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