Compare commits
3 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| 7c51f820d5 | |||
| 8bf45bc8e4 | |||
| 5c1ea1988e |
@@ -21,15 +21,59 @@
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*/
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*/
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#include "local_character.hpp"
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#include "local_character.hpp"
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#include <iostream>
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bool LocalCharacter::ProcessCollisions(std::list<BoundingBox>& boxList) {
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if (CheckCollisionSimple(boxList, origin + motion)) {
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Vector2 velocity;
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velocity.x = CorrectVelocityX(boxList, motion.x);
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velocity.y = CorrectVelocityY(boxList, motion.y);
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origin += velocity;
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return true;
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}
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else {
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origin += motion;
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return false;
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}
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}
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bool LocalCharacter::ProcessCollisionGrid(std::list<BoundingBox> boxList) {
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bool LocalCharacter::CheckCollisionSimple(std::list<BoundingBox>& boxList, Vector2 newPos) {
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for(auto& box : boxList) {
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for (auto& it : boxList) {
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if (box.CheckOverlap(origin + bounds)) {
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if (it.CheckOverlap(bounds + newPos)) {
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origin -= motion;
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motion = {0, 0};
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return true;
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return true;
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}
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}
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}
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}
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return false;
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return false;
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}
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}
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double LocalCharacter::CorrectVelocityX(std::list<BoundingBox>& boxList, double velocityX) {
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double ret = velocityX;
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for (auto& it : boxList) {
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if (it.CheckOverlap(bounds + origin + Vector2(velocityX, 0) )) {
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if (velocityX > 0) {
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ret = std::min(ret, it.x - (origin.x + bounds.x + bounds.w -1));
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ret = std::min(ret, 0.0);
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}
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else if (velocityX < 0) {
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ret = std::max(ret, (it.x + it.w) - (origin.x + bounds.x));
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ret = std::max(ret, 0.0);
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}
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}
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}
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return ret;
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}
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double LocalCharacter::CorrectVelocityY(std::list<BoundingBox>& boxList, double velocityY) {
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double ret = velocityY;
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for (auto& it : boxList) {
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if (it.CheckOverlap(bounds + origin + Vector2(0, velocityY) )) {
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if (velocityY > 0) {
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ret = std::min(ret, it.y - (origin.y + bounds.y + bounds.h -1));
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ret = std::min(ret, 0.0);
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}
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else if (velocityY < 0) {
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ret = std::max(ret, (it.y + it.h) - (origin.y + bounds.y));
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ret = std::max(ret, 0.0);
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}
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}
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}
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return ret;
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}
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@@ -33,10 +33,12 @@ public:
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LocalCharacter() = default;
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LocalCharacter() = default;
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virtual ~LocalCharacter() = default;
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virtual ~LocalCharacter() = default;
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bool ProcessCollisionGrid(std::list<BoundingBox>);
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bool ProcessCollisions(std::list<BoundingBox>& boxList);
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private:
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protected:
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//NOTE: NO MEMBERS
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bool CheckCollisionSimple(std::list<BoundingBox>& boxList, Vector2 newPos);
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double CorrectVelocityX(std::list<BoundingBox>& boxList, double velocityX);
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double CorrectVelocityY(std::list<BoundingBox>& boxList, double velocityY);
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};
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};
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#endif
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#endif
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+45
-69
@@ -134,12 +134,27 @@ void InWorld::Update() {
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//free the buffer
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//free the buffer
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delete reinterpret_cast<char*>(packetBuffer);
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delete reinterpret_cast<char*>(packetBuffer);
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//heartbeat system
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//check the connection (heartbeat)
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CheckHeartBeat();
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if (Clock::now() - lastBeat > std::chrono::seconds(3)) {
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if (attemptedBeats > 2) {
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//escape to the disconnect screen
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SendDisconnectRequest();
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SetNextScene(SceneList::DISCONNECTEDSCREEN);
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ConfigUtility::GetSingleton()["client.disconnectMessage"] = "Error: Lost connection to the server";
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}
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else {
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ServerPacket newPacket;
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newPacket.type = SerialPacketType::PING;
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network.SendTo(Channels::SERVER, &newPacket);
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attemptedBeats++;
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lastBeat = Clock::now();
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}
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}
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//update all entities
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//update all entities
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for (auto& it : characterMap) {
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for (auto& it : characterMap) {
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it.second.Update();
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// it.second.Update();
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}
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}
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for (auto& it : monsterMap) {
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for (auto& it : monsterMap) {
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it.second.Update();
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it.second.Update();
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@@ -153,14 +168,35 @@ void InWorld::Update() {
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return;
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return;
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}
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}
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//get the collidable boxes
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//prepare for collisions
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std::list<BoundingBox> boxList = GenerateCollisionGrid(localCharacter, tileSheet.GetTileW(), tileSheet.GetTileH());
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BoundingBox wallBounds = {0, 0, tileSheet.GetTileW(), tileSheet.GetTileH()};
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std::list<BoundingBox> boxList;
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//NOTE: for loops were too dense to work with, so I've just used while loops
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//NOTE: this code is complex, and can be replaced with hard-coded relative positions, at the cost of variable-sized sprites/bounding boxes
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//outer loop
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wallBounds.x = snapToBase((double)wallBounds.w, localCharacter->GetOrigin().x) - wallBounds.w;
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while(wallBounds.x < (localCharacter->GetOrigin() + localCharacter->GetBounds()).x + localCharacter->GetBounds().w) {
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//inner loop
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wallBounds.y = snapToBase((double)wallBounds.h, localCharacter->GetOrigin().y) - wallBounds.h;
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while(wallBounds.y < (localCharacter->GetOrigin() + localCharacter->GetBounds()).y + localCharacter->GetBounds().h) {
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//check to see if this tile is solid
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if (regionPager.GetSolid(wallBounds.x / wallBounds.w, wallBounds.y / wallBounds.h)) {
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//push onto the box set
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boxList.push_front(wallBounds);
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}
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//increment
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wallBounds.y += wallBounds.h;
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}
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//increment
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wallBounds.x += wallBounds.w;
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}
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//process the collisions
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//process the collisions
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if (localCharacter->ProcessCollisionGrid(boxList)) {
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localCharacter->ProcessCollisions(boxList);
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localCharacter->CorrectSprite();
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SendLocalCharacterMotion();
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}
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//update the camera
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//update the camera
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camera.x = localCharacter->GetOrigin().x - camera.marginX;
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camera.x = localCharacter->GetOrigin().x - camera.marginX;
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@@ -463,26 +499,6 @@ void InWorld::HandleDisconnectForced(ClientPacket* const argPacket) {
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ConfigUtility::GetSingleton()["client.disconnectMessage"] = "You have been forcibly disconnected by the server";
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ConfigUtility::GetSingleton()["client.disconnectMessage"] = "You have been forcibly disconnected by the server";
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}
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}
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void InWorld::CheckHeartBeat() {
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//check the connection (heartbeat)
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if (Clock::now() - lastBeat > std::chrono::seconds(3)) {
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if (attemptedBeats > 2) {
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//escape to the disconnect screen
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SendDisconnectRequest();
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SetNextScene(SceneList::DISCONNECTEDSCREEN);
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ConfigUtility::GetSingleton()["client.disconnectMessage"] = "Error: Lost connection to the server";
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}
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else {
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ServerPacket newPacket;
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newPacket.type = SerialPacketType::PING;
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network.SendTo(Channels::SERVER, &newPacket);
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attemptedBeats++;
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lastBeat = Clock::now();
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}
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}
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}
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//-------------------------
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//-------------------------
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//map management
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//map management
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//-------------------------
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//-------------------------
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@@ -675,11 +691,6 @@ void InWorld::HandleCharacterSetRoom(CharacterPacket* const argPacket) {
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}
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}
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void InWorld::HandleCharacterSetOrigin(CharacterPacket* const argPacket) {
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void InWorld::HandleCharacterSetOrigin(CharacterPacket* const argPacket) {
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//TODO: Authentication
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if (argPacket->characterIndex == characterIndex) {
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return;
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}
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//check that this character exists
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//check that this character exists
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std::map<int, BaseCharacter>::iterator characterIt = characterMap.find(argPacket->characterIndex);
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std::map<int, BaseCharacter>::iterator characterIt = characterMap.find(argPacket->characterIndex);
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if (characterIt != characterMap.end()) {
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if (characterIt != characterMap.end()) {
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@@ -691,11 +702,6 @@ void InWorld::HandleCharacterSetOrigin(CharacterPacket* const argPacket) {
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}
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}
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void InWorld::HandleCharacterSetMotion(CharacterPacket* const argPacket) {
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void InWorld::HandleCharacterSetMotion(CharacterPacket* const argPacket) {
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//TODO: Authentication
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if (argPacket->characterIndex == characterIndex) {
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return;
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}
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//check that this character exists
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//check that this character exists
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std::map<int, BaseCharacter>::iterator characterIt = characterMap.find(argPacket->characterIndex);
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std::map<int, BaseCharacter>::iterator characterIt = characterMap.find(argPacket->characterIndex);
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if (characterIt != characterMap.end()) {
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if (characterIt != characterMap.end()) {
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@@ -722,34 +728,4 @@ void InWorld::SendLocalCharacterMotion() {
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newPacket.motion = localCharacter->GetMotion();
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newPacket.motion = localCharacter->GetMotion();
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network.SendTo(Channels::SERVER, &newPacket);
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network.SendTo(Channels::SERVER, &newPacket);
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}
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std::list<BoundingBox> InWorld::GenerateCollisionGrid(Entity* ptr, int tileWidth, int tileHeight) {
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//prepare for collisions
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BoundingBox wallBounds = {0, 0, tileWidth, tileHeight};
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std::list<BoundingBox> boxList;
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//NOTE: for loops were too dense to work with, so I've just used while loops
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//outer loop
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wallBounds.x = snapToBase((double)wallBounds.w, ptr->GetOrigin().x);
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while(wallBounds.x < (ptr->GetOrigin() + ptr->GetBounds()).x + ptr->GetBounds().w) {
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//inner loop
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wallBounds.y = snapToBase((double)wallBounds.h, ptr->GetOrigin().y);
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while(wallBounds.y < (ptr->GetOrigin() + ptr->GetBounds()).y + ptr->GetBounds().h) {
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//check to see if this tile is solid
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if (regionPager.GetSolid(wallBounds.x / wallBounds.w, wallBounds.y / wallBounds.h)) {
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//push onto the box set
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boxList.push_front(wallBounds);
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}
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//increment
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wallBounds.y += wallBounds.h;
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}
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//increment
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wallBounds.x += wallBounds.w;
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}
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return std::move(boxList);
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}
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}
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@@ -85,8 +85,6 @@ protected:
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void HandleDisconnectResponse(ClientPacket* const);
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void HandleDisconnectResponse(ClientPacket* const);
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void HandleDisconnectForced(ClientPacket* const);
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void HandleDisconnectForced(ClientPacket* const);
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void CheckHeartBeat();
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//map management
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//map management
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void SendRegionRequest(int roomIndex, int x, int y);
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void SendRegionRequest(int roomIndex, int x, int y);
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void HandleRegionContent(RegionPacket* const);
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void HandleRegionContent(RegionPacket* const);
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@@ -102,7 +100,6 @@ protected:
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//player movement
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//player movement
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void SendLocalCharacterMotion();
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void SendLocalCharacterMotion();
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std::list<BoundingBox> GenerateCollisionGrid(Entity*, int tileWidth, int tileHeight);
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//indexes
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//indexes
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int& clientIndex;
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int& clientIndex;
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@@ -0,0 +1,31 @@
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TODO: Account system needs salts & hashes for security
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TODO: Character system might need an API
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TODO: Door system needs an API
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TODO: monster system needs an API
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TODO: rewrite the main body of the server
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TODO: I need a better way to handle the statistics
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TODO: Fix shoddy movement
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TODO: Handle statistics server-side
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TODO: Periodic mass server saves
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TODO: join vs login
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TODO: Remove the big "Shut Down" button
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TODO: Make a way for the server owner to control the server directly
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TODO: The TileSheet class should implement the surface itself
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TODO: Passwords/Authentication
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TODO: Time delay for requesting region packets
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TODO: A proper logging system
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-------------------------
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The entities might need an API, which interfaces with all entity types (characters, monsters, doors, etc.)
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The Entity base class handles position (including room) and motion, so something generic like this could be used (or aliased by other APIs)
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entity:
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-------------------------
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Lobby:
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JOIN_REQUEST -> JOIN_RESPONSE, JOIN_REJECTION
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LOGIN_REQUEST -> LOGIN_RESPONSE, LOGIN_REJECTION
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Reference in New Issue
Block a user