fekalnigtacko/src/game/player.cpp
2026-01-02 14:52:18 +01:00

115 lines
3.0 KiB
C++

#include "player.hpp"
#include "world.hpp"
game::Player::Player(Game& game, std::string name) : game_(game), name_(std::move(name)) {}
bool game::Player::ProcessMsg(net::MessageType type, net::InMessage& msg)
{
switch (type)
{
case net::MSG_IN:
return ProcessInputMsg(msg);
default:
return false;
}
}
void game::Player::Update()
{
if (world_ != known_world_)
{
SendWorldMsg();
known_world_ = world_;
known_ents_.clear();
}
if (world_)
SyncEntities();
}
void game::Player::SendWorldMsg()
{
auto msg = BeginMsg(net::MSG_CHWORLD);
msg.Write(net::MapName(world_->GetMapName()));
}
void game::Player::SyncEntities()
{
const auto& ents = world_->GetEntities();
auto ent_it = ents.begin();
auto know_it = known_ents_.begin();
while (ent_it != ents.end() || know_it != known_ents_.end())
{
const net::EntNum entnum = (ent_it != ents.end() ? ent_it->first : std::numeric_limits<net::EntNum>::max());
const net::EntNum knownum = (know_it != known_ents_.end() ? *know_it : std::numeric_limits<net::EntNum>::max());
if (entnum == knownum) // ----- entity exists and is currently known -----
{
const Entity& e = *ent_it->second;
if (ShouldSeeEntity(e)) // still visible?
{
SendUpdateEntity(e); // 2) update
++ent_it;
++know_it;
}
else // vanished for player
{
SendDestroyEntity(knownum); // 3) destroy
know_it = known_ents_.erase(know_it); // remove from known
++ent_it;
}
}
else if (entnum < knownum) // ----- entity exists, player does NOT know it -----
{
const Entity& e = *ent_it->second;
if (ShouldSeeEntity(e)) // 1) become visible
{
SendInitEntity(e);
known_ents_.insert(entnum); // add to known
} // else: stays invisible, nothing to do
++ent_it;
}
else // ----- player knows it, but it no longer exists -----
{
SendDestroyEntity(knownum); // 3) destroy
know_it = known_ents_.erase(know_it); // remove from known
}
}
}
bool game::Player::ShouldSeeEntity(const Entity& entity) const
{
return true; // TODO: check distance?
}
void game::Player::SendInitEntity(const Entity& entity)
{
auto msg = BeginMsg(net::MSG_ENTSPAWN);
msg.Write(entity.GetEntNum());
msg.Write(entity.GetViewType());
entity.SendInitData(*this, msg);
}
void game::Player::SendUpdateEntity(const Entity& entity)
{
auto msg = BeginMsg(); // no CMD here, these are already included in entity message payload!
msg.Write(entity.GetMsg());
}
void game::Player::SendDestroyEntity(net::EntNum entnum)
{
auto msg = BeginMsg(net::MSG_ENTDESTROY);
msg.Write(entnum);
}
bool game::Player::ProcessInputMsg(net::InMessage& msg)
{
if (!msg.Read(in_))
return false;
return true;
}