252 lines
7.4 KiB
C++
252 lines
7.4 KiB
C++
/* Copyright: (c) Kayne Ruse 2013-2015
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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 <iostream>
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#include <sstream>
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#include <stdexcept>
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//-------------------------
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//character management
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//-------------------------
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//DOCS: preexisting characters will result in query responses
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//DOCS: new characters will result in create messages
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//DOCS: this client's character will exist in both (skipped)
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void InWorld::HandleCharacterCreate(CharacterPacket* const argPacket) {
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//prevent double message
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if (characterMap.find(argPacket->characterIndex) != characterMap.end()) {
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std::ostringstream msg;
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msg << "Double character creation event; ";
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msg << "Index: " << argPacket->characterIndex << "; ";
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msg << "Handle: " << argPacket->handle;
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throw(std::runtime_error(msg.str()));
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}
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//implicity create and retrieve the entity
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BaseCharacter* character = &characterMap[argPacket->characterIndex];
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//fill the character's info
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character->SetOrigin(argPacket->origin);
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character->SetMotion(argPacket->motion);
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character->SetBounds({CHARACTER_BOUNDS_X, CHARACTER_BOUNDS_Y, CHARACTER_BOUNDS_WIDTH, CHARACTER_BOUNDS_HEIGHT});
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character->SetHandle(argPacket->handle);
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character->SetAvatar(argPacket->avatar);
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character->SetOwner(argPacket->accountIndex);
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character->CorrectSprite();
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//check for this player's character
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if (character->GetOwner() == accountIndex) {
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localCharacter = static_cast<LocalCharacter*>(character);
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//focus the camera on this character
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camera.marginX = (camera.width / 2 - localCharacter->GetSprite()->GetImage()->GetClipW() / 2);
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camera.marginY = (camera.height/ 2 - localCharacter->GetSprite()->GetImage()->GetClipH() / 2);
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//focus on this character's info
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characterIndex = argPacket->characterIndex;
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roomIndex = argPacket->roomIndex;
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}
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//debug
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std::cout << "Create, total: " << characterMap.size() << std::endl;
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}
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void InWorld::HandleCharacterDelete(CharacterPacket* const argPacket) {
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//ignore if this character doesn't exist
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std::map<int, BaseCharacter>::iterator characterIt = characterMap.find(argPacket->characterIndex);
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if (characterIt == characterMap.end()) {
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return;
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}
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//check for this player's character
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if ((*characterIt).second.GetOwner() == accountIndex) {
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localCharacter = nullptr;
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//clear the camera
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camera.marginX = 0;
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camera.marginY = 0;
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//clear the room
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roomIndex = -1;
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}
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//remove this character
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characterMap.erase(characterIt);
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//debug
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std::cout << "Delete, total: " << characterMap.size() << std::endl;
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}
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void InWorld::HandleCharacterQueryExists(CharacterPacket* const argPacket) {
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//prevent a double message about this player's character
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if (argPacket->accountIndex == accountIndex) {
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return;
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}
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//ignore characters in a different room (sub-optimal)
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if (argPacket->roomIndex != roomIndex) {
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return;
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}
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//implicitly construct the character if it doesn't exist
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BaseCharacter* character = &characterMap[argPacket->characterIndex];
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//set/update the character's info
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character->SetOrigin(argPacket->origin);
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character->SetMotion(argPacket->motion);
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character->SetBounds({CHARACTER_BOUNDS_X, CHARACTER_BOUNDS_Y, CHARACTER_BOUNDS_WIDTH, CHARACTER_BOUNDS_HEIGHT});
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character->SetHandle(argPacket->handle);
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character->SetAvatar(argPacket->avatar);
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character->SetOwner(argPacket->accountIndex);
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character->CorrectSprite();
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//debug
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std::cout << "Query, total: " << characterMap.size() << std::endl;
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}
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void InWorld::HandleCharacterMovement(CharacterPacket* const argPacket) {
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//TODO: Authentication
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if (argPacket->characterIndex == characterIndex) {
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return;
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}
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//check that this character exists
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std::map<int, BaseCharacter>::iterator characterIt = characterMap.find(argPacket->characterIndex);
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if (characterIt != characterMap.end()) {
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//set the origin and motion
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characterIt->second.SetOrigin(argPacket->origin);
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characterIt->second.SetMotion(argPacket->motion);
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characterIt->second.CorrectSprite();
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}
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}
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void InWorld::HandleCharacterAttack(CharacterPacket* const argPacket) {
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//TODO: attack animation
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}
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//-------------------------
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//monster management
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//-------------------------
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void InWorld::HandleMonsterCreate(MonsterPacket* const argPacket) {
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//TODO
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}
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void InWorld::HandleMonsterDelete(MonsterPacket* const argPacket) {
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//TODO
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}
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void InWorld::HandleMonsterQueryExists(MonsterPacket* const argPacket) {
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//TODO
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}
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void InWorld::HandleMonsterMovement(MonsterPacket* const argPacket) {
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//TODO
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}
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void InWorld::HandleMonsterAttack(MonsterPacket* const argPacket) {
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//TODO
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}
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//-------------------------
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//player movement
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//-------------------------
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void InWorld::ProcessLocalCharacterMovement() {
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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 newMotion = {0, 0};
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if (keyState[SDLK_w]) {
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newMotion.y -= CHARACTER_WALKING_SPEED;
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}
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if (keyState[SDLK_a]) {
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newMotion.x -= CHARACTER_WALKING_SPEED;
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}
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if (keyState[SDLK_s]) {
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newMotion.y += CHARACTER_WALKING_SPEED;
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}
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if (keyState[SDLK_d]) {
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newMotion.x += CHARACTER_WALKING_SPEED;
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}
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//handle diagonals
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if (newMotion.x != 0 && newMotion.y != 0) {
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newMotion *= CHARACTER_WALKING_MOD;
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}
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//set the info
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if (localCharacter->GetMotion() != newMotion) {
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localCharacter->SetMotion(newMotion);
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localCharacter->CorrectSprite();
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SendLocalCharacterMovement();
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}
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}
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void InWorld::SendLocalCharacterMovement() {
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CharacterPacket newPacket;
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newPacket.type = SerialPacketType::CHARACTER_MOVEMENT;
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newPacket.accountIndex = accountIndex;
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newPacket.characterIndex = characterIndex;
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newPacket.roomIndex = roomIndex;
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newPacket.origin = localCharacter->GetOrigin();
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newPacket.motion = localCharacter->GetMotion();
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network.SendTo(Channels::SERVER, &newPacket);
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}
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std::list<BoundingBox> InWorld::GenerateCollisionGrid(Entity* ptr, int tileWidth, int tileHeight) {
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//prepare for collisions
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BoundingBox wallBounds = {0, 0, tileWidth, tileHeight};
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std::list<BoundingBox> boxList;
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//NOTE: for loops were too dense to work with, so I've just used while loops
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//outer loop
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wallBounds.x = snapToBase((double)wallBounds.w, ptr->GetOrigin().x);
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while(wallBounds.x < (ptr->GetOrigin() + ptr->GetBounds()).x + ptr->GetBounds().w) {
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//inner loop
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wallBounds.y = snapToBase((double)wallBounds.h, ptr->GetOrigin().y);
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while(wallBounds.y < (ptr->GetOrigin() + ptr->GetBounds()).y + ptr->GetBounds().h) {
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//check to see if this tile is solid
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if (regionPager.GetSolid(wallBounds.x / wallBounds.w, wallBounds.y / wallBounds.h)) {
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//push onto the box set
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boxList.push_front(wallBounds);
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}
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//increment
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wallBounds.y += wallBounds.h;
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}
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//increment
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wallBounds.x += wallBounds.w;
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}
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return std::move(boxList);
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} |