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

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#include "GameState.h"
#include "DllInterfaces/GFXAPI.h"
#include "C_obj/C_Player.h"
#include "C_obj/C_DynamicObj.h"
#include <Protocols.h>
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#include "NetworkClient.h"
using namespace DanBias::Client;
struct GameState::myData
{
myData(){}
Oyster::Math3D::Float4x4 view;
Oyster::Math3D::Float4x4 proj;
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std::vector<C_Object*> object;
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)
{
}
bool GameState::Init(Oyster::Network::NetworkClient* nwClient)
{
// load models
privData = new myData();
privData->state = gameStateState_loading;
privData->nwClient = nwClient;
privData->state = LoadGame();
return true;
}
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GameState::gameStateState GameState::LoadGame()
{
Oyster::Graphics::Definitions::Pointlight plight;
plight.Pos = Oyster::Math::Float3(0,3,0);
plight.Color = Oyster::Math::Float3(0,1,0);
plight.Radius = 5;
plight.Bright = 2;
Oyster::Graphics::API::AddLight(plight);
LoadModels(L"map");
InitCamera(Oyster::Math::Float3(0,0,5.4f));
return gameStateState_playing;
}
bool GameState::LoadModels(std::wstring mapFile)
{
// open file
// read file
// init models
privData->modelCount = 2;
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ModelInitData modelData;
modelData.world = Oyster::Math3D::Float4x4::identity;
modelData.visible = true;
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modelData.modelPath = L"..\\Content\\worldDummy";
modelData.id = 0;
// load models
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C_Object* obj = new C_Player();
privData->object.push_back(obj);
privData->object[privData->object.size() -1 ]->Init(modelData);
Oyster::Math3D::Float4x4 translate = Oyster::Math3D::TranslationMatrix(Oyster::Math::Float3(-2,2,2));
modelData.world = modelData.world * translate;
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modelData.modelPath = L"..\\Content\\worldDummy";
modelData.id ++;
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obj = new C_DynamicObj();
privData->object.push_back(obj);
privData->object[privData->object.size() -1 ]->Init(modelData);
return true;
}
bool GameState::InitCamera(Oyster::Math::Float3 startPos)
{
privData->proj = Oyster::Math3D::ProjectionMatrix_Perspective(Oyster::Math::pi/2,1024.0f/768.0f,.1f,1000);
//privData->proj = Oyster::Math3D::ProjectionMatrix_Orthographic(1024, 768, 1, 1000);
Oyster::Graphics::API::SetProjection(privData->proj);
privData->view = Oyster::Math3D::OrientationMatrix_LookAtDirection(Oyster::Math::Float3(0,0,-1),Oyster::Math::Float3(0,1,0),startPos);
privData->view = Oyster::Math3D::InverseOrientationMatrix(privData->view);
return true;
}
GameClientState::ClientState GameState::Update(float deltaTime, InputClass* KeyInput)
{
switch (privData->state)
{
case gameStateState_loading:
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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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bool send = false;
GameLogic::Protocol_PlayerMovement movePlayer;
movePlayer.bForward = false;
movePlayer.bBackward = false;
movePlayer.bStrafeLeft = false;
movePlayer.bStrafeRight = false;
movePlayer.bTurnLeft = false;
movePlayer.bTurnRight = false;
if(KeyInput->IsKeyPressed(DIK_W))
{
if(!key_forward)
{
movePlayer.bForward = true;
send = true;
key_forward = true;
}
}
else
key_forward = false;
if(KeyInput->IsKeyPressed(DIK_S))
{
if(!key_backward)
{
movePlayer.bBackward = true;
send = true;
key_backward = true;
}
}
else
key_backward = false;
if(KeyInput->IsKeyPressed(DIK_A))
{
if(!key_strafeLeft)
{
movePlayer.bStrafeLeft = true;
send = true;
key_strafeLeft = true;
}
}
else
key_strafeLeft = false;
if(KeyInput->IsKeyPressed(DIK_D))
{
if(!key_strafeRight)
{
movePlayer.bStrafeRight = true;
send = true;
key_strafeRight = true;
}
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}
else
key_strafeRight = false;
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if (privData->nwClient->IsConnected() && send)
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{
privData->nwClient->Send(movePlayer);
}
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//send delta mouse movement
if (KeyInput->IsMousePressed())
{
GameLogic::Protocol_PlayerMouse deltaMouseMove;
deltaMouseMove.dxMouse = KeyInput->GetYaw();
deltaMouseMove.dyMouse = KeyInput->GetPitch();
//privData->nwClient->Send(deltaMouseMove);
}
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// send event data
//
if(KeyInput->IsKeyPressed(DIK_L))
privData->state = GameState::gameStateState_end;
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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()
{
Oyster::Graphics::API::SetView(privData->view);
Oyster::Graphics::API::SetProjection(privData->proj);
Oyster::Graphics::API::NewFrame();
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for (int i = 0; i < privData->object.size(); i++)
{
privData->object[i]->Render();
}
Oyster::Graphics::API::EndFrame();
return true;
}
bool GameState::Release()
{
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for (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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}
void GameState::Protocol(ProtocolStruct* pos)
{
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}
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void GameState::Protocol( PlayerPos* pos )
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{
Oyster::Math::Float4x4 world, translate;
world = Oyster::Math::Float4x4::identity;
translate = Oyster::Math::Float4x4::identity;
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translate = Oyster::Math3D::TranslationMatrix(Oyster::Math::Float3(pos->playerPos[0],pos->playerPos[1],pos->playerPos[2]));
world = world * translate;
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privData->object[0]->setPos( world );
}
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void GameState::Protocol( ObjPos* pos )
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{
Oyster::Math::Float4x4 world;
for(int i = 0; i<16; i++)
{
world[i] = pos->worldPos[i];
}
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for (int i = 0; i < privData->object.size(); i++)
{
if(privData->object[i]->GetId() == pos->object_ID)
privData->object[i]->setPos(world);
}
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}
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void GameState::Protocol( NewObj* pos )
{
Oyster::Math::Float4x4 world;
for(int i = 0; i<16; i++)
{
world[i] = pos->worldPos[i];
}
ModelInitData modelData;
modelData.world = world;
modelData.visible = true;
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modelData.id = pos->object_ID;
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//not sure if this is good parsing rom char* to wstring
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const char* path = pos->path;
modelData.modelPath = std::wstring(path, path + strlen(path));
// load models
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C_Object* player = new C_Player();
player->Init(modelData);
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privData->object.push_back(player);
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}
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void DanBias::Client::GameState::Protocol( RemoveObj* obj )
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{
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for (int i = 0; i < privData->object.size(); i++)
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{
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if(privData->object[i]->GetId() == obj->object_ID)
{
privData->object.at(i)->Release();
privData->object.erase(privData->object.begin() + i );
}
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}
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//privData->object[obj->object_ID]->Release( );
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}
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//void GameState::Protocol(LightPos pos);