]> git.localhorst.tv Git - blank.git/blob - src/client/client.cpp
send entity visual from server to client
[blank.git] / src / client / client.cpp
1 #include "InitialState.hpp"
2 #include "InteractiveState.hpp"
3 #include "MasterState.hpp"
4
5 #include "../app/Environment.hpp"
6 #include "../app/init.hpp"
7 #include "../app/TextureIndex.hpp"
8 #include "../model/CompositeModel.hpp"
9
10 #include <iostream>
11 #include <glm/gtx/io.hpp>
12
13 using namespace std;
14
15
16 namespace blank {
17 namespace client {
18
19 InitialState::InitialState(MasterState &master)
20 : master(master)
21 , message() {
22         message.Position(glm::vec3(0.0f), Gravity::CENTER);
23         message.Set(master.GetEnv().assets.large_ui_font, "logging in");
24 }
25
26 void InitialState::OnEnter() {
27
28 }
29
30 void InitialState::Handle(const SDL_Event &evt) {
31         if (evt.type == SDL_QUIT) {
32                 master.Quit();
33         }
34 }
35
36 void InitialState::Update(int dt) {
37         master.Update(dt);
38 }
39
40 void InitialState::Render(Viewport &viewport) {
41         message.Render(viewport);
42 }
43
44
45 // TODO: this clutter is a giant mess
46 InteractiveState::InteractiveState(MasterState &master, uint32_t player_id)
47 : master(master)
48 , block_types()
49 , save(master.GetEnv().config.GetWorldPath(master.GetWorldConf().name, master.GetClientConf().host))
50 , world(block_types, master.GetWorldConf())
51 , interface(
52         master.GetInterfaceConf(),
53         master.GetEnv(),
54         world,
55         world.AddPlayer(master.GetInterfaceConf().player_name, player_id)
56 )
57 , chunk_renderer(*interface.GetPlayer().chunks)
58 , skeletons() {
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);
63         skeletons.Load();
64         // TODO: better solution for initializing HUD
65         interface.SelectNext();
66 }
67
68 void InteractiveState::OnEnter() {
69         master.GetEnv().window.GrabMouse();
70 }
71
72 void InteractiveState::Handle(const SDL_Event &event) {
73         switch (event.type) {
74                 case SDL_KEYDOWN:
75                         interface.HandlePress(event.key);
76                         break;
77                 case SDL_KEYUP:
78                         interface.HandleRelease(event.key);
79                         break;
80                 case SDL_MOUSEBUTTONDOWN:
81                         interface.HandlePress(event.button);
82                         break;
83                 case SDL_MOUSEBUTTONUP:
84                         interface.HandleRelease(event.button);
85                         break;
86                 case SDL_MOUSEMOTION:
87                         interface.Handle(event.motion);
88                         break;
89                 case SDL_MOUSEWHEEL:
90                         interface.Handle(event.wheel);
91                         break;
92                 case SDL_QUIT:
93                         master.Quit();
94                         break;
95                 default:
96                         break;
97         }
98 }
99
100 void InteractiveState::Update(int dt) {
101         master.Update(dt);
102
103         interface.Update(dt);
104         world.Update(dt);
105         chunk_renderer.Update(dt);
106
107         Entity &player = *interface.GetPlayer().entity;
108
109         master.GetClient().SendPlayerUpdate(player);
110
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);
117 }
118
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);
125 }
126
127
128 MasterState::MasterState(
129         Environment &env,
130         const World::Config &wc,
131         const Interface::Config &ic,
132         const Client::Config &cc)
133 : env(env)
134 , world_conf(wc)
135 , intf_conf(ic)
136 , client_conf(cc)
137 , state()
138 , client(cc)
139 , init_state(*this)
140 , login_packet(-1) {
141         client.GetConnection().SetHandler(this);
142 }
143
144 void MasterState::Quit() {
145         if (!client.GetConnection().Closed()) {
146                 client.SendPart();
147         }
148         env.state.PopUntil(this);
149 }
150
151
152 void MasterState::OnEnter() {
153         login_packet = client.SendLogin(intf_conf.player_name);
154         env.state.Push(&init_state);
155 }
156
157
158 void MasterState::Handle(const SDL_Event &event) {
159
160 }
161
162
163 void MasterState::Update(int dt) {
164         client.Handle();
165         client.Update(dt);
166 }
167
168
169 void MasterState::Render(Viewport &) {
170
171 }
172
173
174 void MasterState::OnPacketLost(uint16_t id) {
175         if (id == login_packet) {
176                 login_packet = client.SendLogin(intf_conf.player_name);
177         }
178 }
179
180 void MasterState::OnTimeout() {
181         if (client.GetConnection().Closed()) {
182                 // TODO: push disconnected message
183                 cout << "connection timed out" << endl;
184                 Quit();
185         }
186 }
187
188 void MasterState::On(const Packet::Join &pack) {
189         pack.ReadWorldName(world_conf.name);
190
191         if (state) {
192                 // changing worlds
193                 cout << "server changing worlds to \"" << world_conf.name << '"' << endl;
194         } else {
195                 // joining game
196                 cout << "joined game \"" << world_conf.name << '"' << endl;
197         }
198
199         uint32_t player_id;
200         pack.ReadPlayerID(player_id);
201         state.reset(new InteractiveState(*this, player_id));
202
203         pack.ReadPlayer(*state->GetInterface().GetPlayer().entity);
204
205         env.state.PopAfter(this);
206         env.state.Push(state.get());
207 }
208
209 void MasterState::On(const Packet::Part &pack) {
210         if (state) {
211                 // kicked
212                 cout << "kicked by server" << endl;
213         } else {
214                 // join refused
215                 cout << "login refused by server" << endl;
216         }
217         Quit();
218 }
219
220 void MasterState::On(const Packet::SpawnEntity &pack) {
221         if (!state) {
222                 cout << "got entity spawn before world was created" << endl;
223                 Quit();
224                 return;
225         }
226         uint32_t entity_id;
227         pack.ReadEntityID(entity_id);
228         Entity *entity = state->GetWorld().AddEntity(entity_id);
229         if (!entity) {
230                 cout << "entity ID inconsistency" << endl;
231                 Quit();
232                 return;
233         }
234         pack.ReadEntity(*entity);
235         uint32_t skel_id;
236         pack.ReadSkeletonID(skel_id);
237         CompositeModel *skel = state->GetSkeletons().ByID(skel_id);
238         if (skel) {
239                 skel->Instantiate(entity->GetModel());
240         }
241         cout << "spawned entity " << entity->Name() << " at " << entity->AbsolutePosition() << endl;
242 }
243
244 void MasterState::On(const Packet::DespawnEntity &pack) {
245         if (!state) {
246                 cout << "got entity despawn before world was created" << endl;
247                 Quit();
248                 return;
249         }
250         uint32_t entity_id;
251         pack.ReadEntityID(entity_id);
252         for (Entity &entity : state->GetWorld().Entities()) {
253                 if (entity.ID() == entity_id) {
254                         entity.Kill();
255                         cout << "despawned entity " << entity.Name() << " at " << entity.AbsolutePosition() << endl;
256                         return;
257                 }
258         }
259 }
260
261 void MasterState::On(const Packet::EntityUpdate &pack) {
262         if (!state) {
263                 cout << "got entity update before world was created" << endl;
264                 Quit();
265                 return;
266         }
267
268         auto world_iter = state->GetWorld().Entities().begin();
269         auto world_end = state->GetWorld().Entities().end();
270
271         uint32_t count = 0;
272         pack.ReadEntityCount(count);
273
274         for (uint32_t i = 0; i < count; ++i) {
275                 uint32_t entity_id = 0;
276                 pack.ReadEntityID(entity_id, i);
277
278                 while (world_iter != world_end && world_iter->ID() < entity_id) {
279                         ++world_iter;
280                 }
281                 if (world_iter == world_end) {
282                         // nothing can be done from here
283                         return;
284                 }
285                 if (world_iter->ID() == entity_id) {
286                         pack.ReadEntity(*world_iter, i);
287                 }
288         }
289 }
290
291 }
292 }