18b144fa46
It seems like the project as a whole is fairly stable now. I'm prepping to merge this into master, despite the lack of monsters ATM. Hopefully this break hasn't affected the stability too much.
296 lines
7.7 KiB
C++
296 lines
7.7 KiB
C++
/* Copyright: (c) Kayne Ruse 2013-2015
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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 "lobby_menu.hpp"
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#include "channels.hpp"
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#include <stdexcept>
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#include <sstream>
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//-------------------------
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//Public access members
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//-------------------------
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LobbyMenu::LobbyMenu(int* const argClientIndex, int* const argAccountIndex):
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clientIndex(*argClientIndex),
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accountIndex(*argAccountIndex)
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{
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//preemptive reset
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clientIndex = -1;
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accountIndex = -1;
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//setup the utility objects
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image.LoadSurface(config["dir.interface"] + "button_menu.bmp");
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image.SetClipH(image.GetClipH()/3);
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font.LoadSurface(config["dir.fonts"] + "pk_white_8.bmp");
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//pass the utility objects
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search.SetImage(&image);
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search.SetFont(&font);
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join.SetImage(&image);
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join.SetFont(&font);
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back.SetImage(&image);
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back.SetFont(&font);
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//set the button positions
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search.SetX(50);
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search.SetY(50 + image.GetClipH() * 0);
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join.SetX(50);
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join.SetY(50 + image.GetClipH() * 1);
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back.SetX(50);
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back.SetY(50 + image.GetClipH() * 2);
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//set the button texts
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search.SetText("Search");
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join.SetText("Join");
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back.SetText("Back");
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//set the server list's position
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listBox = {300, 50, 200, font.GetCharH()};
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//Eat incoming packets
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while(network.Receive());
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//Initial broadcast
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SendBroadcastRequest();
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}
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LobbyMenu::~LobbyMenu() {
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//
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}
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//-------------------------
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//Frame loop
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//-------------------------
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void LobbyMenu::FrameStart() {
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//
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}
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void LobbyMenu::Update() {
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//suck in and process all waiting packets
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SerialPacket* packetBuffer = reinterpret_cast<SerialPacket*>(new char[MAX_PACKET_SIZE]);
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while(network.Receive(packetBuffer)) {
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HandlePacket(packetBuffer);
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}
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delete reinterpret_cast<char*>(packetBuffer);
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}
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void LobbyMenu::FrameEnd() {
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//
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}
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void LobbyMenu::Render(SDL_Surface* const screen) {
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//TODO: (9) I need a proper UI system for the entire client and the editor
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//UI
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search.DrawTo(screen);
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join.DrawTo(screen);
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back.DrawTo(screen);
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//TODO: (9) draw headers for the server list
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for (int i = 0; i < serverInfo.size(); i++) {
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//draw the selected server's highlight
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if (selection == &serverInfo[i]) {
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SDL_Rect r = {
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(Sint16)listBox.x, (Sint16)listBox.y,
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(Uint16)listBox.w, (Uint16)listBox.h
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};
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r.y += i * listBox.h;
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SDL_FillRect(screen, &r, SDL_MapRGB(screen->format, 49, 150, 5));
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}
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//draw the server name
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font.DrawStringTo(serverInfo[i].name, screen, listBox.x, listBox.y + i*listBox.h);
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//draw the player count
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std::ostringstream msg;
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msg << serverInfo[i].playerCount;
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font.DrawStringTo(msg.str(), screen, listBox.x + listBox.w, listBox.y + i*listBox.h);
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//compatible?
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if (!serverInfo[i].compatible) {
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font.DrawStringTo("?", screen, listBox.x - font.GetCharW(), listBox.y + i*listBox.h);
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}
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}
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}
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//-------------------------
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//Event handlers
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//-------------------------
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void LobbyMenu::MouseMotion(SDL_MouseMotionEvent const& motion) {
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search.MouseMotion(motion);
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join.MouseMotion(motion);
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back.MouseMotion(motion);
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}
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void LobbyMenu::MouseButtonDown(SDL_MouseButtonEvent const& button) {
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search.MouseButtonDown(button);
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join.MouseButtonDown(button);
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back.MouseButtonDown(button);
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}
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void LobbyMenu::MouseButtonUp(SDL_MouseButtonEvent const& button) {
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if (search.MouseButtonUp(button) == Button::State::HOVER) {
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SendBroadcastRequest();
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}
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else if (join.MouseButtonUp(button) == Button::State::HOVER && selection != nullptr && selection->compatible) {
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SendJoinRequest();
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}
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else if (back.MouseButtonUp(button) == Button::State::HOVER) {
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SetNextScene(SceneList::MAINMENU);
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}
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//has the user selected a server on the list?
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BoundingBox tmpBox = listBox;
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tmpBox.h *= serverInfo.size();
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if (tmpBox.CheckOverlap({button.x, button.y})) {
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selection = &serverInfo[(button.y - listBox.y)/listBox.h];
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}
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else {
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selection = nullptr;
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}
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}
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void LobbyMenu::KeyDown(SDL_KeyboardEvent const& key) {
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switch(key.keysym.sym) {
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case SDLK_ESCAPE:
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SetNextScene(SceneList::MAINMENU);
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break;
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}
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}
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void LobbyMenu::KeyUp(SDL_KeyboardEvent const& key) {
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//
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}
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//-------------------------
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//Network handlers
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//-------------------------
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void LobbyMenu::HandlePacket(SerialPacket* const argPacket) {
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switch(argPacket->type) {
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//responses
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case SerialPacketType::BROADCAST_RESPONSE:
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HandleBroadcastResponse(static_cast<ServerPacket*>(argPacket));
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break;
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case SerialPacketType::JOIN_RESPONSE:
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HandleJoinResponse(static_cast<ClientPacket*>(argPacket));
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break;
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case SerialPacketType::LOGIN_RESPONSE:
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HandleLoginResponse(static_cast<ClientPacket*>(argPacket));
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break;
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//rejections
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case SerialPacketType::JOIN_REJECTION:
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HandleJoinRejection(static_cast<TextPacket*>(argPacket));
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break;
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case SerialPacketType::LOGIN_REJECTION:
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HandleLoginRejection(static_cast<TextPacket*>(argPacket));
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break;
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//handle errors
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default: {
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std::ostringstream msg;
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msg << "Unknown SerialPacketType encountered in LobbyMenu: " << static_cast<int>(argPacket->type);
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throw(std::runtime_error( msg.str() ));
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}
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break;
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}
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}
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void LobbyMenu::HandleBroadcastResponse(ServerPacket* const argPacket) {
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//extract the data
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ServerInformation server;
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server.address = argPacket->srcAddress;
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server.name = argPacket->name;
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server.playerCount = argPacket->playerCount;
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server.version = argPacket->version;
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//Checking compatibility
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server.compatible = server.version == NETWORK_VERSION;
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//push
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serverInfo.push_back(server);
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}
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void LobbyMenu::HandleJoinResponse(ClientPacket* const argPacket) {
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//save the server's data
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clientIndex = argPacket->clientIndex;
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network.Bind(argPacket->srcAddress, Channels::SERVER);
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//request login data
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SendLoginRequest();
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}
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void LobbyMenu::HandleLoginResponse(ClientPacket* const argPacket) {
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if (argPacket->clientIndex != clientIndex) {
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throw(std::runtime_error("Client index invalid during login"));
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}
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accountIndex = argPacket->accountIndex;
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SetNextScene(SceneList::WORLD);
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}
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void LobbyMenu::HandleJoinRejection(TextPacket* const argPacket) {
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//TODO: (9) Better output for join rejection
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}
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void LobbyMenu::HandleLoginRejection(TextPacket* const argPacket) {
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//TODO: (9) Better output for login rejection
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}
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//-------------------------
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//server control
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//-------------------------
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void LobbyMenu::SendBroadcastRequest() {
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//broadcast to the network, or a specific server
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ClientPacket packet;
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packet.type = SerialPacketType::BROADCAST_REQUEST;
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network.SendTo(config["server.host"].c_str(), config.Int("server.port"), &packet);
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//reset the server list
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serverInfo.clear();
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selection = nullptr;
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}
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void LobbyMenu::SendJoinRequest() {
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//pack the packet
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ClientPacket packet;
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packet.type = SerialPacketType::JOIN_REQUEST;
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//join the selected server
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network.SendTo(selection->address, &packet);
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selection = nullptr;
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}
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void LobbyMenu::SendLoginRequest() {
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//NOTE: high cohesion
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ClientPacket packet;
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packet.type = SerialPacketType::LOGIN_REQUEST;
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packet.clientIndex = clientIndex;
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strncpy(packet.username, config["client.username"].c_str(), PACKET_STRING_SIZE);
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network.SendTo(Channels::SERVER, &packet);
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}
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