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, player_id))
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())
63 , sky(master.GetEnv().loader.LoadCubeMap("skybox"))
65 , chat(master.GetEnv(), *this, *this)
67 , packets_skipped(0) {
69 save.Write(master.GetWorldConf());
71 res.Load(master.GetEnv().loader, "default");
72 if (res.models.size() < 1) {
73 throw std::runtime_error("need at least one model to run");
75 res.models[0].Instantiate(player.GetEntity().GetModel());
76 sounds.Load(master.GetEnv().loader, res.snd_index);
77 interface.SetInventorySlots(res.block_types.size() - 1);
78 chunk_renderer.LoadTextures(master.GetEnv().loader, res.tex_index);
79 chunk_renderer.FogDensity(master.GetWorldConf().fog_density);
82 if (save.Exists(player)) {
87 void InteractiveState::OnResume() {
91 void InteractiveState::OnPause() {
95 void InteractiveState::OnFocus() {
96 if (master.GetConfig().input.mouse) {
97 master.GetEnv().window.GrabMouse();
102 void InteractiveState::OnBlur() {
103 master.GetEnv().window.ReleaseMouse();
107 void InteractiveState::Handle(const SDL_Event &event) {
108 switch (event.type) {
110 // TODO: move to interface
111 if (event.key.keysym.sym == SDLK_RETURN) {
113 master.GetEnv().state.Push(&chat);
114 hud.KeepMessages(true);
115 } else if (event.key.keysym.sym == SDLK_SLASH) {
117 master.GetEnv().state.Push(&chat);
118 hud.KeepMessages(true);
120 interface.HandlePress(event.key);
124 interface.HandleRelease(event.key);
126 case SDL_MOUSEBUTTONDOWN:
127 interface.HandlePress(event.button);
129 case SDL_MOUSEBUTTONUP:
130 interface.HandleRelease(event.button);
132 case SDL_MOUSEMOTION:
133 interface.Handle(event.motion);
136 interface.Handle(event.wheel);
146 void InteractiveState::Update(int dt) {
147 loop_timer.Update(dt);
148 stat_timer.Update(dt);
150 chunk_receiver.Update(dt);
153 while (loop_timer.HitOnce()) {
154 world.Update(loop_timer.Interval());
155 world_dt += loop_timer.Interval();
156 loop_timer.PopIteration();
158 chunk_renderer.Update(dt);
160 if (input.BlockFocus()) {
161 hud.FocusBlock(input.BlockFocus().GetChunk(), input.BlockFocus().block);
162 } else if (input.EntityFocus()) {
163 hud.FocusEntity(*input.EntityFocus().entity);
168 if (input.UpdateImportant() || packets_skipped >= master.NetStat().SuggestedPacketSkip()) {
169 input.PushPlayerUpdate(time_skipped + world_dt);
173 time_skipped += world_dt;
177 hud.Display(res.block_types[player.GetInventorySlot() + 1]);
178 if (stat_timer.Hit()) {
179 hud.UpdateNetStats(master.NetStat());
183 glm::mat4 trans = player.GetEntity().Transform(player.GetEntity().ChunkCoords());
184 glm::vec3 dir(trans * glm::vec4(0.0f, 0.0f, -1.0f, 0.0f));
185 glm::vec3 up(trans * glm::vec4(0.0f, 1.0f, 0.0f, 0.0f));
186 master.GetEnv().audio.Position(player.GetEntity().Position());
187 master.GetEnv().audio.Velocity(player.GetEntity().Velocity());
188 master.GetEnv().audio.Orientation(dir, up);
191 void InteractiveState::Render(Viewport &viewport) {
192 viewport.WorldPosition(
193 player.GetEntity().Transform(player.GetEntity().ChunkCoords())
194 * player.GetEntity().GetModel().EyesTransform());
195 if (master.GetConfig().video.world) {
196 chunk_renderer.Render(viewport);
197 world.Render(viewport);
198 sky.Render(viewport);
200 hud.Render(viewport);
203 void InteractiveState::Handle(const Packet::SpawnEntity &pack) {
205 pack.ReadEntityID(entity_id);
206 Entity &entity = world.ForceAddEntity(entity_id);
207 UpdateEntity(entity_id, pack.Seq());
208 pack.ReadEntity(entity);
210 pack.ReadModelID(model_id);
211 if (model_id > 0 && model_id <= res.models.size()) {
212 res.models.Get(model_id).Instantiate(entity.GetModel());
216 void InteractiveState::Handle(const Packet::DespawnEntity &pack) {
218 pack.ReadEntityID(entity_id);
219 ClearEntity(entity_id);
220 for (Entity &entity : world.Entities()) {
221 if (entity.ID() == entity_id) {
228 void InteractiveState::Handle(const Packet::EntityUpdate &pack) {
229 auto world_iter = world.Entities().begin();
230 auto world_end = world.Entities().end();
234 pack.ReadEntityCount(count);
235 pack.ReadChunkBase(base);
238 for (uint32_t i = 0; i < count; ++i) {
239 uint32_t entity_id = 0;
240 pack.ReadEntityID(entity_id, i);
242 while (world_iter != world_end && world_iter->ID() < entity_id) {
245 if (world_iter == world_end) {
246 // nothing can be done from here
249 if (world_iter->ID() == entity_id) {
250 if (UpdateEntity(entity_id, pack.Seq())) {
251 pack.ReadEntityState(state, base, i);
252 world_iter->SetState(state);
258 bool InteractiveState::UpdateEntity(uint32_t entity_id, uint16_t seq) {
259 auto entry = update_status.find(entity_id);
260 if (entry == update_status.end()) {
261 update_status.emplace(entity_id, UpdateStatus{ seq, loop_timer.Elapsed() });
265 int16_t pack_diff = int16_t(seq) - int16_t(entry->second.last_packet);
266 int time_diff = loop_timer.Elapsed() - entry->second.last_update;
267 entry->second.last_update = loop_timer.Elapsed();
269 if (pack_diff > 0 || time_diff > 1500) {
270 entry->second.last_packet = seq;
277 void InteractiveState::ClearEntity(uint32_t entity_id) {
278 update_status.erase(entity_id);
281 void InteractiveState::Handle(const Packet::PlayerCorrection &pack) {
283 EntityState corrected_state;
284 pack.ReadPacketSeq(pack_seq);
285 pack.ReadPlayerState(corrected_state);
286 input.MergePlayerCorrection(pack_seq, corrected_state);
289 void InteractiveState::Handle(const Packet::BlockUpdate &pack) {
291 pack.ReadChunkCoords(pos);
292 Chunk *chunk = player.GetChunks().Get(pos);
294 // this change doesn't concern us
298 pack.ReadBlockCount(count);
299 for (uint32_t i = 0; i < count; ++i) {
302 pack.ReadIndex(index, i);
303 pack.ReadBlock(block, i);
304 if (index < Chunk::size && block.type < res.block_types.size()) {
305 manip.SetBlock(*chunk, index, block);
310 void InteractiveState::Handle(const Packet::Message &pack) {
312 pack.ReadMessage(msg);
313 hud.PostMessage(msg);
316 void InteractiveState::SetAudio(bool b) {
317 master.GetConfig().audio.enabled = b;
319 hud.PostMessage("Audio enabled");
321 hud.PostMessage("Audio disabled");
325 void InteractiveState::SetVideo(bool b) {
326 master.GetConfig().video.world = b;
328 hud.PostMessage("World rendering enabled");
330 hud.PostMessage("World rendering disabled");
334 void InteractiveState::SetHUD(bool b) {
335 master.GetConfig().video.hud = b;
337 hud.PostMessage("HUD rendering enabled");
339 hud.PostMessage("HUD rendering disabled");
343 void InteractiveState::SetDebug(bool b) {
344 master.GetConfig().video.debug = b;
346 hud.PostMessage("Debug rendering enabled");
348 hud.PostMessage("Debug rendering disabled");
352 void InteractiveState::Exit() {
357 void InteractiveState::OnLineSubmit(const string &line) {
359 master.GetClient().SendMessage(1, 0, line);
364 MasterState::MasterState(
367 const World::Config &wc)
375 client.GetConnection().SetHandler(this);
378 void MasterState::Quit() {
379 if (!client.GetConnection().Closed()) {
382 env.state.PopUntil(this);
386 void MasterState::OnEnter() {
387 login_packet = client.SendLogin(config.player.name);
388 env.state.Push(&init_state);
392 void MasterState::Handle(const SDL_Event &event) {
397 void MasterState::Update(int dt) {
403 void MasterState::Render(Viewport &) {
408 void MasterState::OnPacketLost(uint16_t id) {
409 if (id == login_packet) {
410 login_packet = client.SendLogin(config.player.name);
414 void MasterState::OnTimeout() {
415 if (client.GetConnection().Closed()) {
417 env.ShowMessage("connection timed out");
421 void MasterState::On(const Packet::Join &pack) {
422 pack.ReadWorldName(world_conf.name);
426 cout << "server changing worlds to \"" << world_conf.name << '"' << endl;
429 cout << "joined game \"" << world_conf.name << '"' << endl;
430 // server received our login
435 pack.ReadPlayerID(player_id);
436 state.reset(new InteractiveState(*this, player_id));
438 EntityState player_state;
439 pack.ReadPlayerState(player_state);
440 state->GetPlayer().GetEntity().SetState(player_state);
442 env.state.PopAfter(this);
443 env.state.Push(state.get());
446 void MasterState::On(const Packet::Part &pack) {
450 env.ShowMessage("kicked by server");
453 env.ShowMessage("login refused by server");
457 void MasterState::On(const Packet::SpawnEntity &pack) {
459 cout << "got entity spawn before world was created" << endl;
465 void MasterState::On(const Packet::DespawnEntity &pack) {
467 cout << "got entity despawn before world was created" << endl;
473 void MasterState::On(const Packet::EntityUpdate &pack) {
475 cout << "got entity update before world was created" << endl;
481 void MasterState::On(const Packet::PlayerCorrection &pack) {
483 cout << "got player correction without a player :S" << endl;
489 void MasterState::On(const Packet::ChunkBegin &pack) {
491 cout << "got chunk data, but the world has not been created yet" << endl;
492 cout << "great, this will totally screw up everything :(" << endl;
495 state->GetChunkReceiver().Handle(pack);
498 void MasterState::On(const Packet::ChunkData &pack) {
500 cout << "got chunk data, but the world has not been created yet" << endl;
501 cout << "great, this will totally screw up everything :(" << endl;
504 state->GetChunkReceiver().Handle(pack);
507 void MasterState::On(const Packet::BlockUpdate &pack) {
509 cout << "received block update, but the world has not been created yet" << endl;
515 void MasterState::On(const Packet::Message &pack) {
520 pack.ReadMessage(msg);
521 cout << "got message before interface was created: " << msg << endl;