1 #include "InitialState.hpp"
2 #include "InteractiveState.hpp"
3 #include "MasterState.hpp"
5 #include "../app/Environment.hpp"
6 #include "../app/init.hpp"
7 #include "../model/Model.hpp"
8 #include "../io/WorldSave.hpp"
9 #include "../world/ChunkIndex.hpp"
10 #include "../world/ChunkStore.hpp"
13 #include <glm/gtx/io.hpp>
21 InitialState::InitialState(MasterState &master)
24 message.Position(glm::vec3(0.0f), Gravity::CENTER);
25 message.Set(master.GetEnv().assets.large_ui_font, "logging in");
28 void InitialState::OnEnter() {
32 void InitialState::Handle(const SDL_Event &evt) {
33 if (evt.type == SDL_QUIT) {
38 void InitialState::Update(int dt) {
42 void InitialState::Render(Viewport &viewport) {
43 message.Render(viewport);
47 // TODO: this clutter is a giant mess
48 InteractiveState::InteractiveState(MasterState &master, uint32_t player_id)
52 , save(master.GetEnv().config.GetWorldPath(master.GetWorldConf().name, master.GetConfig().net.host))
53 , world(res.block_types, master.GetWorldConf())
54 , player(*world.AddPlayer(master.GetConfig().player.name))
55 , hud(master.GetEnv(), master.GetConfig(), player)
56 , manip(master.GetEnv().audio, sounds, player.GetEntity())
57 , input(world, player, master.GetClient())
58 , interface(master.GetConfig(), master.GetEnv().keymap, input, *this)
59 , chunk_receiver(world.Chunks(), save)
60 , chunk_renderer(player.GetChunks())
62 , sky(master.GetEnv().loader.LoadCubeMap("skybox"))
64 , chat(master.GetEnv(), *this, *this) {
66 save.Write(master.GetWorldConf());
68 res.Load(master.GetEnv().loader, "default");
69 if (res.models.size() < 1) {
70 throw std::runtime_error("need at least one model to run");
72 res.models[0].Instantiate(player.GetEntity().GetModel());
73 sounds.Load(master.GetEnv().loader, res.snd_index);
74 interface.SetInventorySlots(res.block_types.size() - 1);
75 chunk_renderer.LoadTextures(master.GetEnv().loader, res.tex_index);
76 chunk_renderer.FogDensity(master.GetWorldConf().fog_density);
78 if (save.Exists(player)) {
83 void InteractiveState::OnEnter() {
84 master.GetEnv().window.GrabMouse();
87 void InteractiveState::Handle(const SDL_Event &event) {
90 // TODO: move to interface
91 if (event.key.keysym.sym == SDLK_RETURN) {
92 master.GetEnv().state.Push(&chat);
93 hud.KeepMessages(true);
95 interface.HandlePress(event.key);
99 interface.HandleRelease(event.key);
101 case SDL_MOUSEBUTTONDOWN:
102 interface.HandlePress(event.button);
104 case SDL_MOUSEBUTTONUP:
105 interface.HandleRelease(event.button);
107 case SDL_MOUSEMOTION:
108 interface.Handle(event.motion);
111 interface.Handle(event.wheel);
121 void InteractiveState::Update(int dt) {
123 if (input.BlockFocus()) {
124 hud.FocusBlock(input.BlockFocus().GetChunk(), input.BlockFocus().block);
125 } else if (input.EntityFocus()) {
126 hud.FocusEntity(*input.EntityFocus().entity);
130 hud.Display(res.block_types[player.GetInventorySlot() + 1]);
131 loop_timer.Update(dt);
133 chunk_receiver.Update(dt);
137 while (loop_timer.HitOnce()) {
138 world.Update(loop_timer.Interval());
139 world_dt += loop_timer.Interval();
140 loop_timer.PopIteration();
142 chunk_renderer.Update(dt);
145 input.PushPlayerUpdate(world_dt);
148 glm::mat4 trans = player.GetEntity().Transform(player.GetEntity().ChunkCoords());
149 glm::vec3 dir(trans * glm::vec4(0.0f, 0.0f, -1.0f, 0.0f));
150 glm::vec3 up(trans * glm::vec4(0.0f, 1.0f, 0.0f, 0.0f));
151 master.GetEnv().audio.Position(player.GetEntity().Position());
152 master.GetEnv().audio.Velocity(player.GetEntity().Velocity());
153 master.GetEnv().audio.Orientation(dir, up);
156 void InteractiveState::Render(Viewport &viewport) {
157 viewport.WorldPosition(
158 player.GetEntity().Transform(player.GetEntity().ChunkCoords())
159 * player.GetEntity().GetModel().EyesTransform());
160 if (master.GetConfig().video.world) {
161 chunk_renderer.Render(viewport);
162 world.Render(viewport);
163 sky.Render(viewport);
165 hud.Render(viewport);
168 void InteractiveState::Handle(const Packet::SpawnEntity &pack) {
170 pack.ReadEntityID(entity_id);
171 Entity &entity = world.ForceAddEntity(entity_id);
172 UpdateEntity(entity_id, pack.Seq());
173 pack.ReadEntity(entity);
175 pack.ReadSkeletonID(skel_id);
176 if (skel_id > 0 && skel_id <= res.models.size()) {
177 Model &skel = res.models.Get(skel_id);
178 skel.Instantiate(entity.GetModel());
180 cout << "spawned entity #" << entity_id << " (" << entity.Name()
181 << ") at " << entity.AbsolutePosition() << endl;
184 void InteractiveState::Handle(const Packet::DespawnEntity &pack) {
186 pack.ReadEntityID(entity_id);
187 ClearEntity(entity_id);
188 for (Entity &entity : world.Entities()) {
189 if (entity.ID() == entity_id) {
191 cout << "despawned entity #" << entity_id << " (" << entity.Name() << ") at " << entity.AbsolutePosition() << endl;
197 void InteractiveState::Handle(const Packet::EntityUpdate &pack) {
198 auto world_iter = world.Entities().begin();
199 auto world_end = world.Entities().end();
202 pack.ReadEntityCount(count);
204 for (uint32_t i = 0; i < count; ++i) {
205 uint32_t entity_id = 0;
206 pack.ReadEntityID(entity_id, i);
208 while (world_iter != world_end && world_iter->ID() < entity_id) {
211 if (world_iter == world_end) {
212 // nothing can be done from here
215 if (world_iter->ID() == entity_id) {
216 if (UpdateEntity(entity_id, pack.Seq())) {
217 pack.ReadEntityState(world_iter->GetState(), i);
223 bool InteractiveState::UpdateEntity(uint32_t entity_id, uint16_t seq) {
224 auto entry = update_status.find(entity_id);
225 if (entry == update_status.end()) {
226 update_status.emplace(entity_id, UpdateStatus{ seq, loop_timer.Elapsed() });
230 int16_t pack_diff = int16_t(seq) - int16_t(entry->second.last_packet);
231 int time_diff = loop_timer.Elapsed() - entry->second.last_update;
232 entry->second.last_update = loop_timer.Elapsed();
234 if (pack_diff > 0 || time_diff > 1500) {
235 entry->second.last_packet = seq;
242 void InteractiveState::ClearEntity(uint32_t entity_id) {
243 update_status.erase(entity_id);
246 void InteractiveState::Handle(const Packet::PlayerCorrection &pack) {
248 EntityState corrected_state;
249 pack.ReadPacketSeq(pack_seq);
250 pack.ReadPlayerState(corrected_state);
251 input.MergePlayerCorrection(pack_seq, corrected_state);
254 void InteractiveState::Handle(const Packet::BlockUpdate &pack) {
256 pack.ReadChunkCoords(pos);
257 Chunk *chunk = player.GetChunks().Get(pos);
259 // this change doesn't concern us
263 pack.ReadBlockCount(count);
264 for (uint32_t i = 0; i < count; ++i) {
267 pack.ReadIndex(index, i);
268 pack.ReadBlock(block, i);
269 if (index < Chunk::size && block.type < res.block_types.size()) {
270 manip.SetBlock(*chunk, index, block);
275 void InteractiveState::Handle(const Packet::Message &pack) {
277 pack.ReadMessage(msg);
278 hud.PostMessage(msg);
281 void InteractiveState::SetAudio(bool b) {
282 master.GetConfig().audio.enabled = b;
284 hud.PostMessage("Audio enabled");
286 hud.PostMessage("Audio disabled");
290 void InteractiveState::SetVideo(bool b) {
291 master.GetConfig().video.world = b;
293 hud.PostMessage("World rendering enabled");
295 hud.PostMessage("World rendering disabled");
299 void InteractiveState::SetHUD(bool b) {
300 master.GetConfig().video.hud = b;
302 hud.PostMessage("HUD rendering enabled");
304 hud.PostMessage("HUD rendering disabled");
308 void InteractiveState::SetDebug(bool b) {
309 master.GetConfig().video.debug = b;
311 hud.PostMessage("Debug rendering enabled");
313 hud.PostMessage("Debug rendering disabled");
317 void InteractiveState::Exit() {
322 void InteractiveState::OnLineSubmit(const string &line) {
323 master.GetClient().SendMessage(1, 0, line);
327 MasterState::MasterState(
330 const World::Config &wc)
338 client.GetConnection().SetHandler(this);
341 void MasterState::Quit() {
342 if (!client.GetConnection().Closed()) {
345 env.state.PopUntil(this);
349 void MasterState::OnEnter() {
350 login_packet = client.SendLogin(config.player.name);
351 env.state.Push(&init_state);
355 void MasterState::Handle(const SDL_Event &event) {
360 void MasterState::Update(int dt) {
366 void MasterState::Render(Viewport &) {
371 void MasterState::OnPacketLost(uint16_t id) {
372 if (id == login_packet) {
373 login_packet = client.SendLogin(config.player.name);
377 void MasterState::OnTimeout() {
378 if (client.GetConnection().Closed()) {
380 env.ShowMessage("connection timed out");
384 void MasterState::On(const Packet::Join &pack) {
385 pack.ReadWorldName(world_conf.name);
389 cout << "server changing worlds to \"" << world_conf.name << '"' << endl;
392 cout << "joined game \"" << world_conf.name << '"' << endl;
393 // server received our login
398 pack.ReadPlayerID(player_id);
399 state.reset(new InteractiveState(*this, player_id));
401 pack.ReadPlayerState(state->GetPlayer().GetEntity().GetState());
402 glm::vec3 orient(glm::eulerAngles(state->GetPlayer().GetEntity().Orientation()));
403 state->GetPlayerController().TurnHead(orient.x, orient.y);
405 env.state.PopAfter(this);
406 env.state.Push(state.get());
409 void MasterState::On(const Packet::Part &pack) {
413 env.ShowMessage("kicked by server");
416 env.ShowMessage("login refused by server");
420 void MasterState::On(const Packet::SpawnEntity &pack) {
422 cout << "got entity spawn before world was created" << endl;
428 void MasterState::On(const Packet::DespawnEntity &pack) {
430 cout << "got entity despawn before world was created" << endl;
436 void MasterState::On(const Packet::EntityUpdate &pack) {
438 cout << "got entity update before world was created" << endl;
444 void MasterState::On(const Packet::PlayerCorrection &pack) {
446 cout << "got player correction without a player :S" << endl;
452 void MasterState::On(const Packet::ChunkBegin &pack) {
454 cout << "got chunk data, but the world has not been created yet" << endl;
455 cout << "great, this will totally screw up everything :(" << endl;
458 state->GetChunkReceiver().Handle(pack);
461 void MasterState::On(const Packet::ChunkData &pack) {
463 cout << "got chunk data, but the world has not been created yet" << endl;
464 cout << "great, this will totally screw up everything :(" << endl;
467 state->GetChunkReceiver().Handle(pack);
470 void MasterState::On(const Packet::BlockUpdate &pack) {
472 cout << "received block update, but the world has not been created yet" << endl;
478 void MasterState::On(const Packet::Message &pack) {
483 pack.ReadMessage(msg);
484 cout << "got message before interface was created: " << msg << endl;