Danbias/Code/Game/DanBiasGame/GameClientState/GameState.cpp

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#include "GameState.h"
#include "DllInterfaces/GFXAPI.h"
#include <Protocols.h>
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#include "NetworkClient.h"
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#include "Camera_FPS.h"
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#include <GameServerAPI.h>
using namespace DanBias::Client;
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using namespace Oyster::Math3D;
struct GameState::myData
{
myData(){}
int modelCount;
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Oyster::Network::NetworkClient* nwClient;
gameStateState state;
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} privData;
GameState::GameState(void)
{
key_forward = false;
key_backward = false;
key_strafeRight = false;
key_strafeLeft = false;
}
GameState::~GameState(void)
{
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delete this->privData;
}
bool GameState::Init(Oyster::Network::NetworkClient* nwClient)
{
// load models
privData = new myData();
privData->state = gameStateState_loading;
privData->nwClient = nwClient;
privData->state = LoadGame();
//tELL SERver ready
nwClient->Send(GameLogic::Protocol_General_Status(GameLogic::Protocol_General_Status::States_ready));
return true;
}
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GameState::gameStateState GameState::LoadGame()
{
Oyster::Graphics::Definitions::Pointlight plight;
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plight.Pos = Float3(315.0f, 0.0f ,5.0f);
plight.Color = Float3(0.9f,0.7f,0.2f);
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plight.Radius = 100.0f;
plight.Bright = 0.9f;
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Oyster::Graphics::API::AddLight(plight);
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plight.Pos = Float3(10.0f,350.0f,5.0f);
plight.Color = Float3(0.9f,0.7f,0.3f);
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plight.Radius = 200.0f;
plight.Bright = 0.7f;
Oyster::Graphics::API::AddLight(plight);
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plight.Pos = Float3(350.0f,350.0f,5.0f);
plight.Color = Float3(0.9f,0.7f,0.3f);
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plight.Radius = 200.0f;
plight.Bright = 0.7f;
Oyster::Graphics::API::AddLight(plight);
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plight.Pos = Float3(10.0f,350.0f,350.0f);
plight.Color = Float3(0.9f,0.7f,0.3f);
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plight.Radius = 200.0f;
plight.Bright = 0.7f;
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Oyster::Graphics::API::AddLight(plight);
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plight.Pos = Float3(10.0f,-15.0f,5.0f);
plight.Color = Float3(0.0f,0.0f,1.0f);
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plight.Radius = 50.0f;
plight.Bright = 2.0f;
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Oyster::Graphics::API::AddLight(plight);
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LoadModels();
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InitCamera(Float3(0.0f,0.0f,20.0f));
// hardcoded objects
LoadModels();
Float3 startPos = Float3(0,0,20.0f);
InitCamera(startPos);
return gameStateState_playing;
}
bool GameState::LoadModels()
{
// open file
// read file
// init models
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int nrOfBoxex = 5;
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int id = 100;
// add world model
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ModelInitData modelData;
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modelData.position = Float3(0,0,0);
modelData.rotation = Quaternion::identity;
modelData.scale = Float3(2,2,2);
modelData.modelPath = L"world_earth.dan";
modelData.id = id++;
this->staticObjects.Push(new C_StaticObj());
this->staticObjects[this->staticObjects.Size() -1 ]->Init(modelData);
/*
// add box model
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modelData.position = Float3(0,0,0);
modelData.rotation = Quaternion::identity;
modelData.scale = Float3(1,1,1);
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modelData.modelPath = L"crate_colonists.dan";
for(int i =0; i< nrOfBoxex; i ++)
{
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modelData.position = Float3(4,320,0);
modelData.id = id++;
this->dynamicObjects.Push(new C_DynamicObj());
this->dynamicObjects[this->dynamicObjects.Size() -1 ]->Init(modelData);
}
// add crystal model
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modelData.position = Float3(10, 301, 0);
modelData.modelPath = L"crystalformation_b.dan";
modelData.id = id++;
// load models
this->dynamicObjects.Push(new C_DynamicObj());
this->dynamicObjects[this->dynamicObjects.Size() -1 ]->Init(modelData);
// add house model
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modelData.position = Float3(-50, 290, 0);
//Oyster::Math3D::Float4x4 rot = Oyster::Math3D::RotationMatrix(Float3(0 ,Utility::Value::Radian(90.0f), 0));
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modelData.visible = true;
modelData.modelPath = L"building_corporation.dan";
modelData.id = id++;
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// load models
this->dynamicObjects.Push(new C_DynamicObj());
this->dynamicObjects[this->dynamicObjects.Size() -1 ]->Init(modelData);
// add player model
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modelData.position = Float3(0, 320, 0);
modelData.modelPath = L"char_still_sizeref.dan";
modelData.id = id++;
// load models
this->dynamicObjects.Push(new C_DynamicObj());
this->dynamicObjects[this->dynamicObjects.Size() -1 ]->Init(modelData);
// add player model 2
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modelData.position = Float3(50, 320, 0);
modelData.modelPath = L"char_still_sizeref.dan";
modelData.id = id++;
// load models
this->dynamicObjects.Push(new C_DynamicObj());
this->dynamicObjects[this->dynamicObjects.Size() -1 ]->Init(modelData);
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// add jumppad
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modelData.position = Float3(4, 300.3, 0);
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modelData.modelPath = L"jumppad_round.dan";
modelData.id = id++;
// load models
this->dynamicObjects.Push(new C_DynamicObj());
this->dynamicObjects[this->dynamicObjects.Size() -1 ]->Init(modelData);
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// add sky sphere
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modelData.position = Float3(0,0,0);
modelData.scale = Float3(800,800,800);
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modelData.modelPath = L"skysphere.dan";
modelData.id = id++;
// load models
this->dynamicObjects.Push(new C_DynamicObj());
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this->dynamicObjects[this->dynamicObjects.Size() -1 ]->Init(modelData);*/
return true;
}
bool GameState::LoadModels(std::string mapFile)
{
GameLogic::LevelLoader levelLoader;
std::vector<Utility::DynamicMemory::SmartPointer<GameLogic::ObjectTypeHeader>> objects;
objects = levelLoader.LoadLevel(mapFile);
int objCount = objects.size();
int modelId = 0;
ModelInitData modelData;
for (int i = 0; i < objCount; i++)
{
GameLogic::ObjectTypeHeader* obj = objects.at(i);
switch (obj->typeID)
{
case GameLogic::ObjectType::ObjectType_LevelMetaData:
break;
case GameLogic::ObjectType::ObjectType_Static:
{
GameLogic::ObjectHeader* staticObjData = ((GameLogic::ObjectHeader*)obj);
modelData.modelPath.assign(staticObjData->ModelFile.begin(), staticObjData->ModelFile.end());
modelData.visible = true;
//modelData.position = ;
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//modelData.rotation = Quaternion(Float3(2,2,-2), 1);
//modelData.scale = Float3(2,2,2);
modelData.id = modelId++;
this->staticObjects.Push(new C_StaticObj());
this->staticObjects[this->staticObjects.Size() -1 ]->Init(modelData);
}
break;
case GameLogic::ObjectType::ObjectType_Dynamic:
{
GameLogic::ObjectHeader* dynamicObjData = ((GameLogic::ObjectHeader*)obj);
//modelData.position = ;
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//modelData.rotation = Quaternion(Float3(2,2,-2), 1);
//modelData.scale = Float3(2,2,2);
modelData.modelPath.assign(dynamicObjData->ModelFile.begin(), dynamicObjData->ModelFile.end());
modelData.visible = true;
modelData.id = modelId++;
this->dynamicObjects.Push(new C_DynamicObj());
this->dynamicObjects[this->dynamicObjects.Size() -1 ]->Init(modelData);
}
break;
case GameLogic::ObjectType::ObjectType_Light:
{
GameLogic::BasicLight* lightData = ((GameLogic::BasicLight*)obj);
if(lightData->lightType == GameLogic::LightType_PointLight)
{
Oyster::Graphics::Definitions::Pointlight plight;
plight.Pos = ((GameLogic::PointLight*)lightData)->position;
plight.Color = lightData->diffuseColor;
plight.Radius = 100;
plight.Bright = 0.9f;
Oyster::Graphics::API::AddLight(plight);
}
}
break;
default:
break;
}
}
myId += modelId++;
// add player model
//modelData.position = ;
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//modelData.rotation = Quaternion(Float3(2,2,-2), 1);
//modelData.scale = Float3(2,2,2);
modelData.visible = true;
modelData.modelPath = L"char_still_sizeref.dan";
modelData.id = myId;
// load models
this->dynamicObjects.Push(new C_DynamicObj());
this->dynamicObjects[this->dynamicObjects.Size() -1 ]->Init(modelData);
/*C_Player* obj = new C_Player();
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privData->object.push_back(obj);
privData->object[privData->object.size() -1 ]->Init(modelData);
*/
return true;
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}
bool GameState::InitCamera(Float3 startPos)
{
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camera.SetHeadOffset( Float3(0.0f, 1.0f, 1.0f) );
camera.SetPerspectiveProjection( pi / 4.0f, 1024.0f/768.0f, 1.0f, 1000.0f );
camera.UpdateOrientation();
Oyster::Graphics::API::SetProjection(camera.GetProjectionMatrix());
return true;
}
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void GameState::InitiatePlayer(int id, std::wstring modelName, Float4x4 world)
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{
myId = id;
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ModelInitData modelData;
C_Object* obj;
modelData.visible = true;
//modelData.world = world;
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modelData.position = Float3(world[12], world[13], world[14]);
modelData.rotation = Quaternion(Float3(0,0,0), 1);
modelData.scale = Float3(1,1,1);
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modelData.modelPath = modelName;
modelData.id = myId;
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obj = new C_Player();
this->dynamicObjects.Push(obj);
this->dynamicObjects[this->dynamicObjects.Size() -1 ]->Init(modelData);
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Float3 pos = Float3(world[12], world[13], world[14]);
camera.SetPosition( pos );
camera.UpdateOrientation();
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}
GameClientState::ClientState GameState::Update(float deltaTime, InputClass* KeyInput)
{
switch (privData->state)
{
case gameStateState_loading: //Will this ever happen in this scope??
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{
// load map
// wait for all players
LoadGame();
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GameLogic::Protocol_General_Status gameStatus;
gameStatus.status = GameLogic::Protocol_General_Status::States_ready;
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privData->nwClient->Send(gameStatus);
privData->state = gameStateState_playing;
}
break;
case gameStateState_playing:
// read server data
// update objects
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{
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readKeyInput(KeyInput);
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camera.UpdateOrientation();
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}
break;
case gameStateState_end:
return ClientState_Lobby;
break;
default:
break;
}
// send key input to server.
return ClientState_Same;
}
bool GameState::Render()
{
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Oyster::Graphics::API::SetView( camera.GetViewMatrix() );
Oyster::Graphics::API::NewFrame();
for (unsigned int i = 0; i < staticObjects.Size(); i++)
{
staticObjects[i]->Render();
}
for (unsigned int i = 0; i < dynamicObjects.Size(); i++)
{
dynamicObjects[i]->Render();
}
Oyster::Graphics::API::EndFrame();
return true;
}
bool GameState::Release()
{
/*for (unsigned int i = 0; i < privData->object.size(); i++)
{
privData->object[i]->Release();
delete privData->object[i];
privData->object[i] = NULL;
}*/
delete privData;
privData = NULL;
return true;
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}
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void GameState::readKeyInput(InputClass* KeyInput)
{
if(KeyInput->IsKeyPressed(DIK_W))
{
if(!key_forward)
{
privData->nwClient->Send(GameLogic::Protocol_PlayerMovementForward());
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key_forward = true;
}
}
else
key_forward = false;
if(KeyInput->IsKeyPressed(DIK_S))
{
if(!key_backward)
{
privData->nwClient->Send(GameLogic::Protocol_PlayerMovementBackward());
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key_backward = true;
}
}
else
key_backward = false;
if(KeyInput->IsKeyPressed(DIK_A))
{
if(!key_strafeLeft)
{
privData->nwClient->Send(GameLogic::Protocol_PlayerMovementLeft());
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key_strafeLeft = true;
}
}
else
key_strafeLeft = false;
if(KeyInput->IsKeyPressed(DIK_D))
{
if(!key_strafeRight)
{
privData->nwClient->Send(GameLogic::Protocol_PlayerMovementRight());
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key_strafeRight = true;
}
}
else
key_strafeRight = false;
//send delta mouse movement
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//if (KeyInput->IsMousePressed())
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{
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camera.YawRight( -KeyInput->GetYaw() );
camera.PitchUp( KeyInput->GetPitch() );
camera.UpdateOrientation();
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GameLogic::Protocol_PlayerLook playerLookDir;
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Float4 look = camera.GetLook();
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playerLookDir.lookDirX = look.x;
playerLookDir.lookDirY = look.y;
playerLookDir.lookDirZ = look.z;
playerLookDir.deltaX = -KeyInput->GetYaw();
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privData->nwClient->Send( playerLookDir );
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}
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// shoot
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if(KeyInput->IsKeyPressed(DIK_Z))
{
if(!key_Shoot)
{
GameLogic::Protocol_PlayerShot playerShot;
playerShot.primaryPressed = true;
playerShot.secondaryPressed = false;
playerShot.utilityPressed = false;
privData->nwClient->Send(playerShot);
key_Shoot = true;
}
}
else
key_Shoot = false;
if(KeyInput->IsKeyPressed(DIK_X))
{
if(!key_Shoot)
{
GameLogic::Protocol_PlayerShot playerShot;
playerShot.primaryPressed = false;
playerShot.secondaryPressed = true;
playerShot.utilityPressed = false;
privData->nwClient->Send(playerShot);
key_Shoot = true;
}
}
else
key_Shoot = false;
if(KeyInput->IsKeyPressed(DIK_C))
{
if(!key_Shoot)
{
GameLogic::Protocol_PlayerShot playerShot;
playerShot.primaryPressed = false;
playerShot.secondaryPressed = false;
playerShot.utilityPressed = true;
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privData->nwClient->Send(playerShot);
key_Shoot = true;
}
}
else
key_Shoot = false;
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// jump
if(KeyInput->IsKeyPressed(DIK_SPACE))
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{
if(!key_Jump)
{
privData->nwClient->Send(GameLogic::Protocol_PlayerJump());
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key_Jump = true;
}
}
else
key_Jump = false;
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// send event data
//
if(KeyInput->IsKeyPressed(DIK_L))
privData->state = GameState::gameStateState_end;
}
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using namespace ::Oyster::Network;
using namespace ::Utility::DynamicMemory;
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// returns -1 if none found
int FindObject( const DynamicArray<SmartPointer<C_Object>> &collection, int id )
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{
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int num = collection.Size();
for( int i = 0; i < num; ++i ) if( id == collection[i]->GetId() )
return i;
return -1;
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}
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void GameState::DataRecieved( NetEvent<NetworkClient*, NetworkClient::ClientEventArgs> e )
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{
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CustomNetProtocol data = e.args.data.protocol;
short ID = data[0].value.netShort; // fetching the id data.
if( ProtocolIsGameplay(ID) )
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{
switch(ID)
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{
case protocol_Gameplay_ObjectPickup: break; /** @todo TODO: implement */
case protocol_Gameplay_ObjectDamage: break; /** @todo TODO: implement */
case protocol_Gameplay_ObjectHealthStatus: break; /** @todo TODO: implement */
case protocol_Gameplay_ObjectPosition:
{
GameLogic::Protocol_ObjectPosition decoded(data);
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// if is this player. Remember to change camera
if( this->myId == decoded.object_ID )
camera.SetPosition( decoded.position );
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int i = FindObject( this->dynamicObjects, decoded.object_ID );
if( i > -1 )
this->dynamicObjects[i]->setPos( decoded.position );
}
break;
case protocol_Gameplay_ObjectScale:
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{
GameLogic::Protocol_ObjectScale decoded(data);
int i = FindObject( this->dynamicObjects, decoded.object_ID );
if( i > -1 )
this->dynamicObjects[i]->setScale( decoded.scale );
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}
break;
case protocol_Gameplay_ObjectRotation:
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{
GameLogic::Protocol_ObjectRotation decoded(data);
Quaternion rotation = Quaternion( Float3(decoded.rotationQ), decoded.rotationQ[3] );
// if is this player. Remember to change camera
if( this->myId == decoded.object_ID )
camera.SetAngular( QuaternionToAngularAxis(rotation).xyz );
int i = FindObject( this->dynamicObjects, decoded.object_ID );
if( i > -1 )
this->dynamicObjects[i]->setRot( rotation );
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}
break;
case protocol_Gameplay_ObjectPositionRotation:
{
GameLogic::Protocol_ObjectPositionRotation decoded(data);
Float3 position = decoded.position;
Quaternion rotation = Quaternion( Float3(decoded.rotationQ), decoded.rotationQ[3] );
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// if is this player. Remember to change camera
if( this->myId == decoded.object_ID )
{
camera.SetPosition( position );
camera.SetAngular( QuaternionToAngularAxis(rotation).xyz );
}
int i = FindObject( this->dynamicObjects, decoded.object_ID );
if( i > -1 )
{
this->dynamicObjects[i]->setPos( position );
this->dynamicObjects[i]->setRot( rotation );
}
}
break;
case protocol_Gameplay_ObjectEnabled: break; /** @todo TODO: implement */
case protocol_Gameplay_ObjectDisabled:
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{
GameLogic::Protocol_ObjectDisable decoded(data);
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int i = FindObject( this->dynamicObjects, decoded.objectID );
if( i > -1 )
{
this->dynamicObjects[i].Release();
this->dynamicObjects.Pop(i);
}
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}
break;
case protocol_Gameplay_ObjectCreate:
{
GameLogic::Protocol_ObjectCreate decoded(data);
C_DynamicObj* object = new C_DynamicObj();
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ModelInitData modelData;
{
modelData.position = Float3( decoded.position );
modelData.rotation = Quaternion( Float3(decoded.rotationQ), decoded.rotationQ[3] );
modelData.scale = Float3( decoded.scale );
modelData.visible = true;
modelData.id = decoded.object_ID;
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::Utility::String::StringToWstring( decoded.name, modelData.modelPath );
}
object->Init(modelData);
dynamicObjects.Push(object);
}
break;
case protocol_Gameplay_ObjectCreatePlayer: break; /** @todo TODO: implement */
case protocol_Gameplay_ObjectJoinTeam: break; /** @todo TODO: implement */
case protocol_Gameplay_ObjectLeaveTeam: break; /** @todo TODO: implement */
case protocol_Gameplay_ObjectWeaponCooldown: break; /** @todo TODO: implement */
case protocol_Gameplay_ObjectWeaponEnergy: break; /** @todo TODO: implement */
case protocol_Gameplay_ObjectRespawn: break; /** @todo TODO: implement */
case protocol_Gameplay_ObjectDie: break; /** @todo TODO: implement */
default: break;
}
}
else if( ProtocolIsGeneral(ID) )
{
switch( ID )
{
case protocol_General_Status: break; /** @todo TODO: implement */
case protocol_General_Text: break; /** @todo TODO: implement */
default: break;
}
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}
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}