/* 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 "channels.hpp" #include #include #include //------------------------- //Public access members //------------------------- InWorld::InWorld(ConfigUtility* const argConfig, UDPNetworkUtility* const argNetwork, int* const argClientIndex): config(*argConfig), network(*argNetwork), clientIndex(*argClientIndex) { //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? tileSheet.Load(config["dir.tilesets"] + "terrain.bmp", 12, 15); //create the server-side player object //TODO: the login system needs an overhaul NetworkPacket packet; packet.meta.type = NetworkPacket::Type::PLAYER_NEW; packet.playerInfo.clientIndex = clientIndex; snprintf(packet.playerInfo.handle, PACKET_STRING_SIZE, "%s", config["player.handle"].c_str()); snprintf(packet.playerInfo.avatar, PACKET_STRING_SIZE, "%s", config["player.avatar"].c_str()); packet.playerInfo.position = {0,0}; packet.playerInfo.motion = {0,0}; //send it char buffer[PACKET_BUFFER_SIZE]; serialize(&packet, buffer); network.Send(Channels::SERVER, buffer, PACKET_BUFFER_SIZE); //request a sync packet.meta.type = NetworkPacket::Type::SYNCHRONIZE; serialize(&packet, buffer); network.Send(Channels::SERVER, buffer, PACKET_BUFFER_SIZE); //debug // RequestRegion(0, 0); } InWorld::~InWorld() { // } //------------------------- //Frame loop //------------------------- void InWorld::FrameStart() { // } void InWorld::Update(double delta) { NetworkPacket packet; //suck in all waiting packets while(network.Receive()) { deserialize(&packet, network.GetInData()); packet.meta.srcAddress = network.GetInPacket()->address; HandlePacket(packet); } //update the characters for (auto& it : playerCharacters) { it.second.Update(delta); } //TODO: sort the players and entities by Y position //update the camera if(localCharacter) { camera.x = localCharacter->GetPosition().x - camera.marginX; camera.y = localCharacter->GetPosition().y - camera.marginY; } //check the map UpdateMap(); } void InWorld::FrameEnd() { // } void InWorld::RenderFrame() { // SDL_FillRect(GetScreen(), 0, 0); Render(GetScreen()); SDL_Flip(GetScreen()); } void InWorld::Render(SDL_Surface* const screen) { //draw the map //TODO: figure out something to fix the region container access for (auto it = regionPager.GetContainer()->begin(); it != regionPager.GetContainer()->end(); it++) { tileSheet.DrawRegionTo(screen, *it, camera.x, camera.y); } //draw characters for (auto& it : playerCharacters) { 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); fps.Calculate(); } //------------------------- //Event handlers //------------------------- void InWorld::QuitEvent() { //exit the game AND the server RequestDisconnect(); } 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) { switch(key.keysym.sym) { case SDLK_ESCAPE: { QuitEvent(); } break; //player movement case SDLK_LEFT: if (localCharacter) { localCharacter->AdjustDirection(PlayerCharacter::Direction::WEST); SendState(); } break; case SDLK_RIGHT: if (localCharacter) { localCharacter->AdjustDirection(PlayerCharacter::Direction::EAST); SendState(); } break; case SDLK_UP: if (localCharacter) { localCharacter->AdjustDirection(PlayerCharacter::Direction::NORTH); SendState(); } break; case SDLK_DOWN: if (localCharacter) { localCharacter->AdjustDirection(PlayerCharacter::Direction::SOUTH); SendState(); } break; } } void InWorld::KeyUp(SDL_KeyboardEvent const& key) { switch(key.keysym.sym) { //player movement case SDLK_LEFT: if (localCharacter) { localCharacter->AdjustDirection(PlayerCharacter::Direction::EAST); SendState(); } break; case SDLK_RIGHT: if (localCharacter) { localCharacter->AdjustDirection(PlayerCharacter::Direction::WEST); SendState(); } break; case SDLK_UP: if (localCharacter) { localCharacter->AdjustDirection(PlayerCharacter::Direction::SOUTH); SendState(); } break; case SDLK_DOWN: if (localCharacter) { localCharacter->AdjustDirection(PlayerCharacter::Direction::NORTH); SendState(); } break; } } //------------------------- //Network handlers //------------------------- void InWorld::HandlePacket(NetworkPacket packet) { switch(packet.meta.type) { case NetworkPacket::Type::DISCONNECT: HandleDisconnect(packet); break; case NetworkPacket::Type::PLAYER_NEW: HandlePlayerNew(packet); break; case NetworkPacket::Type::PLAYER_DELETE: HandlePlayerDelete(packet); break; case NetworkPacket::Type::PLAYER_UPDATE: HandlePlayerUpdate(packet); break; case NetworkPacket::Type::REGION_CONTENT: HandleRegionContent(packet); break; //handle errors default: throw(std::runtime_error("Unknown NetworkPacket::Type encountered")); break; } } void InWorld::HandleDisconnect(NetworkPacket packet) { network.Unbind(Channels::SERVER); clientIndex = -1; SetNextScene(SceneList::MAINMENU); } void InWorld::HandlePlayerNew(NetworkPacket packet) { if (playerCharacters.find(packet.playerInfo.playerIndex) != playerCharacters.end()) { throw(std::runtime_error("Cannot create duplicate players")); } playerCharacters[packet.playerInfo.playerIndex].GetSprite()->LoadSurface(config["dir.sprites"] + packet.playerInfo.avatar, 4, 4); playerCharacters[packet.playerInfo.playerIndex].SetPosition(packet.playerInfo.position); playerCharacters[packet.playerInfo.playerIndex].SetMotion(packet.playerInfo.motion); playerCharacters[packet.playerInfo.playerIndex].ResetDirection(); //catch this client's player object if (packet.playerInfo.clientIndex == clientIndex && !localCharacter) { playerIndex = packet.playerInfo.playerIndex; localCharacter = &playerCharacters[playerIndex]; //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::HandlePlayerDelete(NetworkPacket packet) { if (playerCharacters.find(packet.playerInfo.playerIndex) == playerCharacters.end()) { throw(std::runtime_error("Cannot delete non-existant players")); } playerCharacters.erase(packet.playerInfo.playerIndex); //catch this client's player object if (packet.playerInfo.clientIndex == clientIndex) { playerIndex = -1; localCharacter = nullptr; } } void InWorld::HandlePlayerUpdate(NetworkPacket packet) { if (playerCharacters.find(packet.playerInfo.playerIndex) == playerCharacters.end()) { HandlePlayerNew(packet); return; } //update only if the message didn't originate from here if (packet.playerInfo.clientIndex != clientIndex) { playerCharacters[packet.playerInfo.playerIndex].SetPosition(packet.playerInfo.position); playerCharacters[packet.playerInfo.playerIndex].SetMotion(packet.playerInfo.motion); } playerCharacters[packet.playerInfo.playerIndex].ResetDirection(); } void InWorld::HandleRegionContent(NetworkPacket packet) { //replace existing regions if (regionPager.FindRegion(packet.regionInfo.x, packet.regionInfo.y)) { regionPager.UnloadRegion(packet.regionInfo.x, packet.regionInfo.y); } regionPager.PushRegion(packet.regionInfo.region); packet.regionInfo.region = nullptr; } //------------------------- //Server control //------------------------- void InWorld::SendState() { NetworkPacket packet; char buffer[PACKET_BUFFER_SIZE]; //pack the packet packet.meta.type = NetworkPacket::Type::PLAYER_UPDATE; packet.playerInfo.clientIndex = clientIndex; packet.playerInfo.playerIndex = playerIndex; packet.playerInfo.position = localCharacter->GetPosition(); packet.playerInfo.motion = localCharacter->GetMotion(); serialize(&packet, buffer); network.Send(Channels::SERVER, buffer, PACKET_BUFFER_SIZE); } void InWorld::RequestDisconnect() { NetworkPacket packet; char buffer[PACKET_BUFFER_SIZE]; //send a disconnect request packet.meta.type = NetworkPacket::Type::DISCONNECT; packet.clientInfo.index = clientIndex; serialize(&packet, buffer); network.Send(Channels::SERVER, buffer, PACKET_BUFFER_SIZE); } void InWorld::RequestShutDown() { NetworkPacket packet; char buffer[PACKET_BUFFER_SIZE]; //send a shutdown request packet.meta.type = NetworkPacket::Type::SHUTDOWN; packet.clientInfo.index = clientIndex; serialize(&packet, buffer); network.Send(Channels::SERVER, buffer, PACKET_BUFFER_SIZE); } void InWorld::RequestRegion(int x, int y) { NetworkPacket packet; char buffer[PACKET_BUFFER_SIZE]; //pack the region's data packet.meta.type = NetworkPacket::Type::REGION_REQUEST; packet.regionInfo.x = x; packet.regionInfo.y = y; serialize(&packet, buffer); network.Send(Channels::SERVER, buffer, PACKET_BUFFER_SIZE); } //------------------------- //Utilities //------------------------- int InWorld::CheckBufferDistance(Region* const region) { /* TODO: Remove InWorld::CheckBufferDistance(), and replace it with a simpler system * DOCUMENTATION * This algorithm is extremely complex and involed, but initial tests show * that it gives the right answers. The purpose is to determine how far off screen * a certain region is, so that it can be unloaded when necessary. * * If the region is actually onscreen, then there's no reason to run the rest, so * the algorithm corrects for the camera's location, before checking the bounds of * the screen. * * The next part is tricky. If X or Y is negative, then it is divided by the * graphical size of the regions, resulting in a usable integer, representing how * far from the screen it is in "region units". If, however, X or Y is larger than * 0, than first, the size of the screen is subtracted from that variable, before * it is then divided by the graphical size of a region. Finally, to compensate for * the off by one error, 1 is added at the end. * * Since only the magnitude of the distance in either direction is needed, this * method returns the largest absolute value of X or Y. * * The final result of this algorithm is an integer representing how far, rounded * up, a certain region is from the screen's edges in any direction, measured in * "region units". This algorithm may be flawed, in which case, I recommend simply * replacing it with a boolean check, to see if the region's distance from the player * is larger than a certain value. This algorithm lacks the advantages I initially * expected, so that may be beneficial at some point. */ //locations relative to the camera int x = region->GetX() - camera.x; int y = region->GetY() - camera.y; //if the region is visible, return -1 if (x >= -REGION_WIDTH * tileSheet.GetTileW() && x < camera.width && y >= -REGION_HEIGHT * tileSheet.GetTileH() && y < camera.height) { return -1; } //prune the screen's area from the algorithm; get the pseudo-indexes if (x < 0) x /= (REGION_WIDTH * tileSheet.GetTileW()); if (y < 0) y /= (REGION_HEIGHT * tileSheet.GetTileH()); if (x > 0) x = (x - camera.width) / (REGION_WIDTH * tileSheet.GetTileW()) + 1; if (y > 0) y = (y - camera.height) / (REGION_HEIGHT * tileSheet.GetTileH()) + 1; //return the pseudo-index with the greatest magnitude return std::max(abs(x), abs(y)); } //TODO: eew ugly void InWorld::UpdateMap() { //prune distant regions for (auto it = regionPager.GetContainer()->begin(); it != regionPager.GetContainer()->end(); /* EMPTY */) { if (CheckBufferDistance(*it) > 2) { regionPager.UnloadRegion((*it)->GetX(), (*it)->GetY()); //reset it = regionPager.GetContainer()->begin(); continue; } ++it; } //TODO: make the region units official int regionUnitX = REGION_WIDTH * tileSheet.GetTileW(); int regionUnitY = REGION_HEIGHT * tileSheet.GetTileH(); //request empty regions, including buffers (-1 & +1 region unit) for (int i = snapToBase(regionUnitX, camera.x - regionUnitX); i <= snapToBase(regionUnitX, camera.x + camera.width + regionUnitX); i += regionUnitX) { for (int j = snapToBase(regionUnitY, camera.y - regionUnitY); j <= snapToBase(regionUnitY, camera.y + camera.height + regionUnitY); j += regionUnitY) { if (!regionPager.FindRegion(i, j)) { RequestRegion(i, j); } } } }