1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134
|
#include <ClanLib/core.h>
#include <ClanLib/display.h>
#include "client_world.h"
#include "client_gameobject.h"
#include "client_fighter.h"
#include "client_wormhole.h"
#include "server_world.h"
#include "fighter.h"
#include "wormhole.h"
/////////////////////////////////////////////////////////////////////////////
// ClientWorld construction:
ClientWorld::ClientWorld(CL_NetSession *session, ServerWorld *server)
:
World(session),
server(server),
max_tick_elapsed(0.05f)
{
// TODO: use the gui-resource-manager
resources = new CL_ResourceManager("resources.scr", false);
background = new CL_Surface("Backgrounds/nebula1", resources);
}
ClientWorld::~ClientWorld()
{
delete resources;
}
/////////////////////////////////////////////////////////////////////////////
// ClientWorld attributes:
CL_ResourceManager *ClientWorld::get_resources()
{
return resources;
}
/////////////////////////////////////////////////////////////////////////////
// ClientWorld operations:
void ClientWorld::run()
{
float last_time = CL_System::get_time();
while (CL_Keyboard::get_keycode(CL_KEY_ESCAPE) == false)
{
// Update world:
float delta_time = (CL_System::get_time() - last_time) / 1000.0f;
last_time = CL_System::get_time();
for (; delta_time > 0; delta_time -= max_tick_elapsed)
{
float elapsed = (delta_time > max_tick_elapsed) ? max_tick_elapsed : delta_time;
if (server)
server->update(elapsed);
players.update(get_session());
World::update(elapsed);
std::list<ClientGameObject *>::iterator it;
std::list<ClientGameObject *> remove_list;
for (it = client_gameobjects.begin(); it != client_gameobjects.end(); it++)
{
(*it)->update(elapsed);
// if ((*it)->get_destroy_flag()) remove_list.push_back(*it);
}
for (it = remove_list.begin(); it != remove_list.end(); it++)
{
delete *it;
}
}
// Show world:
background->put_screen(0,0);
std::list<ClientGameObject *>::iterator it;
for (it = client_gameobjects.begin(); it != client_gameobjects.end(); it++)
{
ClientGameObject *cur = *it;
cur->show();
}
CL_Display::flip_display();
CL_System::keep_alive();
}
}
/////////////////////////////////////////////////////////////////////////////
// ClientWorld implementation:
void ClientWorld::on_create_object(
const CL_NetObject &netobj,
int msgType,
const std::string &message)
{
// can only create object if the update is a full update.
if (msgType != GameObject::msgtype_full_update) return;
// Solve chicken'n'egg problem. We want to be sure that player descriptions have
// arrived before constructing objects for the same players. I wish this could be
// done a little bit more nicely, but this will do the trick. -- mbn
players.update(get_session());
// read header of a full update message:
CL_InputSource_Memory input(message);
int object_type = input.read_int32();
// and use that information to find out what object to create:
GameObject *obj = NULL;
ClientGameObject *client_obj = NULL;
switch (object_type)
{
case GameObject::FIGHTER:
client_obj = new ClientFighter(this, new Fighter(this, netobj));
break;
default:
cl_assert(false); // unknown object.
};
if (obj == NULL && client_obj != NULL) obj = client_obj->get_gameobject();
// ask the object to serialize itself:
CL_InputSource_Memory dummy(message);
obj->recv_full(dummy);
// add it to the world:
add_object(obj);
if (client_obj != NULL) client_gameobjects.push_back(client_obj);
}
|