Josh Holtrop eacfd38e15 draw overlay hover bar
draw border around overlay map

Changed from refptr<map<U8, Player> > to map<U8, refptr<player> >

minor bugfix - using more memory on sky than needed

Fixed some bugs with multiplayer

CCFS: print error when unable to find file by default

simplify GLProgram creation with stdarg
2012-09-25 19:17:43 -04:00

235 lines
7.4 KiB
C++

#include <math.h>
#include "Client.h"
#include "Types.h"
#include "Timer.h"
Client::Client()
{
m_net_client = new Network();
m_net_client->Create(59243, "127.0.0.1"); // Just connect to local host for now - testing
client_has_focus = true;
m_players.clear();
current_player = 0;
}
Client::~Client()
{
m_net_client->Destroy();
}
void Client::run(bool fullscreen, int width, int height, std::string pname)
{
Timer client_timer;
client_timer.Init();
current_player_name = pname;
if (!create_window(fullscreen, width, height))
return;
m_clock.restart();
sf::Mouse::setPosition(sf::Vector2i(m_width / 2, m_height / 2), *m_window);
double last_time = 0.0;
while (m_window->isOpen())
{
double current_time = m_clock.getElapsedTime().asSeconds();
double elapsed_time = current_time - last_time;
sf::Event event;
while (m_window->pollEvent(event))
{
switch (event.type)
{
case sf::Event::Closed:
m_window->close();
break;
case sf::Event::KeyPressed:
switch (event.key.code)
{
case sf::Keyboard::Escape:
m_window->close();
break;
default:
break;
}
break;
case sf::Event::Resized:
resize_window(event.size.width, event.size.height);
break;
case sf::Event::LostFocus:
client_has_focus = false;
break;
case sf::Event::GainedFocus:
client_has_focus = true;
break;
default:
break;
}
}
// Time must be updated before any messages are sent
// Especially guaranteed messages, since the time needs to be
// non zero.
client_timer.Update();
update(elapsed_time);
if(m_players.size() > 0)
{
redraw();
}
last_time = current_time;
// temporary for now. otherwise this thread consumed way too processing
sf::sleep(sf::seconds(0.005)); // 5 milli-seconds
}
}
void Client::update(double elapsed_time)
{
static bool registered_player = false;
sf::Packet client_packet;
m_net_client->Receive();
client_packet.clear();
// Handle all received data (only really want the latest)
while(m_net_client->getData(client_packet))
{
sf::Uint8 packet_type;
client_packet >> packet_type;
switch(packet_type)
{
case PLAYER_CONNECT:
{
sf::Uint8 pindex;
std::string name = "";
client_packet >> pindex;
client_packet >> name;
// Should be a much better way of doing this.
// Perhaps generate a random number
if(name == current_player_name)
{
current_player = pindex;
}
// Create a new player if one does not exist.
if(m_players.end() == m_players.find(pindex))
{
refptr<Player> p = new Player();
p->name = name;
client_packet >> p->direction;
client_packet >> p->x;
client_packet >> p->y;
m_players[pindex] = p;
}
break;
}
case PLAYER_UPDATE:
{
sf::Uint8 player_index;
// Update player position as calculated from the server.
client_packet >> player_index;
if(m_players.end() != m_players.find(player_index))
{
client_packet >> m_players[player_index]->direction;
client_packet >> m_players[player_index]->x;
client_packet >> m_players[player_index]->y;
}
break;
}
case PLAYER_DISCONNECT:
{
// This will remove the player once the disconnect algorithm is implemented
break;
}
case PLAYER_DEATH:
{
// This will set a death flag in the player struct.
break;
}
default :
{
// Eat the packet
break;
}
}
}
// For now, we are going to do a very crude shove data into
// packet from keyboard and mouse events.
// TODO: Clean this up and make it more robust
if(m_players.size() > 0)
{
sf::Uint8 w_pressed = KEY_NOT_PRESSED;
sf::Uint8 a_pressed = KEY_NOT_PRESSED;
sf::Uint8 s_pressed = KEY_NOT_PRESSED;
sf::Uint8 d_pressed = KEY_NOT_PRESSED;
sf::Int32 rel_mouse_movement = 0;
// This is a fix so that the mouse will not move outside the window and
// cause the user to click on another program.
// Note: Does not work well with fast movement.
if(client_has_focus)
{
if (sf::Keyboard::isKeyPressed(sf::Keyboard::A))
{
a_pressed = KEY_PRESSED;
}
if (sf::Keyboard::isKeyPressed(sf::Keyboard::D))
{
d_pressed = KEY_PRESSED;
}
if (sf::Keyboard::isKeyPressed(sf::Keyboard::W))
{
w_pressed = KEY_PRESSED;
}
if (sf::Keyboard::isKeyPressed(sf::Keyboard::S))
{
s_pressed = KEY_PRESSED;
}
rel_mouse_movement = sf::Mouse::getPosition(*m_window).x - m_width / 2;
sf::Mouse::setPosition(sf::Vector2i(m_width / 2, m_height / 2), *m_window);
}
// Send an update to the server if something has changed
if((m_players[current_player]->w_pressed != w_pressed) ||
(m_players[current_player]->a_pressed != a_pressed) ||
(m_players[current_player]->s_pressed != s_pressed) ||
(m_players[current_player]->d_pressed != d_pressed) ||
(m_players[current_player]->rel_mouse_movement != rel_mouse_movement))
{
sf::Uint8 packet_type = PLAYER_UPDATE;
client_packet.clear();
client_packet << packet_type;
client_packet << current_player;
client_packet << w_pressed;
client_packet << a_pressed;
client_packet << s_pressed;
client_packet << d_pressed;
client_packet << rel_mouse_movement;
m_net_client->sendData(client_packet);
m_players[current_player]->w_pressed = w_pressed;
m_players[current_player]->a_pressed = a_pressed;
m_players[current_player]->s_pressed = s_pressed;
m_players[current_player]->d_pressed = d_pressed;
m_players[current_player]->rel_mouse_movement = rel_mouse_movement;
}
}
else if(!registered_player)
{
sf::Uint8 packet_type = PLAYER_CONNECT;
client_packet.clear();
client_packet << packet_type;
client_packet << current_player;
client_packet << current_player_name;
m_net_client->sendData(client_packet, true);
registered_player = true;
}
else
{
// Do nothing.
}
m_net_client->Transmit();
}