Esempio n. 1
0
/** 
 * 添加一个旁观玩家到房间中
 *
 * @param pPlayer 要添加的玩家
 * @param roomIndex 玩家要进入的房间的索引
 * @param chairIndex 玩家要进入的房间的椅子的索引
 */
bool RoomManager::AddLookOnPlayer(Player *pPlayer,int roomIndex,int chairIndex)
{
	if(pPlayer == NULL ||
		m_RoomList.empty()) 
		return false;

	// 首先检测玩家当前的状态,如果玩家处于准备,等待,游戏中,掉线等状态时说明玩家已经在房间中,不能进入新的房间
	if(pPlayer->GetState() != PLAYERSTATE_NORAML)
		return false;

	// 玩家要进入指定房间,指定的座位
	Room *pRoom = GetRoomById(roomIndex);
	if(pRoom == NULL) return false;

	// 如果房间已满或者房间状态处于游戏中的话,是进不了房间的
	if(/*pRoom->IsFull() ||*/
		pRoom->GetRoomState() != ROOMSTATE_GAMING)
		return false;

	// 检测房间中指定索引的玩家是否存在,如果存在是不能加入房间的
	if(!pRoom->GetPlayer(chairIndex))
		return false;

	// 更新一下房间中的用户
	pRoom->UpdateOnlinePlayers();

	pPlayer->SetRoomId(pRoom->GetID());
	pPlayer->SetRoomIndex(pRoom->AddLookOnPlayer(pPlayer,chairIndex));
	pPlayer->SetLookOn(true);

	return true;
}
Esempio n. 2
0
/**
 * 改变一个玩家的游戏房间
 *
 * @param pPlayer 要改变游戏房间的玩家
 */
bool RoomManager::ChangeGameRoom(Player *pPlayer)
{
	if(pPlayer == NULL ||
		m_RoomList.empty()) 
		return false;

	// 首先检测玩家当前的状态,如果玩家处于准备,等待,游戏中,掉线等状态时说明玩家已经在房间中,不能进入新的房间
	if(pPlayer->GetState() != PLAYERSTATE_NORAML)
		return false;

	// 得到原来玩家所在的房间
	Room *pSrcRoom = GetRoomById(pPlayer->GetRoomId());
	if(pSrcRoom == NULL || pSrcRoom->GetRoomState() != ROOMSTATE_WAITING) return false;

	// 向房间中其它用户发送用户离开消息
	CMolMessageOut out(IDD_MESSAGE_FRAME);
	out.writeShort(IDD_MESSAGE_LEAVE_ROOM);
	out.writeShort(pPlayer->GetID());

	ServerPlayerManager.SendMsgToEveryone(out);

	// 先处理用户在原来房间中离开消息
	pSrcRoom->OnProcessLeaveRoomMsg(pPlayer->GetRoomIndex());

	// 第一遍搜索当前房间中已经存在玩家在那里等待的房间
	bool state = false;

	m_RoomLock.Acquire();
	std::list<Room*>::iterator iter = m_RoomList.begin();
	for(;iter != m_RoomList.end();iter++)
	{
		if((*iter))
		{
			//(*iter)->UpdateAllPlayers();
			// 如果玩家不能满足房间要求的最少金币值,就不能进入房间
			if((*iter)->GetLastMoney() > pPlayer->GetMoney()) continue;

			if(!(*iter)->IsFull() &&
				(*iter)->GetPlayerCount() > 0 &&
				(*iter)->GetRoomState() != ROOMSTATE_GAMING)
			{
				// 找一个与原来不一样的房间
				if(pSrcRoom->GetID() != (*iter)->GetID())
				{
					//PlayerState oldstate = pPlayer->GetState();

					// 设置玩家状态为改变房间状态,这样可以防止服务器将玩家强行掉线
					//pPlayer->SetState(PLAYERSTATE_CHANGEROOM);

					// 先从原来的房间中删除这个玩家
					pSrcRoom->ClearPlayer(pPlayer);

					// 更新一下房间中的用户
					(*iter)->UpdateOnlinePlayers();

					pPlayer->SetRoomId((*iter)->GetID());
					//pPlayer->SetState(oldstate);
					
					int playerIndex = (*iter)->AddPlayer(pPlayer);
					pPlayer->SetRoomIndex(playerIndex);					

					state = true;
					break;
				}
			}
		}
	}	
	m_RoomLock.Release();

	if(state) return state;

	// 第二遍搜索当前房间中没有坐满的房间或者空房间
	state = false;

	m_RoomLock.Acquire();
	iter = m_RoomList.begin();
	for(;iter != m_RoomList.end();iter++)
	{
		if((*iter))
		{
			//(*iter)->UpdateAllPlayers();
			// 如果玩家不能满足房间要求的最少金币值,就不能进入房间
			if((*iter)->GetLastMoney() > pPlayer->GetMoney()) continue;

			if(!(*iter)->IsFull() &&
				(*iter)->GetRoomState() != ROOMSTATE_GAMING)
			{
				// 找一个与原来不一样的房间
				if(pSrcRoom->GetID() != (*iter)->GetID())
				{
					//PlayerState oldstate = pPlayer->GetState();

					// 设置玩家状态为改变房间状态,这样可以防止服务器将玩家强行掉线
					//pPlayer->SetState(PLAYERSTATE_CHANGEROOM);

					// 先从原来的房间中删除这个玩家
					pSrcRoom->ClearPlayer(pPlayer);

					// 更新一下房间中的用户
					(*iter)->UpdateOnlinePlayers();

					if(pPlayer == NULL) 
					{
						state = false;
						break;
					}

					pPlayer->SetRoomId((*iter)->GetID());
					//pPlayer->SetState(oldstate);

					int playerIndex = (*iter)->AddPlayer(pPlayer);
					pPlayer->SetRoomIndex(playerIndex);		

					state = true;
					break;
				}
			}
		}
	}	
	m_RoomLock.Release();

	return state;
}
Esempio n. 3
0
/**
 * 添加一个玩家到房间中
 *
 * @param pPlayer 要添加的玩家
 * @param roomIndex 玩家要进入的房间的索引
 * @param chairIndex 玩家要进入的房间的椅子的索引
 */
bool RoomManager::AddPlayer(Player *pPlayer,int roomIndex,int chairIndex)
{
	if(pPlayer == NULL ||
		m_RoomList.empty()) 
		return false;

	// 首先检测玩家当前的状态,如果玩家处于准备,等待,游戏中,掉线等状态时说明玩家已经在房间中,不能进入新的房间
	if(pPlayer->GetState() != PLAYERSTATE_NORAML)
		return false;

	// 如果roomIndex等于-1,chairIndex等于-1表示当前玩家不需要排队进入房间
	if(roomIndex == -1 && chairIndex == -1)
	{
		// 第一遍搜索当前房间中已经存在玩家在那里等待的房间
		bool state = false;

		m_RoomLock.Acquire();
		std::list<Room*>::iterator iter = m_RoomList.begin();
		for(;iter != m_RoomList.end();iter++)
		{
			if((*iter))
			{
				//(*iter)->UpdateAllPlayers();
				// 如果玩家不能满足房间要求的最少金币值,就不能进入房间
				if((*iter)->GetLastMoney() > pPlayer->GetMoney()) continue;
				
				// 如果当前不是百人房间,那么房间状态必须不在游戏状态下
				if(CMolServerDlg::getSingleton().GetServerSet()->TableCount > 1)
				{
					if((*iter)->GetRoomState() == ROOMSTATE_GAMING)
					{
						state = false;
						continue;
					}
				}

				if(!(*iter)->IsFull() &&
					(*iter)->GetPlayerCount() > 0)
				{				
					// 更新一下房间中的用户
					(*iter)->UpdateOnlinePlayers();

					if(pPlayer == NULL) 
					{
						state = false;
						break;
					}

					//char str[1024];
					//sprintf(str,"玩家%d进入房间%d,ID为%d,房间中人数:%d",pPlayer->GetConnectID(),(*iter)->GetID(),pPlayer->GetRoomIndex(),(*iter)->GetPlayerCount());
					//LOG_ERRORR(str);

					pPlayer->SetRoomId((*iter)->GetID());
					int playerIndex = (*iter)->AddPlayer(pPlayer);
					pPlayer->SetRoomIndex(playerIndex);		

					state = true;
					break;
				}
			}
		}	
		m_RoomLock.Release();

		if(state) return state;

		// 第二遍搜索当前房间中没有坐满的房间或者空房间
		state = false;

		m_RoomLock.Acquire();
		iter = m_RoomList.begin();
		for(;iter != m_RoomList.end();iter++)
		{
			if((*iter))
			{
				//(*iter)->UpdateAllPlayers();
				// 如果玩家不能满足房间要求的最少金币值,就不能进入房间
				if((*iter)->GetLastMoney() > pPlayer->GetMoney()) continue;
				
				// 如果当前不是百人房间,那么房间状态必须不在游戏状态下
				if(CMolServerDlg::getSingleton().GetServerSet()->TableCount > 1)
				{
					if((*iter)->GetRoomState() == ROOMSTATE_GAMING)
					{
						state = false;
						continue;
					}
				}				

				if(!(*iter)->IsFull())
				{			
					// 更新一下房间中的用户
					(*iter)->UpdateOnlinePlayers();

					if(pPlayer == NULL) 
					{
						state = false;
						break;
					}

					pPlayer->SetRoomId((*iter)->GetID());
					int playerIndex = (*iter)->AddPlayer(pPlayer);
					pPlayer->SetRoomIndex(playerIndex);		

					state = true;
					break;
				}
			}
		}	
		m_RoomLock.Release();

		return state;
	}
	else
	{
		// 玩家要进入指定房间,指定的座位
		Room *pRoom = GetRoomById(roomIndex);
		if(pRoom == NULL) return false;

		// 如果房间已满或者房间状态处于游戏中的话,是进不了房间的
		if(pRoom->IsFull() ||
			pRoom->GetRoomState() == ROOMSTATE_GAMING)
			return false;

		// 检测房间中指定索引的玩家是否存在,如果存在是不能加入房间的
		if(pRoom->GetPlayer(chairIndex))
			return false;

		// 更新一下房间中的用户
		pRoom->UpdateOnlinePlayers();

		pPlayer->SetRoomId(pRoom->GetID());
		int playerIndex = pRoom->AddPlayer(pPlayer,chairIndex);
		pPlayer->SetRoomIndex(playerIndex);		

		return true;
	}

	return true;
}
void StageState::Input() {
	if ((InputManager::GetInstance().KeyPress(SDLK_ESCAPE)) || (InputManager::GetInstance().ShouldQuit())){
		PauseState *state = new PauseState();
		Game::GetInstance().Push(state);
	}

	if (InputManager::GetInstance().KeyPress(SDLK_c)){
		Point tile(InputManager::GetInstance().GetMouseX() - Camera::pos.x, InputManager::GetInstance().GetMouseY() - Camera::pos.y);
		tile = tileMap.GetTile(tile.x, tile.y);
		CreateCharacter(tile.x, tile.y);
	}

	if (InputManager::GetInstance().KeyPress(SDLK_d)){
		DestroyCharacter(objectArray.size()-1);
	}

	if (InputManager::GetInstance().KeyPress(SDLK_RETURN)){
		CheatState *state = new CheatState(this, data);
		Game::GetInstance().Push(state);
	}
	if(InputManager::GetInstance().MouseRelease(SDL_BUTTON_LEFT)){

		switch (action){
		case NONE:
			ptile = tileMap.GetTile(InputManager::GetInstance().GetMouseX() - Camera::pos.x, InputManager::GetInstance().GetMouseY() - Camera::pos.y);
			p = tileMap.GetTileCenter(ptile);
			//objectArray[0]->AddObjective(p.x, p.y, ptile);
			SelectCharacter();
			for (int i = 0; i < roomArray.size(); i++){
				roomArray[i]->EditRoom(false);
				for (int j = 0; j < objectArray.size(); j++){
					if (objectArray[j]->Is("Wall")){
						objectArray[j]->Editing(false);
					}
				}
			}
			break;
		case GUI_A:
			if(gui.BuildIconPressed()){
				click.Play(1);
				action = GUI_ROOM;
				gui.SetState(ROOMS);
            }
			else{
				if (gui.DestroyIconPressed()){
					click.Play(1);
					action = DESTROY_ROOM;
				}
				else{
					if (gui.BuyIconPressed()){
						click.Play(1);
						action = BUY;
					}
					else{
						if (gui.EditIconPressed()){
							click.Play(1);
							subGuiEdit.SetPositionSubGUI(InputManager::GetInstance().GetMouseX(), InputManager::GetInstance().GetMouseY());
							action = SUB_GUI_EDIT;
							subGuiEdit.SetState(EDIT);
						}
						else {
							action = NONE;
						}
					}
				}
			}
			break;
		case SUB_GUI_EDIT:
			if (subGuiEdit.DoorIconPressed()){
				click.Play(1);
				cout << "editando porta..." << endl;
				action = EDIT_DOOR;
			}
			else{
				if (subGuiEdit.WallIconPressed()){
					click.Play(1);
					cout << "editando parede..." << endl;
					action = EDIT_WALL;
				}
				else {
					action = NONE;
				}
			}
			break;
		case TILE_SELECT:
			break;
		case GUI_ROOM:
			if (!roomSheet.IsInside(InputManager::GetInstance().GetMouseX(), InputManager::GetInstance().GetMouseY())){
				action = NONE;
			}
			if (roomSheet.IsBuy(InputManager::GetInstance().GetMouseX(), InputManager::GetInstance().GetMouseY())){
				action = TILE_SELECT;
				roomAttributes = roomSheet.GetAttributes();
				selectionBox.SetSprite(roomAttributes.tileSprite);
			}
			gui.SetState(BASIC);

			break;
		case CONSTRUCT_ROOM:
			{
			action = NONE;
			Point aux;

			if (selectionBox.begin.y > selectionBox.end.y) {
				aux = selectionBox.begin;
				selectionBox.begin = selectionBox.end;
				selectionBox.end = aux;
			}

			if ((selectionBox.begin.x > selectionBox.end.x) && (selectionBox.begin.y < selectionBox.end.y)) {
				aux = selectionBox.begin;
				selectionBox.begin.x = selectionBox.end.x;
				selectionBox.end.x = aux.x;
			}
			RoomAttributes asd;
			asd.cost = 50;
			asd.tileSprite = "img/tileset/tile_madeira.png";
			asd.type = "Pirate";
			Room *newRoom = new Room(selectionBox.begin, selectionBox.end, &tileMap, &objectArray, roomArray.size(), roomAttributes);
			data->money -= newRoom->cost;
            roomArray.emplace_back(newRoom);
			vector<int> heuristc = occupancyMap.CreateHeuristic(&tileMap, roomArray[roomArray.size() - 1]->GetDoor());
			heuristicsArray.emplace(newRoom->GetID(),heuristc);
			obstacleMap = occupancyMap.Update(&tileMap, &objectArray);
			//Point tileC = tileMap.GetTile(objectArray[0]->box.x + objectArray[0]->box.w / 2, objectArray[0]->box.y + objectArray[0]->box.h);
			//vector<int> path = PathAStar(tileC.x, tileC.y, newRoom->GetID());
			//objectArray[0]->AddObjective(path);
			}
			break;
		case DESTROY_ROOM:
			for (int i = 0; i < roomArray.size(); i++){
				p = tileMap.GetTile(InputManager::GetInstance().GetMouseX() - Camera::pos.x, InputManager::GetInstance().GetMouseY() - Camera::pos.y);
				if (roomArray[i]->IsInside(p)){
					heuristicsArray.erase(roomArray[i]->GetID());
					cout << "Destroying..." << endl;
					DestroyRoom(roomArray[i]->GetID());
					roomArray.erase(roomArray.begin() + i);
					i = roomArray.size();
				}
				
			}
			action = NONE;
			break;
		case BUY:
			if (!buySheet.IsInside(InputManager::GetInstance().GetMouseX(), InputManager::GetInstance().GetMouseY())){
				action = NONE;
			}
			if (buySheet.IsBuy(InputManager::GetInstance().GetMouseX(), InputManager::GetInstance().GetMouseY())){
				Point Tiles = Point(InputManager::GetInstance().GetMouseX() - Camera::pos.x, InputManager::GetInstance().GetMouseY() - Camera::pos.y);
				Tiles = tileMap.GetTileCenterFromScreen(Tiles);
				Object* object = new Object(Tiles.x, Tiles.y, buySheet.GetAttributes(), tileMap);
				selectedObject = objectArray.size();
				objectArray.emplace_back(object);
				action = EDIT_OBJECT;
			}
			//data->money -= 100;
			break;
		case AREA_SELECT:
			break;
		case EDIT_DOOR:
			for (int i = 0; i < roomArray.size(); i++){
				p = tileMap.GetTile(InputManager::GetInstance().GetMouseX() - Camera::pos.x, InputManager::GetInstance().GetMouseY() - Camera::pos.y);
				if (roomArray[i]->IsInside(p)){
					roomArray[i]->EditRoom(true);
					for (int j = 0; j < objectArray.size(); j++){
						if (objectArray[j]->Is("Wall")){
							if ((p.x == objectArray[j]->tile.x) && (p.y == objectArray[j]->tile.y))
								roomArray[i]->SetDoor(p.x, p.y, roomArray[i]->GetID(), &objectArray);
						}
					}
					
					for (int j = 0; j < objectArray.size(); j++){
						if (objectArray[j]->Is("Wall")){
							if (objectArray[j]->roomID == roomArray[i]->GetID()) {
								objectArray[j]->Editing(true);
								if (objectArray[j]->tile.DisPoints(objectArray[j]->tile, roomArray[i]->GetDoor()) == 0) {
									objectArray.erase(objectArray.begin() + j); 
								}
							}
						}
					}
					vector<int> heuristc = occupancyMap.CreateHeuristic(&tileMap, roomArray[i]->GetDoor());
					heuristicsArray[roomArray[i]->GetID()] = heuristc;
					obstacleMap = occupancyMap.Update(&tileMap, &objectArray);
					obstacleMap = occupancyMap.CleanTile(&tileMap, roomArray[i]->GetDoor());
				}
			}
			action = NONE;
			break;
		case EDIT_WALL:
			for (int i = 0; i < roomArray.size(); i++){
				p = tileMap.GetTile(InputManager::GetInstance().GetMouseX() - Camera::pos.x, InputManager::GetInstance().GetMouseY() - Camera::pos.y);
				if (roomArray[i]->IsInside(p)){
					roomArray[i]->EditRoom(true);
					for (int j = 0; j < objectArray.size(); j++){
						if (objectArray[j]->Is("Wall")){
							if (objectArray[j]->roomID == roomArray[i]->GetID()) {
								objectArray[j]->Editing(true);
							}
						}
					}
				}
			}
			action = NONE;
			break;
		case EDIT_OBJECT:
			if (objectArray[selectedObject]->SettlePos(obstacleMap)){
				obstacleMap = occupancyMap.Update(&tileMap, &objectArray);
				action = NONE;
			}
		default:
			break;
		}

	}

	if(InputManager::GetInstance().MousePress(SDL_BUTTON_RIGHT)){
		if (sheet.GetRender() || objSheet.GetRender()){
			if (!sheet.GetBox().IsInside(InputManager::GetInstance().GetMouseX(), InputManager::GetInstance().GetMouseY())){
				sheet.SetRender(false);
				Camera::Unfollow();
			}

			if (!objSheet.GetBox().IsInside(InputManager::GetInstance().GetMouseX(), InputManager::GetInstance().GetMouseY()))
				objSheet.SetRender(false);
		}
		else{
			switch (action)
			{
			case NONE:
				gui.SetPosition(InputManager::GetInstance().GetMouseX(), InputManager::GetInstance().GetMouseY());
				action = GUI_A;
				break;
			case TILE_SELECT:
				break;
			case CONSTRUCT_ROOM:
				break;
			case DESTROY_ROOM:
				break;
			case AREA_SELECT:
				break;
			case GUI_A:
				gui.SetPosition(InputManager::GetInstance().GetMouseX(), InputManager::GetInstance().GetMouseY());
				break;
			case SUB_GUI_EDIT:
				action = NONE;
				break;
			default:
				break;
			}
		}
	}

	if(InputManager::GetInstance().IsMouseDown(SDL_BUTTON_LEFT)){

		switch (action){
		case NONE:
			break;
		case TILE_SELECT:
			action = CONSTRUCT_ROOM;
			break;
		case CONSTRUCT_ROOM:
			break;
		case DESTROY_ROOM:
			break;
		case AREA_SELECT:
			break;
		default:
			break;
		}

	}

	if(InputManager::GetInstance().MouseRelease(SDL_BUTTON_RIGHT)){

		switch (action){
		case NONE:
			//action = TILE_SELECT;
			break;
		case TILE_SELECT:
			break;
		case CONSTRUCT_ROOM:
			break;
		case DESTROY_ROOM:
			break;
		case AREA_SELECT:
			break;
		default:
			break;
		}

	}
	
}