168 lines
4.4 KiB
C++
168 lines
4.4 KiB
C++
/* Copyright: (c) Kayne Ruse 2013-2016
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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*
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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*
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* 3. This notice may not be removed or altered from any source
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* distribution.
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*/
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#include "room_data.hpp"
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#include "barrier_defines.hpp"
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#include "culling_defines.hpp"
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#include "serial_packet.hpp"
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#include "server_utilities.hpp"
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#include <algorithm>
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#include <iostream>
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#include <stack>
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#include <stdexcept>
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#include <tuple>
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//TODO: (9) character collisions should be preformed client-side
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void RoomData::RunFrame() {
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//get the hook
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lua_rawgeti(lua, LUA_REGISTRYINDEX, tickRef);
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if (!lua_isnil(lua, -1)) {
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//call the tick function, with this as a parameter
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lua_pushlightuserdata(lua, this);
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if (lua_pcall(lua, 1, 0, 0) != LUA_OK) {
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throw(std::runtime_error(std::string() + "Lua error: " + lua_tostring(lua, -1) ));
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}
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}
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else {
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lua_pop(lua, 1);
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}
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//lists of non-character entities that need updating client-side
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//types are index, ptr, action (0 = update, 1 = unload)
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std::list<std::tuple<const int, CreatureData*, int>> creatureList;
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std::list<std::tuple<const int, BarrierData*, int>> barrierList;
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//update the entities in the room
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for (auto& it : characterList) {
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it->Update();
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}
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creatureMgr.Update(&creatureList, &characterList);
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barrierMgr.Update(&barrierList, &creatureList, &characterList);
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//send the creature updates
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for (auto& it : creatureList) {
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CreaturePacket packet;
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copyCreatureToPacket(&packet, std::get<1>(it), std::get<0>(it));
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packet.type = std::get<2>(it) != 0 ? SerialPacketType::CREATURE_UPDATE : SerialPacketType::CREATURE_UNLOAD;
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packet.roomIndex = roomIndex;
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pumpPacketProximity(reinterpret_cast<SerialPacket*>(&packet), roomIndex, std::get<1>(it)->GetOrigin(), INFLUENCE_RADIUS);
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}
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//send the barrier updates
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for (auto& it : barrierList) {
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BarrierPacket packet;
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copyBarrierToPacket(&packet, std::get<1>(it), std::get<0>(it));
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packet.type = std::get<2>(it) != 0 ? SerialPacketType::BARRIER_UPDATE : SerialPacketType::BARRIER_UNLOAD;
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packet.roomIndex = roomIndex;
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pumpPacketProximity(reinterpret_cast<SerialPacket*>(&packet), roomIndex, std::get<1>(it)->GetOrigin(), INFLUENCE_RADIUS);
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}
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//cleanup the lists
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creatureMgr.Cleanup(&creatureList);
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barrierMgr.Cleanup(&barrierList);
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//build a list of entities for use with the triggers
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std::stack<Entity*> entityStack;
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for (auto& it : characterList) {
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entityStack.push(it);
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}
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//Compare the triggers to the entities, using their real hitboxes
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triggerMgr.Compare(entityStack);
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}
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std::string RoomData::SetName(std::string s) {
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return roomName = s;
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}
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std::string RoomData::GetName() {
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return roomName;
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}
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std::string RoomData::SetTileset(std::string s) {
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return tilesetName = s;
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}
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std::string RoomData::GetTileset() {
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return tilesetName;
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}
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int RoomData::SetRoomIndex(int i) {
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return roomIndex = i;
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}
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int RoomData::GetRoomIndex() {
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return roomIndex;
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}
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BarrierManager* RoomData::GetBarrierMgr() {
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return &barrierMgr;
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}
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std::list<CharacterData*>* RoomData::GetCharacterList() {
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return &characterList;
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}
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CreatureManager* RoomData::GetCreatureMgr() {
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return &creatureMgr;
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}
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RegionPagerLua* RoomData::GetPager() {
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return &pager;
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}
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TriggerManager* RoomData::GetTriggerMgr() {
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return &triggerMgr;
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}
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lua_State* RoomData::SetLuaState(lua_State* L) {
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lua = L;
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barrierMgr.SetLuaState(lua);
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creatureMgr.SetLuaState(lua);
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pager.SetLuaState(lua);
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triggerMgr.SetLuaState(lua);
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return lua;
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}
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lua_State* RoomData::GetLuaState() {
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return lua;
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}
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sqlite3* RoomData::SetDatabase(sqlite3* db) {
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//TODO: (1) set database here
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database = db;
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return database;
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}
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sqlite3* RoomData::GetDatabase() {
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return database;
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}
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int RoomData::SetTickReference(int i) {
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return tickRef = i;
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}
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int RoomData::GetTickReference() {
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return tickRef;
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} |