fekalnigtacko/src/game/player.cpp
2026-06-20 19:27:22 +02:00

491 lines
12 KiB
C++

#include "player.hpp"
#include <iostream>
#define GLM_ENABLE_EXPERIMENTAL
#include <glm/gtx/norm.hpp>
#include "world.hpp"
#include "game.hpp"
game::Player::Player(Game& game, std::string name) : game_(game), name_(std::move(name))
{
game_.PlayerJoined(*this);
}
bool game::Player::ProcessMsg(net::MessageType type, net::InMessage& msg)
{
switch (type)
{
case net::MSG_IN:
return ProcessInputMsg(msg);
case net::MSG_VIEWANGLES:
return ProcessViewAnglesMsg(msg);
case net::MSG_MENUACTION:
return ProcessMenuActionMsg(msg);
default:
return false;
}
}
void game::Player::Update()
{
SyncWorld();
SendMenuMsgs();
UpdateCamera();
SendDamageEvents();
// reset for next frame
in_new_ = 0;
}
void game::Player::SetWorld(World* world)
{
if (world == world_)
return;
world_ = world;
}
void game::Player::SetCamera(const CameraInfo& camera_info)
{
camera_info_ = camera_info;
auto msg = BeginMsg(net::MSG_CAM);
msg.Write(camera_info.character_entnum);
msg.Write(camera_info.rideable_entnum);
msg.Write(camera_info.flags);
}
void game::Player::SendChat(const std::string& text)
{
auto msg = BeginMsg(net::MSG_CHAT);
net::ChatMessage chatm = text;
msg.Write(chatm);
}
void game::Player::SetUseTarget(const std::string& text, const std::string& error_text, float delay)
{
auto msg = BeginMsg(net::MSG_USETARGET);
msg.Write(net::UseTargetName(text));
msg.Write(net::UseTargetName(error_text));
msg.Write<net::UseDelayQ>(delay);
}
game::RemoteMenu& game::Player::DisplayMenu(std::string title)
{
if (remote_menu_)
throw std::runtime_error("cannot display multiple menus atm");
net::MenuId id = ++menu_id_;
remote_menu_ = std::make_unique<RemoteMenu>(id, std::move(title));
// send msg
auto msg = BeginMsg(net::MSG_REMOTEMENU);
msg.Write(id);
msg.Write(net::MMSG_CREATE);
return *remote_menu_;
}
void game::Player::CloseMenu(const RemoteMenu& menu)
{
if (&menu != remote_menu_.get())
return;
// send msg
auto msg = BeginMsg(net::MSG_REMOTEMENU);
msg.Write(menu.GetId());
msg.Write(net::MMSG_CLOSE);
remote_menu_.reset();
}
void game::Player::SetHudData(const PlayerHudData& hud_data)
{
PlayerHudFields fields = 0;
auto msg = BeginMsg(net::MSG_HUD);
auto fields_pos = msg.Reserve<PlayerHudFields>();
if (hud_data.health != hud_data_.health)
{
fields |= PHUD_HEALTH;
hud_data_.health = hud_data.health;
msg.Write(hud_data.health);
}
if (hud_data.weapon_slots != hud_data_.weapon_slots)
{
fields |= PHUD_WEAPON_SLOTS;
hud_data_.weapon_slots = hud_data.weapon_slots;
msg.Write(hud_data.weapon_slots);
}
if (hud_data.held_item != hud_data_.held_item)
{
fields |= PHUD_ITEM;
hud_data_.held_item = hud_data.held_item;
msg.Write(net::ModelName(hud_data.held_item));
}
if (hud_data.ammo_loaded != hud_data_.ammo_loaded)
{
fields |= PHUD_AMMO_LOADED;
hud_data_.ammo_loaded = hud_data.ammo_loaded;
msg.Write(hud_data.ammo_loaded);
}
if (hud_data.ammo_total != hud_data_.ammo_total)
{
fields |= PHUD_AMMO_TOTAL;
hud_data_.ammo_total = hud_data.ammo_total;
msg.Write(hud_data.ammo_total);
}
if (hud_data.dead != hud_data_.dead)
{
fields |= PHUD_DEATH;
hud_data_.dead = hud_data.dead;
msg.Write(hud_data.dead);
}
if (fields == 0)
{
DiscardMsg();
return;
}
msg.WriteAt(fields_pos, fields);
}
void game::Player::ResetHudData()
{
SetHudData(PlayerHudData{});
}
void game::Player::DisplayDamageEvent(DamageEventType type)
{
dmg_event_flags_ |= 1 << type;
}
bool game::Player::GetView(glm::vec3& eye, glm::vec3& forward)
{
if (!world_)
return false;
auto character = world_->GetEntity(camera_info_.character_entnum);
camera_controller_.SetCharacterTransform(character ? &character->GetRoot().matrix : nullptr);
auto rideable = world_->GetEntity(camera_info_.rideable_entnum);
camera_controller_.SetRideableTransform(rideable ? &rideable->GetRoot().matrix : nullptr);
camera_controller_.Recalculate(world_);
eye = camera_controller_.GetEye();
forward = camera_controller_.GetForward();
return true;
}
game::Player::~Player()
{
game_.PlayerLeft(*this);
}
void game::Player::SyncWorld()
{
if (world_ != known_world_)
{
SendWorldMsg();
known_world_ = world_;
known_ents_.clear();
return; // send updates next frame
}
if (world_)
{
UpdateCullPos();
SendWorldUpdateMsg();
SendEnv();
SyncEntities();
}
}
void game::Player::UpdateCullPos()
{
auto cam_entnum = camera_info_.rideable_entnum ? camera_info_.rideable_entnum : camera_info_.character_entnum;
if (cam_entnum)
{
auto cam_ent = world_->GetEntity(cam_entnum);
if (cam_ent)
{
cull_pos_ = cam_ent->GetRoot().GetGlobalPosition();
}
}
}
void game::Player::SendWorldMsg()
{
MSGDEBUG(std::cout << "seding CHWORLD" << std::endl;)
auto msg = BeginMsg(net::MSG_CHWORLD);
world_->SendInitData(*this, msg);
last_env_time_ = 0; // reset after world changed
}
void game::Player::SendWorldUpdateMsg()
{
if (!world_)
return;
auto msg = BeginMsg(); // no CMD here, included in world payload
msg.Write(world_->GetMsg());
// local msgs
world_->PickLocalMsgs(*this, cull_pos_);
}
void game::Player::SendDamageEvents()
{
if (dmg_event_flags_ & (1 << DAMAGE_EVENT_RECEIVED))
SendDamageEvent(DAMAGE_EVENT_RECEIVED);
if (dmg_event_flags_ & (1 << DAMAGE_EVENT_DEALT))
SendDamageEvent(DAMAGE_EVENT_DEALT);
if (dmg_event_flags_ & (1 << DAMAGE_EVENT_DEALT_KILL))
SendDamageEvent(DAMAGE_EVENT_DEALT_KILL);
dmg_event_flags_ = 0;
}
void game::Player::SendDamageEvent(DamageEventType type)
{
auto msg = BeginMsg(net::MSG_DAMAGE);
msg.Write(type);
}
void game::Player::SendEnv()
{
if (!world_ || last_env_time_ + 1000 > world_->GetTime())
return;
last_env_time_ = world_->GetTime();
auto msg = BeginMsg(net::MSG_ENV);
msg.Write<net::DayTimeQ>(world_->GetDayTime());
}
void game::Player::SyncEntities()
{
// list of entities to send update and messages of
static std::vector<const Entity*> upd_ents;
upd_ents.clear();
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?
{
upd_ents.push_back(&e);
++ent_it;
++know_it;
}
else // not longed visible for player
{
SendDestroyEntity(knownum);
know_it = known_ents_.erase(know_it);
++ent_it;
}
}
else if (entnum < knownum) // entity exists, player does NOT know it
{
const Entity& e = *ent_it->second;
if (ShouldSeeEntity(e))
{
SendInitEntity(e);
known_ents_.insert(entnum);
}
++ent_it;
}
else // player knows it, but it no longer exists
{
SendDestroyEntity(knownum);
know_it = known_ents_.erase(know_it);
}
}
// write update payload
{
auto msg = BeginMsg(net::MSG_UPDATEENTS);
size_t count_pos = msg.Reserve<net::EntCount>();
net::EntCount count = 0;
net::EntNum lastnum = 0;
for (auto ent : upd_ents)
{
auto ent_upd = ent->GetUpdateMsg();
if (!ent_upd.empty())
{
auto numdiff = ent->GetEntNum() - lastnum;
msg.WriteVarInt(numdiff);
msg.Write(ent_upd);
++count;
lastnum = ent->GetEntNum();
}
}
msg.WriteAt(count_pos, count);
}
// write other entity msgs
for (auto ent : upd_ents)
{
auto ent_msg = ent->GetMsg();
if (!ent_msg.empty())
{
auto msg = BeginMsg();
msg.Write(ent_msg);
}
}
}
bool game::Player::ShouldSeeEntity(const Entity& entity) const
{
return entity.IsVisibleTo(*this);
}
void game::Player::SendInitEntity(const Entity& entity)
{
MSGDEBUG(std::cout << "seding ENTSPAWN " << entity.GetEntNum() << std::endl;)
auto msg = BeginMsg(net::MSG_ENTSPAWN);
msg.Write(entity.GetEntNum());
msg.Write(entity.GetViewType());
entity.SendInitData(*this, msg);
}
void game::Player::SendDestroyEntity(net::EntNum entnum)
{
MSGDEBUG(std::cout << "seding ENTDESTROY " << entnum << std::endl;)
auto msg = BeginMsg(net::MSG_ENTDESTROY);
msg.Write(entnum);
}
bool game::Player::ProcessInputMsg(net::InMessage& msg)
{
uint8_t val;
if (!msg.Read(val))
return false;
bool enabled = false;
if (val & 128)
{
enabled = true;
val &= ~128;
}
Input(static_cast<PlayerInputType>(val), enabled);
return true;
}
bool game::Player::ProcessViewAnglesMsg(net::InMessage& msg)
{
net::ViewYawQ yaw_q;
net::ViewPitchQ pitch_q;
if (!msg.Read(yaw_q.value) || !msg.Read(pitch_q.value))
return false;
camera_controller_.SetViewAngles(yaw_q.Decode(), pitch_q.Decode());
game_.PlayerViewAnglesChanged(*this, camera_controller_.GetYaw(), camera_controller_.GetPitch());
return true;
}
bool game::Player::ProcessMenuActionMsg(net::InMessage& msg)
{
net::MenuId id;
net::MenuActionType type;
if (!msg.Read(id) || !msg.Read(type))
return false;
if (!remote_menu_ || remote_menu_->GetId() != id)
{
// not illegal, might be just a late message
// need to skip specific amount of bytes :((((
switch (type)
{
case net::MA_CLICK:
return msg.Skip(sizeof(net::MenuItemId));
case net::MA_SELECT:
return msg.Skip(sizeof(net::MenuItemId) + sizeof(net::MenuSelectDir));
case net::MA_HOVER:
return msg.Skip(sizeof(net::MenuItemId));
case net::MA_EXIT:
return true;
default:
return false;
}
}
return remote_menu_->ProcessActionMsg(msg, type);
}
void game::Player::Input(PlayerInputType type, bool enabled)
{
PlayerInputFlags flag = 1 << type;
if (enabled)
{
in_ |= flag;
in_new_ |= flag;
}
else
{
in_ &= ~flag;
}
game_.PlayerInput(*this, type, enabled);
}
void game::Player::SendMenuMsgs()
{
if (!remote_menu_)
return;
remote_menu_->Update();
auto menu_msg = remote_menu_->GetMsg();
if (menu_msg.empty())
return;
auto msg = BeginMsg();
msg.Write(menu_msg);
remote_menu_->ResetMsg();
}
void game::Player::UpdateCamera()
{
camera_controller_.SetAiming(camera_info_.flags & CAM_AIMING);
camera_controller_.Update(1.0f / 25.0f);
}