1 #include "InitialState.hpp"
2 #include "InteractiveState.hpp"
3 #include "MasterState.hpp"
5 #include "../app/Environment.hpp"
6 #include "../app/init.hpp"
7 #include "../app/TextureIndex.hpp"
8 #include "../model/CompositeModel.hpp"
11 #include <glm/gtx/io.hpp>
19 InitialState::InitialState(MasterState &master)
22 message.Position(glm::vec3(0.0f), Gravity::CENTER);
23 message.Set(master.GetEnv().assets.large_ui_font, "logging in");
26 void InitialState::OnEnter() {
30 void InitialState::Handle(const SDL_Event &evt) {
31 if (evt.type == SDL_QUIT) {
36 void InitialState::Update(int dt) {
40 void InitialState::Render(Viewport &viewport) {
41 message.Render(viewport);
45 // TODO: this clutter is a giant mess
46 InteractiveState::InteractiveState(MasterState &master, uint32_t player_id)
49 , save(master.GetEnv().config.GetWorldPath(master.GetWorldConf().name, master.GetClientConf().host))
50 , world(block_types, master.GetWorldConf())
52 master.GetInterfaceConf(),
55 world.AddPlayer(master.GetInterfaceConf().player_name, player_id)
57 , chunk_renderer(*interface.GetPlayer().chunks)
59 TextureIndex tex_index;
60 master.GetEnv().loader.LoadBlockTypes("default", block_types, tex_index);
61 chunk_renderer.LoadTextures(master.GetEnv().loader, tex_index);
62 chunk_renderer.FogDensity(master.GetWorldConf().fog_density);
64 // TODO: better solution for initializing HUD
65 interface.SelectNext();
68 void InteractiveState::OnEnter() {
69 master.GetEnv().window.GrabMouse();
72 void InteractiveState::Handle(const SDL_Event &event) {
75 interface.HandlePress(event.key);
78 interface.HandleRelease(event.key);
80 case SDL_MOUSEBUTTONDOWN:
81 interface.HandlePress(event.button);
83 case SDL_MOUSEBUTTONUP:
84 interface.HandleRelease(event.button);
87 interface.Handle(event.motion);
90 interface.Handle(event.wheel);
100 void InteractiveState::Update(int dt) {
103 interface.Update(dt);
105 chunk_renderer.Update(dt);
107 Entity &player = *interface.GetPlayer().entity;
109 master.GetClient().SendPlayerUpdate(player);
111 glm::mat4 trans = player.Transform(player.ChunkCoords());
112 glm::vec3 dir(trans * glm::vec4(0.0f, 0.0f, -1.0f, 0.0f));
113 glm::vec3 up(trans * glm::vec4(0.0f, 1.0f, 0.0f, 0.0f));
114 master.GetEnv().audio.Position(player.Position());
115 master.GetEnv().audio.Velocity(player.Velocity());
116 master.GetEnv().audio.Orientation(dir, up);
119 void InteractiveState::Render(Viewport &viewport) {
120 Entity &player = *interface.GetPlayer().entity;
121 viewport.WorldPosition(player.Transform(player.ChunkCoords()));
122 chunk_renderer.Render(viewport);
123 world.Render(viewport);
124 interface.Render(viewport);
128 MasterState::MasterState(
130 const World::Config &wc,
131 const Interface::Config &ic,
132 const Client::Config &cc)
141 client.GetConnection().SetHandler(this);
144 void MasterState::Quit() {
145 if (!client.GetConnection().Closed()) {
148 env.state.PopUntil(this);
152 void MasterState::OnEnter() {
153 login_packet = client.SendLogin(intf_conf.player_name);
154 env.state.Push(&init_state);
158 void MasterState::Handle(const SDL_Event &event) {
163 void MasterState::Update(int dt) {
169 void MasterState::Render(Viewport &) {
174 void MasterState::OnPacketLost(uint16_t id) {
175 if (id == login_packet) {
176 login_packet = client.SendLogin(intf_conf.player_name);
180 void MasterState::OnTimeout() {
181 if (client.GetConnection().Closed()) {
182 // TODO: push disconnected message
183 cout << "connection timed out" << endl;
188 void MasterState::On(const Packet::Join &pack) {
189 pack.ReadWorldName(world_conf.name);
193 cout << "server changing worlds to \"" << world_conf.name << '"' << endl;
196 cout << "joined game \"" << world_conf.name << '"' << endl;
200 pack.ReadPlayerID(player_id);
201 state.reset(new InteractiveState(*this, player_id));
203 pack.ReadPlayer(*state->GetInterface().GetPlayer().entity);
205 env.state.PopAfter(this);
206 env.state.Push(state.get());
209 void MasterState::On(const Packet::Part &pack) {
212 cout << "kicked by server" << endl;
215 cout << "login refused by server" << endl;
220 void MasterState::On(const Packet::SpawnEntity &pack) {
222 cout << "got entity spawn before world was created" << endl;
227 pack.ReadEntityID(entity_id);
228 Entity *entity = state->GetWorld().AddEntity(entity_id);
230 cout << "entity ID inconsistency" << endl;
234 pack.ReadEntity(*entity);
236 pack.ReadSkeletonID(skel_id);
237 CompositeModel *skel = state->GetSkeletons().ByID(skel_id);
239 skel->Instantiate(entity->GetModel());
241 cout << "spawned entity " << entity->Name() << " at " << entity->AbsolutePosition() << endl;
244 void MasterState::On(const Packet::DespawnEntity &pack) {
246 cout << "got entity despawn before world was created" << endl;
251 pack.ReadEntityID(entity_id);
252 for (Entity &entity : state->GetWorld().Entities()) {
253 if (entity.ID() == entity_id) {
255 cout << "despawned entity " << entity.Name() << " at " << entity.AbsolutePosition() << endl;
261 void MasterState::On(const Packet::EntityUpdate &pack) {
263 cout << "got entity update before world was created" << endl;
268 auto world_iter = state->GetWorld().Entities().begin();
269 auto world_end = state->GetWorld().Entities().end();
272 pack.ReadEntityCount(count);
274 for (uint32_t i = 0; i < count; ++i) {
275 uint32_t entity_id = 0;
276 pack.ReadEntityID(entity_id, i);
278 while (world_iter != world_end && world_iter->ID() < entity_id) {
281 if (world_iter == world_end) {
282 // nothing can be done from here
285 if (world_iter->ID() == entity_id) {
286 pack.ReadEntity(*world_iter, i);