03f1723d88
(this message is copied from my blog) So I took the lazy route and just committed the entire splice between the jam branch and the development branch all at once. It is exactly as terrible as you think it is, but I've been out of coding for 2 weeks, and I want to get some shit done. I'll pick through each piece one by one, by comparing the diffs from the develop branch to the current jam-merge branch. Those developers I met on Monday said they were impressed by my ability to manage a large codebase, but if they saw this I'd expect they'd probably take that back. And oh god it's been 3 weeks since I touched the main branch WTF?
534 lines
15 KiB
C++
534 lines
15 KiB
C++
/* Copyright: (c) Kayne Ruse 2013, 2014
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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 "in_world.hpp"
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#include "channels.hpp"
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#include "utility.hpp"
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#include <stdexcept>
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#include <algorithm>
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#include <cmath>
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#include <iostream>
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//-------------------------
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//Public access members
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//-------------------------
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InWorld::InWorld(
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ConfigUtility* const argConfig,
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UDPNetworkUtility* const argNetwork,
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int* const argClientIndex,
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int* const argAccountIndex,
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int* const argCharacterIndex,
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CharacterMap* argCharacterMap
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):
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config(*argConfig),
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network(*argNetwork),
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clientIndex(*argClientIndex),
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accountIndex(*argAccountIndex),
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characterIndex(*argCharacterIndex),
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characterMap(*argCharacterMap)
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{
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//register the pager
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lua_pushstring(lua, TORTUGA_REGION_PAGER_PSEUDO_INDEX);
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lua_pushlightuserdata(lua, &pager);
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lua_settable(L, LUA_REGISTRYINDEX);
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//register the tilesheet
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lua_pushstring(lua, TORTUGA_TILE_SHEET_PSEUDO_INDEX);
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lua_pushlightuserdata(lua, &tileSheet);
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lua_settable(L, LUA_REGISTRYINDEX);
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//setup the component objecrs
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pager.SetLuaState(lua);
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//get the config info
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lua_getglobal(lua, "config");
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lua_getfield(lua, -1, "dir");
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lua_getfield(lua, -1, "fonts");
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std::string fonts = lua_tostring(lua, -1);
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lua_getfield(lua, -2, "interface");
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std::string interface = lua_tostring(lua, -1);
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lua_getfield(lua, -3, "sprites");
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std::string sprites = lua_tostring(lua, -1);
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lua_getfield(lua, -4, "scripts");
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std::string scripts = lua_tostring(lua, -1);
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lua_pop(lua, 6);
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//run the additional scripts
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if (luaL_dofile(lua, (scripts + "in_world.lua").c_str())) {
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throw(std::runtime_error(std::string() + "Failed to run in_world.lua: " + lua_tostring(lua, -1) ));
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}
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//setup the utility objects
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buttonImage.LoadSurface(interface + "button_menu.bmp");
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buttonImage.SetClipH(buttonImage.GetClipH()/3);
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font.LoadSurface(fonts + "pk_white_8.bmp");
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//pass the utility objects
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backButton.SetImage(&buttonImage);
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backButton.SetFont(&font);
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//set the button positions
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backButton.SetX(50);
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backButton.SetY(50 + buttonImage.GetClipH() * 0);
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//set the button texts
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backButton.SetText("Back");
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//entities
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character.GetSprite()->LoadSurface(sprites + "elliot2.bmp", 4, 4);
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character.SetBoundingBox({0, 0,
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character.GetSprite()->GetImage()->GetClipW(),
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character.GetSprite()->GetImage()->GetClipH()
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});
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//-------------------------
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//setup the utility objects
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buttonImage.LoadSurface(config["dir.interface"] + "button_menu.bmp");
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buttonImage.SetClipH(buttonImage.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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disconnectButton.SetImage(&buttonImage);
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disconnectButton.SetFont(&font);
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shutDownButton.SetImage(&buttonImage);
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shutDownButton.SetFont(&font);
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//set the button positions
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disconnectButton.SetX(50);
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disconnectButton.SetY(50 + buttonImage.GetClipH() * 0);
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shutDownButton.SetX(50);
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shutDownButton.SetY(50 + buttonImage.GetClipH() * 1);
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//set the button texts
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disconnectButton.SetText("Disconnect");
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shutDownButton.SetText("Shut Down");
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//load the tilesheet
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//TODO: add the tilesheet to the map system?
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tileSheet.Load(config["dir.tilesets"] + "terrain.bmp", 12, 15);
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//request a sync
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RequestSynchronize();
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//debug
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//
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}
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InWorld::~InWorld() {
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//unregister the map components
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lua_pushstring(lua, TORTUGA_REGION_PAGER_PSEUDO_INDEX);
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lua_pushstring(lua, TORTUGA_TILE_SHEET_PSEUDO_INDEX);
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lua_pushnil(lua);
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lua_settable(lua, LUA_REGISTRYINDEX);
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lua_pushnil(lua);
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lua_settable(lua, LUA_REGISTRYINDEX);
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}
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//-------------------------
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//Frame loop
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//-------------------------
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void InWorld::FrameStart() {
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//
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}
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void InWorld::Update(double delta) {
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//suck in and process all waiting packets
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SerialPacket* packetBuffer = static_cast<SerialPacket*>(malloc(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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free(static_cast<void*>(packetBuffer));
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//update the characters
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for (auto& it : characterMap) {
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it.second.Update(delta);
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}
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//TODO: Check collisions here
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//check for collisions with the map
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BoundingBox wallBounds = {0, 0, tileSheet.GetTileW(), tileSheet.GetTileH()};
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const int xCount = character.GetBoundingBox().w / wallBounds.w + 1;
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const int yCount = character.GetBoundingBox().h / wallBounds.h + 1;
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for (int i = -1; i <= xCount; ++i) {
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for (int j = -1; j <= yCount; ++j) {
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//set the wall's position
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wallBounds.x = wallBounds.w * i + snapToBase((double)wallBounds.w, character.GetOrigin().x);
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wallBounds.y = wallBounds.h * j + snapToBase((double)wallBounds.h, character.GetOrigin().y);
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if (!pager.GetSolid(wallBounds.x / wallBounds.w, wallBounds.y / wallBounds.h)) {
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continue;
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}
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if ((character.GetOrigin() + character.GetBoundingBox()).CheckOverlap(wallBounds)) {
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character.SetOrigin(character.GetOrigin() - (character.GetMotion() * delta));
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character.SetMotion({0,0});
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character.CorrectSprite();
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}
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}
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}
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//update the camera
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if(localCharacter) {
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camera.x = localCharacter->GetOrigin().x - camera.marginX;
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camera.y = localCharacter->GetOrigin().y - camera.marginY;
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}
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//check the map
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UpdateMap();
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}
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void InWorld::FrameEnd() {
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//
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}
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void InWorld::RenderFrame() {
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// SDL_FillRect(GetScreen(), 0, 0);
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Render(GetScreen());
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SDL_Flip(GetScreen());
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fps.Calculate();
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}
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void InWorld::Render(SDL_Surface* const screen) {
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//draw the map
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for (std::list<Region>::iterator it = regionPager.GetContainer()->begin(); it != regionPager.GetContainer()->end(); it++) {
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tileSheet.DrawRegionTo(screen, &(*it), camera.x, camera.y);
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}
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//draw characters
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for (auto& it : characterMap) {
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//BUG: #29 drawing order according to Y origin
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it.second.DrawTo(screen, camera.x, camera.y);
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}
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//draw UI
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disconnectButton.DrawTo(screen);
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shutDownButton.DrawTo(screen);
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font.DrawStringTo(to_string_custom(fps.GetFrameRate()), screen, 0, 0);
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}
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//-------------------------
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//Event handlers
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//-------------------------
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void InWorld::QuitEvent() {
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//exit the game AND the server
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RequestDisconnect();
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SetNextScene(SceneList::QUIT);
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}
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void InWorld::MouseMotion(SDL_MouseMotionEvent const& motion) {
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disconnectButton.MouseMotion(motion);
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shutDownButton.MouseMotion(motion);
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}
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void InWorld::MouseButtonDown(SDL_MouseButtonEvent const& button) {
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disconnectButton.MouseButtonDown(button);
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shutDownButton.MouseButtonDown(button);
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}
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void InWorld::MouseButtonUp(SDL_MouseButtonEvent const& button) {
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if (disconnectButton.MouseButtonUp(button) == Button::State::HOVER) {
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RequestDisconnect();
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}
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if (shutDownButton.MouseButtonUp(button) == Button::State::HOVER) {
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RequestShutDown();
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}
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}
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void InWorld::KeyDown(SDL_KeyboardEvent const& key) {
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if (!localCharacter) {
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return;
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}
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//player movement
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Vector2 motion = localCharacter->GetMotion();
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switch(key.keysym.sym) {
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case SDLK_LEFT:
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motion.x -= CHARACTER_WALKING_SPEED;
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break;
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case SDLK_RIGHT:
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motion.x += CHARACTER_WALKING_SPEED;
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break;
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case SDLK_UP:
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motion.y -= CHARACTER_WALKING_SPEED;
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break;
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case SDLK_DOWN:
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motion.y += CHARACTER_WALKING_SPEED;
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break;
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default:
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return;
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}
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localCharacter->SetMotion(motion);
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localCharacter->CorrectSprite();
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SendPlayerUpdate();
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}
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void InWorld::KeyUp(SDL_KeyboardEvent const& key) {
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if (!localCharacter) {
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return;
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}
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//player movement
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Vector2 motion = localCharacter->GetMotion();
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switch(key.keysym.sym) {
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//NOTE: The use of min/max here are to prevent awkward movements
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case SDLK_LEFT:
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motion.x = std::min(motion.x + CHARACTER_WALKING_SPEED, 0.0);
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break;
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case SDLK_RIGHT:
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motion.x = std::max(motion.x - CHARACTER_WALKING_SPEED, 0.0);
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break;
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case SDLK_UP:
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motion.y = std::min(motion.y + CHARACTER_WALKING_SPEED, 0.0);
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break;
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case SDLK_DOWN:
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motion.y = std::max(motion.y - CHARACTER_WALKING_SPEED, 0.0);
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break;
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default:
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return;
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}
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localCharacter->SetMotion(motion);
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localCharacter->CorrectSprite();
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SendPlayerUpdate();
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}
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//-------------------------
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//Network handlers
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//-------------------------
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void InWorld::HandlePacket(SerialPacket* const argPacket) {
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switch(argPacket->type) {
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case SerialPacketType::DISCONNECT:
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HandleDisconnect(argPacket);
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break;
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case SerialPacketType::CHARACTER_NEW:
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HandleCharacterNew(static_cast<CharacterPacket*>(argPacket));
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break;
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case SerialPacketType::CHARACTER_DELETE:
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HandleCharacterDelete(static_cast<CharacterPacket*>(argPacket));
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break;
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case SerialPacketType::CHARACTER_UPDATE:
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HandleCharacterUpdate(static_cast<CharacterPacket*>(argPacket));
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break;
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case SerialPacketType::REGION_CONTENT:
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HandleRegionContent(static_cast<RegionPacket*>(argPacket));
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break;
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//handle errors
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default:
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throw(std::runtime_error(std::string() + "Unknown SerialPacketType encountered in InWorld: " + to_string_custom(static_cast<int>(argPacket->type)) ));
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break;
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}
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}
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void InWorld::HandleDisconnect(SerialPacket* const argPacket) {
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SetNextScene(SceneList::CLEANUP);
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}
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void InWorld::HandleCharacterNew(CharacterPacket* const argPacket) {
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if (characterMap.find(argPacket->characterIndex) != characterMap.end()) {
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throw(std::runtime_error("Cannot create duplicate characters"));
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}
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//create the character object
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Character& newCharacter = characterMap[argPacket->characterIndex];
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//fill out the character's members
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newCharacter.SetHandle(argPacket->handle);
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newCharacter.SetAvatar(argPacket->avatar);
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newCharacter.GetSprite()->LoadSurface(config["dir.sprites"] + newCharacter.GetAvatar(), 4, 4);
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newCharacter.SetOrigin(argPacket->origin);
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newCharacter.SetMotion(argPacket->motion);
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(*newCharacter.GetStats()) = argPacket->stats;
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//bookkeeping code
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newCharacter.CorrectSprite();
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//catch this client's player object
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if (argPacket->accountIndex == accountIndex && !localCharacter) {
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characterIndex = argPacket->characterIndex;
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localCharacter = &newCharacter;
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//setup the camera
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//TODO: move this?
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camera.width = GetScreen()->w;
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camera.height = GetScreen()->h;
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//center on the player's character
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camera.marginX = (GetScreen()->w / 2 - localCharacter->GetSprite()->GetImage()->GetClipW() / 2);
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camera.marginY = (GetScreen()->h / 2 - localCharacter->GetSprite()->GetImage()->GetClipH() / 2);
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}
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}
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void InWorld::HandleCharacterDelete(CharacterPacket* const argPacket) {
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//TODO: authenticate when own character is being deleted (linked to a TODO in the server)
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//catch this client's player object
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if (argPacket->characterIndex == characterIndex) {
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characterIndex = -1;
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localCharacter = nullptr;
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}
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characterMap.erase(argPacket->characterIndex);
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}
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void InWorld::HandleCharacterUpdate(CharacterPacket* const argPacket) {
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if (characterMap.find(argPacket->characterIndex) == characterMap.end()) {
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std::cout << "Warning: HandleCharacterUpdate() is passing to HandleCharacterNew()" << std::endl;
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HandleCharacterNew(argPacket);
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return;
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}
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Character& character = characterMap[argPacket->characterIndex];
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//other characters moving
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if (argPacket->characterIndex != characterIndex) {
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character.SetOrigin(argPacket->origin);
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character.SetMotion(argPacket->motion);
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character.CorrectSprite();
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}
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}
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void InWorld::HandleRegionContent(RegionPacket* const argPacket) {
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//replace existing regions
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regionPager.UnloadRegion(argPacket->x, argPacket->y);
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regionPager.PushRegion(argPacket->region);
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//clean up after the serial code
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delete argPacket->region;
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argPacket->region = nullptr;
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}
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//-------------------------
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//Server control
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//-------------------------
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void InWorld::RequestSynchronize() {
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ClientPacket newPacket;
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//request a sync
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newPacket.type = SerialPacketType::SYNCHRONIZE;
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newPacket.clientIndex = clientIndex;
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newPacket.accountIndex = accountIndex;
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//TODO: location, range for sync request
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network.SendTo(Channels::SERVER, &newPacket);
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}
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void InWorld::SendPlayerUpdate() {
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CharacterPacket newPacket;
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//pack the packet
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newPacket.type = SerialPacketType::CHARACTER_UPDATE;
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newPacket.characterIndex = characterIndex;
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//NOTE: omitting the handle and avatar here
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newPacket.accountIndex = accountIndex;
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newPacket.roomIndex = 0; //TODO: room index
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newPacket.origin = localCharacter->GetOrigin();
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newPacket.motion = localCharacter->GetMotion();
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newPacket.stats = *localCharacter->GetStats();
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//TODO: gameplay components: equipment, items, buffs, debuffs
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network.SendTo(Channels::SERVER, &newPacket);
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}
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void InWorld::RequestDisconnect() {
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ClientPacket newPacket;
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//send a disconnect request
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newPacket.type = SerialPacketType::DISCONNECT;
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newPacket.clientIndex = clientIndex;
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newPacket.accountIndex = accountIndex;
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network.SendTo(Channels::SERVER, &newPacket);
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}
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void InWorld::RequestShutDown() {
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ClientPacket newPacket;
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//send a shutdown request
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newPacket.type = SerialPacketType::SHUTDOWN;
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newPacket.clientIndex = clientIndex;
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newPacket.accountIndex = accountIndex;
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network.SendTo(Channels::SERVER, &newPacket);
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}
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void InWorld::RequestRegion(int roomIndex, int x, int y) {
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RegionPacket packet;
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//pack the region's data
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packet.type = SerialPacketType::REGION_REQUEST;
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packet.roomIndex = roomIndex;
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packet.x = x;
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packet.y = y;
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network.SendTo(Channels::SERVER, &packet);
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}
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//-------------------------
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//Utilities
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//-------------------------
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//TODO: convert this into a more generic function?; using parameters for the bounds
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void InWorld::UpdateMap() {
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//these represent the zone of regions that the client needs loaded, including the mandatory buffers (+1/-1)
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int xStart = snapToBase(REGION_WIDTH, camera.x/tileSheet.GetTileW()) - REGION_WIDTH;
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int xEnd = snapToBase(REGION_WIDTH, (camera.x+camera.width)/tileSheet.GetTileW()) + REGION_WIDTH;
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int yStart = snapToBase(REGION_HEIGHT, camera.y/tileSheet.GetTileH()) - REGION_HEIGHT;
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int yEnd = snapToBase(REGION_HEIGHT, (camera.y+camera.height)/tileSheet.GetTileH()) + REGION_HEIGHT;
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//prune distant regions
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for (std::list<Region>::iterator it = regionPager.GetContainer()->begin(); it != regionPager.GetContainer()->end(); /* EMPTY */) {
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//check if the region is outside of this area
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if (it->GetX() < xStart || it->GetX() > xEnd || it->GetY() < yStart || it->GetY() > yEnd) {
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//clunky, but the alternative was time consuming
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int tmpX = it->GetX();
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int tmpY = it->GetY();
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++it;
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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);
|
|
}
|
|
}
|
|
}
|
|
}
|