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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>
/* DOCS: this is the process for RoomData::RunFrame(), read more
*
* updateAll = OnTick()
*
* characterList .UpdateAll()
* creatureMgr .Update(updateAll)
* barrierMgr .Update(updateAll)
* battleMgr .Update(updateAll)
*
* creatureMgr .SendUpdates()
* barrierMgr .SendUpdates()
* //battleMgr .SendUpdates() //TODO: incomplete
*
* triggerMgr .Compare(characterList)
*
* if (a character collides with a creature)
* barrierMgr .Create()
* battleMgr .Create()
*
* barrierMgr .Send()
*
* creatureMgr .Delete()
* endif
*
* if (a character collides with a barrier)
* //TODO: incomplete
* endif
*/
//NOTE: character collisions should be preformed client-side
void RoomData::RunFrame() {
RunFrameUpdates(RunFrameLuaOnTick());
RunFrameTriggers();
RunFrameCharacterCreatureCollisions();
RunFrameCharacterBarrierCollisions();
}
//-------------------------
//hi-cohesion methods for one-time use
//-------------------------
bool RoomData::RunFrameLuaOnTick() {
//get the hook
lua_rawgeti(lua, LUA_REGISTRYINDEX, tickRef);
//returning 1 means pump all
bool updateAll = false;
if (!lua_isnil(lua, -1)) {
//call the tick function, with this as a parameter
lua_pushlightuserdata(lua, this);
if (lua_pcall(lua, 1, 1, 0) != LUA_OK) {
throw(std::runtime_error(std::string() + "Lua error: " + lua_tostring(lua, -1) ));
}
//pump creatures & barriers
if (lua_tonumber(lua, -1) > 0) {
updateAll = true;
}
lua_pop(lua, 1);
}
else {
lua_pop(lua, 1);
}
return updateAll;
}
void RoomData::RunFrameUpdates(bool updateAll) {
//lists of non-character entities that need updating client-side
std::list<std::pair<const int, CreatureData*>> creatureList;
std::list<std::pair<const int, BarrierData*>> barrierList;
//update the entities in the room
for (auto& it : characterList) {
it->Update();
}
creatureMgr.Update(&creatureList, updateAll);
barrierMgr.Update(&barrierList, updateAll);
//update the battles
battleMgr.Update();
//send the creature updates
for (auto& it : creatureList) {
CreaturePacket packet;
copyCreatureToPacket(&packet, it.second, it.first);
packet.type = SerialPacketType::CREATURE_UPDATE;
packet.roomIndex = roomIndex;
pumpPacketProximity(reinterpret_cast<SerialPacket*>(&packet), roomIndex, it.second->GetOrigin(), INFLUENCE_RADIUS);
}
//send the barrier updates
for (auto& it : barrierList) {
BarrierPacket packet;
copyBarrierToPacket(&packet, it.second, it.first);
packet.type = SerialPacketType::BARRIER_UPDATE;
packet.roomIndex = roomIndex;
pumpPacketProximity(reinterpret_cast<SerialPacket*>(&packet), roomIndex, it.second->GetOrigin(), INFLUENCE_RADIUS);
}
//TODO: send the battle updates
}
void RoomData::RunFrameTriggers() {
//build a list of entities for use with the triggers
//currently, this only uses characters
std::stack<Entity*> entityStack;
for (auto& it : characterList) {
entityStack.push(it);
}
//Compare the triggers to the entities, using their real hitboxes
triggerMgr.Compare(entityStack);
}
void RoomData::RunFrameCharacterCreatureCollisions() {
//Creature/character collisions, O(m*n), making the barriers
for (auto characterIt : characterList) {
BoundingBox characterBox = characterIt->GetBounds() + characterIt->GetOrigin();
std::list<int> creatureUnloadList;
for (auto creatureIt : *creatureMgr.GetContainer()) {
BoundingBox creatureBox = creatureIt.second.GetBounds() + creatureIt.second.GetOrigin();
if (characterBox.CheckOverlap(creatureBox)) {
//create the barrier and battle
//TODO: Barrier needs data about the creatures inside it.
int barrierIndex = barrierMgr.Create(battleMgr.Create()); //link the barrier to a battle
BarrierData* barrierData = barrierMgr.Find(barrierIndex);
barrierData->SetRoomIndex(roomIndex);
barrierData->SetOrigin({
(CREATURE_BOUNDS_WIDTH - BARRIER_BOUNDS_WIDTH) / 2 + creatureBox.x,
(CREATURE_BOUNDS_HEIGHT - BARRIER_BOUNDS_HEIGHT) / 2 + creatureBox.y,
});
BarrierPacket barrierPacket;
barrierPacket.type = SerialPacketType::BARRIER_CREATE;
copyBarrierToPacket(&barrierPacket, barrierData, barrierIndex);
pumpPacketProximity(reinterpret_cast<SerialPacket*>(&barrierPacket), roomIndex, characterIt->GetOrigin(), INFLUENCE_RADIUS);
//delete this creature
creatureUnloadList.push_back(creatureIt.first);
}
}
//actually unload these creatures
for (auto& it : creatureUnloadList) {
CreatureData* creatureData = creatureMgr.Find(it);
CreaturePacket creaturePacket;
creaturePacket.type = SerialPacketType::CREATURE_UNLOAD;
copyCreatureToPacket(&creaturePacket, creatureData, it);
pumpPacketProximity(reinterpret_cast<SerialPacket*>(&creaturePacket), roomIndex, creatureData->GetOrigin(), INFLUENCE_RADIUS);
creatureMgr.Unload(it);
}
}
}
void RoomData::RunFrameCharacterBarrierCollisions() {
//TODO: check for character collisions with barriers, O(m*n)
for (auto characterIt : characterList) {
//character bounds
BoundingBox characterBox = characterIt->GetBounds() + characterIt->GetOrigin();
for (auto barrierIt : *barrierMgr.GetContainer()) {
//barrier bounds
BoundingBox barrierBox = barrierIt.second.GetBounds() + barrierIt.second.GetOrigin();
if (characterBox.CheckOverlap(barrierBox)) {
//Actually move the character to a battle
BattleData* battle = battleMgr.Find(barrierIt.second.GetBattleIndex());
// battle->PushCharacter(characterIt.second);
// characterList.
//DEBUG: output barrierIndex, battleIndex
std::cout << barrierIt.first << "\t" << barrierIt.second.GetBattleIndex() << std::endl;
//Send the entry message to the client
BarrierPacket newPacket;
newPacket.type = SerialPacketType::BARRIER_ENTRY;
newPacket.barrierIndex = barrierIt.first;
// udpNetworkUtility.Send();
//only confirm one barrier/character collison per frame
return;
}
}
}
}
//-------------------------
//Utility methods
//-------------------------
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;
}
void RoomData::PushCharacter(CharacterData* const character) {
if (!character) {
throw(std::logic_error("Failed to push a null character to RoomData"));
}
//check to see if the character is already here
for (auto& it : characterList) {
if (it == character) {
throw(std::logic_error("double insertion of CharacterData in RoomData"));
}
}
characterList.push_back(character);
}
void RoomData::PopCharacter(CharacterData const * const character) {
if (!character) {
throw(std::logic_error("Failed to pop a null character to RoomData"));
}
//check to see if the character isn't here
for (auto& it : characterList) {
if (it == character) {
characterList.remove(it);
return;
}
}
throw(std::logic_error("cannot remove a non-existant instance of CharacterData in RoomData"));
}
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;
}
std::string RoomData::SetTag(std::string key, std::string value) {
return tags[key] = value;
}
std::string RoomData::GetTag(std::string key) {
return tags[key];
}