $(CXXFLAGS) -o $(OUTDIR)/$@ main.cpp $(OBJ) $(LIB)
unit: $(OBJ) $(OUT)
$(CXX) $(CXXFLAGS) -o $(OUTDIR)/$@ unit.cpp $(OBJ) $(LIB)
all: $(OBJ) $(OUT)
$(CXX) $(CXXFLAGS) -o $(OUT) $(OBJ) $(LIB)
$(OBJ): | $(OBJDIR)
+262 -139
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@@ -1,185 +1,308 @@
/* Copyright: (c) Kayne Ruse 2013
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
*
* 3. This notice may not be removed or altered from any source
* distribution.
*/
#include "server_application.hpp"
#include <stdexcept>
#include <iostream>
#include <chrono>
using namespace std;
//-------------------------
//Public access members
//-------------------------
ServerApplication::ServerApplication() {
//
}
ServerApplication::~ServerApplication() {
//
}
/* ServerApplication::Init()
* This function initializes the entire program. There are a number of things
* that could go wrong here, which is why there is such an unusual order of
* operations.
* Important things to note:
* The APIs are initiated here.
* The global objects are initialized here.
* The ConfigUtility's call to Load() also ensures that the "rsc\" folder is in the directory. It's easy to forget it.
*/
void ServerApplication::Init() {
//load the config file
try {
configUtil->Load("rsc/config.cfg");
}
catch(std::runtime_error& e) {
std::string s = e.what();
s += "; Ensure that the \"rsc\" directory is present";
throw(std::runtime_error(s));
}
//check the port is valid
if (configUtil->Int("server.port") <= 0) {
throw(runtime_error("Cannot open the server on an invalid port or port 0"));
}
//initialize the APIs
if (SDLNet_Init()) {
throw(runtime_error("Failed to initialize SDL_net"));
}
configUtil.Load("config.cfg");
netUtil.Open(configUtil.Integer("server.port"), sizeof(PacketData));
//initiate the remaining singletons
netUtil->Open(configUtil->Int("server.port"), sizeof(Packet));
//create the threads
beginQueueThread();
//output the server information
cout << configUtil->String("server.name") << endl;
cout << "Open on port " << configUtil->String("server.port") << endl;
//disable this for debugging
running = true;
}
void ServerApplication::Proc() {
typedef chrono::high_resolution_clock Clock;
Clock::time_point lastTick = Clock::now();
Clock::duration delta;
while(running) {
//handle input
while(netUtil.Receive()) {
PacketData packet;
memcpy(reinterpret_cast<void*>(&packet), netUtil.GetInData(), sizeof(PacketData));
switch(packet.type) {
// case PacketList::NONE:
// //
// break;
case PacketList::PING:
Ping(&packet);
break;
// case PacketList::PONG:
// //
// break;
case PacketList::JOINREQUEST:
JoinRequest(&packet);
break;
// case PacketList::JOINCONFIRM:
// //
// break;
case PacketList::DISCONNECT:
Disconnect(packet.disconnect.playerID);
break;
// case PacketList::SYNCHRONIZE:
// //
// break;
// case PacketList::NEWPLAYER:
// //
// break;
// case PacketList::DELETEPLAYER:
// //
// break;
case PacketList::MOVEMENT:
Movement(&packet);
break;
}
try {
//process all packets on the network queue
while(HandlePacket(popNetworkPacket()));
}
catch(exception& e) {
//handle any errors
cerr << "Network Error: " << e.what() << endl;
continue;
}
//get the time since last update
delta = Clock::now() - lastTick;
lastTick = Clock::now();
//update the world
//TODO Delta::Calculate();
// for (auto it : clientMap) {
// it.second.Update(Delta::GetTime());
// }
//handle output...
//TODO...
UpdateWorld(double(delta.count()) / Clock::duration::period::den);
//give the machine a break
SDL_Delay(10);
}
}
void ServerApplication::Quit() {
netUtil.Close();
//close the threads
endQueueThread();
//clean up the singletons
netUtil->Close();
//deinitialize the APIs
SDLNet_Quit();
}
//-------------------------
//network commands
//Game loop
//-------------------------
void ServerApplication::Ping(PacketData* packet) {
//respond to pings with the server name
if (!packet) {
throw(runtime_error("Ping() received null"));
void ServerApplication::UpdateWorld(double delta) {
//the recalc here each loop is a stopgap, see issue #9 for details
for (auto& it : players) {
if (it.second.motion.x != 0 && it.second.motion.y != 0) {
constexpr double d = 1.0/sqrt(2);
it.second.position += it.second.motion * delta * d;
}
else {
it.second.position += it.second.motion * delta;
}
}
packet->type = PacketList::PONG;
snprintf(packet->pong.metadata,PACKET_STRING_SIZE, "%s",configUtil.CString("servername"));
netUtil.Send(&netUtil.GetInPacket()->address, reinterpret_cast<void*>(packet), sizeof(PacketData));
}
void ServerApplication::JoinRequest(PacketData* packet) {
if (!packet || clientMap.size() >= maxClients) {
//rejection
return;
//-------------------------
//Network loop
//-------------------------
int ServerApplication::HandlePacket(Packet p) {
switch(p.meta.type) {
case Packet::Type::NONE:
//DO NOTHING
return 0;
break;
case Packet::Type::PING:
//quick pong
p.meta.type = Packet::Type::PONG;
netUtil->Send(&p.meta.address, &p, sizeof(Packet));
break;
case Packet::Type::PONG:
//
break;
case Packet::Type::BROADCAST_REQUEST:
HandleBroadcast(p);
break;
// case PacketType::BROADCAST_RESPONSE:
// //
// break;
case Packet::Type::JOIN_REQUEST:
HandleConnection(p);
break;
// case PacketType::JOIN_RESPONSE:
// //
// break;
case Packet::Type::DISCONNECT:
HandleDisconnection(p);
break;
case Packet::Type::SYNCHRONIZE:
SynchronizeEverything(p);
break;
case Packet::Type::PLAYER_NEW:
AddPlayer(p);
RelayPacket(p);
break;
case Packet::Type::PLAYER_DELETE:
RemovePlayer(p);
RelayPacket(p);
break;
case Packet::Type::PLAYER_UPDATE:
UpdatePlayer(p);
RelayPacket(p);
break;
default:
throw(runtime_error("Failed to recognize the packet type: " + itos(int(p.meta.type))));
}
return 1;
}
void ServerApplication::RelayPacket(Packet& p) {
//pump this packet to all clients
for (auto& it : clients) {
netUtil->Send(&it.second.address, &p, sizeof(Packet));
}
}
void ServerApplication::SynchronizeEverything(Packet& sync) {
//send all known data to this client
//TODO multithreading?
//all players
Packet p;
p.meta.type = Packet::Type::PLAYER_UPDATE;
for (auto& it : players) {
p.meta.clientIndex = it.second.clientIndex;
p.playerInfo.index = it.second.index;
snprintf(p.playerInfo.handle, PACKET_STRING_SIZE, "%s", it.second.handle.c_str());
snprintf(p.playerInfo.avatar, PACKET_STRING_SIZE, "%s", it.second.avatar.c_str());
p.playerInfo.position = it.second.position;
p.playerInfo.motion = it.second.motion;
netUtil->Send(&clients[sync.meta.clientIndex].address, &p, sizeof(Packet));
}
}
void ServerApplication::HandleBroadcast(Packet& bcast) {
//respond to a broadcast request with the server's data
Packet p;
p.meta.type = Packet::Type::BROADCAST_RESPONSE;
snprintf(p.serverInfo.name, PACKET_STRING_SIZE, "%s", configUtil->CString("server.name"));
//TODO version information
netUtil->Send(&bcast.meta.address, &p, sizeof(Packet));
}
void ServerApplication::HandleConnection(Packet& request) {
//create the entries
ClientEntry newClient = {
uniqueIndex++,
request.meta.address
};
//push this information
clients[newClient.index] = newClient;
//send the player their information
Packet p;
p.meta.type = Packet::Type::JOIN_RESPONSE;
p.meta.clientIndex = newClient.index;
//TODO: resource list
netUtil->Send(&newClient.address, &p, sizeof(Packet));
//debugging
cout << "New connection: index " << newClient.index << endl;
cout << "number of clients: " << clients.size() << endl;
}
void ServerApplication::HandleDisconnection(Packet& disconnect) {
//disconnect a client (redundant message)
netUtil->Send(&clients[disconnect.meta.clientIndex].address, &disconnect, sizeof(Packet));
clients.erase(disconnect.meta.clientIndex);
//TODO remove the player...
//remove if(...)
//remove the player from other clients
//debugging
cout << "Lost connection: index " << disconnect.meta.clientIndex << endl;
cout << "number of clients: " << clients.size() << endl;
}
void ServerApplication::AddPlayer(Packet& p) {
//add the player
int playerID = uniqueIndex++;
clientMap[playerID].playerID = playerID;
clientMap[playerID].channel = netUtil.Bind(&netUtil.GetInPacket()->address, -1);
clientMap[playerID].handle = packet->joinRequest.handle;
clientMap[playerID].avatar = packet->joinRequest.avatar;
PlayerEntry newPlayer = {
uniqueIndex++,
p.meta.clientIndex,
p.playerInfo.handle,
p.playerInfo.avatar,
p.playerInfo.position,
p.playerInfo.motion
};
//debug
#ifdef DEBUG
cout << "New player:" << endl;
cout << "\tplayerID: " << clientMap[playerID].playerID << endl;
cout << "\tchannel: " << clientMap[playerID].channel << endl;
cout << "\thandle: " << clientMap[playerID].handle << endl;
cout << "\tavatar: " << clientMap[playerID].avatar << endl;
#else
cout << "New player: " << playerID << endl;
#endif
players[newPlayer.index] = newPlayer;
//join confirm
PacketData p;
p.type = PacketList::JOINCONFIRM;
p.joinConfirm.playerID = clientMap[playerID].playerID;
netUtil.Send(clientMap[playerID].channel, &p, sizeof(PacketData));
//prep for relay
p.playerInfo.index = newPlayer.index;
//send it out to the clients
NewClientData(playerID);
#ifdef DEBUG
cout << "current players: " << clientMap.size() << endl;
#endif
//debugging
cout << "New player " << newPlayer.handle << " has joined the game" << endl;
cout << "Number of players: " << players.size() << endl;
}
void ServerApplication::Disconnect(int playerID) {
if (clientMap.find(playerID) == clientMap.end()) {
return;
void ServerApplication::RemovePlayer(Packet& p) {
if (players.find(p.playerInfo.index) == players.end()) {
throw(runtime_error("Player to delete not found"));
}
cout << "disconnecting: " << playerID << endl;
//delete the player from all clients
PacketData p;
p.type = PacketList::DELETEPLAYER;
p.deletePlayer.playerID = playerID;
netUtil.SendAll(&p, sizeof(PacketData));
//remove the player from the server
netUtil.Unbind(clientMap[playerID].channel);
clientMap.erase(playerID);
#ifdef DEBUG
cout << "current players: " << clientMap.size() << endl;
#endif
players.erase(p.playerInfo.index);
}
void ServerApplication::Movement(PacketData* packet) {
if (!packet) {
throw(runtime_error("Movement() received null"));
}
clientMap[packet->movement.playerID].position = packet->movement.position;
clientMap[packet->movement.playerID].motion = packet->movement.motion;
//simple relay
//TODO: SendClientData(packet->movement.playerID);
for (auto it : clientMap) {
netUtil.Send(it.second.channel, packet, sizeof(PacketData));
void ServerApplication::UpdatePlayer(Packet& p) {
if (players.find(p.playerInfo.index) == players.end()) {
throw(runtime_error("Player to update not found"));
}
}
void ServerApplication::NewClientData(int playerID) {
if (clientMap.find(playerID) == clientMap.end()) {
throw(runtime_error("NewClientData() Failed to find the client"));
}
//create the packet to send
PacketData p;
p.type = PacketList::NEWPLAYER;
p.newPlayer.playerID = clientMap[playerID].playerID;
snprintf(p.newPlayer.handle, PACKET_STRING_SIZE, "%s", clientMap[playerID].handle.c_str());
snprintf(p.newPlayer.avatar, PACKET_STRING_SIZE, "%s", clientMap[playerID].avatar.c_str());
p.newPlayer.position = clientMap[playerID].position;
p.newPlayer.motion = clientMap[playerID].motion;
//send the packet
for (auto it : clientMap) {
netUtil.Send(it.second.channel, &p, sizeof(PacketData));
}
}
void ServerApplication::SendClientData(int playerID) {
//relay a client's data
}
void ServerApplication::SynchronizeClient(int playerID) {
//send all server data to a specific client
players[p.playerInfo.index].position = p.playerInfo.position;
players[p.playerInfo.index].motion = p.playerInfo.motion;
}
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@@ -1,43 +1,83 @@
/* Copyright: (c) Kayne Ruse 2013
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
*
* 3. This notice may not be removed or altered from any source
* distribution.
*/
#ifndef SERVERAPPLICATION_HPP_
#define SERVERAPPLICATION_HPP_
#include "client_data.hpp"
#include "utilities.hpp"
#include "packet.hpp"
#include "singleton.hpp"
#include "network_queue.hpp"
#include "packet_list.hpp"
#include "config_utility.hpp"
#include "client_entry.hpp"
#include "player_entry.hpp"
#include "config_Utility.hpp"
#include "udp_network_utility.hpp"
#include "vector2.hpp"
#include "SDL/SDL_thread.h"
#include <map>
#include <string>
#include <algorithm>
class ServerApplication {
public:
ServerApplication() = default;
~ServerApplication() = default;
ServerApplication();
~ServerApplication();
void Init();
void Proc();
void Quit();
ServerApplication(ServerApplication const&) = delete;
ServerApplication(ServerApplication const&&) = delete;
private:
//network commands
void Ping(PacketData*);
void JoinRequest(PacketData*);
void Disconnect(int playerID);
void Movement(PacketData*);
//game loop
void UpdateWorld(double delta);
void NewClientData(int playerID);
void SendClientData(int playerID);
void SynchronizeClient(int playerID);
//network loop
int HandlePacket(Packet);
void RelayPacket(Packet&);
//globals
ConfigUtility configUtil;
UDPNetworkUtility netUtil;
void SynchronizeEverything(Packet&);
void HandleBroadcast(Packet&);
void HandleConnection(Packet&);
void HandleDisconnection(Packet&);
void AddPlayer(Packet&);
void RemovePlayer(Packet&);
void UpdatePlayer(Packet&);
//services
ConfigUtility* configUtil = Singleton<ConfigUtility>::Get();
UDPNetworkUtility* netUtil = Singleton<UDPNetworkUtility>::Get();
//members
std::map<int, ClientEntry> clients;
std::map<int, PlayerEntry> players;
bool running = false;
std::map<int, ClientData> clientMap;
int maxClients = SDLNET_MAX_UDPCHANNELS;
int uniqueIndex = 0;
};
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#include "udp_network_utility.hpp"
#include "SDL_net/SDL_net.h"
#include <iostream>
#include <string>
using namespace std;
int main(int, char**) {
if (SDLNet_Init()) {
cerr << "Failed to init SDL_net" << endl;
return -1;
}
UDPNetworkUtility netUtil;
netUtil.Open(0, 512);
string s = "Hello world";
netUtil.Send("127.0.0.1", 2000, (void*)s.c_str(), s.length());
netUtil.Close();
SDLNet_Quit();
return 0;
}
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@@ -0,0 +1 @@
#include "foobar.hpp"
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@@ -0,0 +1,6 @@
#ifndef FOOBAR_HPP_
#define FOOBAR_HPP_
int FooBar();
#endif
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@@ -0,0 +1,10 @@
#include "packet.hpp"
#include <iostream>
using namespace std;
int main(int, char**) {
Packet p;
return 0;
}
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#config
LIBDIR=../libs
LOCALLIBS=$(LIBDIR)/out/libCodebase.a $(LIBDIR)/out/libCommon.a
LIB=$(LOCALLIBS) -lSDL_net -lwsock32 -liphlpapi -lmingw32 -lSDLmain -lSDL
INCLUDES=$(LIBDIR)/Codebase $(LIBDIR)/common
CXXFLAGS+=-std=c++11 -DDEBUG $(addprefix -I,$(INCLUDES))
#source
SRC=$(wildcard *.cpp)
#objects
OBJDIR=obj
OBJ=$(addprefix $(OBJDIR)/,$(SRC:.cpp=.o))
#output
OUTDIR=../out
OUT=$(addprefix $(OUTDIR)/,test)
#targets
all: $(OBJ) $(OUT)
$(CXX) $(CXXFLAGS) -o $(OUT) $(OBJ) $(LIB)
$(OBJ): | $(OBJDIR)
$(OUT): | $(OUTDIR)
$(OBJDIR):
mkdir $(OBJDIR)
$(OUTDIR):
mkdir $(OUTDIR)
$(OBJDIR)/%.o: %.cpp
$(CXX) $(CXXFLAGS) -c -o $@ $<
clean:
$(RM) *.o *.a *.exe
rebuild: clean all