Danbias/Code/Game/DanBiasGame/DanBiasGame_Impl.cpp

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#define NOMINMAX
#include <Windows.h>
#include "Include\DanBiasGame.h"
#include "DllInterfaces/GFXAPI.h"
#include "GameClientState/GameClientState.h"
#include "GameClientState\GameState.h"
#include "GameClientState\LobbyState.h"
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#include <GameProtocols.h>
#include "NetworkClient.h"
#include "../WindowManager/WindowShell.h"
#include "L_inputClass.h"
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#include "WinTimer.h"
#include "vld.h"
namespace DanBias
{
#pragma region Game Data
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struct MyRecieverObject :public Oyster::Network::ProtocolRecieverObject
{
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Oyster::Network::NetworkClient* nwClient;
Client::GameClientState* gameClientState;
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void NetworkCallback(Oyster::Network::CustomNetProtocol& p) override
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{
int pType = p[0].value.netInt;
switch (pType)
{
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case protocol_General_Status:
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{
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GameLogic::Protocol_General_Status::States state;
state = (GameLogic::Protocol_General_Status::States)p[1].value.netShort;
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}
break;
case protocol_Gameplay_PlayerNavigation:
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{
Client::GameClientState::KeyInput* protocolData = new Client::GameClientState::KeyInput;
for(int i = 0; i< 6; i++)
{
protocolData->key[i] = p[i+1].value.netBool;
}
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if(dynamic_cast<Client::GameState*>(gameClientState))
((Client::GameState*)gameClientState)->Protocol(protocolData);
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delete protocolData;
protocolData = NULL;
}
break;
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case protocol_Gameplay_PlayerPosition:
{
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Client::GameClientState::PlayerPos* protocolData = new Client::GameClientState::PlayerPos;
for(int i = 0; i< 3; i++)
{
protocolData->playerPos[i] = p[i].value.netFloat;
}
if(dynamic_cast<Client::GameState*>(gameClientState))
((Client::GameState*)gameClientState)->Protocol(protocolData);
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delete protocolData;
protocolData = NULL;
}
break;
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case protocol_Gameplay_CreateObject:
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{
Client::GameClientState::NewObj* protocolData = new Client::GameClientState::NewObj;
protocolData->object_ID = p[1].value.netInt;
protocolData->path = p[2].value.netCharPtr;
for(int i = 0; i< 16; i++)
{
protocolData->worldPos[i] = p[i+3].value.netFloat;
}
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if(dynamic_cast<Client::GameState*>(gameClientState))
((Client::GameState*)gameClientState)->Protocol(protocolData);
delete protocolData;
protocolData = NULL;
}
break;
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case protocol_Gameplay_RemoveObject:
{
Client::GameClientState::RemoveObj* protocolData = new Client::GameClientState::RemoveObj;
protocolData->object_ID = p[1].value.netInt;
if(dynamic_cast<Client::GameState*>(gameClientState))
((Client::GameState*)gameClientState)->Protocol(protocolData);
delete protocolData;
protocolData = NULL;
}
break;
case protocol_Gameplay_ObjectPosition:
{
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Client::GameClientState::ObjPos* protocolData = new Client::GameClientState::ObjPos;
protocolData->object_ID = p[1].value.netInt;
for(int i = 0; i< 16; i++)
{
protocolData->worldPos[i] = p[i+2].value.netFloat;
}
if(dynamic_cast<Client::GameState*>(gameClientState))
((Client::GameState*)gameClientState)->Protocol(protocolData);
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delete protocolData;
protocolData = NULL;
}
break;
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default:
break;
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}
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}
};
class DanBiasGamePrivateData
{
public:
DanBiasGamePrivateData()
{
}
~DanBiasGamePrivateData()
{
}
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public:
WindowShell* window;
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InputClass* inputObj;
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Utility::WinTimer* timer;
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MyRecieverObject* recieverObj;
} data;
#pragma endregion
DanBiasGamePrivateData* DanBiasGame::m_data = new DanBiasGamePrivateData();
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//--------------------------------------------------------------------------------------
// Interface API functions
//--------------------------------------------------------------------------------------
DanBiasClientReturn DanBiasGame::Initiate(DanBiasGameDesc& desc)
{
if(! m_data->window->CreateWin(WindowShell::WINDOW_INIT_DESC()))
return DanBiasClientReturn_Error;
if( FAILED( InitDirect3D() ) )
return DanBiasClientReturn_Error;
if( FAILED( InitInput() ) )
return DanBiasClientReturn_Error;
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m_data->recieverObj = new MyRecieverObject;
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// m_data->recieverObj->nwClient = new Oyster::Network::NetworkClient(m_data->recieverObj, Oyster::Network::NetworkProtocolCallbackType_Object);
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m_data->recieverObj->nwClient->Connect(desc.port, desc.IP);
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if (!m_data->recieverObj->nwClient->IsConnected())
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{
// failed to connect
return DanBiasClientReturn_Error;
}
// Start in lobby state
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m_data->recieverObj->gameClientState = new Client::LobbyState();
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if(!m_data->recieverObj->gameClientState->Init(m_data->recieverObj->nwClient))
return DanBiasClientReturn_Error;
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m_data->timer = new Utility::WinTimer();
m_data->timer->reset();
return DanBiasClientReturn_Sucess;
}
DanBiasClientReturn DanBiasGame::Run()
{
// Main message loop
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while(m_data->window->Frame())
{
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float dt = (float)m_data->timer->getElapsedSeconds();
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m_data->timer->reset();
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if(Update(dt) != S_OK)
return DanBiasClientReturn_Error;
if(Render(dt) != S_OK)
return DanBiasClientReturn_Error;
}
return DanBiasClientReturn_Sucess;
}
void DanBiasGame::Release()
{
CleanUp();
}
//--------------------------------------------------------------------------------------
// Create Direct3D with Oyster Graphics
//--------------------------------------------------------------------------------------
HRESULT DanBiasGame::InitDirect3D()
{
if(Oyster::Graphics::API::Init(m_data->window->GetHWND(), false, false, Oyster::Math::Float2( 1024, 768)) != Oyster::Graphics::API::Sucsess)
return E_FAIL;
return S_OK;
}
//--------------------------------------------------------------------------------------
// Init the input
//-------------------------------------------------------------------------------------
HRESULT DanBiasGame::InitInput()
{
m_data->inputObj = new InputClass;
if(!m_data->inputObj->Initialize(m_data->window->GetHINSTANCE(), m_data->window->GetHWND(), m_data->window->GetHeight(), m_data->window->GetWidth()))
{
MessageBox(0, L"Could not initialize the input object.", L"Error", MB_OK);
return E_FAIL;
}
return S_OK;
}
HRESULT DanBiasGame::Update(float deltaTime)
{
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m_data->inputObj->Update();
DanBias::Client::GameClientState::ClientState state = DanBias::Client::GameClientState::ClientState_Same;
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state = m_data->recieverObj->gameClientState->Update(deltaTime, m_data->inputObj);
if(state != Client::GameClientState::ClientState_Same)
{
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m_data->recieverObj->gameClientState->Release();
delete m_data->recieverObj->gameClientState;
m_data->recieverObj->gameClientState = NULL;
switch (state)
{
case Client::GameClientState::ClientState_Lobby:
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m_data->recieverObj->gameClientState = new Client::LobbyState();
break;
case Client::GameClientState::ClientState_Game:
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m_data->recieverObj->gameClientState = new Client::GameState();
break;
default:
return E_FAIL;
break;
}
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m_data->recieverObj->gameClientState->Init(m_data->recieverObj->nwClient); // send game client
}
return S_OK;
}
HRESULT DanBiasGame::Render(float deltaTime)
{
int isPressed = 0;
if(m_data->inputObj->IsKeyPressed(DIK_A))
{
isPressed = 1;
}
wchar_t title[255];
swprintf(title, sizeof(title), L"| Pressing A: %d | \n", (int)(isPressed));
SetWindowText(m_data->window->GetHWND(), title);
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m_data->recieverObj->gameClientState->Render();
return S_OK;
}
HRESULT DanBiasGame::CleanUp()
{
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m_data->recieverObj->gameClientState->Release();
delete m_data->recieverObj->gameClientState;
m_data->recieverObj->nwClient->Disconnect();
delete m_data->recieverObj->nwClient;
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delete m_data->timer;
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delete m_data->recieverObj;
delete m_data->inputObj;
delete m_data;
Oyster::Graphics::API::Clean();
return S_OK;
}
} //End namespace DanBias