1115 lines
31 KiB
C++
1115 lines
31 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 "world.hpp"
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#include "channels.hpp"
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#include "culling_defines.hpp"
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#include "ip_operators.hpp"
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#include "fatal_error.hpp"
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#include <algorithm>
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#include <chrono>
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#include <cmath>
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#include <cstring>
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#include <iostream>
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#include <sstream>
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#include <stdexcept>
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//-------------------------
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//static functions
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//-------------------------
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//TODO: (3) proper checksum
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static int regionContentCheck(Region const* region) {
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int sum = 0;
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for(int i = 0; i < REGION_WIDTH; i++) {
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for (int j = 0; j < REGION_HEIGHT; j++) {
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for (int k = 0; k < REGION_DEPTH; k++) {
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sum += region->GetTile(i, j, k);
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}
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}
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}
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return sum;
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}
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//-------------------------
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//Public access members
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//-------------------------
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World::World(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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//setup the utility objects
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buttonImage.Load(GetRenderer(), config["dir.interface"] + "button_blue.png");
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font = TTF_OpenFont(config["client.font"].c_str(), 12);
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//check that the font loaded
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if (!font) {
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std::ostringstream msg;
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msg << "Failed to load a font file; " << SDL_GetError();
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throw(std::runtime_error(msg.str()));
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}
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//setup the buttons
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disconnectButton.SetBackgroundTexture(GetRenderer(), buttonImage.GetTexture());
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disconnectButton.SetText(GetRenderer(), font, "Disconnect", COLOR_WHITE);
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shutdownButton.SetBackgroundTexture(GetRenderer(), buttonImage.GetTexture());
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shutdownButton.SetText(GetRenderer(), font, "Shutdown", COLOR_WHITE);
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//set the button positions
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disconnectButton.SetX(50);
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disconnectButton.SetY(50);
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shutdownButton.SetX(50);
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shutdownButton.SetY(70);
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//load the tilesheet
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//TODO: (2) Tile size and tile sheet should be loaded elsewhere
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tileSheet.Load(GetRenderer(), config["dir.tilesets"] + "overworld.png", 32, 32);
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//Send the character data
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CharacterPacket newPacket;
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newPacket.type = SerialPacketType::CHARACTER_LOAD;
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strncpy(newPacket.handle, config["client.handle"].c_str(), PACKET_STRING_SIZE);
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strncpy(newPacket.avatar, config["client.avatar"].c_str(), PACKET_STRING_SIZE);
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newPacket.accountIndex = accountIndex;
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network.SendTo(Channels::SERVER, &newPacket);
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//set the camera's values
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SDL_RenderGetLogicalSize(GetRenderer(), &camera.width, &camera.height);
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//debug
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std::list<std::string> slotNames = {
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"slot 1 green.png",
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"slot 2 green.png",
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"slot 3 green.png",
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"slot 4 green.png",
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"slot 5 green.png",
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"slot 6 green.png",
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"slot 7 green.png",
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"slot 8 green.png",
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"slot 1 red.png",
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"slot 2 red.png",
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"slot 3 red.png",
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"slot 4 red.png",
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"slot 5 red.png",
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"slot 6 red.png",
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"slot 7 red.png",
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"slot 8 red.png"
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};
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barrierMgr.LoadBaseImage(GetRenderer(), config["dir.sprites"] + "/barrier/base.png");
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barrierMgr.LoadTemplateImages(GetRenderer(), config["dir.sprites"] + "/barrier/", slotNames);
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std::cout << "Templates loaded: " << barrierMgr.GetTemplateContainer()->size() << std::endl;
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}
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World::~World() {
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//unload the local data
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TTF_CloseFont(font);
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characterMap.clear();
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creatureMap.clear();
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}
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//-------------------------
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//Frame loop
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//-------------------------
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void World::FrameStart() {
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//
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}
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void World::Update() {
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//create and zero the buffer
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SerialPacket* packetBuffer = reinterpret_cast<SerialPacket*>(new char[MAX_PACKET_SIZE]);
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memset(packetBuffer, 0, MAX_PACKET_SIZE);
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try {
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//suck in and process all waiting packets
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while(network.Receive(packetBuffer)) {
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HandlePacket(packetBuffer);
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}
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}
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catch(fatal_error& e) {
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throw(e);
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}
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catch(std::exception& e) {
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std::cerr << "HandlePacket Error: " << e.what() << std::endl;
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}
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//free the buffer
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delete reinterpret_cast<char*>(packetBuffer);
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//heartbeat system
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CheckHeartBeat();
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//update all entities
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for (auto& it : characterMap) {
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it.second.Update();
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}
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for (auto& it : creatureMap) {
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it.second.Update();
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}
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try {
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//update the map
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UpdateMap();
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}
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catch(fatal_error& e) {
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throw(e);
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}
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catch(std::exception& e) {
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std::cerr << "UpdateMap Error: " << e.what() << std::endl;
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}
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//skip the rest without a local character
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if (!localCharacter) {
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return;
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}
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//TODO: (1) regular query interval
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//cull creatures
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for (std::map<int, BaseCreature>::iterator it = creatureMap.begin(); it != creatureMap.end(); /* */) {
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if ( (localCharacter->GetOrigin() - it->second.GetOrigin()).Length() > INFLUENCE_RADIUS) {
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creatureMap.erase(it++);
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}
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else {
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it++;
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}
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}
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//TODO: cull barriers
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//get the collidable boxes
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std::list<BoundingBox> boxList = GenerateCollisionGrid(localCharacter, tileSheet.GetTileW(), tileSheet.GetTileH());
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//process the collisions
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//BUG: Collisions not working
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if (localCharacter->ProcessCollisionGrid(boxList)) {
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localCharacter->CorrectSprite();
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SendLocalCharacterMovement();
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}
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//update the camera
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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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void World::FrameEnd() {
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//
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}
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void World::RenderFrame(SDL_Renderer* renderer) {
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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(renderer, &(*it), camera.x, camera.y);
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}
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//draw the entities
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for (auto& it : characterMap) {
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//BUG: #29 Characters (and other entities) are drawn out of order
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it.second.DrawTo(renderer, camera.x, camera.y);
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}
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for (auto& it : creatureMap) {
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it.second.DrawTo(renderer, camera.x, camera.y);
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}
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barrierMgr.DrawTo(renderer, camera.x, camera.y);
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//draw UI
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disconnectButton.DrawTo(renderer);
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shutdownButton.DrawTo(renderer);
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//FPS
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fpsTextLine.DrawTo(renderer, 0, 0);
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int fpsRet = fps.Calculate();
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if (fpsRet != -1) {
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std::ostringstream msg;
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msg << "FPS: " << fpsRet;
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fpsTextLine.SetText(renderer, font, msg.str(), {255, 255, 255, 255});
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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 World::QuitEvent() {
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//two-step logout
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SendDisconnectRequest();
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SetSceneSignal(SceneSignal::QUIT);
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}
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void World::MouseMotion(SDL_MouseMotionEvent const& event) {
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disconnectButton.MouseMotion(event);
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shutdownButton.MouseMotion(event);
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}
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void World::MouseButtonDown(SDL_MouseButtonEvent const& event) {
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disconnectButton.MouseButtonDown(event);
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shutdownButton.MouseButtonDown(event);
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}
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void World::MouseButtonUp(SDL_MouseButtonEvent const& event) {
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if (disconnectButton.MouseButtonUp(event) == Button::State::RELEASED) {
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SendLogoutRequest();
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}
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if (shutdownButton.MouseButtonUp(event) == Button::State::RELEASED) {
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SendAdminShutdownRequest();
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}
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}
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void World::MouseWheel(SDL_MouseWheelEvent const& event) {
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//
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}
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void World::KeyDown(SDL_KeyboardEvent const& event) {
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//TODO: Sliding against walls controls
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//BUGFIX: SDL2 introduced key repeats, so I need to ignore it
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if (event.repeat) {
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return;
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}
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//hotkeys
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switch(event.keysym.sym) {
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case SDLK_ESCAPE:
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//TODO: (3) the escape key should actually control menus and stuff
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SendLogoutRequest();
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return;
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}
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//character movement
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if (!localCharacter) {
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return;
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}
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Vector2 motion = localCharacter->GetMotion();
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switch(event.keysym.sym) {
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case SDLK_w:
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motion.y -= CHARACTER_WALKING_SPEED;
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break;
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case SDLK_a:
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motion.x -= CHARACTER_WALKING_SPEED;
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break;
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case SDLK_s:
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motion.y += CHARACTER_WALKING_SPEED;
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break;
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case SDLK_d:
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motion.x += CHARACTER_WALKING_SPEED;
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break;
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default:
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//DOCS: prevents wrong keys screwing with character movement
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return;
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}
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//handle diagonals
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if (motion.x != 0 && motion.y != 0) {
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motion *= CHARACTER_WALKING_MOD;
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}
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//set the info
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localCharacter->SetMotion(motion);
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localCharacter->CorrectSprite();
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SendLocalCharacterMovement();
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}
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void World::KeyUp(SDL_KeyboardEvent const& event) {
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//BUGFIX: SDL2 introduced key repeats, so I need to ignore it
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if (event.repeat) {
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return;
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}
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//character movement
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if (!localCharacter) {
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return;
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}
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Vector2 motion = localCharacter->GetMotion();
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switch(event.keysym.sym) {
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case SDLK_w:
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motion.y = std::min(0.0, motion.y += CHARACTER_WALKING_SPEED);
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break;
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case SDLK_a:
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motion.x = std::min(0.0, motion.x += CHARACTER_WALKING_SPEED);
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break;
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case SDLK_s:
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motion.y = std::max(0.0, motion.y -= CHARACTER_WALKING_SPEED);
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break;
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case SDLK_d:
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motion.x = std::max(0.0, motion.x -= CHARACTER_WALKING_SPEED);
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break;
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default:
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//DOCS: prevents wrong keys screwing with character movement
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return;
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}
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//BUGFIX: reset cardinal direction speed on key release
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if (motion.x > 0) {
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motion.x = CHARACTER_WALKING_SPEED;
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}
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else if (motion.x < 0) {
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motion.x = -CHARACTER_WALKING_SPEED;
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}
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if (motion.y > 0) {
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motion.y = CHARACTER_WALKING_SPEED;
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}
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else if (motion.y < 0) {
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motion.y = -CHARACTER_WALKING_SPEED;
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}
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//handle diagonals
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if (motion.x != 0 && motion.y != 0) {
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motion *= CHARACTER_WALKING_MOD;
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}
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//set the info
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localCharacter->SetMotion(motion);
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localCharacter->CorrectSprite();
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SendLocalCharacterMovement();
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}
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//-------------------------
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//Direct incoming traffic
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//-------------------------
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void World::HandlePacket(SerialPacket* const argPacket) {
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switch(argPacket->type) {
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//heartbeat system
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case SerialPacketType::PING:
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hPing(static_cast<ServerPacket*>(argPacket));
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break;
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case SerialPacketType::PONG:
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hPong(static_cast<ServerPacket*>(argPacket));
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break;
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//game server connections
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case SerialPacketType::LOGOUT_RESPONSE:
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hLogoutResponse(static_cast<ClientPacket*>(argPacket));
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break;
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case SerialPacketType::DISCONNECT_RESPONSE:
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hDisconnectResponse(static_cast<ClientPacket*>(argPacket));
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break;
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case SerialPacketType::ADMIN_DISCONNECT_FORCED:
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hAdminDisconnectForced(static_cast<ClientPacket*>(argPacket));
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break;
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//map management
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case SerialPacketType::REGION_CONTENT:
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hRegionContent(static_cast<RegionPacket*>(argPacket));
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break;
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//character management
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case SerialPacketType::CHARACTER_UPDATE:
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hCharacterUpdate(static_cast<CharacterPacket*>(argPacket));
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break;
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case SerialPacketType::CHARACTER_CREATE:
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hCharacterCreate(static_cast<CharacterPacket*>(argPacket));
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break;
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case SerialPacketType::CHARACTER_UNLOAD:
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hCharacterUnload(static_cast<CharacterPacket*>(argPacket));
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break;
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case SerialPacketType::QUERY_CHARACTER_EXISTS:
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hQueryCharacterExists(static_cast<CharacterPacket*>(argPacket));
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break;
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case SerialPacketType::CHARACTER_MOVEMENT:
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hCharacterMovement(static_cast<CharacterPacket*>(argPacket));
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break;
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//creature management
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case SerialPacketType::CREATURE_UPDATE:
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hCreatureUpdate(static_cast<CreaturePacket*>(argPacket));
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break;
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case SerialPacketType::CREATURE_CREATE:
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hCreatureCreate(static_cast<CreaturePacket*>(argPacket));
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break;
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case SerialPacketType::CREATURE_UNLOAD:
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hCreatureUnload(static_cast<CreaturePacket*>(argPacket));
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break;
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case SerialPacketType::QUERY_CREATURE_EXISTS:
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hQueryCreatureExists(static_cast<CreaturePacket*>(argPacket));
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break;
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case SerialPacketType::CREATURE_MOVEMENT:
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hCreatureMovement(static_cast<CreaturePacket*>(argPacket));
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break;
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//barrier management
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case SerialPacketType::BARRIER_UPDATE:
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hBarrierUpdate(static_cast<BarrierPacket*>(argPacket));
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break;
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case SerialPacketType::BARRIER_CREATE:
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hBarrierCreate(static_cast<BarrierPacket*>(argPacket));
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break;
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case SerialPacketType::BARRIER_UNLOAD:
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hBarrierUnload(static_cast<BarrierPacket*>(argPacket));
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break;
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case SerialPacketType::QUERY_BARRIER_EXISTS:
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hQueryBarrierExists(static_cast<BarrierPacket*>(argPacket));
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break;
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//chat
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case SerialPacketType::TEXT_BROADCAST:
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hTextBroadcast(static_cast<TextPacket*>(argPacket));
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break;
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case SerialPacketType::TEXT_SPEECH:
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hTextSpeech(static_cast<TextPacket*>(argPacket));
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break;
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case SerialPacketType::TEXT_WHISPER:
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hTextWhisper(static_cast<TextPacket*>(argPacket));
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break;
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//general rejection messages
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case SerialPacketType::REGION_REJECTION:
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case SerialPacketType::CHARACTER_REJECTION:
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case SerialPacketType::QUERY_REJECTION:
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throw(fatal_error(static_cast<TextPacket*>(argPacket)->text));
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break;
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case SerialPacketType::SHUTDOWN_REJECTION:
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throw(std::runtime_error(static_cast<TextPacket*>(argPacket)->text));
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break;
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//errors
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default: {
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std::ostringstream msg;
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msg << "Unknown SerialPacketType encountered in World: " << 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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//-------------------------
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//heartbeat system
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//-------------------------
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void World::hPing(ServerPacket* const argPacket) {
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ServerPacket newPacket;
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newPacket.type = SerialPacketType::PONG;
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network.SendTo(argPacket->srcAddress, &newPacket);
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}
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void World::hPong(ServerPacket* const argPacket) {
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if (*network.GetIPAddress(Channels::SERVER) != argPacket->srcAddress) {
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throw(std::runtime_error("Heartbeat message received from an unknown source"));
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}
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attemptedBeats = 0;
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lastBeat = Clock::now();
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}
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void World::CheckHeartBeat() {
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//check the connection (heartbeat)
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if (Clock::now() - lastBeat > std::chrono::seconds(3)) {
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if (attemptedBeats > 2) {
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//escape to the disconnect screen
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SendDisconnectRequest();
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SetSceneSignal(SceneSignal::DISCONNECTEDSCREEN);
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ConfigUtility::GetSingleton()["client.disconnectMessage"] = "Error: Lost connection to the server";
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}
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else {
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ServerPacket newPacket;
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newPacket.type = SerialPacketType::PING;
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network.SendTo(Channels::SERVER, &newPacket);
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attemptedBeats++;
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lastBeat = Clock::now();
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}
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}
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}
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//-------------------------
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//Connection control
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//-------------------------
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void World::SendLogoutRequest() {
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ClientPacket newPacket;
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//send a logout request
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newPacket.type = SerialPacketType::LOGOUT_REQUEST;
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|
newPacket.accountIndex = accountIndex;
|
|
|
|
network.SendTo(Channels::SERVER, &newPacket);
|
|
}
|
|
|
|
void World::SendDisconnectRequest() {
|
|
ClientPacket newPacket;
|
|
|
|
//send a disconnect request
|
|
newPacket.type = SerialPacketType::DISCONNECT_REQUEST;
|
|
newPacket.clientIndex = clientIndex;
|
|
|
|
network.SendTo(Channels::SERVER, &newPacket);
|
|
}
|
|
|
|
void World::SendAdminDisconnectForced() {
|
|
//TODO: (9) World::SendAdminDisconnectForced()
|
|
}
|
|
|
|
void World::SendAdminShutdownRequest() {
|
|
ClientPacket newPacket;
|
|
|
|
//send a shutdown request
|
|
newPacket.type = SerialPacketType::ADMIN_SHUTDOWN_REQUEST;
|
|
newPacket.accountIndex = accountIndex;
|
|
|
|
network.SendTo(Channels::SERVER, &newPacket);
|
|
}
|
|
|
|
void World::hLogoutResponse(ClientPacket* const argPacket) {
|
|
if (localCharacter) {
|
|
characterMap.erase(characterIndex);
|
|
localCharacter = nullptr;
|
|
}
|
|
|
|
accountIndex = -1;
|
|
characterIndex = -1;
|
|
|
|
//reset the camera
|
|
camera.marginX = camera.marginY = 0;
|
|
|
|
//because, why not? I guess...
|
|
SendDisconnectRequest();
|
|
}
|
|
|
|
void World::hDisconnectResponse(ClientPacket* const argPacket) {
|
|
hLogoutResponse(argPacket);//shortcut
|
|
SetSceneSignal(SceneSignal::DISCONNECTEDSCREEN);
|
|
ConfigUtility::GetSingleton()["client.disconnectMessage"] = "You have successfully logged out";
|
|
}
|
|
|
|
void World::hAdminDisconnectForced(ClientPacket* const argPacket) {
|
|
hDisconnectResponse(argPacket);//shortcut
|
|
SetSceneSignal(SceneSignal::DISCONNECTEDSCREEN);
|
|
ConfigUtility::GetSingleton()["client.disconnectMessage"] = "You have been forcibly disconnected by the server";
|
|
}
|
|
|
|
//-------------------------
|
|
//map management
|
|
//-------------------------
|
|
|
|
void World::SendRegionRequest(int roomIndex, int x, int y) {
|
|
RegionPacket packet;
|
|
|
|
//pack the region's data
|
|
packet.type = SerialPacketType::REGION_REQUEST;
|
|
packet.roomIndex = roomIndex;
|
|
packet.x = x;
|
|
packet.y = y;
|
|
|
|
network.SendTo(Channels::SERVER, &packet);
|
|
}
|
|
|
|
void World::hRegionContent(RegionPacket* const argPacket) {
|
|
//replace existing regions
|
|
regionPager.UnloadIf([&](Region const& region) -> bool {
|
|
if (region.GetX() == argPacket->x && region.GetY() == argPacket->y) {
|
|
std::cout << "Region Overwrite: " << region.GetX() << ", " << region.GetY();
|
|
std::cout << "\t" << regionContentCheck(®ion) << "\t" << regionContentCheck(argPacket->region) << std::endl;
|
|
return true;
|
|
}
|
|
else {
|
|
return false;
|
|
}
|
|
});
|
|
regionPager.PushRegion(argPacket->region);
|
|
|
|
//clean up after the serial code
|
|
delete argPacket->region;
|
|
argPacket->region = nullptr;
|
|
}
|
|
|
|
void World::UpdateMap() {
|
|
if (roomIndex == -1) {
|
|
return;
|
|
}
|
|
|
|
//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
|
|
regionPager.GetContainer()->remove_if([&](Region const& region) -> bool {
|
|
return region.GetX() < xStart || region.GetX() > xEnd || region.GetY() < yStart || region.GetY() > yEnd;
|
|
});
|
|
|
|
//request empty regions within this zone
|
|
for (int i = xStart; i <= xEnd; i += REGION_WIDTH) {
|
|
for (int j = yStart; j <= yEnd; j += REGION_HEIGHT) {
|
|
Region* region = regionPager.FindRegion(i, j);
|
|
if (!region) {
|
|
//request absent region
|
|
SendRegionRequest(roomIndex, i, j);
|
|
}
|
|
else if (regionContentCheck(region) == 0) {
|
|
//checksum failed
|
|
regionPager.UnloadIf([region](Region const& ref) -> bool {
|
|
//remove the erroneous region
|
|
return region == &ref;
|
|
});
|
|
SendRegionRequest(roomIndex, i, j);
|
|
std::ostringstream msg;
|
|
msg << "Existing region blank: " << roomIndex << ", " << i << ", " << j;
|
|
throw(std::runtime_error(msg.str()));
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//-------------------------
|
|
//character management
|
|
//-------------------------
|
|
|
|
//DOCS: preexisting characters will result in query responses
|
|
//DOCS: new characters will result in create messages
|
|
//DOCS: this client's character will exist in both (skipped)
|
|
|
|
void World::hCharacterUpdate(CharacterPacket* const argPacket) {
|
|
//TODO: (1) Authentication
|
|
//NOTE: applies to the local character too
|
|
|
|
//check that this character exists
|
|
std::map<int, BaseCharacter>::iterator characterIt = characterMap.find(argPacket->characterIndex);
|
|
if (characterIt != characterMap.end()) {
|
|
//update the origin and motion, if there's a difference
|
|
if (characterIt->second.GetOrigin() != argPacket->origin) {
|
|
characterIt->second.SetOrigin(argPacket->origin);
|
|
}
|
|
if (characterIt->second.GetMotion() != argPacket->motion) {
|
|
characterIt->second.SetMotion(argPacket->motion);
|
|
characterIt->second.CorrectSprite(); //only correct the sprite if the motion changes
|
|
}
|
|
}
|
|
}
|
|
|
|
void World::hCharacterCreate(CharacterPacket* const argPacket) {
|
|
//prevent double message
|
|
if (characterMap.find(argPacket->characterIndex) != characterMap.end()) {
|
|
std::ostringstream msg;
|
|
msg << "Double character creation event; ";
|
|
msg << "Index: " << argPacket->characterIndex << "; ";
|
|
msg << "Handle: " << argPacket->handle;
|
|
throw(std::runtime_error(msg.str()));
|
|
}
|
|
|
|
//implicity create and retrieve the entity
|
|
BaseCharacter* character = &characterMap[argPacket->characterIndex];
|
|
|
|
//fill the character's info
|
|
character->SetHandle(argPacket->handle);
|
|
character->SetAvatar(GetRenderer(), argPacket->avatar);
|
|
character->SetOwner(argPacket->accountIndex);
|
|
character->SetOrigin(argPacket->origin);
|
|
character->SetMotion(argPacket->motion);
|
|
character->SetBounds(argPacket->bounds);
|
|
|
|
character->CorrectSprite();
|
|
|
|
//check for this player's character
|
|
if (character->GetOwner() == accountIndex) {
|
|
localCharacter = static_cast<LocalCharacter*>(character);
|
|
|
|
//focus the camera on this character's sprite
|
|
camera.marginX = (camera.width / 2 - localCharacter->GetSprite()->GetClipW() / 2);
|
|
camera.marginY = (camera.height/ 2 - localCharacter->GetSprite()->GetClipH() / 2);
|
|
|
|
//focus on this character's info
|
|
characterIndex = argPacket->characterIndex;
|
|
roomIndex = argPacket->roomIndex;
|
|
|
|
//query the world state (room)
|
|
CharacterPacket characterPacket;
|
|
memset(&characterPacket, 0, MAX_PACKET_SIZE);
|
|
characterPacket.type = SerialPacketType::QUERY_CHARACTER_EXISTS;
|
|
characterPacket.roomIndex = roomIndex;
|
|
network.SendTo(Channels::SERVER, &characterPacket);
|
|
|
|
CreaturePacket creaturePacket;
|
|
creaturePacket.type = SerialPacketType::QUERY_CREATURE_EXISTS;
|
|
creaturePacket.roomIndex = roomIndex;
|
|
network.SendTo(Channels::SERVER, &creaturePacket);
|
|
|
|
BarrierPacket barrierPacket;
|
|
barrierPacket.type = SerialPacketType::QUERY_BARRIER_EXISTS;
|
|
barrierPacket.roomIndex = roomIndex;
|
|
network.SendTo(Channels::SERVER, &barrierPacket);
|
|
}
|
|
|
|
//debug
|
|
std::cout << "Character Create, total: " << characterMap.size() << std::endl;
|
|
}
|
|
|
|
void World::hCharacterUnload(CharacterPacket* const argPacket) {
|
|
//ignore if this character doesn't exist
|
|
std::map<int, BaseCharacter>::iterator characterIt = characterMap.find(argPacket->characterIndex);
|
|
if (characterIt == characterMap.end()) {
|
|
return;
|
|
}
|
|
|
|
//check for this player's character
|
|
if ((*characterIt).second.GetOwner() == accountIndex) {
|
|
localCharacter = nullptr;
|
|
|
|
//clear the camera
|
|
camera.marginX = 0;
|
|
camera.marginY = 0;
|
|
|
|
//clear/reset the room
|
|
roomIndex = -1;
|
|
regionPager.UnloadAll();
|
|
barrierMgr.UnloadAll();
|
|
characterMap.clear();
|
|
creatureMap.clear();
|
|
}
|
|
else {
|
|
//remove this character
|
|
characterMap.erase(characterIt);
|
|
}
|
|
|
|
//debug
|
|
std::cout << "Character Unload, total: " << characterMap.size() << std::endl;
|
|
}
|
|
|
|
void World::hQueryCharacterExists(CharacterPacket* const argPacket) {
|
|
//prevent a double message about this player's character
|
|
//TODO: why is this commented out?
|
|
// if (argPacket->accountIndex == accountIndex) {
|
|
// return;
|
|
// }
|
|
|
|
//ignore characters in a different room (sub-optimal)
|
|
if (argPacket->roomIndex != roomIndex) {
|
|
return;
|
|
}
|
|
|
|
//implicitly construct the character if it doesn't exist
|
|
BaseCharacter* character = &characterMap[argPacket->characterIndex];
|
|
|
|
//set/update the character's info
|
|
character->SetOrigin(argPacket->origin);
|
|
character->SetMotion(argPacket->motion);
|
|
character->SetBounds({CHARACTER_BOUNDS_X, CHARACTER_BOUNDS_Y, CHARACTER_BOUNDS_WIDTH, CHARACTER_BOUNDS_HEIGHT});
|
|
character->SetHandle(argPacket->handle);
|
|
character->SetAvatar(GetRenderer(), argPacket->avatar);
|
|
character->SetOwner(argPacket->accountIndex);
|
|
character->CorrectSprite();
|
|
|
|
//debug
|
|
std::cout << "Character Query, total: " << characterMap.size() << std::endl;
|
|
}
|
|
|
|
void World::hCharacterMovement(CharacterPacket* const argPacket) {
|
|
//TODO: (1) Authentication
|
|
if (argPacket->characterIndex == characterIndex) {
|
|
return;
|
|
}
|
|
|
|
//check that this character exists
|
|
std::map<int, BaseCharacter>::iterator characterIt = characterMap.find(argPacket->characterIndex);
|
|
if (characterIt != characterMap.end()) {
|
|
//set the origin and motion
|
|
characterIt->second.SetOrigin(argPacket->origin);
|
|
characterIt->second.SetMotion(argPacket->motion);
|
|
characterIt->second.CorrectSprite();
|
|
}
|
|
}
|
|
|
|
//-------------------------
|
|
//creature management
|
|
//-------------------------
|
|
|
|
void World::hCreatureUpdate(CreaturePacket* const argPacket) {
|
|
//BUGFIX: Sometimes crash on exit
|
|
if (!localCharacter) {
|
|
return;
|
|
}
|
|
|
|
//Cull creatures that are too far away
|
|
if ( (localCharacter->GetOrigin() - argPacket->origin).Length() > INFLUENCE_RADIUS) {
|
|
//ignore beyond 1000 units
|
|
return;
|
|
}
|
|
|
|
//check if this creature exists
|
|
std::map<int, BaseCreature>::iterator creatureIt = creatureMap.find(argPacket->creatureIndex);
|
|
if (creatureIt != creatureMap.end()) {
|
|
//update the origin and motion, if there's a difference
|
|
if (creatureIt->second.GetOrigin() != argPacket->origin) {
|
|
creatureIt->second.SetOrigin(argPacket->origin);
|
|
}
|
|
if (creatureIt->second.GetMotion() != argPacket->motion) {
|
|
creatureIt->second.SetMotion(argPacket->motion);
|
|
creatureIt->second.CorrectSprite(); //only correct the sprite if the motion changes
|
|
}
|
|
}
|
|
else {
|
|
hCreatureCreate(argPacket);
|
|
}
|
|
}
|
|
|
|
void World::hCreatureCreate(CreaturePacket* const argPacket) {
|
|
//check for logic errors
|
|
if (creatureMap.find(argPacket->creatureIndex) != creatureMap.end()) {
|
|
std::ostringstream msg;
|
|
msg << "Double creature creation event; ";
|
|
msg << "Index: " << argPacket->creatureIndex << "; ";
|
|
msg << "Handle: " << argPacket->handle;
|
|
throw(std::runtime_error(msg.str()));
|
|
}
|
|
|
|
//ignore creatures from other rooms
|
|
if (roomIndex != argPacket->roomIndex) {
|
|
//temporary error checking
|
|
std::ostringstream msg;
|
|
msg << "Creature from the wrong room received: ";
|
|
msg << "creatureIndex: " << argPacket->creatureIndex << ", roomIndex: " << argPacket->roomIndex;
|
|
throw(std::runtime_error(msg.str()));
|
|
}
|
|
|
|
//implicitly create the element
|
|
BaseCreature* creature = &creatureMap[argPacket->creatureIndex];
|
|
|
|
//fill the creature's info
|
|
creature->SetHandle(argPacket->handle);
|
|
creature->SetAvatar(GetRenderer(), argPacket->avatar);
|
|
creature->SetBounds(argPacket->bounds);
|
|
creature->SetOrigin(argPacket->origin);
|
|
creature->SetMotion(argPacket->motion);
|
|
|
|
//debug
|
|
std::cout << "Creature Create, total: " << creatureMap.size() << std::endl;
|
|
}
|
|
|
|
void World::hCreatureUnload(CreaturePacket* const argPacket) {
|
|
//ignore if this creature doesn't exist
|
|
std::map<int, BaseCreature>::iterator creatureIt = creatureMap.find(argPacket->creatureIndex);
|
|
if (creatureIt == creatureMap.end()) {
|
|
return;
|
|
}
|
|
|
|
//remove this creature
|
|
creatureMap.erase(creatureIt);
|
|
|
|
//debug
|
|
std::cout << "Creature Unload, total: " << creatureMap.size() << std::endl;
|
|
}
|
|
|
|
void World::hQueryCreatureExists(CreaturePacket* const argPacket) {
|
|
std::cout << "Creature Query" << std::endl;
|
|
|
|
//ignore creatures in a different room (sub-optimal)
|
|
if (argPacket->roomIndex != roomIndex) {
|
|
return;
|
|
}
|
|
|
|
//implicitly create the element
|
|
BaseCreature* creature = &creatureMap[argPacket->creatureIndex];
|
|
|
|
//fill the creature's info
|
|
creature->SetHandle(argPacket->handle);
|
|
creature->SetAvatar(GetRenderer(), argPacket->avatar);
|
|
creature->SetBounds(argPacket->bounds);
|
|
creature->SetOrigin(argPacket->origin);
|
|
creature->SetMotion(argPacket->motion);
|
|
|
|
//debug
|
|
std::cout << "Creature Query, total: " << creatureMap.size() << std::endl;
|
|
}
|
|
|
|
void World::hCreatureMovement(CreaturePacket* const argPacket) {
|
|
std::cout << "hCreatureMovement" << std::endl;
|
|
|
|
//ignore if this creature doesn't exist
|
|
std::map<int, BaseCreature>::iterator creatureIt = creatureMap.find(argPacket->creatureIndex);
|
|
if (creatureIt == creatureMap.end()) {
|
|
return;
|
|
}
|
|
|
|
creatureIt->second.SetOrigin(argPacket->origin);
|
|
creatureIt->second.SetMotion(argPacket->motion);
|
|
}
|
|
|
|
//-------------------------
|
|
//barrier management
|
|
//-------------------------
|
|
|
|
void World::hBarrierUpdate(BarrierPacket* const argPacket) {
|
|
//BUGFIX: Sometimes crash on exit
|
|
if (!localCharacter) {
|
|
return;
|
|
}
|
|
|
|
//Cull barriers that are too far away
|
|
if ( (localCharacter->GetOrigin() - argPacket->origin).Length() > INFLUENCE_RADIUS) {
|
|
//ignore beyond 1000 units
|
|
return;
|
|
}
|
|
|
|
//check if this barrier exists
|
|
BaseBarrier* barrier = barrierMgr.Find(argPacket->barrierIndex);
|
|
|
|
if (!barrier) {
|
|
hBarrierCreate(argPacket);
|
|
return;
|
|
}
|
|
|
|
//update the origin and motion, if there's a difference
|
|
if (barrier->GetOrigin() != argPacket->origin) {
|
|
barrier->SetOrigin(argPacket->origin);
|
|
}
|
|
barrier->SetStatusArray(argPacket->status);
|
|
barrier->CorrectSprite();
|
|
}
|
|
|
|
void World::hBarrierCreate(BarrierPacket* const argPacket) {
|
|
//check for logic errors
|
|
|
|
//ignore barriers from other rooms
|
|
if (roomIndex != argPacket->roomIndex) {
|
|
//temporary error checking
|
|
std::ostringstream msg;
|
|
msg << "Barrier from the wrong room received: ";
|
|
msg << "barrierIndex: " << argPacket->barrierIndex << ", roomIndex: " << argPacket->roomIndex;
|
|
throw(std::runtime_error(msg.str()));
|
|
}
|
|
|
|
BaseBarrier* barrier = barrierMgr.Find(argPacket->barrierIndex);
|
|
|
|
if (barrier) {
|
|
std::ostringstream msg;
|
|
msg << "Double barrier creation event; ";
|
|
msg << "Index: " << argPacket->barrierIndex;
|
|
throw(std::runtime_error(msg.str()));
|
|
}
|
|
|
|
barrier = barrierMgr.Create(argPacket->barrierIndex);
|
|
|
|
//fill the barrier's info
|
|
barrier->SetBounds(argPacket->bounds);
|
|
barrier->SetOrigin(argPacket->origin);
|
|
barrier->SetStatusArray(argPacket->status);
|
|
barrier->CorrectSprite();
|
|
|
|
//debug
|
|
std::cout << "Barrier Create, total: " << barrierMgr.Size() << std::endl;
|
|
}
|
|
|
|
void World::hBarrierUnload(BarrierPacket* const argPacket) {
|
|
//ignore if this barrier doesn't exist
|
|
barrierMgr.Unload(argPacket->barrierIndex);
|
|
|
|
//debug
|
|
std::cout << "Barrier Unload, total: " << barrierMgr.Size() << std::endl;
|
|
}
|
|
|
|
void World::hQueryBarrierExists(BarrierPacket* const argPacket) {
|
|
std::cout << "Barrier Query" << std::endl;
|
|
|
|
//ignore barriers in a different room (sub-optimal)
|
|
if (argPacket->roomIndex != roomIndex) {
|
|
return;
|
|
}
|
|
|
|
//implicitly create the element
|
|
BaseBarrier* barrier = barrierMgr.Find(argPacket->barrierIndex);
|
|
|
|
if (!barrier) {
|
|
barrier = barrierMgr.Create(argPacket->barrierIndex);
|
|
}
|
|
|
|
//fill the barrier's info
|
|
barrier->SetBounds(argPacket->bounds);
|
|
barrier->SetOrigin(argPacket->origin);
|
|
barrier->SetStatusArray(argPacket->status);
|
|
barrier->CorrectSprite();
|
|
|
|
//debug
|
|
std::cout << "Barrier Query, total: " << barrierMgr.Size() << std::endl;
|
|
}
|
|
|
|
//-------------------------
|
|
//chat
|
|
//-------------------------
|
|
|
|
void World::hTextBroadcast(TextPacket* const argPacket) {
|
|
//TODO: (9) World::hTextBroadcast()
|
|
}
|
|
|
|
void World::hTextSpeech(TextPacket* const argPacket) {
|
|
//TODO: (9) World::hTextSpeech()
|
|
}
|
|
|
|
void World::hTextWhisper(TextPacket* const argPacket) {
|
|
//TODO: (9) World::hTextWhisper()
|
|
}
|
|
|
|
//-------------------------
|
|
//player movement & collision
|
|
//-------------------------
|
|
|
|
void World::SendLocalCharacterMovement() {
|
|
//BUGFIX: Sometimes crash on exit
|
|
if (!localCharacter) {
|
|
return;
|
|
}
|
|
|
|
CharacterPacket newPacket;
|
|
newPacket.type = SerialPacketType::CHARACTER_MOVEMENT;
|
|
|
|
newPacket.accountIndex = accountIndex;
|
|
newPacket.characterIndex = characterIndex;
|
|
newPacket.roomIndex = roomIndex;
|
|
newPacket.origin = localCharacter->GetOrigin();
|
|
newPacket.motion = localCharacter->GetMotion();
|
|
|
|
network.SendTo(Channels::SERVER, &newPacket);
|
|
}
|
|
|
|
std::list<BoundingBox> World::GenerateCollisionGrid(Entity* ptr, int tileWidth, int tileHeight) {
|
|
//prepare for collisions
|
|
BoundingBox wallBounds = {0, 0, tileWidth, tileHeight};
|
|
std::list<BoundingBox> boxList;
|
|
|
|
//NOTE: for loops were too dense to work with, so I've just used while loops
|
|
|
|
//outer loop
|
|
wallBounds.x = snapToBase((double)wallBounds.w, ptr->GetOrigin().x);
|
|
while(wallBounds.x < (ptr->GetOrigin() + ptr->GetBounds()).x + ptr->GetBounds().w) {
|
|
//inner loop
|
|
wallBounds.y = snapToBase((double)wallBounds.h, ptr->GetOrigin().y);
|
|
while(wallBounds.y < (ptr->GetOrigin() + ptr->GetBounds()).y + ptr->GetBounds().h) {
|
|
//check to see if this tile is solid (non-existant tiles are always false)
|
|
|
|
if (regionPager.GetSolid(wallBounds.x / wallBounds.w, wallBounds.y / wallBounds.h)) {
|
|
//push onto the box set
|
|
boxList.push_front(wallBounds);
|
|
}
|
|
|
|
//increment
|
|
wallBounds.y += wallBounds.h;
|
|
}
|
|
|
|
//increment
|
|
wallBounds.x += wallBounds.w;
|
|
}
|
|
|
|
return std::move(boxList);
|
|
} |