This repository has been archived on 2026-04-30. You can view files and clone it. You cannot open issues or pull requests or push a commit.
Files
Tortuga/client/scenes/in_world.cpp
T
Kayne Ruse b47191a0c1 Fixed a horrible region coordinate bug
Coordinates are supposed to be stored by their x & y, but the sizes of the
tile sheets were getting mixed in as well. When trying to store a region
at (0, 20), it was being stored at (0, 260).

Another visual bug inside the tile sheet's rendering function masked this
issue until now.

Another thing to note is that I've removed an incredibly complex system
for updating the client's map. The new system may seem complex at first,
but it is straight forward compared to what it replaced.

I've also fixed a few logarithmic lagging points in the code.
2014-04-21 03:56:48 +10:00

441 lines
12 KiB
C++

/* Copyright: (c) Kayne Ruse 2013
*
* 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 "in_world.hpp"
#include "channels.hpp"
#include <algorithm>
#include <cmath>
#include <stdexcept>
//-------------------------
//Public access members
//-------------------------
InWorld::InWorld(ConfigUtility* const argConfig, UDPNetworkUtility* const argNetwork, int* const argClientIndex):
config(*argConfig),
network(*argNetwork),
clientIndex(*argClientIndex)
{
//setup the utility objects
buttonImage.LoadSurface(config["dir.interface"] + "button_menu.bmp");
buttonImage.SetClipH(buttonImage.GetClipH()/3);
font.LoadSurface(config["dir.fonts"] + "pk_white_8.bmp");
//pass the utility objects
disconnectButton.SetImage(&buttonImage);
disconnectButton.SetFont(&font);
shutDownButton.SetImage(&buttonImage);
shutDownButton.SetFont(&font);
//set the button positions
disconnectButton.SetX(50);
disconnectButton.SetY(50 + buttonImage.GetClipH() * 0);
shutDownButton.SetX(50);
shutDownButton.SetY(50 + buttonImage.GetClipH() * 1);
//set the button texts
disconnectButton.SetText("Disconnect");
shutDownButton.SetText("Shut Down");
//load the tilesheet
//TODO: add the tilesheet to the map system?
tileSheet.Load(config["dir.tilesets"] + "terrain.bmp", 12, 15);
//create the server-side player object
//TODO: the login system needs an overhaul
SerialPacket packet;
packet.meta.type = SerialPacket::Type::PLAYER_NEW;
packet.playerInfo.clientIndex = clientIndex;
snprintf(packet.playerInfo.handle, PACKET_STRING_SIZE, "%s", config["player.handle"].c_str());
snprintf(packet.playerInfo.avatar, PACKET_STRING_SIZE, "%s", config["player.avatar"].c_str());
packet.playerInfo.position = {0,0};
packet.playerInfo.motion = {0,0};
//send it
char buffer[PACKET_BUFFER_SIZE];
serialize(&packet, buffer);
network.Send(Channels::SERVER, buffer, PACKET_BUFFER_SIZE);
//request a sync
packet.meta.type = SerialPacket::Type::SYNCHRONIZE;
serialize(&packet, buffer);
network.Send(Channels::SERVER, buffer, PACKET_BUFFER_SIZE);
//debug
// RequestRegion(0, 0);
}
InWorld::~InWorld() {
//
}
//-------------------------
//Frame loop
//-------------------------
void InWorld::FrameStart() {
//
}
void InWorld::Update(double delta) {
SerialPacket packet;
//suck in all waiting packets
while(network.Receive()) {
deserialize(&packet, network.GetInData());
packet.meta.srcAddress = network.GetInPacket()->address;
HandlePacket(packet);
}
//update the characters
for (auto& it : playerCharacters) {
it.second.Update(delta);
}
//TODO: sort the players and entities by Y position
//update the camera
if(localCharacter) {
camera.x = localCharacter->GetPosition().x - camera.marginX;
camera.y = localCharacter->GetPosition().y - camera.marginY;
}
//check the map
UpdateMap();
}
void InWorld::FrameEnd() {
//
}
void InWorld::RenderFrame() {
// SDL_FillRect(GetScreen(), 0, 0);
Render(GetScreen());
SDL_Flip(GetScreen());
}
void InWorld::Render(SDL_Surface* const screen) {
//draw the map
//TODO: figure out something to fix the region container access
for (auto it = regionPager.GetContainer()->begin(); it != regionPager.GetContainer()->end(); it++) {
tileSheet.DrawRegionTo(screen, *it, camera.x, camera.y);
}
//draw characters
for (auto& it : playerCharacters) {
it.second.DrawTo(screen, camera.x, camera.y);
}
//draw UI
disconnectButton.DrawTo(screen);
shutDownButton.DrawTo(screen);
font.DrawStringTo(to_string_custom(fps.GetFrameRate()), screen, 0, 0);
fps.Calculate();
}
//-------------------------
//Event handlers
//-------------------------
void InWorld::QuitEvent() {
//exit the game AND the server
RequestDisconnect();
}
void InWorld::MouseMotion(SDL_MouseMotionEvent const& motion) {
disconnectButton.MouseMotion(motion);
shutDownButton.MouseMotion(motion);
}
void InWorld::MouseButtonDown(SDL_MouseButtonEvent const& button) {
disconnectButton.MouseButtonDown(button);
shutDownButton.MouseButtonDown(button);
}
void InWorld::MouseButtonUp(SDL_MouseButtonEvent const& button) {
if (disconnectButton.MouseButtonUp(button) == Button::State::HOVER) {
RequestDisconnect();
}
if (shutDownButton.MouseButtonUp(button) == Button::State::HOVER) {
RequestShutDown();
}
}
void InWorld::KeyDown(SDL_KeyboardEvent const& key) {
switch(key.keysym.sym) {
case SDLK_ESCAPE: {
QuitEvent();
}
break;
//player movement
case SDLK_LEFT:
if (localCharacter) {
localCharacter->AdjustDirection(PlayerCharacter::Direction::WEST);
SendState();
}
break;
case SDLK_RIGHT:
if (localCharacter) {
localCharacter->AdjustDirection(PlayerCharacter::Direction::EAST);
SendState();
}
break;
case SDLK_UP:
if (localCharacter) {
localCharacter->AdjustDirection(PlayerCharacter::Direction::NORTH);
SendState();
}
break;
case SDLK_DOWN:
if (localCharacter) {
localCharacter->AdjustDirection(PlayerCharacter::Direction::SOUTH);
SendState();
}
break;
}
}
void InWorld::KeyUp(SDL_KeyboardEvent const& key) {
switch(key.keysym.sym) {
//player movement
case SDLK_LEFT:
if (localCharacter) {
localCharacter->AdjustDirection(PlayerCharacter::Direction::EAST);
SendState();
}
break;
case SDLK_RIGHT:
if (localCharacter) {
localCharacter->AdjustDirection(PlayerCharacter::Direction::WEST);
SendState();
}
break;
case SDLK_UP:
if (localCharacter) {
localCharacter->AdjustDirection(PlayerCharacter::Direction::SOUTH);
SendState();
}
break;
case SDLK_DOWN:
if (localCharacter) {
localCharacter->AdjustDirection(PlayerCharacter::Direction::NORTH);
SendState();
}
break;
}
}
//-------------------------
//Network handlers
//-------------------------
void InWorld::HandlePacket(SerialPacket packet) {
switch(packet.meta.type) {
case SerialPacket::Type::DISCONNECT:
HandleDisconnect(packet);
break;
case SerialPacket::Type::PLAYER_NEW:
HandlePlayerNew(packet);
break;
case SerialPacket::Type::PLAYER_DELETE:
HandlePlayerDelete(packet);
break;
case SerialPacket::Type::PLAYER_UPDATE:
HandlePlayerUpdate(packet);
break;
case SerialPacket::Type::REGION_CONTENT:
HandleRegionContent(packet);
break;
//handle errors
default:
throw(std::runtime_error("Unknown SerialPacket::Type encountered"));
break;
}
}
void InWorld::HandleDisconnect(SerialPacket packet) {
network.Unbind(Channels::SERVER);
clientIndex = -1;
SetNextScene(SceneList::MAINMENU);
}
void InWorld::HandlePlayerNew(SerialPacket packet) {
if (playerCharacters.find(packet.playerInfo.playerIndex) != playerCharacters.end()) {
throw(std::runtime_error("Cannot create duplicate players"));
}
playerCharacters[packet.playerInfo.playerIndex].GetSprite()->LoadSurface(config["dir.sprites"] + packet.playerInfo.avatar, 4, 4);
playerCharacters[packet.playerInfo.playerIndex].SetPosition(packet.playerInfo.position);
playerCharacters[packet.playerInfo.playerIndex].SetMotion(packet.playerInfo.motion);
playerCharacters[packet.playerInfo.playerIndex].ResetDirection();
//catch this client's player object
if (packet.playerInfo.clientIndex == clientIndex && !localCharacter) {
playerIndex = packet.playerInfo.playerIndex;
localCharacter = &playerCharacters[playerIndex];
//setup the camera
camera.width = GetScreen()->w;
camera.height = GetScreen()->h;
//center on the player's character
camera.marginX = (GetScreen()->w / 2 - localCharacter->GetSprite()->GetImage()->GetClipW() / 2);
camera.marginY = (GetScreen()->h / 2 - localCharacter->GetSprite()->GetImage()->GetClipH() / 2);
}
}
void InWorld::HandlePlayerDelete(SerialPacket packet) {
if (playerCharacters.find(packet.playerInfo.playerIndex) == playerCharacters.end()) {
throw(std::runtime_error("Cannot delete non-existant players"));
}
playerCharacters.erase(packet.playerInfo.playerIndex);
//catch this client's player object
if (packet.playerInfo.clientIndex == clientIndex) {
playerIndex = -1;
localCharacter = nullptr;
}
}
void InWorld::HandlePlayerUpdate(SerialPacket packet) {
if (playerCharacters.find(packet.playerInfo.playerIndex) == playerCharacters.end()) {
HandlePlayerNew(packet);
return;
}
//update only if the message didn't originate from here
if (packet.playerInfo.clientIndex != clientIndex) {
playerCharacters[packet.playerInfo.playerIndex].SetPosition(packet.playerInfo.position);
playerCharacters[packet.playerInfo.playerIndex].SetMotion(packet.playerInfo.motion);
}
playerCharacters[packet.playerInfo.playerIndex].ResetDirection();
}
void InWorld::HandleRegionContent(SerialPacket packet) {
//replace existing regions
if (regionPager.FindRegion(packet.regionInfo.x, packet.regionInfo.y)) {
regionPager.UnloadRegion(packet.regionInfo.x, packet.regionInfo.y);
}
regionPager.PushRegion(packet.regionInfo.region);
packet.regionInfo.region = nullptr;
}
//-------------------------
//Server control
//-------------------------
void InWorld::SendState() {
SerialPacket packet;
char buffer[PACKET_BUFFER_SIZE];
//pack the packet
packet.meta.type = SerialPacket::Type::PLAYER_UPDATE;
packet.playerInfo.clientIndex = clientIndex;
packet.playerInfo.playerIndex = playerIndex;
packet.playerInfo.position = localCharacter->GetPosition();
packet.playerInfo.motion = localCharacter->GetMotion();
serialize(&packet, buffer);
network.Send(Channels::SERVER, buffer, PACKET_BUFFER_SIZE);
}
void InWorld::RequestDisconnect() {
SerialPacket packet;
char buffer[PACKET_BUFFER_SIZE];
//send a disconnect request
packet.meta.type = SerialPacket::Type::DISCONNECT;
packet.clientInfo.index = clientIndex;
serialize(&packet, buffer);
network.Send(Channels::SERVER, buffer, PACKET_BUFFER_SIZE);
}
void InWorld::RequestShutDown() {
SerialPacket packet;
char buffer[PACKET_BUFFER_SIZE];
//send a shutdown request
packet.meta.type = SerialPacket::Type::SHUTDOWN;
packet.clientInfo.index = clientIndex;
serialize(&packet, buffer);
network.Send(Channels::SERVER, buffer, PACKET_BUFFER_SIZE);
}
void InWorld::RequestRegion(int x, int y) {
SerialPacket packet;
char buffer[PACKET_BUFFER_SIZE];
//pack the region's data
packet.meta.type = SerialPacket::Type::REGION_REQUEST;
packet.regionInfo.x = x;
packet.regionInfo.y = y;
serialize(&packet, buffer);
network.Send(Channels::SERVER, buffer, PACKET_BUFFER_SIZE);
}
//-------------------------
//Utilities
//-------------------------
//TODO: convert this into a more generic function?; using parameters for the bounds
void InWorld::UpdateMap() {
//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
for (auto it = regionPager.GetContainer()->begin(); it != regionPager.GetContainer()->end(); /* EMPTY */) {
//check if the region is outside off this area
if ((*it)->GetX() < xStart || (*it)->GetX() > xEnd || (*it)->GetY() < yStart || (*it)->GetY() > yEnd) {
//clunky, but the alternative was time consuming
int tmpX = (*it)->GetX();
int tmpY = (*it)->GetY();
++it;
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(i, j);
}
}
}
}