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/Model.hpp"
9 #include "../io/WorldSave.hpp"
10 #include "../world/ChunkIndex.hpp"
11 #include "../world/ChunkStore.hpp"
14 #include <glm/gtx/io.hpp>
22 InitialState::InitialState(MasterState &master)
25 message.Position(glm::vec3(0.0f), Gravity::CENTER);
26 message.Set(master.GetEnv().assets.large_ui_font, "logging in");
29 void InitialState::OnEnter() {
33 void InitialState::Handle(const SDL_Event &evt) {
34 if (evt.type == SDL_QUIT) {
39 void InitialState::Update(int dt) {
43 void InitialState::Render(Viewport &viewport) {
44 message.Render(viewport);
48 // TODO: this clutter is a giant mess
49 InteractiveState::InteractiveState(MasterState &master, uint32_t player_id)
53 , save(master.GetEnv().config.GetWorldPath(master.GetWorldConf().name, master.GetConfig().net.host))
54 , world(block_types, master.GetWorldConf())
55 , player(*world.AddPlayer(master.GetConfig().player.name))
56 , hud(master.GetEnv(), master.GetConfig(), player)
57 , manip(master.GetEnv(), player.GetEntity())
58 , input(world, player, master.GetClient())
59 , interface(master.GetConfig(), master.GetEnv().keymap, input, *this)
60 , chunk_receiver(world.Chunks(), save)
61 , chunk_renderer(player.GetChunks())
64 , sky(master.GetEnv().loader.LoadCubeMap("skybox"))
68 save.Write(master.GetWorldConf());
70 TextureIndex tex_index;
71 master.GetEnv().loader.LoadShapes("default", shapes);
72 master.GetEnv().loader.LoadBlockTypes("default", block_types, tex_index, shapes);
73 skeletons.Load(shapes);
74 tex_map.push_back(tex_index.GetID("rock-1"));
75 tex_map.push_back(tex_index.GetID("rock-face"));
76 interface.SetInventorySlots(block_types.size() - 1);
77 chunk_renderer.LoadTextures(master.GetEnv().loader, tex_index);
78 chunk_renderer.FogDensity(master.GetWorldConf().fog_density);
80 if (save.Exists(player)) {
85 void InteractiveState::OnEnter() {
86 master.GetEnv().window.GrabMouse();
89 void InteractiveState::Handle(const SDL_Event &event) {
92 interface.HandlePress(event.key);
95 interface.HandleRelease(event.key);
97 case SDL_MOUSEBUTTONDOWN:
98 interface.HandlePress(event.button);
100 case SDL_MOUSEBUTTONUP:
101 interface.HandleRelease(event.button);
103 case SDL_MOUSEMOTION:
104 interface.Handle(event.motion);
107 interface.Handle(event.wheel);
117 void InteractiveState::Update(int dt) {
119 if (input.BlockFocus()) {
120 hud.FocusBlock(input.BlockFocus().GetChunk(), input.BlockFocus().block);
121 } else if (input.EntityFocus()) {
122 hud.FocusEntity(*input.EntityFocus().entity);
126 hud.Display(block_types[player.GetInventorySlot() + 1]);
127 loop_timer.Update(dt);
129 chunk_receiver.Update(dt);
133 while (loop_timer.HitOnce()) {
134 world.Update(loop_timer.Interval());
135 world_dt += loop_timer.Interval();
136 loop_timer.PopIteration();
138 chunk_renderer.Update(dt);
141 input.PushPlayerUpdate(world_dt);
144 glm::mat4 trans = player.GetEntity().Transform(player.GetEntity().ChunkCoords());
145 glm::vec3 dir(trans * glm::vec4(0.0f, 0.0f, -1.0f, 0.0f));
146 glm::vec3 up(trans * glm::vec4(0.0f, 1.0f, 0.0f, 0.0f));
147 master.GetEnv().audio.Position(player.GetEntity().Position());
148 master.GetEnv().audio.Velocity(player.GetEntity().Velocity());
149 master.GetEnv().audio.Orientation(dir, up);
152 void InteractiveState::Render(Viewport &viewport) {
153 viewport.WorldPosition(player.GetEntity().Transform(player.GetEntity().ChunkCoords()));
154 if (master.GetConfig().video.world) {
155 chunk_renderer.Render(viewport);
156 world.Render(viewport);
157 sky.Render(viewport);
159 hud.Render(viewport);
162 void InteractiveState::Handle(const Packet::SpawnEntity &pack) {
164 pack.ReadEntityID(entity_id);
165 Entity &entity = world.ForceAddEntity(entity_id);
166 UpdateEntity(entity_id, pack.Seq());
167 pack.ReadEntity(entity);
169 pack.ReadSkeletonID(skel_id);
170 Model *skel = skeletons.ByID(skel_id);
172 skel->Instantiate(entity.GetModel());
173 entity.GetModel().SetTextures(tex_map);
175 cout << "spawned entity #" << entity_id << " (" << entity.Name()
176 << ") at " << entity.AbsolutePosition() << endl;
179 void InteractiveState::Handle(const Packet::DespawnEntity &pack) {
181 pack.ReadEntityID(entity_id);
182 ClearEntity(entity_id);
183 for (Entity &entity : world.Entities()) {
184 if (entity.ID() == entity_id) {
186 cout << "despawned entity #" << entity_id << " (" << entity.Name() << ") at " << entity.AbsolutePosition() << endl;
192 void InteractiveState::Handle(const Packet::EntityUpdate &pack) {
193 auto world_iter = world.Entities().begin();
194 auto world_end = world.Entities().end();
197 pack.ReadEntityCount(count);
199 for (uint32_t i = 0; i < count; ++i) {
200 uint32_t entity_id = 0;
201 pack.ReadEntityID(entity_id, i);
203 while (world_iter != world_end && world_iter->ID() < entity_id) {
206 if (world_iter == world_end) {
207 // nothing can be done from here
210 if (world_iter->ID() == entity_id) {
211 if (UpdateEntity(entity_id, pack.Seq())) {
212 pack.ReadEntityState(world_iter->GetState(), i);
218 bool InteractiveState::UpdateEntity(uint32_t entity_id, uint16_t seq) {
219 auto entry = update_status.find(entity_id);
220 if (entry == update_status.end()) {
221 update_status.emplace(entity_id, UpdateStatus{ seq, loop_timer.Elapsed() });
225 int16_t pack_diff = int16_t(seq) - int16_t(entry->second.last_packet);
226 int time_diff = loop_timer.Elapsed() - entry->second.last_update;
227 entry->second.last_update = loop_timer.Elapsed();
229 if (pack_diff > 0 || time_diff > 1500) {
230 entry->second.last_packet = seq;
237 void InteractiveState::ClearEntity(uint32_t entity_id) {
238 update_status.erase(entity_id);
241 void InteractiveState::Handle(const Packet::PlayerCorrection &pack) {
243 EntityState corrected_state;
244 pack.ReadPacketSeq(pack_seq);
245 pack.ReadPlayerState(corrected_state);
246 input.MergePlayerCorrection(pack_seq, corrected_state);
249 void InteractiveState::Handle(const Packet::BlockUpdate &pack) {
251 pack.ReadChunkCoords(pos);
252 Chunk *chunk = player.GetChunks().Get(pos);
254 // this change doesn't concern us
258 pack.ReadBlockCount(count);
259 for (uint32_t i = 0; i < count; ++i) {
262 pack.ReadIndex(index, i);
263 pack.ReadBlock(block, i);
264 if (index < Chunk::size && block.type < block_types.size()) {
265 manip.SetBlock(*chunk, index, block);
270 void InteractiveState::SetAudio(bool b) {
271 master.GetConfig().audio.enabled = b;
273 hud.PostMessage("Audio enabled");
275 hud.PostMessage("Audio disabled");
279 void InteractiveState::SetVideo(bool b) {
280 master.GetConfig().video.world = b;
282 hud.PostMessage("World rendering enabled");
284 hud.PostMessage("World rendering disabled");
288 void InteractiveState::SetHUD(bool b) {
289 master.GetConfig().video.hud = b;
291 hud.PostMessage("HUD rendering enabled");
293 hud.PostMessage("HUD rendering disabled");
297 void InteractiveState::SetDebug(bool b) {
298 master.GetConfig().video.debug = b;
300 hud.PostMessage("Debug rendering enabled");
302 hud.PostMessage("Debug rendering disabled");
306 void InteractiveState::Exit() {
312 MasterState::MasterState(
315 const World::Config &wc)
323 client.GetConnection().SetHandler(this);
326 void MasterState::Quit() {
327 if (!client.GetConnection().Closed()) {
330 env.state.PopUntil(this);
334 void MasterState::OnEnter() {
335 login_packet = client.SendLogin(config.player.name);
336 env.state.Push(&init_state);
340 void MasterState::Handle(const SDL_Event &event) {
345 void MasterState::Update(int dt) {
351 void MasterState::Render(Viewport &) {
356 void MasterState::OnPacketLost(uint16_t id) {
357 if (id == login_packet) {
358 login_packet = client.SendLogin(config.player.name);
362 void MasterState::OnTimeout() {
363 if (client.GetConnection().Closed()) {
365 env.ShowMessage("connection timed out");
369 void MasterState::On(const Packet::Join &pack) {
370 pack.ReadWorldName(world_conf.name);
374 cout << "server changing worlds to \"" << world_conf.name << '"' << endl;
377 cout << "joined game \"" << world_conf.name << '"' << endl;
378 // server received our login
383 pack.ReadPlayerID(player_id);
384 state.reset(new InteractiveState(*this, player_id));
386 pack.ReadPlayerState(state->GetPlayer().GetEntity().GetState());
388 env.state.PopAfter(this);
389 env.state.Push(state.get());
392 void MasterState::On(const Packet::Part &pack) {
396 env.ShowMessage("kicked by server");
399 env.ShowMessage("login refused by server");
403 void MasterState::On(const Packet::SpawnEntity &pack) {
405 cout << "got entity spawn before world was created" << endl;
411 void MasterState::On(const Packet::DespawnEntity &pack) {
413 cout << "got entity despawn before world was created" << endl;
419 void MasterState::On(const Packet::EntityUpdate &pack) {
421 cout << "got entity update before world was created" << endl;
427 void MasterState::On(const Packet::PlayerCorrection &pack) {
429 cout << "got player correction without a player :S" << endl;
435 void MasterState::On(const Packet::ChunkBegin &pack) {
437 cout << "got chunk data, but the world has not been created yet" << endl;
438 cout << "great, this will totally screw up everything :(" << endl;
441 state->GetChunkReceiver().Handle(pack);
444 void MasterState::On(const Packet::ChunkData &pack) {
446 cout << "got chunk data, but the world has not been created yet" << endl;
447 cout << "great, this will totally screw up everything :(" << endl;
450 state->GetChunkReceiver().Handle(pack);
453 void MasterState::On(const Packet::BlockUpdate &pack) {
455 cout << "received block update, but the world has not been created yet" << endl;