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"
10 #include <glm/gtx/io.hpp>
18 InitialState::InitialState(MasterState &master)
21 message.Position(glm::vec3(0.0f), Gravity::CENTER);
22 message.Set(master.GetEnv().assets.large_ui_font, "logging in");
25 void InitialState::OnEnter() {
29 void InitialState::Handle(const SDL_Event &evt) {
30 if (evt.type == SDL_QUIT) {
35 void InitialState::Update(int dt) {
39 void InitialState::Render(Viewport &viewport) {
40 message.Render(viewport);
44 // TODO: this clutter is a giant mess
45 InteractiveState::InteractiveState(MasterState &master, uint32_t player_id)
48 , save(master.GetEnv().config.GetWorldPath(master.GetWorldConf().name, master.GetClientConf().host))
49 , world(block_types, master.GetWorldConf())
51 master.GetInterfaceConf(),
54 world.AddPlayer(master.GetInterfaceConf().player_name, player_id)
56 , chunk_renderer(*interface.GetPlayer().chunks) {
57 TextureIndex tex_index;
58 master.GetEnv().loader.LoadBlockTypes("default", block_types, tex_index);
59 chunk_renderer.LoadTextures(master.GetEnv().loader, tex_index);
60 chunk_renderer.FogDensity(master.GetWorldConf().fog_density);
61 // TODO: better solution for initializing HUD
62 interface.SelectNext();
65 void InteractiveState::OnEnter() {
66 master.GetEnv().window.GrabMouse();
69 void InteractiveState::Handle(const SDL_Event &event) {
72 interface.HandlePress(event.key);
75 interface.HandleRelease(event.key);
77 case SDL_MOUSEBUTTONDOWN:
78 interface.HandlePress(event.button);
80 case SDL_MOUSEBUTTONUP:
81 interface.HandleRelease(event.button);
84 interface.Handle(event.motion);
87 interface.Handle(event.wheel);
97 void InteractiveState::Update(int dt) {
100 interface.Update(dt);
102 chunk_renderer.Update(dt);
104 Entity &player = *interface.GetPlayer().entity;
106 master.GetClient().SendPlayerUpdate(player);
108 glm::mat4 trans = player.Transform(player.ChunkCoords());
109 glm::vec3 dir(trans * glm::vec4(0.0f, 0.0f, -1.0f, 0.0f));
110 glm::vec3 up(trans * glm::vec4(0.0f, 1.0f, 0.0f, 0.0f));
111 master.GetEnv().audio.Position(player.Position());
112 master.GetEnv().audio.Velocity(player.Velocity());
113 master.GetEnv().audio.Orientation(dir, up);
116 void InteractiveState::Render(Viewport &viewport) {
117 Entity &player = *interface.GetPlayer().entity;
118 viewport.WorldPosition(player.Transform(player.ChunkCoords()));
119 chunk_renderer.Render(viewport);
120 world.Render(viewport);
121 interface.Render(viewport);
125 MasterState::MasterState(
127 const World::Config &wc,
128 const Interface::Config &ic,
129 const Client::Config &cc)
138 client.GetConnection().SetHandler(this);
141 void MasterState::Quit() {
142 if (!client.GetConnection().Closed()) {
145 env.state.PopUntil(this);
149 void MasterState::OnEnter() {
150 login_packet = client.SendLogin(intf_conf.player_name);
151 env.state.Push(&init_state);
155 void MasterState::Handle(const SDL_Event &event) {
160 void MasterState::Update(int dt) {
166 void MasterState::Render(Viewport &) {
171 void MasterState::OnPacketLost(uint16_t id) {
172 if (id == login_packet) {
173 login_packet = client.SendLogin(intf_conf.player_name);
177 void MasterState::OnTimeout() {
178 if (client.GetConnection().Closed()) {
179 // TODO: push disconnected message
180 cout << "connection timed out" << endl;
185 void MasterState::On(const Packet::Join &pack) {
186 pack.ReadWorldName(world_conf.name);
190 cout << "server changing worlds to \"" << world_conf.name << '"' << endl;
193 cout << "joined game \"" << world_conf.name << '"' << endl;
197 pack.ReadPlayerID(player_id);
198 state.reset(new InteractiveState(*this, player_id));
200 pack.ReadPlayer(*state->GetInterface().GetPlayer().entity);
202 env.state.PopAfter(this);
203 env.state.Push(state.get());
206 void MasterState::On(const Packet::Part &pack) {
209 cout << "kicked by server" << endl;
212 cout << "login refused by server" << endl;
217 void MasterState::On(const Packet::SpawnEntity &pack) {
219 cout << "got entity spawn before world was created" << endl;
224 pack.ReadEntityID(entity_id);
225 Entity *entity = state->GetWorld().AddEntity(entity_id);
227 cout << "entity ID inconsistency" << endl;
231 pack.ReadEntity(*entity);
232 cout << "spawned entity " << entity->Name() << " at " << entity->AbsolutePosition() << endl;
235 void MasterState::On(const Packet::DespawnEntity &pack) {
237 cout << "got entity despawn before world was created" << endl;
242 pack.ReadEntityID(entity_id);
243 for (Entity &entity : state->GetWorld().Entities()) {
244 if (entity.ID() == entity_id) {
246 cout << "despawned entity " << entity.Name() << " at " << entity.AbsolutePosition() << endl;
252 void MasterState::On(const Packet::EntityUpdate &pack) {
254 cout << "got entity update before world was created" << endl;
259 auto world_iter = state->GetWorld().Entities().begin();
260 auto world_end = state->GetWorld().Entities().end();
263 pack.ReadEntityCount(count);
265 for (uint32_t i = 0; i < count; ++i) {
266 uint32_t entity_id = 0;
267 pack.ReadEntityID(entity_id, i);
269 while (world_iter != world_end && world_iter->ID() < entity_id) {
272 if (world_iter == world_end) {
273 // nothing can be done from here
276 if (world_iter->ID() == entity_id) {
277 pack.ReadEntity(*world_iter, i);