/* 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, int* const argAccountIndex, int* const argCharacterIndex, std::map* argCombatMap, std::map* argCharacterMap ): config(*argConfig), network(*argNetwork), clientIndex(*argClientIndex), accountIndex(*argAccountIndex), characterIndex(*argCharacterIndex), combatMap(*argCombatMap), characterMap(*argCharacterMap) { //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); //TODO: move this into it's own function //request a sync SerialPacket packet; char buffer[PACKET_STRING_SIZE]; packet.meta.type = SerialPacket::Type::SYNCHRONIZE; packet.clientInfo.clientIndex = clientIndex; packet.clientInfo.accountIndex = accountIndex; packet.clientInfo.characterIndex = characterIndex; 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) { SerialPacket 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 : characterMap) { it.second.Update(delta); } //TODO: sort the players and entities by Y position //update the camera if(localCharacter) { camera.x = localCharacter->position.x - camera.marginX; camera.y = localCharacter->position.y - camera.marginY; } //check the map UpdateMap(); } 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 (auto it = regionPager.GetContainer()->begin(); it != regionPager.GetContainer()->end(); it++) { tileSheet.DrawRegionTo(screen, *it, camera.x, camera.y); } //draw characters for (auto& it : characterMap) { 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::MAINMENU); } 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->motion.x -= CHARACTER_WALKING_SPEED; SendPlayerUpdate(); } break; case SDLK_RIGHT: if (localCharacter) { localCharacter->motion.x += CHARACTER_WALKING_SPEED; SendPlayerUpdate(); } break; case SDLK_UP: if (localCharacter) { localCharacter->motion.y -= CHARACTER_WALKING_SPEED; SendPlayerUpdate(); } break; case SDLK_DOWN: if (localCharacter) { localCharacter->motion.y += CHARACTER_WALKING_SPEED; SendPlayerUpdate(); } break; } } void InWorld::KeyUp(SDL_KeyboardEvent const& key) { switch(key.keysym.sym) { //player movement case SDLK_LEFT: if (localCharacter) { localCharacter->motion.x += CHARACTER_WALKING_SPEED; SendPlayerUpdate(); } break; case SDLK_RIGHT: if (localCharacter) { localCharacter->motion.x -= CHARACTER_WALKING_SPEED; SendPlayerUpdate(); } break; case SDLK_UP: if (localCharacter) { localCharacter->motion.y += CHARACTER_WALKING_SPEED; SendPlayerUpdate(); } break; case SDLK_DOWN: if (localCharacter) { localCharacter->motion.y -= CHARACTER_WALKING_SPEED; SendPlayerUpdate(); } break; } } //------------------------- //Network handlers //------------------------- void InWorld::HandlePacket(SerialPacket packet) { switch(packet.meta.type) { case SerialPacket::Type::DISCONNECT: HandleDisconnect(packet); break; case SerialPacket::Type::REGION_CONTENT: HandleRegionContent(packet); break; case SerialPacket::Type::CHARACTER_UPDATE: HandleCharacterUpdate(packet); break; case SerialPacket::Type::CHARACTER_NEW: HandleCharacterNew(packet); break; case SerialPacket::Type::CHARACTER_DELETE: HandleCharacterDelete(packet); break; //handle errors default: throw(std::runtime_error(std::string() + "Unknown SerialPacket::Type encountered in InWorld: " + to_string_custom(int(packet.meta.type)))); break; } } void InWorld::HandleDisconnect(SerialPacket packet) { network.Unbind(Channels::SERVER); clientIndex = -1; accountIndex = -1; characterIndex = -1; SetNextScene(SceneList::MAINMENU); } void InWorld::HandleRegionContent(SerialPacket packet) { //replace existing regions regionPager.UnloadRegion(packet.regionInfo.x, packet.regionInfo.y); regionPager.PushRegion(packet.regionInfo.region); packet.regionInfo.region = nullptr; } void InWorld::HandleCharacterUpdate(SerialPacket packet) { if (characterMap.find(packet.characterInfo.characterIndex) == characterMap.end()) { HandleCharacterNew(packet); return; } //update only if the message didn't originate from here if (packet.characterInfo.clientIndex != clientIndex) { characterMap[packet.characterInfo.characterIndex].position = packet.characterInfo.position; characterMap[packet.characterInfo.characterIndex].motion = packet.characterInfo.motion; } characterMap[packet.characterInfo.characterIndex].CorrectSprite(); } void InWorld::HandleCharacterNew(SerialPacket packet) { if (characterMap.find(packet.characterInfo.characterIndex) != characterMap.end()) { throw(std::runtime_error("Cannot create duplicate characters")); } //TODO: set the player's handle //TODO: use a reference, don't use a lookup for every call characterMap[packet.characterInfo.characterIndex].sprite.LoadSurface(config["dir.sprites"] + packet.characterInfo.avatar, 4, 4); characterMap[packet.characterInfo.characterIndex].position = packet.characterInfo.position; characterMap[packet.characterInfo.characterIndex].motion = packet.characterInfo.motion; characterMap[packet.characterInfo.characterIndex].CorrectSprite(); //catch this client's player object if (packet.characterInfo.characterIndex == characterIndex && !localCharacter) { localCharacter = &characterMap[characterIndex]; //setup the camera camera.width = GetScreen()->w; camera.height = GetScreen()->h; //center on the player's character camera.marginX = (GetScreen()->w / 2 - localCharacter->sprite.GetImage()->GetClipW() / 2); camera.marginY = (GetScreen()->h / 2 - localCharacter->sprite.GetImage()->GetClipH() / 2); } } void InWorld::HandleCharacterDelete(SerialPacket packet) { //TODO: authenticate when own character is being deleted characterMap.erase(packet.characterInfo.characterIndex); //catch this client's player object if (packet.characterInfo.characterIndex == characterIndex) { characterIndex = -1; localCharacter = nullptr; } } //------------------------- //Server control //------------------------- void InWorld::SendPlayerUpdate() { SerialPacket packet; char buffer[PACKET_BUFFER_SIZE]; //pack the packet packet.meta.type = SerialPacket::Type::CHARACTER_UPDATE; packet.characterInfo.clientIndex = clientIndex; packet.characterInfo.accountIndex = accountIndex; packet.characterInfo.characterIndex = characterIndex; packet.characterInfo.position = localCharacter->position; packet.characterInfo.motion = localCharacter->motion; serialize(&packet, buffer); network.Send(Channels::SERVER, buffer, PACKET_BUFFER_SIZE); } void InWorld::RequestDisconnect() { SerialPacket packet; char buffer[PACKET_BUFFER_SIZE]; //send a disconnect request packet.meta.type = SerialPacket::Type::DISCONNECT; packet.clientInfo.clientIndex = clientIndex; packet.clientInfo.accountIndex = accountIndex; packet.clientInfo.characterIndex = characterIndex; serialize(&packet, buffer); network.Send(Channels::SERVER, buffer, PACKET_BUFFER_SIZE); } void InWorld::RequestShutDown() { SerialPacket packet; char buffer[PACKET_BUFFER_SIZE]; //send a shutdown request packet.meta.type = SerialPacket::Type::SHUTDOWN; packet.clientInfo.clientIndex = clientIndex; packet.clientInfo.accountIndex = accountIndex; packet.clientInfo.characterIndex = characterIndex; serialize(&packet, buffer); network.Send(Channels::SERVER, buffer, PACKET_BUFFER_SIZE); } void InWorld::RequestRegion(int mapIndex, int x, int y) { SerialPacket packet; char buffer[PACKET_BUFFER_SIZE]; //pack the region's data packet.meta.type = SerialPacket::Type::REGION_REQUEST; packet.regionInfo.mapIndex = mapIndex; packet.regionInfo.x = x; packet.regionInfo.y = y; serialize(&packet, buffer); network.Send(Channels::SERVER, buffer, PACKET_BUFFER_SIZE); } //------------------------- //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 (auto it = regionPager.GetContainer()->begin(); it != regionPager.GetContainer()->end(); /* EMPTY */) { //check if the region is outside off 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); } } } }