/*
* 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 "state.h"
#include "controller.h"
#include "gamehandler.h"
#include "map.h"
#include "mapcomposite.h"
#include "mapmanager.h"
#include "messageout.h"
#include "point.h"
#include "storage.h"
#include "utils/logger.h"
State::State()
{
// Create 10 maggots for testing purposes
for (int i = 0; i < 10; i++)
{
BeingPtr being = BeingPtr(new Being(OBJECT_MONSTER, 65535));
being->setSpeed(150);
being->setMapId(1);
Point pos = { 720, 900 };
being->setPosition(pos);
Controller *controller = new Controller();
controller->possess(being);
addObject(ObjectPtr(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::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;
for (ObjectIterator o(map->getWholeMapIterator()); o; ++o)
{
(*o)->update();
}
for (MovingObjectIterator o(map->getWholeMapIterator()); o; ++o)
{
(*o)->move();
}
map->update();
for (PlayerIterator p(map->getWholeMapIterator()); p; ++p)
{
MessageOut msg(GPMSG_BEINGS_MOVE);
for (MovingObjectIterator o(map->getAroundPlayerIterator(*p)); o; ++o)
{
Point os = (*o)->getOldPosition();
Point on = (*o)->getPosition();
/* Check whether this player and this moving object were around
* the last time and whether they will be around the next time.
*/
bool wereInRange = (*p)->getOldPosition().inRangeOf(os) &&
!(((*p)->getUpdateFlags() | (*o)->getUpdateFlags()) & NEW_ON_MAP);
bool willBeInRange = (*p)->getPosition().inRangeOf(on);
int flags = 0;
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;
int type = (*o)->getType();
MessageOut msg2(GPMSG_BEING_ENTER);
msg2.writeByte(type);
msg2.writeShort((*o)->getPublicID());
switch (type) {
case OBJECT_PLAYER:
{
Player *q = static_cast< Player * >(*o);
msg2.writeString(q->getName());
msg2.writeByte(q->getHairStyle());
msg2.writeByte(q->getHairColor());
msg2.writeByte(q->getGender());
} break;
case OBJECT_MONSTER:
{
msg2.writeShort(0); // TODO: The monster ID
} break;
default:
assert(false); // TODO
}
gameHandler->sendTo(*p, msg2);
}
else if (!willBeInRange)
{
// o is no longer visible from p.
MessageOut msg2(GPMSG_BEING_LEAVE);
msg2.writeShort((*o)->getPublicID());
gameHandler->sendTo(*p, msg2);
continue;
}
else if (os.x == on.x && os.y == on.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 od = (*o)->getDestination();
if (on.x != od.x || on.y != od.y)
{
flags |= MOVING_POSITION;
if ((*o)->getUpdateFlags() & NEW_DESTINATION)
{
flags |= MOVING_DESTINATION;
}
}
else
{
// no need to synchronize on the very last step
flags |= MOVING_DESTINATION;
}
msg.writeShort((*o)->getPublicID());
msg.writeByte(flags);
if (flags & MOVING_POSITION)
{
msg.writeCoordinates(on.x / 32, on.y / 32);
}
if (flags & MOVING_DESTINATION)
{
msg.writeShort(od.x);
msg.writeShort(od.y);
}
}
// Don't send a packet if nothing happened in p's range.
if (msg.getLength() > 2)
gameHandler->sendTo(*p, msg);
}
for (ObjectIterator o(map->getWholeMapIterator()); o; ++o)
{
(*o)->clearUpdateFlags();
}
}
}
void
State::addObject(ObjectPtr objectPtr)
{
unsigned mapId = objectPtr->getMapId();
MapComposite *map = loadMap(mapId);
if (!map) return;
map->insert(objectPtr);
objectPtr->raiseUpdateFlags(NEW_ON_MAP);
if (objectPtr->getType() != OBJECT_PLAYER) return;
Player *playerPtr = static_cast< Player * >(objectPtr.get());
/* 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.
*/
Storage &store = Storage::instance("tmw");
MessageOut mapChangeMessage(GPMSG_PLAYER_MAP_CHANGE);
mapChangeMessage.writeString(store.getMapNameFromId(mapId));
Point pos = playerPtr->getPosition();
mapChangeMessage.writeShort(pos.x);
mapChangeMessage.writeShort(pos.y);
mapChangeMessage.writeByte(0);
gameHandler->sendTo(playerPtr, mapChangeMessage);
}
void
State::removeObject(ObjectPtr 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.get());
MessageOut msg(GPMSG_BEING_LEAVE);
msg.writeShort(obj->getPublicID());
Point objectPos = obj->getPosition();
for (PlayerIterator p(map->getAroundObjectIterator(obj)); 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::instance().loadMap(mapId);
if (!map) return NULL;
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)); i; ++i)
{
if (speakerPosition.inRangeOf((*i)->getPosition()))
{
gameHandler->sendTo(*i, msg);
}
}
}