/*
* The Mana World Server
* Copyright 2004 The Mana World Development Team
*
* This file is part of The Mana World.
*
* The Mana World is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* any later version.
*
* The Mana World is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with The Mana World; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*
* $Id$
*/
#include <cassert>
#include "controller.h"
#include "defines.h"
#include "map.h"
#include "point.h"
#include "game-server/gamehandler.hpp"
#include "game-server/mapcomposite.hpp"
#include "game-server/mapmanager.hpp"
#include "game-server/state.hpp"
#include "net/messageout.hpp"
#include "utils/logger.h"
State::State()
{
// Create 10 maggots for testing purposes
for (int i = 0; i < 10; i++)
{
Being *being = new Controlled(OBJECT_MONSTER);
being->setSpeed(150);
being->setMapId(1);
Point pos = { 720, 900 };
being->setPosition(pos);
addObject(being);
}
}
State::~State()
{
for (std::map< unsigned, MapComposite * >::iterator i = maps.begin(),
i_end = maps.end(); i != i_end; ++i)
{
delete i->second;
}
}
void State::updateMap(MapComposite *map)
{
// 1. update object status.
for (ObjectIterator i(map->getWholeMapIterator()); i; ++i)
{
(*i)->update();
}
// 2. perform attacks.
for (MovingObjectIterator i(map->getWholeMapIterator()); i; ++i)
{
MovingObject *o = *i;
if (o->getUpdateFlags() & ATTACK)
{
static_cast< Being * >(o)->performAttack(map);
}
}
// 3. move objects around and update zones.
for (MovingObjectIterator i(map->getWholeMapIterator()); i; ++i)
{
(*i)->move();
}
map->update();
}
void State::informPlayer(MapComposite *map, Player *p)
{
MessageOut moveMsg(GPMSG_BEINGS_MOVE);
MessageOut damageMsg(GPMSG_BEINGS_DAMAGE);
Point pold = p->getOldPosition(), ppos = p->getPosition();
int pid = p->getPublicID(), pflags = p->getUpdateFlags();
for (MovingObjectIterator i(map->getAroundPlayerIterator(p, AROUND_AREA)); i; ++i)
{
MovingObject *o = *i;
Point oold = o->getOldPosition(), opos = o->getPosition();
int otype = o->getType();
int oid = o->getPublicID(), oflags = o->getUpdateFlags();
int flags = 0;
// Send attack messages.
if ((oflags & ATTACK) && oid != pid && ppos.inRangeOf(opos))
{
MessageOut AttackMsg(GPMSG_BEING_ATTACK);
AttackMsg.writeShort(oid);
gameHandler->sendTo(p, AttackMsg);
}
// Send damage messages.
if (otype == OBJECT_PLAYER || otype == OBJECT_MONSTER)
{
Being *victim = static_cast< Being * >(o);
Hits const &hits = victim->getHitsTaken();
for (Hits::const_iterator j = hits.begin(),
j_end = hits.end(); j != j_end; ++j)
{
damageMsg.writeShort(oid);
damageMsg.writeShort(*j);
}
}
/* Check whether this player and this moving object were around
the last time and whether they will be around the next time. */
bool wereInRange = pold.inRangeOf(oold) &&
!((pflags | oflags) & NEW_ON_MAP);
bool willBeInRange = ppos.inRangeOf(opos);
// Send enter/leaver messages.
if (!wereInRange)
{
// o was outside p's range.
if (!willBeInRange)
{
// Nothing to report: o will not be inside p's range.
continue;
}
flags |= MOVING_DESTINATION;
MessageOut enterMsg(GPMSG_BEING_ENTER);
enterMsg.writeByte(otype);
enterMsg.writeShort(oid);
switch (otype) {
case OBJECT_PLAYER:
{
Player *q = static_cast< Player * >(o);
enterMsg.writeString(q->getName());
enterMsg.writeByte(q->getHairStyle());
enterMsg.writeByte(q->getHairColor());
enterMsg.writeByte(q->getGender());
} break;
case OBJECT_MONSTER:
{
enterMsg.writeShort(0); // TODO: The monster ID
} break;
default:
assert(false); // TODO
}
gameHandler->sendTo(p, enterMsg);
}
else if (!willBeInRange)
{
// o is no longer visible from p.
MessageOut leaveMsg(GPMSG_BEING_LEAVE);
leaveMsg.writeShort(oid);
gameHandler->sendTo(p, leaveMsg);
continue;
}
else if (oold.x == opos.x && oold.y == opos.y)
{
// o does not move, nothing to report.
continue;
}
/* At this point, either o has entered p's range, either o is
moving inside p's range. Report o's movements. */
Point odst = o->getDestination();
if (opos.x != odst.x || opos.y != odst.y)
{
flags |= MOVING_POSITION;
if (oflags & NEW_DESTINATION)
{
flags |= MOVING_DESTINATION;
}
}
else
{
// No need to synchronize on the very last step.
flags |= MOVING_DESTINATION;
}
// Send move messages.
moveMsg.writeShort(oid);
moveMsg.writeByte(flags);
if (flags & MOVING_POSITION)
{
moveMsg.writeCoordinates(opos.x / 32, opos.y / 32);
}
if (flags & MOVING_DESTINATION)
{
moveMsg.writeShort(odst.x);
moveMsg.writeShort(odst.y);
}
}
// Do not send a packet if nothing happened in p's range.
if (moveMsg.getLength() > 2)
gameHandler->sendTo(p, moveMsg);
if (damageMsg.getLength() > 2)
gameHandler->sendTo(p, damageMsg);
}
void State::update()
{
/*
* Update game state (update AI, etc.)
*/
for (std::map< unsigned, MapComposite * >::iterator m = maps.begin(),
m_end = maps.end(); m != m_end; ++m)
{
MapComposite *map = m->second;
updateMap(map);
/*
* Inform clients about changes in the game state
*/
for (PlayerIterator p(map->getWholeMapIterator()); p; ++p)
{
informPlayer(map, *p);
}
for (ObjectIterator i(map->getWholeMapIterator()); i; ++i)
{
Object *o = *i;
o->clearUpdateFlags();
int type = o->getType();
if (type == OBJECT_PLAYER || type == OBJECT_MONSTER)
{
static_cast< Being * >(o)->clearHitsTaken();
}
}
// Just for fun. Should be replaced by a real trigger system.
for (size_t i = map->getObjects().size(); i-- > 0;)
{
Object *o = map->getObjects()[i];
if (o->getType() != OBJECT_PLAYER) continue;
Point pos = o->getPosition();
int x = pos.x / 32, y = pos.y / 32;
int m = 0;
switch (o->getMapId())
{
case 1:
if (x >= 56 && x <= 60 && y == 12)
{ m = 3; x = 44; y = 80; }
break;
case 3:
if (x >= 42 && x <= 46 && y == 88)
{ m = 1; x = 58; y = 17; }
break;
}
if (m != 0)
{
removeObject(o);
o->setMapId(m);
pos.x = x * 32; pos.y = y * 32;
o->setPosition(pos);
addObject(o);
}
}
}
}
void
State::addObject(Object *objectPtr)
{
unsigned mapId = objectPtr->getMapId();
MapComposite *map = loadMap(mapId);
if (!map || !map->insert(objectPtr))
{
// TODO: Deal with failure to place Object on the map.
return;
}
objectPtr->raiseUpdateFlags(NEW_ON_MAP);
if (objectPtr->getType() != OBJECT_PLAYER) return;
Player *playerPtr = static_cast< Player * >(objectPtr);
/* Since the player doesn't know yet where on the world he is after
* connecting to the map server, we send him an initial change map message.
*/
MessageOut mapChangeMessage(GPMSG_PLAYER_MAP_CHANGE);
mapChangeMessage.writeString(mapManager->getMapName(mapId));
Point pos = playerPtr->getPosition();
mapChangeMessage.writeShort(pos.x);
mapChangeMessage.writeShort(pos.y);
mapChangeMessage.writeByte(0);
gameHandler->sendTo(playerPtr, mapChangeMessage);
}
void
State::removeObject(Object *objectPtr)
{
unsigned mapId = objectPtr->getMapId();
std::map< unsigned, MapComposite * >::iterator m = maps.find(mapId);
if (m == maps.end()) return;
MapComposite *map = m->second;
int type = objectPtr->getType();
if (type == OBJECT_MONSTER || type == OBJECT_PLAYER || type == OBJECT_NPC)
{
MovingObject *obj = static_cast< MovingObject * >(objectPtr);
MessageOut msg(GPMSG_BEING_LEAVE);
msg.writeShort(obj->getPublicID());
Point objectPos = obj->getPosition();
for (PlayerIterator p(map->getAroundObjectIterator(obj, AROUND_AREA)); p; ++p)
{
if (*p != obj && objectPos.inRangeOf((*p)->getPosition()))
{
gameHandler->sendTo(*p, msg);
}
}
}
map->remove(objectPtr);
}
MapComposite *State::loadMap(unsigned mapId)
{
std::map< unsigned, MapComposite * >::iterator m = maps.find(mapId);
if (m != maps.end()) return m->second;
Map *map = mapManager->getMap(mapId);
assert(map);
MapComposite *tmp = new MapComposite(map);
maps[mapId] = tmp;
// will need to load extra map related resources here also
return tmp;
}
void State::sayAround(Object *obj, std::string text)
{
unsigned short id = 65535;
int type = obj->getType();
if (type == OBJECT_PLAYER || type == OBJECT_NPC || type == OBJECT_MONSTER)
{
id = static_cast< MovingObject * >(obj)->getPublicID();
}
MessageOut msg(GPMSG_SAY);
msg.writeShort(id);
msg.writeString(text);
std::map< unsigned, MapComposite * >::iterator m = maps.find(obj->getMapId());
if (m == maps.end()) return;
MapComposite *map = m->second;
Point speakerPosition = obj->getPosition();
for (PlayerIterator i(map->getAroundObjectIterator(obj, AROUND_AREA)); i; ++i)
{
if (speakerPosition.inRangeOf((*i)->getPosition()))
{
gameHandler->sendTo(*i, msg);
}
}
}