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615 lines
17 KiB
C++
615 lines
17 KiB
C++
// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#ifdef HAVE_CONFIG_H
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#include "config.h"
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#endif // HAVE_CONFIG_H
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#ifndef SNOWBALLS_CONFIG
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#define SNOWBALLS_CONFIG ""
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#endif // SNOWBALLS_CONFIG
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#ifndef SNOWBALLS_LOGS
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#define SNOWBALLS_LOGS ""
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#endif // SNOWBALLS_LOGS
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// This include is mandatory to use NeL. It include NeL types.
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#include <nel/misc/types_nl.h>
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#include <nel/misc/vector.h>
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#include <nel/misc/time_nl.h>
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// We're using the NeL Service framework, and layer 5
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#include <nel/net/service.h>
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#include <map>
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#include <list>
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#include "physics.h"
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#ifdef NL_OS_WINDOWS
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#include <Windows.h>
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#endif
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using namespace NLMISC;
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using namespace NLNET;
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using namespace std;
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#define PLAYER_RADIUS 1.0f
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#define SNOWBALL_RADIUS 0.1f
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#define START_SNOW_ID 2000000000
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#define THROW_ANIM_OFFSET 1000
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// Define information used for all connected players to the shard.
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struct _player
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{
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_player( uint32 Id, string Name, uint8 Race, CVector Position ) :
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id( Id ), name( Name ), race( Race ), position( Position ) { }
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uint32 id;
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string name;
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uint8 race;
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CVector position;
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};
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// List of all the players connected to the shard.
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typedef map<uint32, _player> _pmap;
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_pmap playerList;
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// Define informations used for the snowballs management
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struct _snowball
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{
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_snowball( uint32 Id, uint32 Owner, CTrajectory Traj, float ExplosionRadius ) :
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id( Id ), owner( Owner ), traj( Traj ), explosionRadius( ExplosionRadius ) { }
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uint32 id;
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uint32 owner;
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CTrajectory traj;
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float explosionRadius;
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};
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// List of all the games snowballs
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list<_snowball> snoList;
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class CCLSClient
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{
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private:
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struct _entity
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{
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_entity() { }
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_entity(CVector position, float radius)
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: Position(position), Radius(radius) { }
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CVector Position;
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float Radius;
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};
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static map<uint32, _entity> adds;
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static map<uint32, CVector> positions;
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static map<uint32, CVector> moves;
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static map<uint32, float> radiuses;
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static map<uint32, uint8> removes;
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public:
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static void cbUpdate(CMessage &msgin, const std::string &serviceName, TServiceId sid)
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{
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// nldebug("Received CLS_UPDATE, %s %s", serviceName.c_str(), sid.toString().c_str());
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for (map<uint32, _entity>::iterator it = adds.begin(); it != adds.end(); it++)
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{
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CMessage msgout("ADD");
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msgout.serial((uint32 &)it->first);
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msgout.serial(it->second.Position);
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msgout.serial(it->second.Radius);
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CUnifiedNetwork::getInstance()->send(sid, msgout);
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}
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adds.clear();
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for (map<uint32, CVector>::iterator it = positions.begin(); it != positions.end(); it++)
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{
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CMessage msgout("POSITION");
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msgout.serial((uint32 &)it->first);
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msgout.serial((NLMISC::CVector &)it->second);
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CUnifiedNetwork::getInstance()->send(sid, msgout);
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}
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positions.clear();
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for (map<uint32, CVector>::iterator it = moves.begin(); it != moves.end(); it++)
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{
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CMessage msgout("MOVE");
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msgout.serial((uint32 &)it->first);
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msgout.serial((NLMISC::CVector &)it->second);
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CUnifiedNetwork::getInstance()->send(sid, msgout);
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}
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moves.clear();
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for (map<uint32, float>::iterator it = radiuses.begin(); it != radiuses.end(); it++)
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{
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CMessage msgout("RADIUS");
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msgout.serial((uint32 &)it->first);
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msgout.serial((float &)it->second);
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CUnifiedNetwork::getInstance()->send(sid, msgout);
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}
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radiuses.clear();
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for (map<uint32, uint8>::iterator it = removes.begin(); it != removes.end(); it++)
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{
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CMessage msgout("REMOVE");
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msgout.serial((uint32 &)it->first);
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CUnifiedNetwork::getInstance()->send(sid, msgout);
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}
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removes.clear();
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}
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static void cbPosition(CMessage &msgin, const std::string &serviceName, TServiceId sid)
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{
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}
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static void addEntity(uint32 id, CVector position, float radius)
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{
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adds[id] = _entity(position, radius);
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}
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static void removeEntity(uint32 id)
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{
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if (positions.find(id) != positions.end()) positions.erase(id);
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if (moves.find(id) != moves.end()) moves.erase(id);
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if (radiuses.find(id) != radiuses.end()) radiuses.erase(id);
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if (adds.find(id) == adds.end()) removes[id] = 1;
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else adds.erase(id);
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}
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static void movePosition(uint32 id, CVector position)
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{
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moves[id] = position;
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}
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static void setPosition(uint32 id, CVector position)
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{
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if (moves.find(id) != moves.end()) moves.erase(id);
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if (adds.find(id) == adds.end()) positions[id] = position;
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else adds[id].Position = position;
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}
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static void setRadius(uint32 id, float radius)
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{
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if (adds.find(id) == adds.end()) radiuses[id] = radius;
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else adds[id].Radius = radius;
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}
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static void msgRegister(TServiceId sid)
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{
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CMessage msgout("REGISTER");
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CUnifiedNetwork::getInstance()->send(sid, msgout);
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}
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static void clear()
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{
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adds.clear();
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positions.clear();
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moves.clear();
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radiuses.clear();
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removes.clear();
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}
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};
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map<uint32, CCLSClient::_entity> CCLSClient::adds;
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map<uint32, CVector> CCLSClient::positions;
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map<uint32, CVector> CCLSClient::moves;
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map<uint32, float> CCLSClient::radiuses;
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map<uint32, uint8> CCLSClient::removes;
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class CCLSClientPOS : public CCLSClient
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{
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public:
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static void cbPosition(CMessage &msgin, const std::string &serviceName, TServiceId sid)
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{
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// temp
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uint32 id;
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CVector position;
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msgin.serial(id);
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msgin.serial(position);
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nldebug("Received CLS_POSITION, %s %s", serviceName.c_str(), sid.toString().c_str());
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// Update position information in the player list
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_pmap::iterator ItPlayer;
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ItPlayer = playerList.find( id );
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if ( ItPlayer == playerList.end() )
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{
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nlwarning( "Player id %u not found !", id );
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}
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else
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{
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((*ItPlayer).second).position = position;
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//nldebug( "SB: Player position updated" );
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}
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CMessage msgout("ENTITY_TP");
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msgout.serial(id);
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msgout.serial(position);
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CUnifiedNetwork::getInstance()->send("FS", msgout);
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}
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/****************************************************************************
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* Connection callback for the collision service
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****************************************************************************/
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static void cbCollisionServiceUp(const std::string &serviceName, TServiceId sid, void *arg)
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{
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nldebug("SB: Collision Service UP, %s %s", serviceName.c_str(), sid.toString().c_str());
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clear();
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msgRegister(sid);
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for (_pmap::iterator it = playerList.begin(); it != playerList.end(); it++)
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addEntity(it->second.id, it->second.position, 1.0f);
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}
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};
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/****************************************************************************
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* Function: cbAddEntity
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* Callback function called when the Position Service receive a
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* "ADD_ENTITY" message
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****************************************************************************/
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void cbAddEntity (CMessage &msgin, const std::string &serviceName, TServiceId sid)
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{
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bool all;
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uint32 id;
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string name;
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uint8 race;
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CVector startPoint;
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// Extract the incomming message content from the Frontend and print it
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msgin.serial( id );
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msgin.serial( name );
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msgin.serial( race );
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msgin.serial( startPoint );
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nldebug( "SB: Received ADD_ENTITY line." );
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// Prepare to send back the message.
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all = true;
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CMessage msgout( "ADD_ENTITY" );
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msgout.serial( all );
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msgout.serial( id );
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msgout.serial( id );
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msgout.serial( name );
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msgout.serial( race );
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msgout.serial( startPoint );
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/*
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* Send the message to all the connected Frontend. If we decide to send
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* it back to the sender, that last argument should be 'from' inteed of '0'
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*/
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CUnifiedNetwork::getInstance ()->send( "FS", msgout );
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CCLSClientPOS::addEntity(id, startPoint, /* 10.0f, */ 1.0f);
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nldebug( "SB: Send back ADD_ENTITY line." );
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// Send ADD_ENTITY message about all already connected client to the new one.
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all = false;
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_pmap::iterator ItPlayer;
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for (ItPlayer = playerList.begin(); ItPlayer != playerList.end(); ++ItPlayer)
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{
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CMessage msgout( "ADD_ENTITY" );
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msgout.serial( all );
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msgout.serial( id );
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msgout.serial( ((*ItPlayer).second).id );
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msgout.serial( ((*ItPlayer).second).name );
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msgout.serial( ((*ItPlayer).second).race );
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msgout.serial( ((*ItPlayer).second).position );
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CUnifiedNetwork::getInstance ()->send( sid, msgout);
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}
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nldebug( "SB: Send ADD_ENTITY line about all already connected clients to the new one." );
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// ADD the current added entity in the player list.
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playerList.insert( make_pair( id, _player( id, name, race, startPoint ) ));
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}
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/****************************************************************************
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* Function: cbPosition
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* Callback function called when the Position Service receive a
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* "ENTITY_POS" message
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****************************************************************************/
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void cbPosition (CMessage &msgin, const std::string &serviceName, TServiceId sid)
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{
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uint32 id;
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CVector pos;
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float angle;
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uint32 state;
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// Extract the incomming message content from the Frontend and print it
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msgin.serial( id );
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msgin.serial( pos );
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msgin.serial( angle );
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msgin.serial( state );
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//nldebug( "SB: Received ENTITY_POS line." );
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// Update position information in the player list
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_pmap::iterator ItPlayer;
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ItPlayer = playerList.find( id );
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if ( ItPlayer == playerList.end() )
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{
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nlwarning( "Player id %u not found !", id );
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}
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else
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{
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((*ItPlayer).second).position = pos;
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//nldebug( "SB: Player position updated" );
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}
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// Prepare to send back the message.
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CMessage msgout( "ENTITY_POS" );
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msgout.serial( id );
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msgout.serial( pos );
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msgout.serial( angle );
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msgout.serial( state );
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/*
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* Send the message to all the connected Frontend.
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*/
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CUnifiedNetwork::getInstance ()->send( "FS", msgout );
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CCLSClientPOS::movePosition(id, pos);
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//nldebug( "SB: Send back ENTITY_POS line." );
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}
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/****************************************************************************
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* Function: cbRemoveEntity
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* Callback function called when the Position Service receive a
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* "REMOVE_ENTITY" message
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****************************************************************************/
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void cbRemoveEntity (CMessage &msgin, const std::string &serviceName, TServiceId sid)
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{
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uint32 id;
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// Extract the incomming message content from the Frontend and print it
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msgin.serial( id );
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nldebug( "SB: Received REMOVE_ENTITY line." );
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// Prepare to send back the message.
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CMessage msgout( "REMOVE_ENTITY" );
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msgout.serial( id );
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/*
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* Send the message to all the connected Frontend.
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*/
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CUnifiedNetwork::getInstance ()->send( "FS", msgout );
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// Remove player form the player list.
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playerList.erase( id );
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CCLSClientPOS::removeEntity(id);
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nldebug( "SB: Send back REMOVE_ENTITY line. %d players left ...",
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playerList.size() );
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}
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/****************************************************************************
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* Function: cbSnowball
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* Callback function called when the Position Service receive a
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* "SNOWBALL" message
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****************************************************************************/
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void cbSnowball (CMessage &msgin, const std::string &serviceName, TServiceId sid)
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{
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static uint32 snowballId = START_SNOW_ID;
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uint32 playerId;
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CVector start,
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target;
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float speed,
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explosionRadius;
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// Extract the incomming message content from the Frontend and print it
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msgin.serial( playerId );
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msgin.serial( start );
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msgin.serial( target );
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msgin.serial( speed );
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msgin.serial( explosionRadius );
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nldebug( "SB: Received SNOWBALL line." );
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// Store new snowballs informations
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CTrajectory traj;
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traj.init( start, target, speed, CTime::getLocalTime() + THROW_ANIM_OFFSET );
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_snowball snowball = _snowball( snowballId, playerId, traj, explosionRadius );
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snoList.push_front( snowball );
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// Prepare to send back the message.
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CMessage msgout( "SNOWBALL" );
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msgout.serial( snowballId );
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msgout.serial( playerId );
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msgout.serial( start );
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msgout.serial( target );
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msgout.serial( speed );
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msgout.serial( explosionRadius );
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snowballId++;
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/*
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* Send the message to all the connected Frontend.
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*/
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CUnifiedNetwork::getInstance ()->send( "FS", msgout );
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nldebug( "SB: Send back SNOWBALL line." );
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}
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/****************************************************************************
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* CallbackArray
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*
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* It define the functions to call when receiving a specific message
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****************************************************************************/
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TUnifiedCallbackItem CallbackArray[] =
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{
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{ "ADD_ENTITY", cbAddEntity },
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{ "ENTITY_POS", cbPosition },
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{ "REMOVE_ENTITY", cbRemoveEntity },
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{ "SNOWBALL", cbSnowball },
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{ "CLS_UPDATE", CCLSClientPOS::cbUpdate },
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{ "CLS_POSITION", CCLSClientPOS::cbPosition }
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};
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/****************************************************************************
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* Function: SendHITMsg
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* Send HIT message to all clients
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*
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* Arguments:
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* - snowball: snowball id
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* - victim: player touched by the snowball
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* - direct: define if the hit is direct or by the explosion
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* area
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****************************************************************************/
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void SendHITMsg ( uint32 snowball, uint32 victim, bool direct )
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{
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CMessage msgout( "HIT" );
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msgout.serial( snowball );
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msgout.serial( victim );
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msgout.serial( direct );
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CUnifiedNetwork::getInstance ()->send( "FS", msgout );
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}
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/****************************************************************************
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* CPositionService
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****************************************************************************/
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class CPositionService : public IService
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{
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public:
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void init()
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{
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CUnifiedNetwork::getInstance()->setServiceUpCallback("CLS", CCLSClientPOS::cbCollisionServiceUp, 0);
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}
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// Update fonction, called at every frames
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bool update()
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{
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//_snowball snowball;
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CVector snoPos;
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float distance;
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bool removeSnowball;
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// Get the Current time
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TTime currentTime = CTime::getLocalTime();
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list<_snowball>::iterator ItSnowball;
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// Check collision of snowballs with players
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ItSnowball = snoList.begin();
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while ( ItSnowball != snoList.end() )
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{
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removeSnowball = false;
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list<_snowball>::iterator ItSb = ItSnowball++;
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_snowball snowball = (*ItSb);
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// Test collision (direct and explosion with players)
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_pmap::iterator ItPlayer;
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for (ItPlayer = playerList.begin(); ItPlayer != playerList.end(); ++ItPlayer)
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{
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_player player = (*ItPlayer).second;
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/*
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* Snowballs can't touch the guy which throw it, Like that
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* players could not kill them self (intentionally or not :-)
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*/
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if ( player.id == snowball.owner )
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{
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continue;
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}
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// Get the current snowball position
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snoPos = snowball.traj.eval( currentTime );
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// Test direct collision with players
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distance = (player.position - snoPos).norm();
|
|
if ( distance < ( PLAYER_RADIUS + SNOWBALL_RADIUS ) )
|
|
{
|
|
nldebug( "SB: HIT on player %u by player %u.",
|
|
player.id, snowball.owner );
|
|
|
|
// Send HIT message
|
|
SendHITMsg( snowball.id, player.id, true );
|
|
|
|
// Flag the snowball to be removed from the list
|
|
removeSnowball = true;
|
|
}
|
|
|
|
// Snowballs touch his stop Position
|
|
if ( snowball.traj.getStopTime() < currentTime )
|
|
{
|
|
// Test for explosion victims
|
|
distance = (player.position - snoPos).norm();
|
|
if ( distance < ( PLAYER_RADIUS + snowball.explosionRadius ) )
|
|
{
|
|
nldebug( "SB: Explosion hit on player %u by player %u.",
|
|
player.id, snowball.owner );
|
|
|
|
// Send HIT message
|
|
SendHITMsg( snowball.id, player.id, false );
|
|
}
|
|
|
|
// Flag the snowball to be removed from the list
|
|
removeSnowball = true;
|
|
}
|
|
}
|
|
|
|
|
|
// Removed if flaged snowball
|
|
if ( removeSnowball )
|
|
{
|
|
snoList.erase( ItSb );
|
|
nldebug( "SB: Removed outdated SNOWBALL id %u.", snowball.id );
|
|
}
|
|
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
};
|
|
|
|
|
|
/****************************************************************************
|
|
* SNOWBALLS POSITION SERVICE MAIN Function
|
|
*
|
|
* This call create a main function for the POSITION service:
|
|
*
|
|
* - based on the base service class "IService", no need to inherit from it
|
|
* - having the short name "POSITION"
|
|
* - having the long name "position_service"
|
|
* - listening on an automatically allocated port (0) by the naming service
|
|
* - and callback actions set to "CallbackArray"
|
|
*
|
|
****************************************************************************/
|
|
NLNET_SERVICE_MAIN( CPositionService, "POS", "position_service", 0, CallbackArray, SNOWBALLS_CONFIG, SNOWBALLS_LOGS )
|
|
|
|
|
|
/* end of file */
|