/* Copyright: (c) Kayne Ruse 2013, 2014 * * This software is provided 'as-is', without any express or implied * warranty. In no event will the authors be held liable for any damages * arising from the use of this software. * * Permission is granted to anyone to use this software for any purpose, * including commercial applications, and to alter it and redistribute it * freely, subject to the following restrictions: * * 1. The origin of this software must not be misrepresented; you must not * claim that you wrote the original software. If you use this software * in a product, an acknowledgment in the product documentation would be * appreciated but is not required. * * 2. Altered source versions must be plainly marked as such, and must not be * misrepresented as being the original software. * * 3. This notice may not be removed or altered from any source * distribution. */ #include "in_world.hpp" #include "channels.hpp" #include "utility.hpp" #include "config_utility.hpp" #include #include #include #include //------------------------- //Public access members //------------------------- InWorld::InWorld( int* const argClientIndex, int* const argAccountIndex, int* const argCharacterIndex, CharacterMap* argCharacterMap ): clientIndex(*argClientIndex), accountIndex(*argAccountIndex), characterIndex(*argCharacterIndex), characterMap(*argCharacterMap) { ConfigUtility& config = ConfigUtility::GetSingleton(); //setup the utility objects buttonImage.LoadSurface(config["dir.interface"] + "button_menu.bmp"); buttonImage.SetClipH(buttonImage.GetClipH()/3); font.LoadSurface(config["dir.fonts"] + "pk_white_8.bmp"); //pass the utility objects disconnectButton.SetImage(&buttonImage); disconnectButton.SetFont(&font); shutDownButton.SetImage(&buttonImage); shutDownButton.SetFont(&font); //set the button positions disconnectButton.SetX(50); disconnectButton.SetY(50 + buttonImage.GetClipH() * 0); shutDownButton.SetX(50); shutDownButton.SetY(50 + buttonImage.GetClipH() * 1); //set the button texts disconnectButton.SetText("Disconnect"); shutDownButton.SetText("Shut Down"); //load the tilesheet //TODO: add the tilesheet to the map system? //TODO: Tile size and tile sheet should be loaded elsewhere tileSheet.Load(config["dir.tilesets"] + "terrain.bmp", 32, 32); //request a sync RequestSynchronize(); //debug // } InWorld::~InWorld() { // } //------------------------- //Frame loop //------------------------- void InWorld::FrameStart() { // } void InWorld::Update() { //suck in and process all waiting packets SerialPacket* packetBuffer = reinterpret_cast(new char[MAX_PACKET_SIZE]); while(network.Receive(packetBuffer)) { HandlePacket(packetBuffer); } delete reinterpret_cast(packetBuffer); //update the characters for (auto& it : characterMap) { it.second.Update(); } //check the map UpdateMap(); //skip the rest if (!localCharacter) { return; } //check for collisions with the map BoundingBox wallBounds = {0, 0, tileSheet.GetTileW(), tileSheet.GetTileH()}; const int xCount = localCharacter->GetBounds().w / wallBounds.w + 1; const int yCount = localCharacter->GetBounds().h / wallBounds.h + 1; for (int i = -1; i <= xCount; ++i) { for (int j = -1; j <= yCount; ++j) { //set the wall's position wallBounds.x = wallBounds.w * i + snapToBase((double)wallBounds.w, localCharacter->GetOrigin().x); wallBounds.y = wallBounds.h * j + snapToBase((double)wallBounds.h, localCharacter->GetOrigin().y); if (!regionPager.GetSolid(wallBounds.x / wallBounds.w, wallBounds.y / wallBounds.h)) { continue; } if ((localCharacter->GetOrigin() + localCharacter->GetBounds()).CheckOverlap(wallBounds)) { localCharacter->SetOrigin(localCharacter->GetOrigin() - (localCharacter->GetMotion())); localCharacter->SetMotion({0,0}); localCharacter->CorrectSprite(); SendPlayerUpdate(); } } } //update the camera camera.x = localCharacter->GetOrigin().x - camera.marginX; camera.y = localCharacter->GetOrigin().y - camera.marginY; //check the connection if (Clock::now() - lastBeat > std::chrono::seconds(3)) { if (attemptedBeats > 2) { throw(std::runtime_error("Connection lost")); } ServerPacket newPacket; newPacket.type = SerialPacketType::PING; network.SendTo(Channels::SERVER, &newPacket); attemptedBeats++; lastBeat = Clock::now(); } } void InWorld::FrameEnd() { // } void InWorld::RenderFrame() { // SDL_FillRect(GetScreen(), 0, 0); Render(GetScreen()); SDL_Flip(GetScreen()); fps.Calculate(); } void InWorld::Render(SDL_Surface* const screen) { //draw the map for (std::list::iterator it = regionPager.GetContainer()->begin(); it != regionPager.GetContainer()->end(); it++) { tileSheet.DrawRegionTo(screen, &(*it), camera.x, camera.y); } //draw characters for (auto& it : characterMap) { //BUG: #29 drawing order according to Y origin it.second.DrawTo(screen, camera.x, camera.y); } //draw UI disconnectButton.DrawTo(screen); shutDownButton.DrawTo(screen); font.DrawStringTo(to_string_custom(fps.GetFrameRate()), screen, 0, 0); } //------------------------- //Event handlers //------------------------- void InWorld::QuitEvent() { //exit the game AND the server RequestDisconnect(); SetNextScene(SceneList::QUIT); } void InWorld::MouseMotion(SDL_MouseMotionEvent const& motion) { disconnectButton.MouseMotion(motion); shutDownButton.MouseMotion(motion); } void InWorld::MouseButtonDown(SDL_MouseButtonEvent const& button) { disconnectButton.MouseButtonDown(button); shutDownButton.MouseButtonDown(button); } void InWorld::MouseButtonUp(SDL_MouseButtonEvent const& button) { if (disconnectButton.MouseButtonUp(button) == Button::State::HOVER) { RequestDisconnect(); } if (shutDownButton.MouseButtonUp(button) == Button::State::HOVER) { RequestShutDown(); } } void InWorld::KeyDown(SDL_KeyboardEvent const& key) { if (!localCharacter) { return; } //hotkeys switch(key.keysym.sym) { case SDLK_ESCAPE: RequestDisconnect(); break; } //player movement Vector2 motion = localCharacter->GetMotion(); switch(key.keysym.sym) { case SDLK_LEFT: motion.x -= CHARACTER_WALKING_SPEED; break; case SDLK_RIGHT: motion.x += CHARACTER_WALKING_SPEED; break; case SDLK_UP: motion.y -= CHARACTER_WALKING_SPEED; break; case SDLK_DOWN: motion.y += CHARACTER_WALKING_SPEED; break; default: return; } localCharacter->SetMotion(motion); localCharacter->CorrectSprite(); SendPlayerUpdate(); } void InWorld::KeyUp(SDL_KeyboardEvent const& key) { if (!localCharacter) { return; } //player movement Vector2 motion = localCharacter->GetMotion(); switch(key.keysym.sym) { //NOTE: The use of min/max here are to prevent awkward movements case SDLK_LEFT: motion.x = std::min(motion.x + CHARACTER_WALKING_SPEED, 0.0); break; case SDLK_RIGHT: motion.x = std::max(motion.x - CHARACTER_WALKING_SPEED, 0.0); break; case SDLK_UP: motion.y = std::min(motion.y + CHARACTER_WALKING_SPEED, 0.0); break; case SDLK_DOWN: motion.y = std::max(motion.y - CHARACTER_WALKING_SPEED, 0.0); break; default: return; } localCharacter->SetMotion(motion); localCharacter->CorrectSprite(); SendPlayerUpdate(); } //------------------------- //Network handlers //------------------------- void InWorld::HandlePacket(SerialPacket* const argPacket) { switch(argPacket->type) { case SerialPacketType::PING: HandlePing(static_cast(argPacket)); break; case SerialPacketType::PONG: HandlePong(static_cast(argPacket)); break; case SerialPacketType::DISCONNECT: HandleDisconnect(static_cast(argPacket)); break; case SerialPacketType::CHARACTER_NEW: HandleCharacterNew(static_cast(argPacket)); break; case SerialPacketType::CHARACTER_DELETE: HandleCharacterDelete(static_cast(argPacket)); break; case SerialPacketType::CHARACTER_UPDATE: HandleCharacterUpdate(static_cast(argPacket)); break; case SerialPacketType::REGION_CONTENT: HandleRegionContent(static_cast(argPacket)); break; //handle errors default: throw(std::runtime_error(std::string() + "Unknown SerialPacketType encountered in InWorld: " + to_string_custom(static_cast(argPacket->type)) )); break; } } void InWorld::HandlePing(ServerPacket* const argPacket) { ServerPacket newPacket; newPacket.type = SerialPacketType::PONG; network.SendTo(argPacket->srcAddress, &newPacket); } void InWorld::HandlePong(ServerPacket* const argPacket) { if (network.GetIPAddress(Channels::SERVER)->host != argPacket->srcAddress.host) { throw(std::runtime_error("Heartbeat message received from unknown source")); } attemptedBeats = 0; lastBeat = Clock::now(); } void InWorld::HandleDisconnect(ClientPacket* const argPacket) { //TODO: More needed in the disconnection SetNextScene(SceneList::CLEANUP); } void InWorld::HandleCharacterNew(CharacterPacket* const argPacket) { if (characterMap.find(argPacket->characterIndex) != characterMap.end()) { throw(std::runtime_error("Cannot create duplicate characters")); } //create the character object Character& newCharacter = characterMap[argPacket->characterIndex]; //fill out the character's members newCharacter.SetHandle(argPacket->handle); newCharacter.SetAvatar(argPacket->avatar); newCharacter.GetSprite()->LoadSurface(ConfigUtility::GetSingleton()["dir.sprites"] + newCharacter.GetAvatar(), 4, 4); newCharacter.SetOrigin(argPacket->origin); newCharacter.SetMotion(argPacket->motion); newCharacter.SetBounds({ CHARACTER_BOUNDS_X, CHARACTER_BOUNDS_Y, CHARACTER_BOUNDS_WIDTH, CHARACTER_BOUNDS_HEIGHT }); (*newCharacter.GetStats()) = argPacket->stats; //bookkeeping code newCharacter.CorrectSprite(); //catch this client's player object if (argPacket->accountIndex == accountIndex && !localCharacter) { characterIndex = argPacket->characterIndex; localCharacter = &newCharacter; //setup the camera camera.width = GetScreen()->w; camera.height = GetScreen()->h; //center on the player's character camera.marginX = (GetScreen()->w / 2 - localCharacter->GetSprite()->GetImage()->GetClipW() / 2); camera.marginY = (GetScreen()->h / 2 - localCharacter->GetSprite()->GetImage()->GetClipH() / 2); } } void InWorld::HandleCharacterDelete(CharacterPacket* const argPacket) { //TODO: authenticate when own character is being deleted (linked to a TODO in the server) //catch this client's player object if (argPacket->characterIndex == characterIndex) { characterIndex = -1; localCharacter = nullptr; } characterMap.erase(argPacket->characterIndex); } void InWorld::HandleCharacterUpdate(CharacterPacket* const argPacket) { if (characterMap.find(argPacket->characterIndex) == characterMap.end()) { std::cout << "Warning: HandleCharacterUpdate() is passing to HandleCharacterNew()" << std::endl; HandleCharacterNew(argPacket); return; } Character& character = characterMap[argPacket->characterIndex]; //other characters moving if (argPacket->characterIndex != characterIndex) { character.SetOrigin(argPacket->origin); character.SetMotion(argPacket->motion); character.CorrectSprite(); } } void InWorld::HandleRegionContent(RegionPacket* const argPacket) { //replace existing regions regionPager.UnloadRegion(argPacket->x, argPacket->y); regionPager.PushRegion(argPacket->region); //clean up after the serial code delete argPacket->region; argPacket->region = nullptr; } //------------------------- //Server control //------------------------- void InWorld::RequestSynchronize() { ClientPacket newPacket; //request a sync newPacket.type = SerialPacketType::SYNCHRONIZE; newPacket.clientIndex = clientIndex; newPacket.accountIndex = accountIndex; //TODO: location, range for sync request network.SendTo(Channels::SERVER, &newPacket); } void InWorld::SendPlayerUpdate() { CharacterPacket newPacket; //pack the packet newPacket.type = SerialPacketType::CHARACTER_UPDATE; newPacket.characterIndex = characterIndex; //NOTE: omitting the handle and avatar here newPacket.accountIndex = accountIndex; newPacket.roomIndex = 0; //TODO: room index newPacket.origin = localCharacter->GetOrigin(); newPacket.motion = localCharacter->GetMotion(); newPacket.stats = *localCharacter->GetStats(); //TODO: gameplay components: equipment, items, buffs, debuffs network.SendTo(Channels::SERVER, &newPacket); } void InWorld::RequestDisconnect() { ClientPacket newPacket; //send a disconnect request newPacket.type = SerialPacketType::DISCONNECT; newPacket.clientIndex = clientIndex; newPacket.accountIndex = accountIndex; network.SendTo(Channels::SERVER, &newPacket); } void InWorld::RequestShutDown() { ClientPacket newPacket; //send a shutdown request newPacket.type = SerialPacketType::SHUTDOWN; newPacket.clientIndex = clientIndex; newPacket.accountIndex = accountIndex; network.SendTo(Channels::SERVER, &newPacket); } void InWorld::RequestRegion(int roomIndex, int x, int y) { RegionPacket packet; //pack the region's data packet.type = SerialPacketType::REGION_REQUEST; packet.roomIndex = roomIndex; packet.x = x; packet.y = y; network.SendTo(Channels::SERVER, &packet); } //------------------------- //Utilities //------------------------- //TODO: convert this into a more generic function?; using parameters for the bounds void InWorld::UpdateMap() { //these represent the zone of regions that the client needs loaded, including the mandatory buffers (+1/-1) int xStart = snapToBase(REGION_WIDTH, camera.x/tileSheet.GetTileW()) - REGION_WIDTH; int xEnd = snapToBase(REGION_WIDTH, (camera.x+camera.width)/tileSheet.GetTileW()) + REGION_WIDTH; int yStart = snapToBase(REGION_HEIGHT, camera.y/tileSheet.GetTileH()) - REGION_HEIGHT; int yEnd = snapToBase(REGION_HEIGHT, (camera.y+camera.height)/tileSheet.GetTileH()) + REGION_HEIGHT; //prune distant regions for (std::list::iterator it = regionPager.GetContainer()->begin(); it != regionPager.GetContainer()->end(); /* EMPTY */) { //check if the region is outside of this area if (it->GetX() < xStart || it->GetX() > xEnd || it->GetY() < yStart || it->GetY() > yEnd) { //clunky, but the alternative was time consuming int tmpX = it->GetX(); int tmpY = it->GetY(); ++it; regionPager.UnloadRegion(tmpX, tmpY); continue; } ++it; } //request empty regions within this zone for (int i = xStart; i <= xEnd; i += REGION_WIDTH) { for (int j = yStart; j <= yEnd; j += REGION_HEIGHT) { if (!regionPager.FindRegion(i, j)) { RequestRegion(0, i, j); } } } }