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This commit is contained in:
commit
069acee8cc
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@ -1,2 +0,0 @@
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port 15151
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clients 200
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@ -1,4 +0,0 @@
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ServerInit ..\Settings\ServerInit.ini
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More a
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more b
|
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more c
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Binary file not shown.
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@ -1,11 +1,11 @@
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|||
<?xml version="1.0" encoding="UTF-8" standalone="no"?>
|
||||
<diagram program="umlet" version="12.2">
|
||||
<diagram program="umlet" version="12.1">
|
||||
<zoom_level>10</zoom_level>
|
||||
<element>
|
||||
<id>UMLClass</id>
|
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<coordinates>
|
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<x>530</x>
|
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<y>320</y>
|
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<x>610</x>
|
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<y>340</y>
|
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<w>100</w>
|
||||
<h>30</h>
|
||||
</coordinates>
|
||||
|
@ -16,20 +16,8 @@
|
|||
<element>
|
||||
<id>UMLClass</id>
|
||||
<coordinates>
|
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<x>530</x>
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<y>250</y>
|
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<w>100</w>
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<h>30</h>
|
||||
</coordinates>
|
||||
<panel_attributes>MainLobby
|
||||
</panel_attributes>
|
||||
<additional_attributes/>
|
||||
</element>
|
||||
<element>
|
||||
<id>UMLClass</id>
|
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<coordinates>
|
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<x>510</x>
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<y>500</y>
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<x>580</x>
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<w>160</w>
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<h>80</h>
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</coordinates>
|
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|
@ -41,89 +29,34 @@
|
|||
<additional_attributes/>
|
||||
</element>
|
||||
<element>
|
||||
<id>UMLClass</id>
|
||||
<type>com.umlet.element.Relation</type>
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<coordinates>
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<x>620</x>
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<y>340</y>
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<w>60</w>
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<h>160</h>
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</coordinates>
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<panel_attributes>lt=->>>></panel_attributes>
|
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<additional_attributes>30;140;40;30</additional_attributes>
|
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</element>
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<element>
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<type>com.umlet.element.Relation</type>
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<x>710</x>
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<w>100</w>
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<h>30</h>
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</coordinates>
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<panel_attributes>LobbyClient</panel_attributes>
|
||||
<additional_attributes/>
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</element>
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<element>
|
||||
<type>com.umlet.element.Relation</type>
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<coordinates>
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<x>550</x>
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<y>250</y>
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<w>50</w>
|
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<h>90</h>
|
||||
</coordinates>
|
||||
<panel_attributes>lt=->>>></panel_attributes>
|
||||
<additional_attributes>30;70;30;30</additional_attributes>
|
||||
</element>
|
||||
<element>
|
||||
<type>com.umlet.element.Relation</type>
|
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<coordinates>
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<x>550</x>
|
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<y>420</y>
|
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<w>50</w>
|
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<h>100</h>
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</coordinates>
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<panel_attributes>lt=->>>></panel_attributes>
|
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<additional_attributes>30;80;30;30</additional_attributes>
|
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</element>
|
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<element>
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<type>com.umlet.element.Relation</type>
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<coordinates>
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<x>600</x>
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<y>300</y>
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<w>130</w>
|
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<h>50</h>
|
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</coordinates>
|
||||
<panel_attributes>lt=>>>-</panel_attributes>
|
||||
<additional_attributes>110;30;30;30</additional_attributes>
|
||||
</element>
|
||||
<element>
|
||||
<type>com.umlet.element.Relation</type>
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<coordinates>
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<x>600</x>
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<w>180</w>
|
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<h>110</h>
|
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</coordinates>
|
||||
<panel_attributes>lt=>>>-</panel_attributes>
|
||||
<additional_attributes>160;90;160;30;30;30</additional_attributes>
|
||||
</element>
|
||||
<element>
|
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<type>com.umlet.element.Relation</type>
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<coordinates>
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|
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<h>140</h>
|
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</coordinates>
|
||||
<panel_attributes>lt=>>>-</panel_attributes>
|
||||
<additional_attributes>120;30;120;120;30;120</additional_attributes>
|
||||
</element>
|
||||
<element>
|
||||
<type>com.umlet.element.Relation</type>
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<coordinates>
|
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<x>610</x>
|
||||
<y>140</y>
|
||||
<w>400</w>
|
||||
<h>150</h>
|
||||
</coordinates>
|
||||
<panel_attributes>lt=<<.</panel_attributes>
|
||||
<additional_attributes>380;130;170;130;170;30;30;30</additional_attributes>
|
||||
<panel_attributes>lt=>>>>-</panel_attributes>
|
||||
<additional_attributes>80;30;30;30</additional_attributes>
|
||||
</element>
|
||||
<element>
|
||||
<id>UMLClass</id>
|
||||
<coordinates>
|
||||
<x>520</x>
|
||||
<y>160</y>
|
||||
<x>600</x>
|
||||
<y>180</y>
|
||||
<w>120</w>
|
||||
<h>30</h>
|
||||
<h>120</h>
|
||||
</coordinates>
|
||||
<panel_attributes>GameServer</panel_attributes>
|
||||
<additional_attributes/>
|
||||
|
@ -131,42 +64,19 @@
|
|||
<element>
|
||||
<type>com.umlet.element.Relation</type>
|
||||
<coordinates>
|
||||
<x>550</x>
|
||||
<y>160</y>
|
||||
<x>630</x>
|
||||
<y>270</y>
|
||||
<w>50</w>
|
||||
<h>110</h>
|
||||
<h>90</h>
|
||||
</coordinates>
|
||||
<panel_attributes>lt=>>>>-</panel_attributes>
|
||||
<additional_attributes>30;90;30;30</additional_attributes>
|
||||
</element>
|
||||
<element>
|
||||
<type>com.umlet.element.Relation</type>
|
||||
<coordinates>
|
||||
<x>750</x>
|
||||
<y>260</y>
|
||||
<w>260</w>
|
||||
<h>80</h>
|
||||
</coordinates>
|
||||
<panel_attributes>lt=<<.</panel_attributes>
|
||||
<additional_attributes>240;30;30;30;30;60</additional_attributes>
|
||||
</element>
|
||||
<element>
|
||||
<type>com.umlet.element.Package</type>
|
||||
<coordinates>
|
||||
<x>990</x>
|
||||
<y>250</y>
|
||||
<w>120</w>
|
||||
<h>50</h>
|
||||
</coordinates>
|
||||
<panel_attributes>NetworkAPI
|
||||
bg=#a21aff</panel_attributes>
|
||||
<additional_attributes/>
|
||||
<additional_attributes>30;70;30;30</additional_attributes>
|
||||
</element>
|
||||
<element>
|
||||
<id>UMLClass</id>
|
||||
<coordinates>
|
||||
<x>510</x>
|
||||
<y>20</y>
|
||||
<x>590</x>
|
||||
<y>100</y>
|
||||
<w>130</w>
|
||||
<h>40</h>
|
||||
</coordinates>
|
||||
|
@ -177,22 +87,22 @@ DanBiasServerAPI</panel_attributes>
|
|||
<element>
|
||||
<type>com.umlet.element.Relation</type>
|
||||
<coordinates>
|
||||
<x>550</x>
|
||||
<y>30</y>
|
||||
<x>630</x>
|
||||
<y>110</y>
|
||||
<w>50</w>
|
||||
<h>150</h>
|
||||
<h>90</h>
|
||||
</coordinates>
|
||||
<panel_attributes>lt=>>>>-
|
||||
</panel_attributes>
|
||||
<additional_attributes>30;130;30;30</additional_attributes>
|
||||
<additional_attributes>30;70;30;30</additional_attributes>
|
||||
</element>
|
||||
<element>
|
||||
<id>UMLClass</id>
|
||||
<coordinates>
|
||||
<x>300</x>
|
||||
<y>320</y>
|
||||
<x>1060</x>
|
||||
<y>330</y>
|
||||
<w>120</w>
|
||||
<h>30</h>
|
||||
<h>50</h>
|
||||
</coordinates>
|
||||
<panel_attributes>NetworkSession</panel_attributes>
|
||||
<additional_attributes/>
|
||||
|
@ -200,41 +110,41 @@ DanBiasServerAPI</panel_attributes>
|
|||
<element>
|
||||
<type>com.umlet.element.Relation</type>
|
||||
<coordinates>
|
||||
<x>330</x>
|
||||
<y>230</y>
|
||||
<w>220</w>
|
||||
<h>110</h>
|
||||
<x>690</x>
|
||||
<y>220</y>
|
||||
<w>390</w>
|
||||
<h>50</h>
|
||||
</coordinates>
|
||||
<panel_attributes>lt=->>>>></panel_attributes>
|
||||
<additional_attributes>200;30;30;30;30;90</additional_attributes>
|
||||
<panel_attributes>lt=-<<<<</panel_attributes>
|
||||
<additional_attributes>30;30;370;30</additional_attributes>
|
||||
</element>
|
||||
<element>
|
||||
<type>com.umlet.element.Relation</type>
|
||||
<coordinates>
|
||||
<x>390</x>
|
||||
<y>300</y>
|
||||
<w>160</w>
|
||||
<x>680</x>
|
||||
<y>320</y>
|
||||
<w>400</w>
|
||||
<h>50</h>
|
||||
</coordinates>
|
||||
<panel_attributes>lt=->>>>></panel_attributes>
|
||||
<additional_attributes>140;30;30;30</additional_attributes>
|
||||
<additional_attributes>30;30;380;30</additional_attributes>
|
||||
</element>
|
||||
<element>
|
||||
<type>com.umlet.element.Relation</type>
|
||||
<coordinates>
|
||||
<x>330</x>
|
||||
<y>320</y>
|
||||
<w>200</w>
|
||||
<h>210</h>
|
||||
<x>690</x>
|
||||
<y>340</y>
|
||||
<w>390</w>
|
||||
<h>160</h>
|
||||
</coordinates>
|
||||
<panel_attributes>lt=->>>>></panel_attributes>
|
||||
<additional_attributes>180;190;30;190;30;30</additional_attributes>
|
||||
<additional_attributes>30;140;40;40;370;30</additional_attributes>
|
||||
</element>
|
||||
<element>
|
||||
<type>com.umlet.element.Package</type>
|
||||
<coordinates>
|
||||
<x>990</x>
|
||||
<y>370</y>
|
||||
<x>460</x>
|
||||
<y>640</y>
|
||||
<w>120</w>
|
||||
<h>50</h>
|
||||
</coordinates>
|
||||
|
@ -245,164 +155,19 @@ bg=blue</panel_attributes>
|
|||
<element>
|
||||
<type>com.umlet.element.Relation</type>
|
||||
<coordinates>
|
||||
<x>750</x>
|
||||
<y>320</y>
|
||||
<w>260</w>
|
||||
<h>90</h>
|
||||
<x>370</x>
|
||||
<y>530</y>
|
||||
<w>350</w>
|
||||
<h>290</h>
|
||||
</coordinates>
|
||||
<panel_attributes>lt=<<.</panel_attributes>
|
||||
<additional_attributes>240;70;30;70;30;30</additional_attributes>
|
||||
</element>
|
||||
<element>
|
||||
<type>com.umlet.element.Package</type>
|
||||
<coordinates>
|
||||
<x>990</x>
|
||||
<y>310</y>
|
||||
<w>120</w>
|
||||
<h>40</h>
|
||||
</coordinates>
|
||||
<panel_attributes>PhysicsAPI
|
||||
bg=blue
|
||||
--
|
||||
</panel_attributes>
|
||||
<additional_attributes/>
|
||||
</element>
|
||||
<element>
|
||||
<type>com.umlet.element.Relation</type>
|
||||
<coordinates>
|
||||
<x>780</x>
|
||||
<y>300</y>
|
||||
<w>230</w>
|
||||
<h>50</h>
|
||||
</coordinates>
|
||||
<panel_attributes>lt=.<<</panel_attributes>
|
||||
<additional_attributes>210;30;30;30</additional_attributes>
|
||||
</element>
|
||||
<element>
|
||||
<type>com.umlet.element.Relation</type>
|
||||
<coordinates>
|
||||
<x>640</x>
|
||||
<y>380</y>
|
||||
<w>370</w>
|
||||
<h>190</h>
|
||||
</coordinates>
|
||||
<panel_attributes>lt=<<.</panel_attributes>
|
||||
<additional_attributes>350;30;190;30;190;170;30;170</additional_attributes>
|
||||
<additional_attributes>90;150;30;270;330;240;240;30</additional_attributes>
|
||||
</element>
|
||||
<element>
|
||||
<id>UMLClass</id>
|
||||
<coordinates>
|
||||
<x>320</x>
|
||||
<y>120</y>
|
||||
<w>130</w>
|
||||
<h>90</h>
|
||||
</coordinates>
|
||||
<panel_attributes>ServerInitReader
|
||||
--
|
||||
Helper to load ini files to server
|
||||
|
||||
elementstyle=wordwrap
|
||||
</panel_attributes>
|
||||
<additional_attributes/>
|
||||
</element>
|
||||
<element>
|
||||
<type>com.umlet.element.Relation</type>
|
||||
<coordinates>
|
||||
<x>420</x>
|
||||
<y>140</y>
|
||||
<w>120</w>
|
||||
<h>50</h>
|
||||
</coordinates>
|
||||
<panel_attributes>lt=>>.
|
||||
</panel_attributes>
|
||||
<additional_attributes>100;30;30;30</additional_attributes>
|
||||
</element>
|
||||
<element>
|
||||
<id>UMLClass</id>
|
||||
<coordinates>
|
||||
<x>510</x>
|
||||
<y>400</y>
|
||||
<w>160</w>
|
||||
<h>50</h>
|
||||
</coordinates>
|
||||
<panel_attributes>GameSessionManager
|
||||
--
|
||||
/Creates game sessions/</panel_attributes>
|
||||
<additional_attributes/>
|
||||
</element>
|
||||
<element>
|
||||
<type>com.umlet.element.Relation</type>
|
||||
<coordinates>
|
||||
<x>550</x>
|
||||
<y>320</y>
|
||||
<w>50</w>
|
||||
<h>100</h>
|
||||
</coordinates>
|
||||
<panel_attributes>lt=>>-</panel_attributes>
|
||||
<additional_attributes>30;30;30;80</additional_attributes>
|
||||
</element>
|
||||
<element>
|
||||
<type>com.umlet.element.Package</type>
|
||||
<coordinates>
|
||||
<x>990</x>
|
||||
<y>430</y>
|
||||
<w>120</w>
|
||||
<h>40</h>
|
||||
</coordinates>
|
||||
<panel_attributes>ProtocolManager
|
||||
bg=#aaaaa</panel_attributes>
|
||||
<additional_attributes/>
|
||||
</element>
|
||||
<element>
|
||||
<type>com.umlet.element.Relation</type>
|
||||
<coordinates>
|
||||
<x>310</x>
|
||||
<y>320</y>
|
||||
<w>770</w>
|
||||
<h>300</h>
|
||||
</coordinates>
|
||||
<panel_attributes>lt=<<.</panel_attributes>
|
||||
<additional_attributes>750;150;750;280;30;280;30;30</additional_attributes>
|
||||
</element>
|
||||
<element>
|
||||
<type>com.umlet.element.Relation</type>
|
||||
<coordinates>
|
||||
<x>1080</x>
|
||||
<y>260</y>
|
||||
<w>70</w>
|
||||
<h>210</h>
|
||||
</coordinates>
|
||||
<panel_attributes>lt=<<.</panel_attributes>
|
||||
<additional_attributes>30;190;50;190;50;30;30;30</additional_attributes>
|
||||
</element>
|
||||
<element>
|
||||
<id>UMLClass</id>
|
||||
<coordinates>
|
||||
<x>160</x>
|
||||
<y>310</y>
|
||||
<w>120</w>
|
||||
<h>40</h>
|
||||
</coordinates>
|
||||
<panel_attributes>/<<interface>>/
|
||||
INetworkSession</panel_attributes>
|
||||
<additional_attributes/>
|
||||
</element>
|
||||
<element>
|
||||
<type>com.umlet.element.Relation</type>
|
||||
<coordinates>
|
||||
<x>250</x>
|
||||
<y>300</y>
|
||||
<w>70</w>
|
||||
<h>50</h>
|
||||
</coordinates>
|
||||
<panel_attributes>lt=->>>>></panel_attributes>
|
||||
<additional_attributes>50;30;30;30</additional_attributes>
|
||||
</element>
|
||||
<element>
|
||||
<id>UMLClass</id>
|
||||
<coordinates>
|
||||
<x>710</x>
|
||||
<y>410</y>
|
||||
<x>790</x>
|
||||
<y>500</y>
|
||||
<w>100</w>
|
||||
<h>30</h>
|
||||
</coordinates>
|
||||
|
@ -412,28 +177,91 @@ INetworkSession</panel_attributes>
|
|||
<element>
|
||||
<type>com.umlet.element.Relation</type>
|
||||
<coordinates>
|
||||
<x>730</x>
|
||||
<y>320</y>
|
||||
<w>50</w>
|
||||
<h>110</h>
|
||||
<x>670</x>
|
||||
<y>530</y>
|
||||
<w>150</w>
|
||||
<h>180</h>
|
||||
</coordinates>
|
||||
<panel_attributes>lt=>>>-</panel_attributes>
|
||||
<additional_attributes>30;30;30;90</additional_attributes>
|
||||
<panel_attributes>lt=<<.</panel_attributes>
|
||||
<additional_attributes>130;160;30;30</additional_attributes>
|
||||
</element>
|
||||
<element>
|
||||
<type>com.umlet.element.Package</type>
|
||||
<coordinates>
|
||||
<x>800</x>
|
||||
<y>670</y>
|
||||
<w>120</w>
|
||||
<h>40</h>
|
||||
</coordinates>
|
||||
<panel_attributes>GameProtocols
|
||||
bg=#aaaaa</panel_attributes>
|
||||
<additional_attributes/>
|
||||
</element>
|
||||
<element>
|
||||
<type>com.umlet.element.Package</type>
|
||||
<coordinates>
|
||||
<x>1040</x>
|
||||
<y>200</y>
|
||||
<w>160</w>
|
||||
<h>190</h>
|
||||
</coordinates>
|
||||
<panel_attributes>NetworkAPI
|
||||
bg=#a21aff</panel_attributes>
|
||||
<additional_attributes/>
|
||||
</element>
|
||||
<element>
|
||||
<id>UMLClass</id>
|
||||
<coordinates>
|
||||
<x>150</x>
|
||||
<y>420</y>
|
||||
<w>160</w>
|
||||
<h>50</h>
|
||||
<x>1060</x>
|
||||
<y>280</y>
|
||||
<w>120</w>
|
||||
<h>40</h>
|
||||
</coordinates>
|
||||
<panel_attributes>MapManager
|
||||
--
|
||||
Manages all map stuff.
|
||||
|
||||
elementstyle=wordwrap
|
||||
</panel_attributes>
|
||||
<panel_attributes>NetworkClient</panel_attributes>
|
||||
<additional_attributes/>
|
||||
</element>
|
||||
<element>
|
||||
<id>UMLClass</id>
|
||||
<coordinates>
|
||||
<x>1060</x>
|
||||
<y>230</y>
|
||||
<w>120</w>
|
||||
<h>40</h>
|
||||
</coordinates>
|
||||
<panel_attributes>NetworkServer</panel_attributes>
|
||||
<additional_attributes/>
|
||||
</element>
|
||||
<element>
|
||||
<type>com.umlet.element.Relation</type>
|
||||
<coordinates>
|
||||
<x>690</x>
|
||||
<y>240</y>
|
||||
<w>390</w>
|
||||
<h>80</h>
|
||||
</coordinates>
|
||||
<panel_attributes>lt=-></panel_attributes>
|
||||
<additional_attributes>30;30;200;30;200;60;370;60</additional_attributes>
|
||||
</element>
|
||||
<element>
|
||||
<type>com.umlet.element.Relation</type>
|
||||
<coordinates>
|
||||
<x>690</x>
|
||||
<y>260</y>
|
||||
<w>390</w>
|
||||
<h>100</h>
|
||||
</coordinates>
|
||||
<panel_attributes>lt=-<<<<</panel_attributes>
|
||||
<additional_attributes>30;30;180;30;180;80;370;80</additional_attributes>
|
||||
</element>
|
||||
<element>
|
||||
<type>com.umlet.element.Relation</type>
|
||||
<coordinates>
|
||||
<x>860</x>
|
||||
<y>270</y>
|
||||
<w>380</w>
|
||||
<h>260</h>
|
||||
</coordinates>
|
||||
<panel_attributes>lt=>>>-</panel_attributes>
|
||||
<additional_attributes>320;30;360;30;360;230;30;240</additional_attributes>
|
||||
</element>
|
||||
</diagram>
|
||||
|
|
|
@ -0,0 +1,277 @@
|
|||
<?xml version="1.0" encoding="UTF-8" standalone="no"?>
|
||||
<diagram program="umlet" version="12.0">
|
||||
<zoom_level>8</zoom_level>
|
||||
<element>
|
||||
<type>com.umlet.element.Relation</type>
|
||||
<coordinates>
|
||||
<x>632</x>
|
||||
<y>232</y>
|
||||
<w>88</w>
|
||||
<h>176</h>
|
||||
</coordinates>
|
||||
<panel_attributes>lt=.
|
||||
<Uses</panel_attributes>
|
||||
<additional_attributes>24;24;24;64;72;64;72;160</additional_attributes>
|
||||
</element>
|
||||
<element>
|
||||
<type>com.umlet.element.Relation</type>
|
||||
<coordinates>
|
||||
<x>136</x>
|
||||
<y>232</y>
|
||||
<w>40</w>
|
||||
<h>168</h>
|
||||
</coordinates>
|
||||
<panel_attributes>lt=<<.</panel_attributes>
|
||||
<additional_attributes>24;24;24;152</additional_attributes>
|
||||
</element>
|
||||
<element>
|
||||
<type>com.umlet.element.Relation</type>
|
||||
<coordinates>
|
||||
<x>448</x>
|
||||
<y>496</y>
|
||||
<w>40</w>
|
||||
<h>88</h>
|
||||
</coordinates>
|
||||
<panel_attributes>lt=<<<<-</panel_attributes>
|
||||
<additional_attributes>24;72;24;24</additional_attributes>
|
||||
</element>
|
||||
<element>
|
||||
<type>com.umlet.element.Relation</type>
|
||||
<coordinates>
|
||||
<x>432</x>
|
||||
<y>232</y>
|
||||
<w>40</w>
|
||||
<h>168</h>
|
||||
</coordinates>
|
||||
<panel_attributes>lt=<<.</panel_attributes>
|
||||
<additional_attributes>24;24;24;152</additional_attributes>
|
||||
</element>
|
||||
<element>
|
||||
<type>com.umlet.element.Class</type>
|
||||
<coordinates>
|
||||
<x>608</x>
|
||||
<y>216</y>
|
||||
<w>128</w>
|
||||
<h>40</h>
|
||||
</coordinates>
|
||||
<panel_attributes>Resource Loader
|
||||
<<Dennis>><<Singleton></panel_attributes>
|
||||
<additional_attributes/>
|
||||
</element>
|
||||
<element>
|
||||
<type>com.umlet.element.Class</type>
|
||||
<coordinates>
|
||||
<x>232</x>
|
||||
<y>112</y>
|
||||
<w>128</w>
|
||||
<h>40</h>
|
||||
</coordinates>
|
||||
<panel_attributes>GameLogic
|
||||
<<Erik>></panel_attributes>
|
||||
<additional_attributes/>
|
||||
</element>
|
||||
<element>
|
||||
<type>com.umlet.element.Class</type>
|
||||
<coordinates>
|
||||
<x>120</x>
|
||||
<y>232</y>
|
||||
<w>80</w>
|
||||
<h>24</h>
|
||||
</coordinates>
|
||||
<panel_attributes>Defines</panel_attributes>
|
||||
<additional_attributes/>
|
||||
</element>
|
||||
<element>
|
||||
<type>com.umlet.element.Class</type>
|
||||
<coordinates>
|
||||
<x>352</x>
|
||||
<y>568</y>
|
||||
<w>232</w>
|
||||
<h>136</h>
|
||||
</coordinates>
|
||||
<panel_attributes><<Interface>>
|
||||
LevelParser
|
||||
--
|
||||
Functions:
|
||||
vector<struct> Parse();
|
||||
-
|
||||
Privates:
|
||||
enum headerType;
|
||||
const int FileHeaderSize;
|
||||
const int FileVersion;
|
||||
</panel_attributes>
|
||||
<additional_attributes/>
|
||||
</element>
|
||||
<element>
|
||||
<type>com.umlet.element.Relation</type>
|
||||
<coordinates>
|
||||
<x>336</x>
|
||||
<y>88</y>
|
||||
<w>136</w>
|
||||
<h>160</h>
|
||||
</coordinates>
|
||||
<panel_attributes>lt=lt=->>>>
|
||||
m1=1..1
|
||||
m2=1..1
|
||||
Uses></panel_attributes>
|
||||
<additional_attributes>24;40;80;40;120;40;120;144</additional_attributes>
|
||||
</element>
|
||||
<element>
|
||||
<type>com.umlet.element.Relation</type>
|
||||
<coordinates>
|
||||
<x>560</x>
|
||||
<y>496</y>
|
||||
<w>136</w>
|
||||
<h>104</h>
|
||||
</coordinates>
|
||||
<panel_attributes>lt=<<<<-</panel_attributes>
|
||||
<additional_attributes>120;24;120;88;24;88</additional_attributes>
|
||||
</element>
|
||||
<element>
|
||||
<type>com.umlet.element.Class</type>
|
||||
<coordinates>
|
||||
<x>352</x>
|
||||
<y>384</y>
|
||||
<w>232</w>
|
||||
<h>136</h>
|
||||
</coordinates>
|
||||
<panel_attributes>LevelLoader
|
||||
<<API>><Interface>>
|
||||
--
|
||||
Functions:
|
||||
vector<struct> LoadLevel(String fileName);
|
||||
struct LoadLevelHeader(String fileName);
|
||||
-
|
||||
Privates:
|
||||
|
||||
</panel_attributes>
|
||||
<additional_attributes/>
|
||||
</element>
|
||||
<element>
|
||||
<type>com.umlet.element.Relation</type>
|
||||
<coordinates>
|
||||
<x>560</x>
|
||||
<y>600</y>
|
||||
<w>176</w>
|
||||
<h>56</h>
|
||||
</coordinates>
|
||||
<panel_attributes>lt=-
|
||||
m1=1..1
|
||||
m2=1..1
|
||||
Uses></panel_attributes>
|
||||
<additional_attributes>24;40;160;40</additional_attributes>
|
||||
</element>
|
||||
<element>
|
||||
<type>com.umlet.element.Package</type>
|
||||
<coordinates>
|
||||
<x>344</x>
|
||||
<y>344</y>
|
||||
<w>584</w>
|
||||
<h>368</h>
|
||||
</coordinates>
|
||||
<panel_attributes>LevelLoader</panel_attributes>
|
||||
<additional_attributes/>
|
||||
</element>
|
||||
<element>
|
||||
<type>com.umlet.element.Relation</type>
|
||||
<coordinates>
|
||||
<x>472</x>
|
||||
<y>200</y>
|
||||
<w>152</w>
|
||||
<h>56</h>
|
||||
</coordinates>
|
||||
<panel_attributes>lt=-
|
||||
m1=1..1
|
||||
m2=1..1
|
||||
Uses></panel_attributes>
|
||||
<additional_attributes>24;40;136;40</additional_attributes>
|
||||
</element>
|
||||
<element>
|
||||
<type>com.umlet.element.Class</type>
|
||||
<coordinates>
|
||||
<x>416</x>
|
||||
<y>232</y>
|
||||
<w>80</w>
|
||||
<h>24</h>
|
||||
</coordinates>
|
||||
<panel_attributes>LevelLoader
|
||||
</panel_attributes>
|
||||
<additional_attributes/>
|
||||
</element>
|
||||
<element>
|
||||
<type>com.umlet.element.Class</type>
|
||||
<coordinates>
|
||||
<x>48</x>
|
||||
<y>384</y>
|
||||
<w>232</w>
|
||||
<h>104</h>
|
||||
</coordinates>
|
||||
<panel_attributes>ObjectDefines.h
|
||||
<<Header file>>
|
||||
--
|
||||
Enum ObjectType(static, dynamic, specials);
|
||||
.
|
||||
Struct static;
|
||||
Struct dynamic;
|
||||
Struct specials</panel_attributes>
|
||||
<additional_attributes/>
|
||||
</element>
|
||||
<element>
|
||||
<type>com.umlet.element.Class</type>
|
||||
<coordinates>
|
||||
<x>720</x>
|
||||
<y>584</y>
|
||||
<w>200</w>
|
||||
<h>120</h>
|
||||
</coordinates>
|
||||
<panel_attributes>Collection of functions
|
||||
<<lots of functions>>
|
||||
--
|
||||
functions for creating the right structs</panel_attributes>
|
||||
<additional_attributes/>
|
||||
</element>
|
||||
<element>
|
||||
<type>com.umlet.element.Package</type>
|
||||
<coordinates>
|
||||
<x>40</x>
|
||||
<y>344</y>
|
||||
<w>248</w>
|
||||
<h>160</h>
|
||||
</coordinates>
|
||||
<panel_attributes>Defines</panel_attributes>
|
||||
<additional_attributes/>
|
||||
</element>
|
||||
<element>
|
||||
<type>com.umlet.element.Class</type>
|
||||
<coordinates>
|
||||
<x>592</x>
|
||||
<y>392</y>
|
||||
<w>208</w>
|
||||
<h>128</h>
|
||||
</coordinates>
|
||||
<panel_attributes><<Interface>>
|
||||
Loader
|
||||
--
|
||||
Functions:
|
||||
wchar* LoadFile(string fileName);
|
||||
//Model* LoadHitBoxes(string modelName);
|
||||
//Model* LoadHitBoxes(int modelID);
|
||||
-
|
||||
Privates:</panel_attributes>
|
||||
<additional_attributes/>
|
||||
</element>
|
||||
<element>
|
||||
<type>com.umlet.element.Relation</type>
|
||||
<coordinates>
|
||||
<x>176</x>
|
||||
<y>200</y>
|
||||
<w>256</w>
|
||||
<h>56</h>
|
||||
</coordinates>
|
||||
<panel_attributes>lt=->>>>
|
||||
m1=1..1
|
||||
m2=1..1
|
||||
<Knows about</panel_attributes>
|
||||
<additional_attributes>240;40;24;40</additional_attributes>
|
||||
</element>
|
||||
</diagram>
|
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
|
@ -6,7 +6,7 @@
|
|||
<type>com.umlet.element.Class</type>
|
||||
<coordinates>
|
||||
<x>357</x>
|
||||
<y>609</y>
|
||||
<y>518</y>
|
||||
<w>252</w>
|
||||
<h>406</h>
|
||||
</coordinates>
|
||||
|
@ -34,7 +34,7 @@ Forcefield( .. ) : Float</panel_attributes>
|
|||
<type>com.umlet.element.Class</type>
|
||||
<coordinates>
|
||||
<x>364</x>
|
||||
<y>819</y>
|
||||
<y>728</y>
|
||||
<w>238</w>
|
||||
<h>189</h>
|
||||
</coordinates>
|
||||
|
@ -60,7 +60,7 @@ Cylinder( .. ) : Matrix</panel_attributes>
|
|||
<type>com.umlet.element.Class</type>
|
||||
<coordinates>
|
||||
<x>616</x>
|
||||
<y>609</y>
|
||||
<y>518</y>
|
||||
<w>210</w>
|
||||
<h>35</h>
|
||||
</coordinates>
|
||||
|
@ -73,7 +73,7 @@ Update_LeapFrog( deltatime : Float ) : void</panel_attributes>
|
|||
<type>com.umlet.element.Class</type>
|
||||
<coordinates>
|
||||
<x>616</x>
|
||||
<y>672</y>
|
||||
<y>581</y>
|
||||
<w>210</w>
|
||||
<h>203</h>
|
||||
</coordinates>
|
||||
|
@ -101,7 +101,7 @@ CalculateAngularMomentum( .. ) : Vector
|
|||
<type>com.umlet.element.Class</type>
|
||||
<coordinates>
|
||||
<x>728</x>
|
||||
<y>938</y>
|
||||
<y>847</y>
|
||||
<w>98</w>
|
||||
<h>21</h>
|
||||
</coordinates>
|
||||
|
@ -112,7 +112,7 @@ CalculateAngularMomentum( .. ) : Vector
|
|||
<type>com.umlet.element.Class</type>
|
||||
<coordinates>
|
||||
<x>728</x>
|
||||
<y>966</y>
|
||||
<y>875</y>
|
||||
<w>98</w>
|
||||
<h>21</h>
|
||||
</coordinates>
|
||||
|
@ -123,7 +123,7 @@ CalculateAngularMomentum( .. ) : Vector
|
|||
<type>com.umlet.element.Class</type>
|
||||
<coordinates>
|
||||
<x>728</x>
|
||||
<y>994</y>
|
||||
<y>903</y>
|
||||
<w>98</w>
|
||||
<h>21</h>
|
||||
</coordinates>
|
||||
|
@ -134,7 +134,7 @@ CalculateAngularMomentum( .. ) : Vector
|
|||
<type>com.umlet.element.Relation</type>
|
||||
<coordinates>
|
||||
<x>644</x>
|
||||
<y>623</y>
|
||||
<y>532</y>
|
||||
<w>132</w>
|
||||
<h>62</h>
|
||||
</coordinates>
|
||||
|
@ -146,7 +146,7 @@ CalculateAngularMomentum( .. ) : Vector
|
|||
<type>com.umlet.element.Class</type>
|
||||
<coordinates>
|
||||
<x>350</x>
|
||||
<y>574</y>
|
||||
<y>483</y>
|
||||
<w>483</w>
|
||||
<h>448</h>
|
||||
</coordinates>
|
||||
|
@ -157,12 +157,11 @@ bg=green
|
|||
<additional_attributes/>
|
||||
</element>
|
||||
</group>
|
||||
<group>
|
||||
<element>
|
||||
<type>com.umlet.element.Class</type>
|
||||
<coordinates>
|
||||
<x>560</x>
|
||||
<y>511</y>
|
||||
<y>420</y>
|
||||
<w>161</w>
|
||||
<h>49</h>
|
||||
</coordinates>
|
||||
|
@ -177,7 +176,7 @@ gravity_constant : const Float
|
|||
<type>com.umlet.element.Class</type>
|
||||
<coordinates>
|
||||
<x>224</x>
|
||||
<y>476</y>
|
||||
<y>385</y>
|
||||
<w>329</w>
|
||||
<h>84</h>
|
||||
</coordinates>
|
||||
|
@ -194,23 +193,39 @@ EventAction_Move : <<ICustomBody::EventAction_Collision>>
|
|||
<element>
|
||||
<type>com.umlet.element.Class</type>
|
||||
<coordinates>
|
||||
<x>224</x>
|
||||
<y>161</y>
|
||||
<x>245</x>
|
||||
<y>63</y>
|
||||
<w>224</w>
|
||||
<h>35</h>
|
||||
<h>196</h>
|
||||
</coordinates>
|
||||
<panel_attributes>API : <<interface>>
|
||||
--
|
||||
{innerclass
|
||||
EventAction_Destruction : <<FunctionPointer>>
|
||||
innerclass}</panel_attributes>
|
||||
innerclass}
|
||||
|
||||
Init( .. ) : void
|
||||
SetFrameTimeLength( .. ) : void
|
||||
SetGravityConstant( .. ) : void
|
||||
SetSubscription( .. ) : void
|
||||
Update() : void
|
||||
IsInLimbo( .. ) : bool
|
||||
MoveToLimbo( .. ) : void
|
||||
ReleaseFromLimbo( .. ) : void
|
||||
AddObject( .. ) : void
|
||||
ExtractObject( .. ) : ICustomBody*
|
||||
DestroyObject( .. ) : void
|
||||
AddGravity( .. ) : void
|
||||
RemoveGravity( .. ) : void
|
||||
ApplyEffect( .. ) : void
|
||||
CreateRigidBody( .. ) : ICustomBody*</panel_attributes>
|
||||
<additional_attributes/>
|
||||
</element>
|
||||
<element>
|
||||
<type>com.umlet.element.Class</type>
|
||||
<coordinates>
|
||||
<x>259</x>
|
||||
<y>217</y>
|
||||
<x>273</x>
|
||||
<y>280</y>
|
||||
<w>133</w>
|
||||
<h>28</h>
|
||||
</coordinates>
|
||||
|
@ -222,10 +237,10 @@ innerclass}</panel_attributes>
|
|||
<element>
|
||||
<type>com.umlet.element.Class</type>
|
||||
<coordinates>
|
||||
<x>455</x>
|
||||
<y>161</y>
|
||||
<x>476</x>
|
||||
<y>63</y>
|
||||
<w>280</w>
|
||||
<h>84</h>
|
||||
<h>287</h>
|
||||
</coordinates>
|
||||
<panel_attributes>ICustomBody : <<interface>>
|
||||
|
||||
|
@ -243,16 +258,36 @@ innerclass}
|
|||
|
||||
{innerclass
|
||||
EventAction_Move : <<Subscription : void>>
|
||||
innerclass}</panel_attributes>
|
||||
innerclass}
|
||||
|
||||
Clone() : ICustomBody*
|
||||
CallSubscription_Collision( .. ) : SubscriptMessage
|
||||
CallSubscription_CollisionResponse( .. ) : void
|
||||
CallSubscription_Move() : void
|
||||
GetState( .. ) : State
|
||||
SetState( .. ) : void
|
||||
IsAffectedByGravity() : bool
|
||||
Intersects( .. ) : bool
|
||||
GetBoundingSphere : Sphere
|
||||
GetNormalAt( .. ) : Vector
|
||||
GetGravityNormal( .. ) : Vector
|
||||
GetCustomTag() : void*
|
||||
Update( .. ) : UpdateState
|
||||
Predict( .. ) : void
|
||||
SetScene( .. ) : void
|
||||
SetSubscription( .. ) : void
|
||||
SetGravity( .. ) : void
|
||||
SetGravityNormal( .. ) : void
|
||||
SetCustomTag( .. ) : void</panel_attributes>
|
||||
<additional_attributes/>
|
||||
</element>
|
||||
<element>
|
||||
<type>com.umlet.element.Class</type>
|
||||
<coordinates>
|
||||
<x>259</x>
|
||||
<y>252</y>
|
||||
<x>273</x>
|
||||
<y>315</y>
|
||||
<w>175</w>
|
||||
<h>35</h>
|
||||
<h>28</h>
|
||||
</coordinates>
|
||||
<panel_attributes>SimpleRigidBody : <<class>>
|
||||
--
|
||||
|
@ -262,10 +297,10 @@ innerclass}</panel_attributes>
|
|||
<element>
|
||||
<type>com.umlet.element.Class</type>
|
||||
<coordinates>
|
||||
<x>259</x>
|
||||
<y>294</y>
|
||||
<x>273</x>
|
||||
<y>350</y>
|
||||
<w>175</w>
|
||||
<h>35</h>
|
||||
<h>28</h>
|
||||
</coordinates>
|
||||
<panel_attributes>SphericalRigidBody : <<class>>
|
||||
--
|
||||
|
@ -276,7 +311,7 @@ innerclass}</panel_attributes>
|
|||
<type>com.umlet.element.Class</type>
|
||||
<coordinates>
|
||||
<x>21</x>
|
||||
<y>364</y>
|
||||
<y>273</y>
|
||||
<w>196</w>
|
||||
<h>196</h>
|
||||
</coordinates>
|
||||
|
@ -290,7 +325,7 @@ innerclass}</panel_attributes>
|
|||
<type>com.umlet.element.Class</type>
|
||||
<coordinates>
|
||||
<x>28</x>
|
||||
<y>399</y>
|
||||
<y>308</y>
|
||||
<w>175</w>
|
||||
<h>84</h>
|
||||
</coordinates>
|
||||
|
@ -308,7 +343,7 @@ CreateRodMatrix( .. ) : Matrix</panel_attributes>
|
|||
<type>com.umlet.element.Class</type>
|
||||
<coordinates>
|
||||
<x>28</x>
|
||||
<y>497</y>
|
||||
<y>406</y>
|
||||
<w>175</w>
|
||||
<h>56</h>
|
||||
</coordinates>
|
||||
|
@ -322,8 +357,8 @@ Friction( .. ) : Vector</panel_attributes>
|
|||
<element>
|
||||
<type>com.umlet.element.Relation</type>
|
||||
<coordinates>
|
||||
<x>294</x>
|
||||
<y>175</y>
|
||||
<x>308</x>
|
||||
<y>238</y>
|
||||
<w>34</w>
|
||||
<h>55</h>
|
||||
</coordinates>
|
||||
|
@ -333,19 +368,19 @@ Friction( .. ) : Vector</panel_attributes>
|
|||
<element>
|
||||
<type>com.umlet.element.Relation</type>
|
||||
<coordinates>
|
||||
<x>413</x>
|
||||
<y>224</y>
|
||||
<w>90</w>
|
||||
<h>55</h>
|
||||
<x>427</x>
|
||||
<y>308</y>
|
||||
<w>97</w>
|
||||
<h>76</h>
|
||||
</coordinates>
|
||||
<panel_attributes>lt=<<.</panel_attributes>
|
||||
<additional_attributes>77;21;77;42;21;42</additional_attributes>
|
||||
<additional_attributes>84;42;84;63;35;63;35;21;21;21</additional_attributes>
|
||||
</element>
|
||||
<element>
|
||||
<type>com.umlet.element.Class</type>
|
||||
<coordinates>
|
||||
<x>525</x>
|
||||
<y>350</y>
|
||||
<x>560</x>
|
||||
<y>371</y>
|
||||
<w>203</w>
|
||||
<h>42</h>
|
||||
</coordinates>
|
||||
|
@ -358,31 +393,31 @@ Friction( .. ) : Vector</panel_attributes>
|
|||
<element>
|
||||
<type>com.umlet.element.Relation</type>
|
||||
<coordinates>
|
||||
<x>546</x>
|
||||
<y>224</y>
|
||||
<w>118</w>
|
||||
<h>139</h>
|
||||
<x>518</x>
|
||||
<y>329</y>
|
||||
<w>100</w>
|
||||
<h>55</h>
|
||||
</coordinates>
|
||||
<panel_attributes>lt=<-
|
||||
m2= <<uses>></panel_attributes>
|
||||
<additional_attributes>105;21;105;112;28;112;28;126</additional_attributes>
|
||||
<<uses>></panel_attributes>
|
||||
<additional_attributes>56;21;56;42</additional_attributes>
|
||||
</element>
|
||||
<element>
|
||||
<type>com.umlet.element.Relation</type>
|
||||
<coordinates>
|
||||
<x>413</x>
|
||||
<y>245</y>
|
||||
<w>90</w>
|
||||
<h>69</h>
|
||||
<x>427</x>
|
||||
<y>329</y>
|
||||
<w>97</w>
|
||||
<h>55</h>
|
||||
</coordinates>
|
||||
<panel_attributes>lt=.</panel_attributes>
|
||||
<additional_attributes>77;21;77;56;21;56</additional_attributes>
|
||||
<additional_attributes>84;21;84;42;21;42</additional_attributes>
|
||||
</element>
|
||||
<element>
|
||||
<type>com.umlet.element.Class</type>
|
||||
<coordinates>
|
||||
<x>21</x>
|
||||
<y>161</y>
|
||||
<y>63</y>
|
||||
<w>182</w>
|
||||
<h>196</h>
|
||||
</coordinates>
|
||||
|
@ -396,7 +431,7 @@ m2= <<uses>></panel_attributes>
|
|||
<type>com.umlet.element.Class</type>
|
||||
<coordinates>
|
||||
<x>28</x>
|
||||
<y>301</y>
|
||||
<y>203</y>
|
||||
<w>168</w>
|
||||
<h>14</h>
|
||||
</coordinates>
|
||||
|
@ -407,7 +442,7 @@ m2= <<uses>></panel_attributes>
|
|||
<type>com.umlet.element.Class</type>
|
||||
<coordinates>
|
||||
<x>28</x>
|
||||
<y>329</y>
|
||||
<y>231</y>
|
||||
<w>168</w>
|
||||
<h>14</h>
|
||||
</coordinates>
|
||||
|
@ -418,7 +453,7 @@ m2= <<uses>></panel_attributes>
|
|||
<type>com.umlet.element.Class</type>
|
||||
<coordinates>
|
||||
<x>28</x>
|
||||
<y>273</y>
|
||||
<y>175</y>
|
||||
<w>168</w>
|
||||
<h>14</h>
|
||||
</coordinates>
|
||||
|
@ -429,7 +464,7 @@ m2= <<uses>></panel_attributes>
|
|||
<type>com.umlet.element.Class</type>
|
||||
<coordinates>
|
||||
<x>28</x>
|
||||
<y>189</y>
|
||||
<y>91</y>
|
||||
<w>168</w>
|
||||
<h>63</h>
|
||||
</coordinates>
|
||||
|
@ -449,77 +484,77 @@ innerclass}</panel_attributes>
|
|||
<type>com.umlet.element.Relation</type>
|
||||
<coordinates>
|
||||
<x>182</x>
|
||||
<y>189</y>
|
||||
<w>90</w>
|
||||
<h>49</h>
|
||||
<y>105</y>
|
||||
<w>104</w>
|
||||
<h>195</h>
|
||||
</coordinates>
|
||||
<panel_attributes>lt=<-
|
||||
<<uses>></panel_attributes>
|
||||
<additional_attributes>21;35;77;35</additional_attributes>
|
||||
<additional_attributes>21;21;56;21;56;168;91;168;91;182</additional_attributes>
|
||||
</element>
|
||||
<element>
|
||||
<type>com.umlet.element.Relation</type>
|
||||
<coordinates>
|
||||
<x>182</x>
|
||||
<y>203</y>
|
||||
<w>90</w>
|
||||
<h>83</h>
|
||||
<y>161</y>
|
||||
<w>104</w>
|
||||
<h>139</h>
|
||||
</coordinates>
|
||||
<panel_attributes>lt=<-</panel_attributes>
|
||||
<additional_attributes>21;70;42;70;42;21;77;21</additional_attributes>
|
||||
<additional_attributes>21;21;56;21;56;112;91;112;91;126</additional_attributes>
|
||||
</element>
|
||||
<element>
|
||||
<type>com.umlet.element.Relation</type>
|
||||
<coordinates>
|
||||
<x>371</x>
|
||||
<x>385</x>
|
||||
<y>252</y>
|
||||
<w>104</w>
|
||||
<h>49</h>
|
||||
</coordinates>
|
||||
<panel_attributes>lt=<-
|
||||
<<uses>></panel_attributes>
|
||||
<additional_attributes>91;35;21;35</additional_attributes>
|
||||
</element>
|
||||
<element>
|
||||
<type>com.umlet.element.Relation</type>
|
||||
<coordinates>
|
||||
<x>182</x>
|
||||
<y>189</y>
|
||||
<w>97</w>
|
||||
<h>49</h>
|
||||
</coordinates>
|
||||
<panel_attributes>lt=<-
|
||||
<<uses>></panel_attributes>
|
||||
<additional_attributes>84;35;21;35</additional_attributes>
|
||||
</element>
|
||||
<element>
|
||||
<type>com.umlet.element.Relation</type>
|
||||
<coordinates>
|
||||
<x>182</x>
|
||||
<y>266</y>
|
||||
<w>90</w>
|
||||
<h>49</h>
|
||||
</coordinates>
|
||||
<panel_attributes>lt=<-
|
||||
<<uses>></panel_attributes>
|
||||
<additional_attributes>21;35;77;35</additional_attributes>
|
||||
</element>
|
||||
<element>
|
||||
<type>com.umlet.element.Relation</type>
|
||||
<coordinates>
|
||||
<x>182</x>
|
||||
<y>280</y>
|
||||
<w>90</w>
|
||||
<h>62</h>
|
||||
<w>104</w>
|
||||
<h>181</h>
|
||||
</coordinates>
|
||||
<panel_attributes>lt=<-</panel_attributes>
|
||||
<additional_attributes>21;49;42;49;42;21;77;21</additional_attributes>
|
||||
<additional_attributes>21;21;42;21;42;168;91;168</additional_attributes>
|
||||
</element>
|
||||
<element>
|
||||
<type>com.umlet.element.Relation</type>
|
||||
<coordinates>
|
||||
<x>175</x>
|
||||
<y>217</y>
|
||||
<w>111</w>
|
||||
<h>153</h>
|
||||
</coordinates>
|
||||
<panel_attributes>lt=<-
|
||||
<<uses>></panel_attributes>
|
||||
<additional_attributes>28;21;49;21;49;140;98;140</additional_attributes>
|
||||
</element>
|
||||
<element>
|
||||
<type>com.umlet.element.Relation</type>
|
||||
<coordinates>
|
||||
<x>231</x>
|
||||
<y>238</y>
|
||||
<w>41</w>
|
||||
<h>76</h>
|
||||
<y>301</y>
|
||||
<w>55</w>
|
||||
<h>69</h>
|
||||
</coordinates>
|
||||
<panel_attributes>lt=-</panel_attributes>
|
||||
<additional_attributes>28;21;21;21;21;63</additional_attributes>
|
||||
<additional_attributes>42;21;42;21;21;21;21;56</additional_attributes>
|
||||
</element>
|
||||
<element>
|
||||
<type>com.umlet.element.Class</type>
|
||||
<coordinates>
|
||||
<x>14</x>
|
||||
<y>126</y>
|
||||
<w>728</w>
|
||||
<y>35</y>
|
||||
<w>756</w>
|
||||
<h>441</h>
|
||||
</coordinates>
|
||||
<panel_attributes>Physics : <<namespace>>
|
||||
|
@ -529,12 +564,11 @@ bg=green
|
|||
</panel_attributes>
|
||||
<additional_attributes/>
|
||||
</element>
|
||||
</group>
|
||||
<element>
|
||||
<type>com.umlet.element.Class</type>
|
||||
<coordinates>
|
||||
<x>0</x>
|
||||
<y>91</y>
|
||||
<y>0</y>
|
||||
<w>847</w>
|
||||
<h>945</h>
|
||||
</coordinates>
|
||||
|
@ -551,7 +585,7 @@ bg=orange
|
|||
<type>com.umlet.element.Class</type>
|
||||
<coordinates>
|
||||
<x>175</x>
|
||||
<y>637</y>
|
||||
<y>546</y>
|
||||
<w>126</w>
|
||||
<h>21</h>
|
||||
</coordinates>
|
||||
|
@ -562,7 +596,7 @@ bg=orange
|
|||
<type>com.umlet.element.Class</type>
|
||||
<coordinates>
|
||||
<x>175</x>
|
||||
<y>609</y>
|
||||
<y>518</y>
|
||||
<w>126</w>
|
||||
<h>21</h>
|
||||
</coordinates>
|
||||
|
@ -573,7 +607,7 @@ bg=orange
|
|||
<type>com.umlet.element.Class</type>
|
||||
<coordinates>
|
||||
<x>175</x>
|
||||
<y>665</y>
|
||||
<y>574</y>
|
||||
<w>126</w>
|
||||
<h>21</h>
|
||||
</coordinates>
|
||||
|
@ -584,7 +618,7 @@ bg=orange
|
|||
<type>com.umlet.element.Class</type>
|
||||
<coordinates>
|
||||
<x>175</x>
|
||||
<y>693</y>
|
||||
<y>602</y>
|
||||
<w>126</w>
|
||||
<h>21</h>
|
||||
</coordinates>
|
||||
|
@ -595,7 +629,7 @@ bg=orange
|
|||
<type>com.umlet.element.Class</type>
|
||||
<coordinates>
|
||||
<x>175</x>
|
||||
<y>721</y>
|
||||
<y>630</y>
|
||||
<w>126</w>
|
||||
<h>21</h>
|
||||
</coordinates>
|
||||
|
@ -606,7 +640,7 @@ bg=orange
|
|||
<type>com.umlet.element.Class</type>
|
||||
<coordinates>
|
||||
<x>175</x>
|
||||
<y>861</y>
|
||||
<y>770</y>
|
||||
<w>126</w>
|
||||
<h>21</h>
|
||||
</coordinates>
|
||||
|
@ -617,7 +651,7 @@ bg=orange
|
|||
<type>com.umlet.element.Class</type>
|
||||
<coordinates>
|
||||
<x>175</x>
|
||||
<y>749</y>
|
||||
<y>658</y>
|
||||
<w>126</w>
|
||||
<h>21</h>
|
||||
</coordinates>
|
||||
|
@ -628,7 +662,7 @@ bg=orange
|
|||
<type>com.umlet.element.Class</type>
|
||||
<coordinates>
|
||||
<x>175</x>
|
||||
<y>791</y>
|
||||
<y>700</y>
|
||||
<w>126</w>
|
||||
<h>21</h>
|
||||
</coordinates>
|
||||
|
@ -639,7 +673,7 @@ bg=orange
|
|||
<type>com.umlet.element.Class</type>
|
||||
<coordinates>
|
||||
<x>175</x>
|
||||
<y>819</y>
|
||||
<y>728</y>
|
||||
<w>126</w>
|
||||
<h>21</h>
|
||||
</coordinates>
|
||||
|
@ -650,7 +684,7 @@ bg=orange
|
|||
<type>com.umlet.element.Class</type>
|
||||
<coordinates>
|
||||
<x>175</x>
|
||||
<y>889</y>
|
||||
<y>798</y>
|
||||
<w>126</w>
|
||||
<h>21</h>
|
||||
</coordinates>
|
||||
|
@ -661,7 +695,7 @@ bg=orange
|
|||
<type>com.umlet.element.Class</type>
|
||||
<coordinates>
|
||||
<x>21</x>
|
||||
<y>609</y>
|
||||
<y>518</y>
|
||||
<w>126</w>
|
||||
<h>70</h>
|
||||
</coordinates>
|
||||
|
@ -677,7 +711,7 @@ Contain( .. ) : bool</panel_attributes>
|
|||
<type>com.umlet.element.Relation</type>
|
||||
<coordinates>
|
||||
<x>280</x>
|
||||
<y>595</y>
|
||||
<y>504</y>
|
||||
<w>55</w>
|
||||
<h>321</h>
|
||||
</coordinates>
|
||||
|
@ -688,7 +722,7 @@ Contain( .. ) : bool</panel_attributes>
|
|||
<type>com.umlet.element.Relation</type>
|
||||
<coordinates>
|
||||
<x>280</x>
|
||||
<y>812</y>
|
||||
<y>721</y>
|
||||
<w>55</w>
|
||||
<h>34</h>
|
||||
</coordinates>
|
||||
|
@ -699,7 +733,7 @@ Contain( .. ) : bool</panel_attributes>
|
|||
<type>com.umlet.element.Relation</type>
|
||||
<coordinates>
|
||||
<x>280</x>
|
||||
<y>784</y>
|
||||
<y>693</y>
|
||||
<w>55</w>
|
||||
<h>34</h>
|
||||
</coordinates>
|
||||
|
@ -710,7 +744,7 @@ Contain( .. ) : bool</panel_attributes>
|
|||
<type>com.umlet.element.Relation</type>
|
||||
<coordinates>
|
||||
<x>280</x>
|
||||
<y>742</y>
|
||||
<y>651</y>
|
||||
<w>55</w>
|
||||
<h>34</h>
|
||||
</coordinates>
|
||||
|
@ -721,7 +755,7 @@ Contain( .. ) : bool</panel_attributes>
|
|||
<type>com.umlet.element.Relation</type>
|
||||
<coordinates>
|
||||
<x>280</x>
|
||||
<y>854</y>
|
||||
<y>763</y>
|
||||
<w>55</w>
|
||||
<h>34</h>
|
||||
</coordinates>
|
||||
|
@ -732,7 +766,7 @@ Contain( .. ) : bool</panel_attributes>
|
|||
<type>com.umlet.element.Relation</type>
|
||||
<coordinates>
|
||||
<x>280</x>
|
||||
<y>714</y>
|
||||
<y>623</y>
|
||||
<w>55</w>
|
||||
<h>34</h>
|
||||
</coordinates>
|
||||
|
@ -743,7 +777,7 @@ Contain( .. ) : bool</panel_attributes>
|
|||
<type>com.umlet.element.Relation</type>
|
||||
<coordinates>
|
||||
<x>280</x>
|
||||
<y>686</y>
|
||||
<y>595</y>
|
||||
<w>55</w>
|
||||
<h>34</h>
|
||||
</coordinates>
|
||||
|
@ -754,7 +788,7 @@ Contain( .. ) : bool</panel_attributes>
|
|||
<type>com.umlet.element.Relation</type>
|
||||
<coordinates>
|
||||
<x>280</x>
|
||||
<y>658</y>
|
||||
<y>567</y>
|
||||
<w>55</w>
|
||||
<h>34</h>
|
||||
</coordinates>
|
||||
|
@ -765,7 +799,7 @@ Contain( .. ) : bool</panel_attributes>
|
|||
<type>com.umlet.element.Relation</type>
|
||||
<coordinates>
|
||||
<x>280</x>
|
||||
<y>630</y>
|
||||
<y>539</y>
|
||||
<w>55</w>
|
||||
<h>34</h>
|
||||
</coordinates>
|
||||
|
@ -776,7 +810,7 @@ Contain( .. ) : bool</panel_attributes>
|
|||
<type>com.umlet.element.Relation</type>
|
||||
<coordinates>
|
||||
<x>196</x>
|
||||
<y>749</y>
|
||||
<y>658</y>
|
||||
<w>83</w>
|
||||
<h>55</h>
|
||||
</coordinates>
|
||||
|
@ -788,7 +822,7 @@ Contain( .. ) : bool</panel_attributes>
|
|||
<type>com.umlet.element.Relation</type>
|
||||
<coordinates>
|
||||
<x>35</x>
|
||||
<y>658</y>
|
||||
<y>567</y>
|
||||
<w>153</w>
|
||||
<h>84</h>
|
||||
</coordinates>
|
||||
|
@ -800,7 +834,7 @@ Contain( .. ) : bool</panel_attributes>
|
|||
<type>com.umlet.element.Relation</type>
|
||||
<coordinates>
|
||||
<x>133</x>
|
||||
<y>595</y>
|
||||
<y>504</y>
|
||||
<w>55</w>
|
||||
<h>286</h>
|
||||
</coordinates>
|
||||
|
@ -811,7 +845,7 @@ Contain( .. ) : bool</panel_attributes>
|
|||
<type>com.umlet.element.Relation</type>
|
||||
<coordinates>
|
||||
<x>196</x>
|
||||
<y>819</y>
|
||||
<y>728</y>
|
||||
<w>83</w>
|
||||
<h>55</h>
|
||||
</coordinates>
|
||||
|
@ -823,7 +857,7 @@ Contain( .. ) : bool</panel_attributes>
|
|||
<type>com.umlet.element.Relation</type>
|
||||
<coordinates>
|
||||
<x>133</x>
|
||||
<y>805</y>
|
||||
<y>714</y>
|
||||
<w>55</w>
|
||||
<h>34</h>
|
||||
</coordinates>
|
||||
|
@ -834,7 +868,7 @@ Contain( .. ) : bool</panel_attributes>
|
|||
<type>com.umlet.element.Relation</type>
|
||||
<coordinates>
|
||||
<x>133</x>
|
||||
<y>735</y>
|
||||
<y>644</y>
|
||||
<w>55</w>
|
||||
<h>34</h>
|
||||
</coordinates>
|
||||
|
@ -845,7 +879,7 @@ Contain( .. ) : bool</panel_attributes>
|
|||
<type>com.umlet.element.Relation</type>
|
||||
<coordinates>
|
||||
<x>133</x>
|
||||
<y>679</y>
|
||||
<y>588</y>
|
||||
<w>55</w>
|
||||
<h>34</h>
|
||||
</coordinates>
|
||||
|
@ -856,7 +890,7 @@ Contain( .. ) : bool</panel_attributes>
|
|||
<type>com.umlet.element.Relation</type>
|
||||
<coordinates>
|
||||
<x>133</x>
|
||||
<y>651</y>
|
||||
<y>560</y>
|
||||
<w>55</w>
|
||||
<h>34</h>
|
||||
</coordinates>
|
||||
|
@ -867,7 +901,7 @@ Contain( .. ) : bool</panel_attributes>
|
|||
<type>com.umlet.element.Relation</type>
|
||||
<coordinates>
|
||||
<x>133</x>
|
||||
<y>623</y>
|
||||
<y>532</y>
|
||||
<w>55</w>
|
||||
<h>34</h>
|
||||
</coordinates>
|
||||
|
@ -878,7 +912,7 @@ Contain( .. ) : bool</panel_attributes>
|
|||
<type>com.umlet.element.Class</type>
|
||||
<coordinates>
|
||||
<x>14</x>
|
||||
<y>574</y>
|
||||
<y>483</y>
|
||||
<w>329</w>
|
||||
<h>343</h>
|
||||
</coordinates>
|
||||
|
@ -894,7 +928,7 @@ bg=green
|
|||
<type>com.umlet.element.Class</type>
|
||||
<coordinates>
|
||||
<x>938</x>
|
||||
<y>168</y>
|
||||
<y>77</y>
|
||||
<w>98</w>
|
||||
<h>28</h>
|
||||
</coordinates>
|
||||
|
@ -907,7 +941,7 @@ bg=green</panel_attributes>
|
|||
<type>com.umlet.element.Class</type>
|
||||
<coordinates>
|
||||
<x>896</x>
|
||||
<y>266</y>
|
||||
<y>175</y>
|
||||
<w>42</w>
|
||||
<h>21</h>
|
||||
</coordinates>
|
||||
|
@ -919,7 +953,7 @@ bg=green</panel_attributes>
|
|||
<type>com.umlet.element.Class</type>
|
||||
<coordinates>
|
||||
<x>952</x>
|
||||
<y>266</y>
|
||||
<y>175</y>
|
||||
<w>70</w>
|
||||
<h>21</h>
|
||||
</coordinates>
|
||||
|
@ -931,7 +965,7 @@ bg=green</panel_attributes>
|
|||
<type>com.umlet.element.Relation</type>
|
||||
<coordinates>
|
||||
<x>896</x>
|
||||
<y>189</y>
|
||||
<y>98</y>
|
||||
<w>34</w>
|
||||
<h>90</h>
|
||||
</coordinates>
|
||||
|
@ -942,9 +976,9 @@ bg=green</panel_attributes>
|
|||
<type>com.umlet.element.Relation</type>
|
||||
<coordinates>
|
||||
<x>966</x>
|
||||
<y>189</y>
|
||||
<w>34</w>
|
||||
<h>90</h>
|
||||
<y>98</y>
|
||||
<w>28</w>
|
||||
<h>84</h>
|
||||
</coordinates>
|
||||
<panel_attributes>lt=())</panel_attributes>
|
||||
<additional_attributes>21;77;21;21</additional_attributes>
|
||||
|
@ -953,7 +987,7 @@ bg=green</panel_attributes>
|
|||
<type>com.umlet.element.Class</type>
|
||||
<coordinates>
|
||||
<x>896</x>
|
||||
<y>119</y>
|
||||
<y>28</y>
|
||||
<w>161</w>
|
||||
<h>28</h>
|
||||
</coordinates>
|
||||
|
@ -966,7 +1000,7 @@ bg=green</panel_attributes>
|
|||
<type>com.umlet.element.Relation</type>
|
||||
<coordinates>
|
||||
<x>896</x>
|
||||
<y>126</y>
|
||||
<y>35</y>
|
||||
<w>48</w>
|
||||
<h>97</h>
|
||||
</coordinates>
|
||||
|
@ -977,7 +1011,7 @@ bg=green</panel_attributes>
|
|||
<type>com.umlet.element.Class</type>
|
||||
<coordinates>
|
||||
<x>889</x>
|
||||
<y>91</y>
|
||||
<y>0</y>
|
||||
<w>175</w>
|
||||
<h>133</h>
|
||||
</coordinates>
|
||||
|
@ -990,7 +1024,7 @@ bg=blue</panel_attributes>
|
|||
<type>com.umlet.element.Relation</type>
|
||||
<coordinates>
|
||||
<x>910</x>
|
||||
<y>175</y>
|
||||
<y>84</y>
|
||||
<w>90</w>
|
||||
<h>48</h>
|
||||
</coordinates>
|
||||
|
@ -1001,9 +1035,9 @@ bg=blue</panel_attributes>
|
|||
<type>com.umlet.element.Relation</type>
|
||||
<coordinates>
|
||||
<x>1036</x>
|
||||
<y>112</y>
|
||||
<w>111</w>
|
||||
<h>34</h>
|
||||
<y>21</y>
|
||||
<w>105</w>
|
||||
<h>28</h>
|
||||
</coordinates>
|
||||
<panel_attributes>lt=<()
|
||||
r1=provide</panel_attributes>
|
||||
|
@ -1013,9 +1047,9 @@ r1=provide</panel_attributes>
|
|||
<type>com.umlet.element.Relation</type>
|
||||
<coordinates>
|
||||
<x>1015</x>
|
||||
<y>161</y>
|
||||
<w>132</w>
|
||||
<h>34</h>
|
||||
<y>70</y>
|
||||
<w>126</w>
|
||||
<h>28</h>
|
||||
</coordinates>
|
||||
<panel_attributes>lt=<()
|
||||
r1=provide</panel_attributes>
|
||||
|
|
|
@ -72,7 +72,7 @@
|
|||
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
|
||||
<TargetName>$(ProjectName)_$(PlatformShortName)D</TargetName>
|
||||
<LibraryPath>$(SolutionDir)..\External\Lib\;$(SolutionDir)..\Bin\DLL;C:\Program Files %28x86%29\Visual Leak Detector\lib\Win32;$(LibraryPath)</LibraryPath>
|
||||
<IncludePath>$(SolutionDir)..\External\Include\;$(SolutionDir)Game\GameProtocols\;$(SolutionDir)Network/NetworkAPI;$(IncludePath);C:\Program Files %28x86%29\Visual Leak Detector\include</IncludePath>
|
||||
<IncludePath>$(SolutionDir)..\External\Include\;$(SolutionDir)Game\GameProtocols\;$(SolutionDir)Network/NetworkAPI;$(IncludePath);C:\Program Files %28x86%29\Visual Leak Detector\include;$(SolutionDir)Game\GameServer\</IncludePath>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
|
||||
<LinkIncremental>true</LinkIncremental>
|
||||
|
@ -80,7 +80,7 @@
|
|||
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
|
||||
<TargetName>$(ProjectName)_$(PlatformShortName)D</TargetName>
|
||||
<LibraryPath>$(SolutionDir)..\External\Lib\;$(SolutionDir)..\Bin\DLL;C:\Program Files %28x86%29\Visual Leak Detector\lib\Win32;$(LibraryPath)</LibraryPath>
|
||||
<IncludePath>$(SolutionDir)..\External\Include\;$(SolutionDir)Game\GameProtocols\;$(SolutionDir)Network/NetworkAPI;$(IncludePath);C:\Program Files %28x86%29\Visual Leak Detector\include</IncludePath>
|
||||
<IncludePath>$(SolutionDir)..\External\Include\;$(SolutionDir)Game\GameProtocols\;$(SolutionDir)Network/NetworkAPI;$(IncludePath);C:\Program Files %28x86%29\Visual Leak Detector\include;$(SolutionDir)Game\GameServer\</IncludePath>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||
<LinkIncremental>false</LinkIncremental>
|
||||
|
@ -88,7 +88,7 @@
|
|||
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
|
||||
<TargetName>$(ProjectName)_$(PlatformShortName)</TargetName>
|
||||
<LibraryPath>$(SolutionDir)..\External\Lib\;$(SolutionDir)..\Bin\DLL;C:\Program Files %28x86%29\Visual Leak Detector\lib\Win32;$(LibraryPath)</LibraryPath>
|
||||
<IncludePath>$(SolutionDir)..\External\Include\;$(SolutionDir)Game\GameProtocols\;$(SolutionDir)Network/NetworkAPI;$(IncludePath);C:\Program Files %28x86%29\Visual Leak Detector\include</IncludePath>
|
||||
<IncludePath>$(SolutionDir)..\External\Include\;$(SolutionDir)Game\GameProtocols\;$(SolutionDir)Network/NetworkAPI;$(IncludePath);C:\Program Files %28x86%29\Visual Leak Detector\include;$(SolutionDir)Game\GameServer\</IncludePath>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
|
||||
<LinkIncremental>false</LinkIncremental>
|
||||
|
@ -96,7 +96,7 @@
|
|||
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
|
||||
<TargetName>$(ProjectName)_$(PlatformShortName)</TargetName>
|
||||
<LibraryPath>$(SolutionDir)..\External\Lib\;$(SolutionDir)..\Bin\DLL;C:\Program Files %28x86%29\Visual Leak Detector\lib\Win32;$(LibraryPath)</LibraryPath>
|
||||
<IncludePath>$(SolutionDir)..\External\Include\;$(SolutionDir)Game\GameProtocols\;$(SolutionDir)Network/NetworkAPI;$(IncludePath);C:\Program Files %28x86%29\Visual Leak Detector\include</IncludePath>
|
||||
<IncludePath>$(SolutionDir)..\External\Include\;$(SolutionDir)Game\GameProtocols\;$(SolutionDir)Network/NetworkAPI;$(IncludePath);C:\Program Files %28x86%29\Visual Leak Detector\include;$(SolutionDir)Game\GameServer\</IncludePath>
|
||||
</PropertyGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||
<ClCompile>
|
||||
|
@ -190,8 +190,12 @@
|
|||
<ProjectReference Include="..\..\OysterMath\OysterMath.vcxproj">
|
||||
<Project>{f10cbc03-9809-4cba-95d8-327c287b18ee}</Project>
|
||||
</ProjectReference>
|
||||
<ProjectReference Include="..\GameServer\GameServer.vcxproj">
|
||||
<Project>{143bd516-20a1-4890-a3e4-f8bfd02220e7}</Project>
|
||||
</ProjectReference>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="GameClientState\Camera.cpp" />
|
||||
<ClCompile Include="GameClientState\C_obj\C_DynamicObj.cpp" />
|
||||
<ClCompile Include="GameClientState\C_obj\C_Player.cpp" />
|
||||
<ClCompile Include="GameClientState\C_obj\C_StaticObj.cpp" />
|
||||
|
@ -202,15 +206,18 @@
|
|||
<ClCompile Include="GameClientState\GameState.cpp" />
|
||||
<ClCompile Include="GameClientState\LobbyState.cpp" />
|
||||
<ClCompile Include="GameClientState\C_Object.cpp" />
|
||||
<ClCompile Include="GameClientState\LoginState.cpp" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="GameClientRecieverFunc.h" />
|
||||
<ClInclude Include="GameClientState\Camera.h" />
|
||||
<ClInclude Include="GameClientState\C_obj\C_DynamicObj.h" />
|
||||
<ClInclude Include="GameClientState\C_obj\C_Player.h" />
|
||||
<ClInclude Include="GameClientState\C_obj\C_StaticObj.h" />
|
||||
<ClInclude Include="GameClientState\C_obj\C_UIobject.h" />
|
||||
<ClInclude Include="GameClientState\GameClientState.h" />
|
||||
<ClInclude Include="GameClientState\GameState.h" />
|
||||
<ClInclude Include="GameClientState\LoginState.h" />
|
||||
<ClInclude Include="Include\DanBiasGame.h" />
|
||||
<ClInclude Include="GameClientState\LobbyState.h" />
|
||||
<ClInclude Include="GameClientState\C_Object.h" />
|
||||
|
|
|
@ -5,6 +5,7 @@
|
|||
#include "GameClientState/GameClientState.h"
|
||||
#include "GameClientState\GameState.h"
|
||||
#include "GameClientState\LobbyState.h"
|
||||
#include "GameClientState\LoginState.h"
|
||||
#include <Protocols.h>
|
||||
#include "NetworkClient.h"
|
||||
|
||||
|
@ -51,6 +52,7 @@ namespace DanBias
|
|||
DanBiasClientReturn DanBiasGame::Initiate(DanBiasGameDesc& desc)
|
||||
{
|
||||
|
||||
WindowShell::CreateConsoleWindow();
|
||||
if(! m_data->window->CreateWin(WindowShell::WINDOW_INIT_DESC()))
|
||||
return DanBiasClientReturn_Error;
|
||||
|
||||
|
@ -61,18 +63,16 @@ namespace DanBias
|
|||
return DanBiasClientReturn_Error;
|
||||
|
||||
m_data->recieverObj = new GameRecieverObject;
|
||||
/*m_data->recieverObj->Connect(desc.port, desc.IP);
|
||||
|
||||
m_data->recieverObj->nwClient = new Oyster::Network::NetworkClient(m_data->recieverObj, Oyster::Network::NetworkProtocolCallbackType_Object);
|
||||
m_data->recieverObj->nwClient->Connect(desc.port, desc.IP);
|
||||
|
||||
if (!m_data->recieverObj->nwClient->IsConnected())
|
||||
if (!m_data->recieverObj->IsConnected())
|
||||
{
|
||||
// failed to connect
|
||||
return DanBiasClientReturn_Error;
|
||||
}
|
||||
}*/
|
||||
// Start in lobby state
|
||||
m_data->recieverObj->gameClientState = new Client::LobbyState();
|
||||
if(!m_data->recieverObj->gameClientState->Init(m_data->recieverObj->nwClient))
|
||||
m_data->recieverObj->gameClientState = new Client::LoginState();
|
||||
if(!m_data->recieverObj->gameClientState->Init(m_data->recieverObj))
|
||||
return DanBiasClientReturn_Error;
|
||||
|
||||
m_data->timer = new Utility::WinTimer(); //why dynamic memory?
|
||||
|
@ -133,9 +133,10 @@ namespace DanBias
|
|||
|
||||
HRESULT DanBiasGame::Update(float deltaTime)
|
||||
{
|
||||
|
||||
m_data->recieverObj->Update();
|
||||
m_data->inputObj->Update();
|
||||
|
||||
|
||||
DanBias::Client::GameClientState::ClientState state = DanBias::Client::GameClientState::ClientState_Same;
|
||||
state = m_data->recieverObj->gameClientState->Update(deltaTime, m_data->inputObj);
|
||||
|
||||
|
@ -157,7 +158,7 @@ namespace DanBias
|
|||
return E_FAIL;
|
||||
break;
|
||||
}
|
||||
m_data->recieverObj->gameClientState->Init(m_data->recieverObj->nwClient); // send game client
|
||||
m_data->recieverObj->gameClientState->Init(m_data->recieverObj); // send game client
|
||||
|
||||
}
|
||||
return S_OK;
|
||||
|
@ -184,10 +185,9 @@ namespace DanBias
|
|||
{
|
||||
m_data->recieverObj->gameClientState->Release();
|
||||
delete m_data->recieverObj->gameClientState;
|
||||
m_data->recieverObj->nwClient->Disconnect();
|
||||
delete m_data->recieverObj->nwClient;
|
||||
delete m_data->timer;
|
||||
m_data->recieverObj->Disconnect();
|
||||
delete m_data->recieverObj;
|
||||
delete m_data->timer;
|
||||
delete m_data->inputObj;
|
||||
delete m_data;
|
||||
|
||||
|
|
|
@ -1,316 +0,0 @@
|
|||
//--------------------------------------------------------------------------------------
|
||||
// File: TemplateMain.cpp
|
||||
//
|
||||
// BTH-D3D-Template
|
||||
//
|
||||
// Copyright (c) Stefan Petersson 2011. All rights reserved.
|
||||
//--------------------------------------------------------------------------------------
|
||||
#define NOMINMAX
|
||||
#include <Windows.h>
|
||||
|
||||
#include "DllInterfaces/GFXAPI.h"
|
||||
//#include "IGame.h"
|
||||
|
||||
#include "L_inputClass.h"
|
||||
|
||||
// debug window include
|
||||
#include <stdio.h>
|
||||
#include <fcntl.h>
|
||||
#include <io.h>
|
||||
#include <iostream>
|
||||
|
||||
|
||||
|
||||
|
||||
//--------------------------------------------------------------------------------------
|
||||
// Global Variables
|
||||
//--------------------------------------------------------------------------------------
|
||||
HINSTANCE g_hInst = NULL;
|
||||
HWND g_hWnd = NULL;
|
||||
|
||||
//GameLogic::IGame* game;
|
||||
InputClass* inputObj;
|
||||
|
||||
|
||||
//--------------------------------------------------------------------------------------
|
||||
// Forward declarations
|
||||
//--------------------------------------------------------------------------------------
|
||||
HRESULT InitWindow( HINSTANCE hInstance, int nCmdShow );
|
||||
LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);
|
||||
HRESULT Render(float deltaTime);
|
||||
HRESULT Update(float deltaTime);
|
||||
HRESULT InitDirect3D();
|
||||
HRESULT InitGame();
|
||||
HRESULT CleanUp();
|
||||
|
||||
|
||||
|
||||
//--------------------------------------------------------------------------------------
|
||||
// Entry point to the program. Initializes everything and goes into a message processing
|
||||
// loop. Idle time is used to render the scene.
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
void SetStdOutToNewConsole()
|
||||
{
|
||||
// allocate a console for this app
|
||||
AllocConsole();
|
||||
|
||||
// redirect unbuffered STDOUT to the console
|
||||
HANDLE consoleHandle = GetStdHandle(STD_OUTPUT_HANDLE);
|
||||
int fileDescriptor = _open_osfhandle((intptr_t)consoleHandle, _O_TEXT);
|
||||
FILE *fp = _fdopen( fileDescriptor, "w" );
|
||||
*stdout = *fp;
|
||||
setvbuf( stdout, NULL, _IONBF, 0 );
|
||||
|
||||
// give the console window a nicer title
|
||||
|
||||
SetConsoleTitle(L"Debug Output");
|
||||
|
||||
// give the console window a bigger buffer size
|
||||
CONSOLE_SCREEN_BUFFER_INFO csbi;
|
||||
if ( GetConsoleScreenBufferInfo(consoleHandle, &csbi) )
|
||||
{
|
||||
COORD bufferSize;
|
||||
bufferSize.X = csbi.dwSize.X;
|
||||
bufferSize.Y = 50;
|
||||
SetConsoleScreenBufferSize(consoleHandle, bufferSize);
|
||||
}
|
||||
}
|
||||
|
||||
int WINAPI wWinMain( HINSTANCE hInstance, HINSTANCE hPrevInstance, LPWSTR lpCmdLine, int nCmdShow )
|
||||
{
|
||||
// for dynamic .dll loading
|
||||
// path is relative to the .exe and .dll pos
|
||||
// also change the VC directories - working dir is set to $(SolutionDir)..\Bin\Executable\Tester
|
||||
// to fit with where the .obj files is
|
||||
// linker/ input/ delayed load .dll - specify the .dll that should be loaded
|
||||
|
||||
BOOL success = SetDllDirectory(L"..\\..\\DLL");
|
||||
if (success == 0)
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
|
||||
if( FAILED( InitWindow( hInstance, nCmdShow ) ) )
|
||||
return 0;
|
||||
|
||||
if( FAILED( InitDirect3D() ) )
|
||||
return 0;
|
||||
|
||||
if( FAILED( InitGame() ) )
|
||||
return 0;
|
||||
|
||||
__int64 cntsPerSec = 0;
|
||||
QueryPerformanceFrequency((LARGE_INTEGER*)&cntsPerSec);
|
||||
float secsPerCnt = 1.0f / (float)cntsPerSec;
|
||||
|
||||
__int64 prevTimeStamp = 0;
|
||||
QueryPerformanceCounter((LARGE_INTEGER*)&prevTimeStamp);
|
||||
|
||||
//debug window
|
||||
//SetStdOutToNewConsole();
|
||||
|
||||
// Main message loop
|
||||
MSG msg = {0};
|
||||
while(WM_QUIT != msg.message)
|
||||
{
|
||||
if( PeekMessage( &msg, NULL, 0, 0, PM_REMOVE) )
|
||||
{
|
||||
TranslateMessage( &msg );
|
||||
DispatchMessage( &msg );
|
||||
}
|
||||
else
|
||||
{
|
||||
__int64 currTimeStamp = 0;
|
||||
QueryPerformanceCounter((LARGE_INTEGER*)&currTimeStamp);
|
||||
float dt = (currTimeStamp - prevTimeStamp) * secsPerCnt;
|
||||
|
||||
//render
|
||||
Update(dt);
|
||||
Render(dt);
|
||||
|
||||
prevTimeStamp = currTimeStamp;
|
||||
}
|
||||
}
|
||||
CleanUp();
|
||||
return (int) msg.wParam;
|
||||
}
|
||||
|
||||
//--------------------------------------------------------------------------------------
|
||||
// Register class and create window
|
||||
//--------------------------------------------------------------------------------------
|
||||
HRESULT InitWindow( HINSTANCE hInstance, int nCmdShow )
|
||||
{
|
||||
// Register class
|
||||
WNDCLASSEX wcex;
|
||||
wcex.cbSize = sizeof(WNDCLASSEX);
|
||||
wcex.style = CS_HREDRAW | CS_VREDRAW;
|
||||
wcex.lpfnWndProc = WndProc;
|
||||
wcex.cbClsExtra = 0;
|
||||
wcex.cbWndExtra = 0;
|
||||
wcex.hInstance = hInstance;
|
||||
wcex.hIcon = 0;
|
||||
wcex.hCursor = LoadCursor(NULL, IDC_ARROW);
|
||||
wcex.hbrBackground = (HBRUSH)(COLOR_WINDOW+1);
|
||||
wcex.lpszMenuName = NULL;
|
||||
wcex.lpszClassName = L"BTH_D3D_Template";
|
||||
wcex.hIconSm = 0;
|
||||
if( !RegisterClassEx(&wcex) )
|
||||
return E_FAIL;
|
||||
|
||||
// Adjust and create window
|
||||
g_hInst = hInstance;
|
||||
RECT rc = { 0, 0, 1024, 768 };
|
||||
AdjustWindowRect( &rc, WS_OVERLAPPEDWINDOW, FALSE );
|
||||
|
||||
if(!(g_hWnd = CreateWindow(
|
||||
L"BTH_D3D_Template",
|
||||
L"BTH - Direct3D 11.0 Template",
|
||||
WS_OVERLAPPEDWINDOW,
|
||||
CW_USEDEFAULT,
|
||||
CW_USEDEFAULT,
|
||||
rc.right - rc.left,
|
||||
rc.bottom - rc.top,
|
||||
NULL,
|
||||
NULL,
|
||||
hInstance,
|
||||
NULL)))
|
||||
{
|
||||
return E_FAIL;
|
||||
}
|
||||
|
||||
ShowWindow( g_hWnd, nCmdShow );
|
||||
|
||||
return S_OK;
|
||||
}
|
||||
|
||||
//--------------------------------------------------------------------------------------
|
||||
// Create Direct3D with Oyster Graphics
|
||||
//--------------------------------------------------------------------------------------
|
||||
HRESULT InitDirect3D()
|
||||
{
|
||||
if(Oyster::Graphics::API::Init(g_hWnd, false, false, Oyster::Math::Float2( 1024, 768)) != Oyster::Graphics::API::Sucsess)
|
||||
return E_FAIL;
|
||||
return S_OK;
|
||||
}
|
||||
|
||||
//--------------------------------------------------------------------------------------
|
||||
// Init the input and the game
|
||||
//-------------------------------------------------------------------------------------
|
||||
HRESULT InitGame()
|
||||
{
|
||||
inputObj = new InputClass;
|
||||
if(!inputObj->Initialize(g_hInst, g_hWnd, 1024, 768))
|
||||
{
|
||||
MessageBox(0, L"Could not initialize the input object.", L"Error", MB_OK);
|
||||
return false;
|
||||
}
|
||||
/*game = new GameLogic::IGame();
|
||||
game->Init();
|
||||
game->StartGame();
|
||||
*/
|
||||
return S_OK;
|
||||
}
|
||||
|
||||
HRESULT Update(float deltaTime)
|
||||
{
|
||||
inputObj->Update();
|
||||
//GameLogic::keyInput key = GameLogic::keyInput_none;
|
||||
|
||||
//if(inputObj->IsKeyPressed(DIK_W))
|
||||
//{
|
||||
// key = GameLogic::keyInput_W;
|
||||
//}
|
||||
//else if(inputObj->IsKeyPressed(DIK_A))
|
||||
//{
|
||||
// key = GameLogic::keyInput_A;
|
||||
//}
|
||||
//else if(inputObj->IsKeyPressed(DIK_S))
|
||||
//{
|
||||
// key = GameLogic::keyInput_S;
|
||||
//}
|
||||
//else if(inputObj->IsKeyPressed(DIK_D))
|
||||
//{
|
||||
// key = GameLogic::keyInput_D;
|
||||
//}
|
||||
|
||||
float pitch = 0;
|
||||
float yaw = 0;
|
||||
|
||||
//if(inputObj->IsMousePressed())
|
||||
//{
|
||||
pitch = inputObj->GetPitch();
|
||||
yaw = inputObj->GetYaw();
|
||||
//}
|
||||
|
||||
//game->Update(key, pitch, yaw);
|
||||
|
||||
|
||||
return S_OK;
|
||||
}
|
||||
|
||||
HRESULT Render(float deltaTime)
|
||||
{
|
||||
int isPressed = 0;
|
||||
if(inputObj->IsKeyPressed(DIK_A))
|
||||
{
|
||||
isPressed = 1;
|
||||
//std::cout<<"test";
|
||||
}
|
||||
|
||||
//game->Render();
|
||||
wchar_t title[255];
|
||||
swprintf(title, sizeof(title), L"| Pressing A: %d | \n", (int)(isPressed));
|
||||
SetWindowText(g_hWnd, title);
|
||||
|
||||
Oyster::Graphics::API::EndFrame();
|
||||
|
||||
return S_OK;
|
||||
}
|
||||
|
||||
HRESULT CleanUp()
|
||||
{
|
||||
|
||||
/*if(game)
|
||||
{
|
||||
delete game;
|
||||
game = NULL;
|
||||
}*/
|
||||
return S_OK;
|
||||
}
|
||||
//--------------------------------------------------------------------------------------
|
||||
// Called every time the application receives a message
|
||||
//--------------------------------------------------------------------------------------
|
||||
LRESULT CALLBACK WndProc( HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam )
|
||||
{
|
||||
PAINTSTRUCT ps;
|
||||
HDC hdc;
|
||||
|
||||
switch (message)
|
||||
{
|
||||
case WM_PAINT:
|
||||
hdc = BeginPaint(hWnd, &ps);
|
||||
EndPaint(hWnd, &ps);
|
||||
break;
|
||||
|
||||
case WM_DESTROY:
|
||||
PostQuitMessage(0);
|
||||
break;
|
||||
|
||||
case WM_KEYDOWN:
|
||||
|
||||
switch(wParam)
|
||||
{
|
||||
case VK_ESCAPE:
|
||||
PostQuitMessage(0);
|
||||
break;
|
||||
}
|
||||
break;
|
||||
|
||||
default:
|
||||
return DefWindowProc(hWnd, message, wParam, lParam);
|
||||
}
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
|
@ -1,11 +1,13 @@
|
|||
#ifndef DANBIAS_CLIENTRECIEVEROBJECT_H
|
||||
#define DANBIAS_CLIENTRECIEVEROBJECT_H
|
||||
|
||||
//WTF!? No headers included???
|
||||
|
||||
namespace DanBias
|
||||
{
|
||||
struct GameRecieverObject :public Oyster::Network::ProtocolRecieverObject
|
||||
|
||||
struct GameRecieverObject :public Oyster::Network::NetworkClient
|
||||
{
|
||||
Oyster::Network::NetworkClient* nwClient;
|
||||
Client::GameClientState* gameClientState;
|
||||
|
||||
// receiver function for server messages
|
||||
|
@ -26,7 +28,7 @@ struct GameRecieverObject :public Oyster::Network::ProtocolRecieverObject
|
|||
}
|
||||
}
|
||||
break;
|
||||
case protocol_Gameplay_PlayerNavigation:
|
||||
case protocol_Gameplay_PlayerMovement:
|
||||
{
|
||||
Client::GameClientState::KeyInput* protocolData = new Client::GameClientState::KeyInput;
|
||||
for(int i = 0; i< 6; i++)
|
||||
|
@ -40,21 +42,21 @@ struct GameRecieverObject :public Oyster::Network::ProtocolRecieverObject
|
|||
protocolData = NULL;
|
||||
}
|
||||
break;
|
||||
case protocol_Gameplay_PlayerPosition:
|
||||
{
|
||||
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);
|
||||
delete protocolData;
|
||||
protocolData = NULL;
|
||||
}
|
||||
break;
|
||||
//case protocol_Gameplay_PlayerPosition:
|
||||
// {
|
||||
// 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);
|
||||
// delete protocolData;
|
||||
// protocolData = NULL;
|
||||
// }
|
||||
// break;
|
||||
|
||||
case protocol_Gameplay_CreateObject:
|
||||
case protocol_Gameplay_ObjectCreate:
|
||||
{
|
||||
Client::GameClientState::NewObj* protocolData = new Client::GameClientState::NewObj;
|
||||
protocolData->object_ID = p[1].value.netInt;
|
||||
|
@ -72,7 +74,7 @@ struct GameRecieverObject :public Oyster::Network::ProtocolRecieverObject
|
|||
protocolData = NULL;
|
||||
}
|
||||
break;
|
||||
case protocol_Gameplay_RemoveObject:
|
||||
case protocol_Gameplay_ObjectDisabled:
|
||||
{
|
||||
Client::GameClientState::RemoveObj* protocolData = new Client::GameClientState::RemoveObj;
|
||||
protocolData->object_ID = p[1].value.netInt;
|
||||
|
@ -87,18 +89,15 @@ struct GameRecieverObject :public Oyster::Network::ProtocolRecieverObject
|
|||
case protocol_Gameplay_ObjectPosition:
|
||||
{
|
||||
|
||||
Client::GameClientState::ObjPos* protocolData = new Client::GameClientState::ObjPos;
|
||||
protocolData->object_ID = p[1].value.netInt;
|
||||
Client::GameClientState::ObjPos protocolData;
|
||||
protocolData.object_ID = p[1].value.netInt;
|
||||
for(int i = 0; i< 16; i++)
|
||||
{
|
||||
protocolData->worldPos[i] = p[i+2].value.netFloat;
|
||||
protocolData.worldPos[i] = p[i+2].value.netFloat;
|
||||
}
|
||||
|
||||
if(dynamic_cast<Client::GameState*>(gameClientState))
|
||||
((Client::GameState*)gameClientState)->Protocol(protocolData);
|
||||
|
||||
delete protocolData;
|
||||
protocolData = NULL;
|
||||
((Client::GameState*)gameClientState)->Protocol(&protocolData);
|
||||
}
|
||||
break;
|
||||
|
||||
|
@ -106,6 +105,38 @@ struct GameRecieverObject :public Oyster::Network::ProtocolRecieverObject
|
|||
break;
|
||||
}
|
||||
|
||||
if(ProtocolIsLobby(p[0].value.netInt)) ParseLobbyProtocol(p);
|
||||
}
|
||||
|
||||
void ParseLobbyProtocol(Oyster::Network::CustomNetProtocol& p)
|
||||
{
|
||||
switch (p[0].value.netShort)
|
||||
{
|
||||
case protocol_General_Status: //this->GeneralStatus (Protocol_General_Status (p), c);
|
||||
break;
|
||||
case protocol_General_Text: //this->GeneralText (Protocol_General_Text (p), c);
|
||||
break;
|
||||
//case protocol_Lobby_Create: this->LobbyCreateGame (Protocol_LobbyCreateGame (p), c);
|
||||
//break;
|
||||
case protocol_Lobby_Start: //this->LobbyStartGame (Protocol_LobbyStartGame (p), c);
|
||||
break;
|
||||
//case protocol_Lobby_Join: this->LobbyJoin (Protocol_LobbyJoin (p), c);
|
||||
//break;
|
||||
case protocol_Lobby_Login: //this->LobbyLogin (Protocol_LobbyLogin (p), c);
|
||||
break;
|
||||
case protocol_Lobby_Refresh: //this->LobbyRefresh (Protocol_LobbyRefresh (p), c);
|
||||
break;
|
||||
case protocol_Lobby_GameData: //this->LobbyGameData (Protocol_LobbyGameData (p), c);
|
||||
{
|
||||
GameLogic::Protocol_LobbyGameData temp(p);
|
||||
printf("%s, %i.%i\n", temp.mapName.c_str(), temp.majorVersion, temp.minorVersion);
|
||||
}
|
||||
break;
|
||||
case protocol_Lobby_ClientData: //this->LobbyMainData (Protocol_LobbyClientData (p), c);
|
||||
break;
|
||||
//case protocol_Lobby_GameData: this->LobbyGameData (Protocol_LobbyGameData (p), c);
|
||||
//break;
|
||||
}
|
||||
}
|
||||
};
|
||||
}
|
||||
|
|
|
@ -8,6 +8,7 @@ struct C_Player::myData
|
|||
Oyster::Math3D::Float4x4 view;
|
||||
Oyster::Math3D::Float4x4 proj;
|
||||
Oyster::Graphics::Model::Model *model;
|
||||
Oyster::Math3D::Float4 lookDir;
|
||||
int ID;
|
||||
}privData;
|
||||
|
||||
|
@ -29,7 +30,7 @@ void C_Player::Init(ModelInitData modelInit)
|
|||
privData->model->WorldMatrix = modelInit.world;
|
||||
privData->model->Visible = modelInit.visible;
|
||||
privData->ID = modelInit.id;
|
||||
|
||||
privData->lookDir = Oyster::Math3D::Float4 (0,0,1,0);
|
||||
}
|
||||
void C_Player::setPos(Oyster::Math::Float4x4 world)
|
||||
{
|
||||
|
|
|
@ -0,0 +1,192 @@
|
|||
#include "Camera.h"
|
||||
|
||||
Camera::Camera()
|
||||
{
|
||||
this->m_position = Oyster::Math::Float3(0, 50, 0);
|
||||
this->mRight = Oyster::Math::Float3(1, 0, 0);
|
||||
this->mUp = Oyster::Math::Float3(0, 1, 0);
|
||||
this->mLook = Oyster::Math::Float3(0, 0, 1);
|
||||
}
|
||||
|
||||
Camera::~Camera()
|
||||
{
|
||||
}
|
||||
|
||||
void Camera::SetPosition(const Oyster::Math::Float3& v)
|
||||
{
|
||||
this->m_position = v;
|
||||
}
|
||||
|
||||
Oyster::Math::Float3 Camera::GetPosition()const
|
||||
{
|
||||
return this->m_position;
|
||||
}
|
||||
|
||||
Oyster::Math::Float3 Camera::GetRight()const
|
||||
{
|
||||
return this->mRight;
|
||||
}
|
||||
|
||||
Oyster::Math::Float3 Camera::GetUp()const
|
||||
{
|
||||
return this->mUp;
|
||||
}
|
||||
|
||||
Oyster::Math::Float3 Camera::GetLook()const
|
||||
{
|
||||
return this->mLook;
|
||||
}
|
||||
|
||||
float Camera::GetNearZ()const
|
||||
{
|
||||
return this->mNearZ;
|
||||
}
|
||||
|
||||
float Camera::GetFarZ()const
|
||||
{
|
||||
return this->mFarZ;
|
||||
}
|
||||
|
||||
float Camera::GetAspect()const
|
||||
{
|
||||
return this->mAspect;
|
||||
}
|
||||
|
||||
Oyster::Math::Float3 Camera::CrossMatrix(const Oyster::Math::Float3& vector, const Oyster::Math::Float4x4& matrix)
|
||||
{
|
||||
Oyster::Math::Float3 vec;
|
||||
vec.x = matrix.m11*vector.x + matrix.m12*vector.y + matrix.m13*vector.z;
|
||||
vec.y = matrix.m21*vector.x + matrix.m22*vector.y + matrix.m23*vector.z;
|
||||
vec.z = matrix.m31*vector.x + matrix.m32*vector.y + matrix.m33*vector.z;
|
||||
return vec;
|
||||
}
|
||||
|
||||
void Camera::SetLens(float fovY, float aspect, float zn, float zf)
|
||||
{
|
||||
this->mFovY = fovY;
|
||||
this->mAspect = aspect;
|
||||
this->mNearZ = zn;
|
||||
this->mFarZ = zf;
|
||||
|
||||
/*float yScale = tan((Oyster::Math::pi*0.5f) - (mFovY*0.5f));
|
||||
float xScale = yScale/this->mAspect;
|
||||
|
||||
mProj = Oyster::Math::Float4x4(xScale, 0, 0, 0,
|
||||
0, yScale, 0, 0,
|
||||
0, 0, zf/(zf-zn), 1,
|
||||
0, 0, -zn*zf/(zf-zn), 0);
|
||||
mProj.Transpose();*/
|
||||
mProj = Oyster::Math3D::ProjectionMatrix_Perspective(fovY,aspect,zn,zf);
|
||||
}
|
||||
|
||||
void Camera::LookAt(Oyster::Math::Float3 pos, Oyster::Math::Float3 target, Oyster::Math::Float3 worldUp)
|
||||
{
|
||||
Oyster::Math::Float3 L;
|
||||
|
||||
L = target - pos;
|
||||
L.Normalize();
|
||||
|
||||
Oyster::Math::Float3 R;
|
||||
R = worldUp.Cross(L);
|
||||
R.Normalize();
|
||||
|
||||
Oyster::Math::Float3 U;
|
||||
U = L.Cross(R);
|
||||
|
||||
this->m_position = pos;
|
||||
this->mLook = L;
|
||||
this->mRight = R;
|
||||
this->mUp = U;
|
||||
}
|
||||
|
||||
Oyster::Math::Float4x4 Camera::View()const
|
||||
{
|
||||
return this->mView;
|
||||
}
|
||||
|
||||
Oyster::Math::Float4x4 Camera::Proj()const
|
||||
{
|
||||
return this->mProj;
|
||||
}
|
||||
|
||||
Oyster::Math::Float4x4 Camera::ViewsProj()const
|
||||
{
|
||||
Oyster::Math::Float4x4 M;
|
||||
M = mView * mProj;
|
||||
return M;
|
||||
}
|
||||
|
||||
void Camera::Walk(float dist)
|
||||
{
|
||||
this->m_position += dist*this->mLook;
|
||||
}
|
||||
|
||||
void Camera::Strafe(float dist)
|
||||
{
|
||||
this->m_position += dist*this->mRight;
|
||||
}
|
||||
|
||||
void Camera::Pitch(float angle)
|
||||
{
|
||||
float radians = angle * 0.0174532925f;
|
||||
|
||||
Oyster::Math::Float4x4 R;
|
||||
|
||||
Oyster::Math3D::RotationMatrix(radians,-mRight,R);
|
||||
this->mUp = CrossMatrix(this->mUp, R);
|
||||
this->mLook = CrossMatrix(this->mLook, R);
|
||||
}
|
||||
|
||||
void Camera::Yaw(float angle)
|
||||
{
|
||||
float radians = angle * 0.0174532925f;
|
||||
|
||||
Oyster::Math::Float4x4 R;
|
||||
|
||||
Oyster::Math::Float3 up(0,1,0);
|
||||
Oyster::Math3D::RotationMatrix(radians,-up,R);
|
||||
|
||||
this->mRight = CrossMatrix(this->mRight, R);
|
||||
this->mUp = CrossMatrix(mUp, R);
|
||||
this->mLook = CrossMatrix(this->mLook, R);
|
||||
}
|
||||
|
||||
void Camera::UpdateViewMatrix()
|
||||
{
|
||||
mLook.Normalize();
|
||||
mUp = mLook.Cross(mRight);
|
||||
mUp.Normalize();
|
||||
mRight = mUp.Cross(mLook);
|
||||
mView = Oyster::Math3D::ViewMatrix_LookAtDirection(mLook, mUp, m_position);
|
||||
/*
|
||||
mLook.Normalize();
|
||||
mUp = mLook.Cross(mRight);
|
||||
mUp.Normalize();
|
||||
mRight = mUp.Cross(mLook);
|
||||
|
||||
float x = -m_position.Dot(mRight);
|
||||
float y = -m_position.Dot(mUp);
|
||||
float z = -m_position.Dot(mLook);
|
||||
|
||||
mView.m11 = mRight.x;
|
||||
mView.m21 = mRight.y;
|
||||
mView.m31 = mRight.z;
|
||||
mView.m41 = x;
|
||||
|
||||
mView.m12 = mUp.x;
|
||||
mView.m22 = mUp.y;
|
||||
mView.m32 = mUp.z;
|
||||
mView.m42 = y;
|
||||
|
||||
mView.m13 = mLook.x;
|
||||
mView.m23 = mLook.y;
|
||||
mView.m33 = mLook.z;
|
||||
mView.m43 = z;
|
||||
|
||||
mView.m14 = 0.0f;
|
||||
mView.m24 = 0.0f;
|
||||
mView.m34 = 0.0f;
|
||||
mView.m44 = 1.0f;
|
||||
|
||||
mView.Transpose();*/
|
||||
}
|
|
@ -0,0 +1,63 @@
|
|||
#ifndef CAMERA__H
|
||||
#define CAMERA__H
|
||||
|
||||
#include "OysterMath.h"
|
||||
|
||||
class Camera
|
||||
{
|
||||
private:
|
||||
|
||||
Oyster::Math::Float3 m_position;
|
||||
Oyster::Math::Float3 mRight;
|
||||
Oyster::Math::Float3 mUp;
|
||||
Oyster::Math::Float3 mLook;
|
||||
|
||||
|
||||
|
||||
float mNearZ;
|
||||
float mFarZ;
|
||||
float mAspect;
|
||||
float mFovY;
|
||||
|
||||
Oyster::Math::Float4x4 mView;
|
||||
Oyster::Math::Float4x4 mProj;
|
||||
|
||||
public:
|
||||
Camera();
|
||||
virtual ~Camera();
|
||||
|
||||
void SetPosition(const Oyster::Math::Float3& v);
|
||||
|
||||
Oyster::Math::Float3 GetPosition()const;
|
||||
|
||||
Oyster::Math::Float3 GetRight()const;
|
||||
Oyster::Math::Float3 GetUp()const;
|
||||
Oyster::Math::Float3 GetLook()const;
|
||||
|
||||
float GetNearZ()const;
|
||||
float GetFarZ()const;
|
||||
float GetAspect()const;
|
||||
|
||||
Oyster::Math::Float3 CrossMatrix(const Oyster::Math::Float3& v, const Oyster::Math::Float4x4& m);
|
||||
|
||||
void SetLens(float fovY, float aspect, float zn, float zf);
|
||||
|
||||
void LookAt(Oyster::Math::Float3 pos, Oyster::Math::Float3 target, Oyster::Math::Float3 worldUp);
|
||||
|
||||
void setLook(Oyster::Math::Float3 look) { mLook = look; }
|
||||
void setUp(Oyster::Math::Float3 up) { mUp = up; }
|
||||
void setRight(Oyster::Math::Float3 right) { mRight = right; }
|
||||
|
||||
Oyster::Math::Float4x4 View()const;
|
||||
Oyster::Math::Float4x4 Proj()const;
|
||||
Oyster::Math::Float4x4 ViewsProj()const;
|
||||
|
||||
void Walk(float dist);
|
||||
void Strafe(float dist);
|
||||
|
||||
void Pitch(float angle);
|
||||
void Yaw(float angle);
|
||||
|
||||
void UpdateViewMatrix();
|
||||
};
|
||||
#endif
|
|
@ -51,6 +51,7 @@ public:
|
|||
};
|
||||
enum ClientState
|
||||
{
|
||||
ClientState_Login,
|
||||
ClientState_Lobby,
|
||||
ClientState_Game,
|
||||
ClientState_Same,
|
||||
|
|
|
@ -4,7 +4,8 @@
|
|||
#include "C_obj/C_DynamicObj.h"
|
||||
#include <Protocols.h>
|
||||
#include "NetworkClient.h"
|
||||
|
||||
#include "Camera.h"
|
||||
#include <GameServerAPI.h>
|
||||
|
||||
using namespace DanBias::Client;
|
||||
|
||||
|
@ -19,7 +20,6 @@ struct GameState::myData
|
|||
gameStateState state;
|
||||
|
||||
|
||||
|
||||
}privData;
|
||||
|
||||
GameState::GameState(void)
|
||||
|
@ -38,22 +38,35 @@ GameState::~GameState(void)
|
|||
bool GameState::Init(Oyster::Network::NetworkClient* nwClient)
|
||||
{
|
||||
// load models
|
||||
camera = new Camera;
|
||||
privData = new myData();
|
||||
privData->state = gameStateState_loading;
|
||||
privData->nwClient = nwClient;
|
||||
privData->state = LoadGame();
|
||||
|
||||
return true;
|
||||
}
|
||||
GameState::gameStateState GameState::LoadGame()
|
||||
{
|
||||
Oyster::Graphics::Definitions::Pointlight plight;
|
||||
plight.Pos = Oyster::Math::Float3(0,3,0);
|
||||
plight.Pos = Oyster::Math::Float3(0,15,5);
|
||||
plight.Color = Oyster::Math::Float3(0,1,0);
|
||||
plight.Radius = 5;
|
||||
plight.Radius = 50;
|
||||
plight.Bright = 2;
|
||||
Oyster::Graphics::API::AddLight(plight);
|
||||
plight.Pos = Oyster::Math::Float3(10,15,5);
|
||||
plight.Color = Oyster::Math::Float3(1,0,0);
|
||||
plight.Radius = 50;
|
||||
plight.Bright = 2;
|
||||
Oyster::Graphics::API::AddLight(plight);
|
||||
plight.Pos = Oyster::Math::Float3(10,-15,5);
|
||||
plight.Color = Oyster::Math::Float3(0,0,1);
|
||||
plight.Radius = 50;
|
||||
plight.Bright = 2;
|
||||
|
||||
Oyster::Graphics::API::AddLight(plight);
|
||||
LoadModels(L"map");
|
||||
InitCamera(Oyster::Math::Float3(0,0,5.4f));
|
||||
InitCamera(Oyster::Math::Float3(0,0,20.0f));
|
||||
return gameStateState_playing;
|
||||
}
|
||||
bool GameState::LoadModels(std::wstring mapFile)
|
||||
|
@ -63,46 +76,67 @@ bool GameState::LoadModels(std::wstring mapFile)
|
|||
// init models
|
||||
privData->modelCount = 2;
|
||||
|
||||
// add world model
|
||||
ModelInitData modelData;
|
||||
Oyster::Math3D::Float4x4 translate;
|
||||
C_Object* obj;
|
||||
translate = Oyster::Math3D::TranslationMatrix(Oyster::Math::Float3(0,0,0));
|
||||
Oyster::Math3D::Float4x4 scale = Oyster::Math3D::Float4x4::identity;
|
||||
scale.v[0].x = 8;
|
||||
scale.v[1].y = 8;
|
||||
scale.v[2].z = 8;
|
||||
modelData.world = scale; //modelData.world * translate
|
||||
modelData.modelPath = L"..\\Content\\Models\\ball.dan";
|
||||
modelData.id = 0;
|
||||
|
||||
obj = new C_Player();
|
||||
privData->object.push_back(obj);
|
||||
privData->object[privData->object.size() -1 ]->Init(modelData);
|
||||
|
||||
// add box model
|
||||
modelData.world = Oyster::Math3D::Float4x4::identity;
|
||||
Oyster::Math3D::Float4x4 translate = Oyster::Math3D::TranslationMatrix(Oyster::Math::Float3(-2,-2,-2));
|
||||
translate = Oyster::Math3D::TranslationMatrix(Oyster::Math::Float3(-5,15,0));
|
||||
modelData.world = modelData.world * translate;
|
||||
modelData.modelPath = L"..\\Content\\Models\\box.dan";
|
||||
modelData.id = 1;
|
||||
|
||||
obj = new C_Player();
|
||||
privData->object.push_back(obj);
|
||||
privData->object[privData->object.size() -1 ]->Init(modelData);
|
||||
modelData.world = Oyster::Math3D::Float4x4::identity;
|
||||
|
||||
// add player model
|
||||
modelData.world = Oyster::Math3D::Float4x4::identity;
|
||||
translate = Oyster::Math3D::TranslationMatrix(Oyster::Math::Float3(0, 15, 0));
|
||||
|
||||
modelData.world = modelData.world * translate;
|
||||
modelData.visible = true;
|
||||
modelData.modelPath = L"..\\Content\\Models\\char_white.dan";
|
||||
modelData.id = 0;
|
||||
modelData.id = 2;
|
||||
// load models
|
||||
C_Object* obj = new C_Player();
|
||||
obj = new C_Player();
|
||||
privData->object.push_back(obj);
|
||||
privData->object[privData->object.size() -1 ]->Init(modelData);
|
||||
|
||||
translate = Oyster::Math3D::TranslationMatrix(Oyster::Math::Float3(-2,2,2));
|
||||
modelData.world = modelData.world * translate;
|
||||
modelData.modelPath = L"..\\Content\\Models\\char_white.dan";
|
||||
modelData.id ++;
|
||||
|
||||
obj = new C_DynamicObj();
|
||||
privData->object.push_back(obj);
|
||||
privData->object[privData->object.size() -1 ]->Init(modelData);
|
||||
|
||||
translate = Oyster::Math3D::TranslationMatrix(Oyster::Math::Float3(-2,-2,-2));
|
||||
modelData.world = modelData.world * translate;
|
||||
modelData.modelPath = L"..\\Content\\Models\\char_white.dan";
|
||||
modelData.id ++;
|
||||
|
||||
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)
|
||||
{
|
||||
Oyster::Math::Float3 dir = Oyster::Math::Float3(0,0,-1);
|
||||
Oyster::Math::Float3 up =Oyster::Math::Float3(0,1,0);
|
||||
Oyster::Math::Float3 pos = Oyster::Math::Float3(0, 0, 20);
|
||||
|
||||
camera->LookAt(pos, dir, up);
|
||||
camera->SetLens(3.14f/2, 1024/768, 1, 1000);
|
||||
|
||||
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);
|
||||
|
||||
camera->UpdateViewMatrix();
|
||||
privData->view = camera->View();
|
||||
privData->view = Oyster::Math3D::ViewMatrix_LookAtDirection(Oyster::Math::Float3(0,0,-1),Oyster::Math::Float3(0,1,0),startPos);
|
||||
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;
|
||||
|
@ -110,6 +144,7 @@ bool GameState::InitCamera(Oyster::Math::Float3 startPos)
|
|||
|
||||
GameClientState::ClientState GameState::Update(float deltaTime, InputClass* KeyInput)
|
||||
{
|
||||
DanBias::GameServerAPI::ServerUpdate();
|
||||
switch (privData->state)
|
||||
{
|
||||
case gameStateState_loading:
|
||||
|
@ -127,14 +162,57 @@ GameClientState::ClientState GameState::Update(float deltaTime, InputClass* KeyI
|
|||
// read server data
|
||||
// update objects
|
||||
{
|
||||
readKeyInput(KeyInput);
|
||||
camera->UpdateViewMatrix();
|
||||
|
||||
}
|
||||
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(camera->View());
|
||||
//Oyster::Graphics::API::SetProjection(camera->Proj());
|
||||
//Oyster::Graphics::API::SetView(privData->view);
|
||||
Oyster::Graphics::API::SetProjection(privData->proj);
|
||||
Oyster::Graphics::API::NewFrame();
|
||||
for (unsigned int i = 0; i < privData->object.size(); i++)
|
||||
{
|
||||
privData->object[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;
|
||||
}
|
||||
void GameState::readKeyInput(InputClass* KeyInput)
|
||||
{
|
||||
|
||||
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;
|
||||
movePlayer.bLeft = false;
|
||||
movePlayer.bRight = false;
|
||||
|
||||
if(KeyInput->IsKeyPressed(DIK_W))
|
||||
{
|
||||
|
@ -165,7 +243,7 @@ GameClientState::ClientState GameState::Update(float deltaTime, InputClass* KeyI
|
|||
{
|
||||
if(!key_strafeLeft)
|
||||
{
|
||||
movePlayer.bStrafeLeft = true;
|
||||
movePlayer.bLeft = true;
|
||||
send = true;
|
||||
key_strafeLeft = true;
|
||||
}
|
||||
|
@ -177,7 +255,7 @@ GameClientState::ClientState GameState::Update(float deltaTime, InputClass* KeyI
|
|||
{
|
||||
if(!key_strafeRight)
|
||||
{
|
||||
movePlayer.bStrafeRight = true;
|
||||
movePlayer.bRight = true;
|
||||
send = true;
|
||||
key_strafeRight = true;
|
||||
}
|
||||
|
@ -194,53 +272,50 @@ GameClientState::ClientState GameState::Update(float deltaTime, InputClass* KeyI
|
|||
//send delta mouse movement
|
||||
if (KeyInput->IsMousePressed())
|
||||
{
|
||||
GameLogic::Protocol_PlayerMouse deltaMouseMove;
|
||||
deltaMouseMove.dxMouse = KeyInput->GetYaw();
|
||||
deltaMouseMove.dyMouse = KeyInput->GetPitch();
|
||||
//privData->nwClient->Send(deltaMouseMove);
|
||||
camera->Yaw(KeyInput->GetYaw());
|
||||
camera->Pitch(KeyInput->GetPitch());
|
||||
camera->UpdateViewMatrix();
|
||||
GameLogic::Protocol_PlayerLook playerLookDir;
|
||||
Oyster::Math::Float3 look = camera->GetLook();
|
||||
playerLookDir.lookDirX = look.x;
|
||||
playerLookDir.lookDirY = look.y;
|
||||
playerLookDir.lookDirZ = look.z;
|
||||
privData->nwClient->Send(playerLookDir);
|
||||
}
|
||||
|
||||
// shoot
|
||||
if(KeyInput->IsKeyPressed(DIK_Z))
|
||||
{
|
||||
if(!key_Shoot)
|
||||
{
|
||||
GameLogic::Protocol_PlayerShot playerShot;
|
||||
playerShot.hasShot = true;
|
||||
privData->nwClient->Send(playerShot);
|
||||
key_Shoot = true;
|
||||
}
|
||||
}
|
||||
else
|
||||
key_Shoot = false;
|
||||
|
||||
// jump
|
||||
if(KeyInput->IsKeyPressed(DIK_X))
|
||||
{
|
||||
if(!key_Jump)
|
||||
{
|
||||
GameLogic::Protocol_PlayerJump playerJump;
|
||||
playerJump.hasJumped = true;
|
||||
privData->nwClient->Send(playerJump);
|
||||
key_Jump = true;
|
||||
}
|
||||
}
|
||||
else
|
||||
key_Jump = false;
|
||||
|
||||
// send event data
|
||||
//
|
||||
if(KeyInput->IsKeyPressed(DIK_L))
|
||||
privData->state = GameState::gameStateState_end;
|
||||
}
|
||||
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();
|
||||
for (int i = 0; i < privData->object.size(); i++)
|
||||
{
|
||||
privData->object[i]->Render();
|
||||
}
|
||||
Oyster::Graphics::API::EndFrame();
|
||||
return true;
|
||||
}
|
||||
bool GameState::Release()
|
||||
{
|
||||
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;
|
||||
}
|
||||
|
||||
void GameState::Protocol(ProtocolStruct* pos)
|
||||
{
|
||||
|
@ -266,15 +341,19 @@ void GameState::Protocol( ObjPos* pos )
|
|||
world[i] = pos->worldPos[i];
|
||||
}
|
||||
|
||||
for (int i = 0; i < privData->object.size(); i++)
|
||||
for (unsigned int i = 0; i < privData->object.size(); i++)
|
||||
{
|
||||
if(privData->object[i]->GetId() == pos->object_ID)
|
||||
{
|
||||
privData->object[i]->setPos(world);
|
||||
|
||||
//privData->view = world;
|
||||
//privData->view = Oyster::Math3D::InverseOrientationMatrix(privData->view);
|
||||
|
||||
//camera->setRight((Oyster::Math::Float3(world[0], world[1], world[2])));
|
||||
//camera->setUp((Oyster::Math::Float3(world[4], world[5], world[6])));
|
||||
//camera->setLook((Oyster::Math::Float3(world[8], world[9], world[10])));
|
||||
if(i == 2) // playerobj
|
||||
{
|
||||
camera->SetPosition(Oyster::Math::Float3(world[12], world[13], world[14]));
|
||||
camera->UpdateViewMatrix();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -305,7 +384,7 @@ void GameState::Protocol( NewObj* newObj )
|
|||
|
||||
void DanBias::Client::GameState::Protocol( RemoveObj* obj )
|
||||
{
|
||||
for (int i = 0; i < privData->object.size(); i++)
|
||||
for (unsigned int i = 0; i < privData->object.size(); i++)
|
||||
{
|
||||
if(privData->object[i]->GetId() == obj->object_ID)
|
||||
{
|
||||
|
|
|
@ -3,6 +3,7 @@
|
|||
#include "GameClientState.h"
|
||||
#include "OysterMath.h"
|
||||
#include <string>
|
||||
#include "Camera.h"
|
||||
namespace DanBias
|
||||
{
|
||||
namespace Client
|
||||
|
@ -21,6 +22,9 @@ private:
|
|||
bool key_backward;
|
||||
bool key_strafeRight;
|
||||
bool key_strafeLeft;
|
||||
bool key_Shoot;
|
||||
bool key_Jump;
|
||||
Camera* camera;
|
||||
|
||||
struct myData;
|
||||
myData* privData;
|
||||
|
@ -33,6 +37,7 @@ public:
|
|||
bool InitCamera(Oyster::Math::Float3 startPos) ;
|
||||
gameStateState LoadGame();
|
||||
|
||||
void readKeyInput(InputClass* KeyInput);
|
||||
bool Render()override;
|
||||
bool Release()override;
|
||||
|
||||
|
|
|
@ -4,6 +4,7 @@
|
|||
#include "C_obj/C_Player.h"
|
||||
#include "C_obj/C_StaticObj.h"
|
||||
#include "C_obj/C_DynamicObj.h"
|
||||
#include <GameServerAPI.h>
|
||||
|
||||
using namespace DanBias::Client;
|
||||
|
||||
|
@ -31,7 +32,7 @@ LobbyState::~LobbyState(void)
|
|||
bool LobbyState::Init(Oyster::Network::NetworkClient* nwClient)
|
||||
{
|
||||
privData = new myData();
|
||||
|
||||
this->nwClient = nwClient;
|
||||
// load models
|
||||
LoadModels(L"UImodels.txt");
|
||||
InitCamera(Oyster::Math::Float3(0,0,5.4f));
|
||||
|
@ -43,7 +44,7 @@ bool LobbyState::LoadModels(std::wstring file)
|
|||
plight.Pos = Oyster::Math::Float3(-2,3,0);
|
||||
plight.Color = Oyster::Math::Float3(0,1,0);
|
||||
plight.Radius = 10;
|
||||
plight.Bright = 3;
|
||||
plight.Bright = 1;
|
||||
Oyster::Graphics::API::AddLight(plight);
|
||||
// open file
|
||||
// read file
|
||||
|
@ -86,9 +87,15 @@ GameClientState::ClientState LobbyState::Update(float deltaTime, InputClass* Key
|
|||
// update animation
|
||||
// send data to server
|
||||
// check data from server
|
||||
DanBias::GameServerAPI::ServerUpdate();
|
||||
|
||||
if( KeyInput->IsKeyPressed(DIK_G))
|
||||
{
|
||||
if(!DanBias::GameServerAPI::GameStart())
|
||||
return GameClientState::ClientState_Same;
|
||||
return ClientState_Game;
|
||||
}
|
||||
|
||||
return ClientState_Same;
|
||||
}
|
||||
bool LobbyState::Render()
|
||||
|
|
|
@ -3,6 +3,7 @@
|
|||
|
||||
#include "GameClientState.h"
|
||||
#include "OysterMath.h"
|
||||
#include "NetworkClient.h"
|
||||
#include <string>
|
||||
namespace DanBias
|
||||
{
|
||||
|
@ -12,6 +13,7 @@ namespace DanBias
|
|||
class LobbyState : public GameClientState
|
||||
{
|
||||
private:
|
||||
Oyster::Network::NetworkClient* nwClient;
|
||||
struct myData;
|
||||
myData* privData;
|
||||
public:
|
||||
|
|
|
@ -0,0 +1,166 @@
|
|||
#include "LoginState.h"
|
||||
#include "DllInterfaces/GFXAPI.h"
|
||||
#include "OysterMath.h"
|
||||
#include "C_obj/C_Player.h"
|
||||
#include "C_obj/C_StaticObj.h"
|
||||
#include "C_obj/C_DynamicObj.h"
|
||||
#include <GameServerAPI.h>
|
||||
|
||||
using namespace DanBias::Client;
|
||||
|
||||
struct LoginState::myData
|
||||
{
|
||||
myData(){}
|
||||
Oyster::Math3D::Float4x4 view;
|
||||
Oyster::Math3D::Float4x4 proj;
|
||||
C_Object* object[2];
|
||||
int modelCount;
|
||||
// UI object
|
||||
// game client*
|
||||
}privData;
|
||||
|
||||
LoginState::LoginState(void)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
LoginState::~LoginState(void)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
bool LoginState::Init(Oyster::Network::NetworkClient* nwClient)
|
||||
{
|
||||
privData = new myData();
|
||||
this->nwClient = nwClient;
|
||||
// load models
|
||||
LoadModels(L"UImodels.txt");
|
||||
InitCamera(Oyster::Math::Float3(0,0,5.4f));
|
||||
return true;
|
||||
}
|
||||
bool LoginState::LoadModels(std::wstring file)
|
||||
{
|
||||
Oyster::Graphics::Definitions::Pointlight plight;
|
||||
plight.Pos = Oyster::Math::Float3(-2,3,0);
|
||||
plight.Color = Oyster::Math::Float3(0,1,0);
|
||||
plight.Radius = 10;
|
||||
plight.Bright = 1;
|
||||
Oyster::Graphics::API::AddLight(plight);
|
||||
// open file
|
||||
// read file
|
||||
// init models
|
||||
privData->modelCount = 2;
|
||||
|
||||
ModelInitData modelData;
|
||||
|
||||
modelData.world = Oyster::Math3D::Float4x4::identity;
|
||||
modelData.visible = true;
|
||||
modelData.modelPath = L"..\\Content\\Models\\box_2.dan";
|
||||
// load models
|
||||
privData->object[0] = new C_StaticObj();
|
||||
privData->object[0]->Init(modelData);
|
||||
|
||||
Oyster::Math3D::Float4x4 translate = Oyster::Math3D::TranslationMatrix(Oyster::Math::Float3(-2,-2,-2));
|
||||
modelData.world = modelData.world * translate;
|
||||
|
||||
privData->object[1] = new C_DynamicObj();
|
||||
privData->object[1]->Init(modelData);
|
||||
return true;
|
||||
}
|
||||
|
||||
bool LoginState::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 LoginState::Update(float deltaTime, InputClass* KeyInput)
|
||||
{
|
||||
// picking
|
||||
// mouse events
|
||||
// different menus
|
||||
// play sounds
|
||||
// update animation
|
||||
// send data to server
|
||||
// check data from server
|
||||
|
||||
// create game
|
||||
if( KeyInput->IsKeyPressed(DIK_C))
|
||||
{
|
||||
DanBias::GameServerAPI::ServerInitDesc desc;
|
||||
|
||||
DanBias::GameServerAPI::ServerInitiate(desc);
|
||||
DanBias::GameServerAPI::ServerStart();
|
||||
// my ip
|
||||
nwClient->Connect(15151, "127.0.0.1");
|
||||
|
||||
if (!nwClient->IsConnected())
|
||||
{
|
||||
// failed to connect
|
||||
return ClientState_Same;
|
||||
}
|
||||
return ClientState_Lobby;
|
||||
}
|
||||
// join game
|
||||
if( KeyInput->IsKeyPressed(DIK_J))
|
||||
{
|
||||
// game ip
|
||||
nwClient->Connect(15151, "194.47.150.56");
|
||||
|
||||
if (!nwClient->IsConnected())
|
||||
{
|
||||
// failed to connect
|
||||
return ClientState_Same;
|
||||
}
|
||||
return ClientState_Lobby;
|
||||
}
|
||||
return ClientState_Same;
|
||||
}
|
||||
bool LoginState::Render()
|
||||
{
|
||||
|
||||
Oyster::Graphics::API::SetView(privData->view);
|
||||
Oyster::Graphics::API::SetProjection( privData->proj);
|
||||
|
||||
|
||||
Oyster::Graphics::API::NewFrame();
|
||||
// render objects
|
||||
for (int i = 0; i < privData->modelCount; i++)
|
||||
{
|
||||
privData->object[i]->Render();
|
||||
}
|
||||
|
||||
// render effects
|
||||
|
||||
// render lights
|
||||
|
||||
Oyster::Graphics::API::EndFrame();
|
||||
return true;
|
||||
}
|
||||
bool LoginState::Release()
|
||||
{
|
||||
for (int i = 0; i < privData->modelCount; i++)
|
||||
{
|
||||
privData->object[i]->Release();
|
||||
delete privData->object[i];
|
||||
privData->object[i] = NULL;
|
||||
}
|
||||
|
||||
delete privData;
|
||||
privData = NULL;
|
||||
return true;
|
||||
}
|
||||
void LoginState::Protocol(ProtocolStruct* protocol)
|
||||
{
|
||||
if((PlayerName*)protocol)
|
||||
PlayerJoinProtocol((PlayerName*)protocol);
|
||||
|
||||
}
|
||||
void LoginState::PlayerJoinProtocol(PlayerName* name)
|
||||
{
|
||||
|
||||
}
|
|
@ -0,0 +1,33 @@
|
|||
#ifndef DANBIAS_CLIENT_LOGINSTATE_H
|
||||
#define DANBIAS_CLIENT_LOGINSTATE_H
|
||||
|
||||
#include "GameClientState.h"
|
||||
#include "OysterMath.h"
|
||||
#include "NetworkClient.h"
|
||||
#include <string>
|
||||
namespace DanBias
|
||||
{
|
||||
namespace Client
|
||||
{
|
||||
|
||||
class LoginState : public GameClientState
|
||||
{
|
||||
private:
|
||||
Oyster::Network::NetworkClient* nwClient;
|
||||
struct myData;
|
||||
myData* privData;
|
||||
public:
|
||||
LoginState(void);
|
||||
~LoginState(void);
|
||||
bool Init(Oyster::Network::NetworkClient* nwClient);
|
||||
bool LoadModels(std::wstring file);
|
||||
bool InitCamera(Oyster::Math::Float3 startPos);
|
||||
ClientState Update(float deltaTime, InputClass* KeyInput);
|
||||
|
||||
bool Render();
|
||||
bool Release();
|
||||
void Protocol(ProtocolStruct* protocol)override;
|
||||
void PlayerJoinProtocol(PlayerName* name);
|
||||
|
||||
};};};
|
||||
#endif // ! DANBIAS_CLIENT_LOGINSTATE_H
|
|
@ -18,7 +18,7 @@ int WINAPI WinMain( HINSTANCE hinst, HINSTANCE prevInst, PSTR cmdLine, int cmdSh
|
|||
DanBias::DanBiasGameDesc gameDesc;
|
||||
gameDesc.port = 15151;
|
||||
//gameDesc.port = 15152;
|
||||
//gameDesc.IP = "193.11.184.196";
|
||||
//gameDesc.IP = "193.11.184.109";
|
||||
//gameDesc.IP = "193.11.184.31";
|
||||
//gameDesc.IP = "194.47.150.56";
|
||||
gameDesc.IP = "127.0.0.1";
|
||||
|
|
|
@ -1,68 +0,0 @@
|
|||
#define NOMINMAX
|
||||
#include "AdminInterface.h"
|
||||
#include <Thread\OysterThread.h>
|
||||
#include <WindowShell.h>
|
||||
#include "..\GameServer.h"
|
||||
#include "..\GameSession\GameSessionManager.h"
|
||||
#include "..\GameSession\GameSession.h"
|
||||
#include "..\Helpers\ServerDataReader.h"
|
||||
#include "..\LobbySessions\LobbyClient.h"
|
||||
#include "..\LobbySessions\NetworkSession.h"
|
||||
#include "..\LobbySessions\GameLobby.h"
|
||||
#include "..\LobbySessions\MainLobby.h"
|
||||
|
||||
using namespace Oyster::Network;
|
||||
using namespace Oyster::Thread;
|
||||
using namespace DanBias;
|
||||
|
||||
struct AdminInstanceData :public IThreadObject
|
||||
{
|
||||
bool isCreated;
|
||||
Oyster::Network::NetworkServer adminServer;
|
||||
NetworkClient* admin;
|
||||
NetworkSession* parentInstance;
|
||||
OysterThread worker;
|
||||
|
||||
bool DoWork() override
|
||||
{
|
||||
//((GameServer*)parentInstance)->serve
|
||||
return true;
|
||||
}
|
||||
|
||||
}adminInstanceData;
|
||||
|
||||
void AdminArrived(NetworkClient* adm)
|
||||
{
|
||||
if(adminInstanceData.admin)
|
||||
{
|
||||
delete adm;
|
||||
return;
|
||||
}
|
||||
|
||||
adminInstanceData.admin = adm;
|
||||
adminInstanceData.worker.Create(&adminInstanceData, true, true);
|
||||
}
|
||||
|
||||
void AdminInterface::Toggle(bool toggle, NetworkSession* parent)
|
||||
{
|
||||
if(toggle)
|
||||
{
|
||||
if(!parent) return;
|
||||
|
||||
if(adminInstanceData.isCreated) return;
|
||||
|
||||
NetworkServer::INIT_DESC desc;
|
||||
desc.port = 15152;
|
||||
desc.callbackType = NetworkClientCallbackType_Function;
|
||||
desc.recvObj.clientConnectFnc = AdminArrived;
|
||||
|
||||
if(!adminInstanceData.adminServer.Init(desc)) return;
|
||||
adminInstanceData.parentInstance = parent;
|
||||
|
||||
adminInstanceData.adminServer.Start();
|
||||
}
|
||||
else
|
||||
{
|
||||
adminInstanceData.adminServer.Shutdown();
|
||||
}
|
||||
}
|
|
@ -1,20 +0,0 @@
|
|||
/////////////////////////////////////////
|
||||
// Created by [Dennis Andersen] [2013] //
|
||||
/////////////////////////////////////////
|
||||
#ifndef DANBIASSERVER_ADMIN_INTERFACE_H
|
||||
#define DANBIASSERVER_ADMIN_INTERFACE_H
|
||||
|
||||
#include <NetworkServer.h>
|
||||
|
||||
namespace DanBias
|
||||
{
|
||||
class NetworkSession;
|
||||
//Global admin
|
||||
class AdminInterface
|
||||
{
|
||||
public:
|
||||
static void Toggle(bool toggle, NetworkSession* parent);
|
||||
|
||||
};
|
||||
}
|
||||
#endif // !DANBIASSERVER_ADMIN_INTERFACE_H
|
|
@ -1,28 +0,0 @@
|
|||
/////////////////////////////////////////////////////////////////////
|
||||
// Created by [Dennis Andersen] [2013]
|
||||
/////////////////////////////////////////////////////////////////////
|
||||
#include "DanBiasServerAPI.h"
|
||||
#include "GameServer.h"
|
||||
|
||||
namespace DanBias
|
||||
{
|
||||
|
||||
#pragma region Server Data
|
||||
static GameServer server;
|
||||
#pragma endregion
|
||||
|
||||
|
||||
DanBiasServerReturn DanBiasServerAPI::Initiate()
|
||||
{
|
||||
return server.Create();
|
||||
}
|
||||
DanBiasServerReturn DanBiasServerAPI::Run()
|
||||
{
|
||||
return server.Run();
|
||||
}
|
||||
DanBiasServerReturn DanBiasServerAPI::Release()
|
||||
{
|
||||
return server.Release();
|
||||
}
|
||||
|
||||
} //End namspace DanBias
|
|
@ -1,37 +0,0 @@
|
|||
/////////////////////////////////////////
|
||||
// Created by [Dennis Andersen] [2013] //
|
||||
/////////////////////////////////////////
|
||||
#ifndef DANBIAS_SERVER_DANBIAS_SERVER_H
|
||||
#define DANBIAS_SERVER_DANBIAS_SERVER_H
|
||||
|
||||
#include <vld.h>
|
||||
|
||||
#define DANBIAS_SERVER
|
||||
|
||||
#ifdef DANBIAS_SERVER_DLL_EXPORT
|
||||
#define DANBIAS_SERVER_DLL __declspec(dllexport)
|
||||
#else
|
||||
#define DANBIAS_SERVER_DLL __declspec(dllimport)
|
||||
#endif
|
||||
|
||||
namespace DanBias
|
||||
{
|
||||
enum DanBiasServerReturn
|
||||
{
|
||||
DanBiasServerReturn_Error,
|
||||
DanBiasServerReturn_Sucess,
|
||||
};
|
||||
|
||||
extern "C"
|
||||
{
|
||||
class DANBIAS_SERVER_DLL DanBiasServerAPI
|
||||
{
|
||||
public:
|
||||
static DanBiasServerReturn Initiate();
|
||||
static DanBiasServerReturn Run();
|
||||
static DanBiasServerReturn Release();
|
||||
};//End class DanBiasServer
|
||||
}//End Extern "C"
|
||||
} //End namspace DanBias
|
||||
|
||||
#endif // !DANBIAS_SERVER_DANBIAS_SERVER_H
|
|
@ -1,161 +0,0 @@
|
|||
/////////////////////////////////////////////////////////////////////
|
||||
// Created by [Dennis Andersen] [2013]
|
||||
/////////////////////////////////////////////////////////////////////
|
||||
#define NOMINMAX
|
||||
#include <Windows.h>
|
||||
#include <WindowShell.h>
|
||||
#include <iostream>
|
||||
|
||||
#include "GameServer.h"
|
||||
#include "Helpers\ServerDataReader.h"
|
||||
#include "GameSession\GameSessionManager.h"
|
||||
#include "LobbySessions\LobbyClient.h"
|
||||
#include "GameSession\GameSession.h"
|
||||
#include "AdminInterface\AdminInterface.h"
|
||||
|
||||
#include <Thread\OysterThread.h>
|
||||
#include <Utilities.h>
|
||||
|
||||
#include <CollisionManager.h>
|
||||
|
||||
namespace DanBias
|
||||
{
|
||||
using namespace Oyster::Network;
|
||||
|
||||
GameServer* GameServer::instance = 0;
|
||||
|
||||
void GameServer::NetworkCallback(NetworkClient* client)
|
||||
{
|
||||
static bool myTest = false;
|
||||
static int sessionId = -1;
|
||||
printf("Client with ID [%i] connected.\n", client->GetID());
|
||||
|
||||
if(!myTest)
|
||||
{
|
||||
Utility::DynamicMemory::SmartPointer<LobbyClient> c = new LobbyClient(client);
|
||||
|
||||
GameSessionDescription desc;
|
||||
desc.mapName = L"test";
|
||||
desc.clients.Push(c);
|
||||
desc.exitDestionation = this->mainLobby;
|
||||
if((sessionId = GameSessionManager::AddSession(desc, true)) == 0)
|
||||
printf("Failed to create a game session\n");
|
||||
myTest = true;
|
||||
//myTest = new GameSession();
|
||||
//
|
||||
//DanBias::GameSession::GameSessionDescription desc;
|
||||
//desc.owner = 0;
|
||||
//desc.clients.Push(c);
|
||||
//
|
||||
//if(!myTest->Create(desc)) return;
|
||||
//myTest->Run();
|
||||
}
|
||||
else
|
||||
{
|
||||
Utility::DynamicMemory::SmartPointer<LobbyClient> c = new LobbyClient(client);
|
||||
GameSessionManager::JoinSession(sessionId, c);
|
||||
}
|
||||
|
||||
|
||||
//Utility::DynamicMemory::SmartPointer<LobbyClient> c = new LobbyClient(client);
|
||||
//this->mainLobby->Attach(c, this->mainLobby->GetPostbox());
|
||||
}
|
||||
|
||||
|
||||
GameServer::GameServer()
|
||||
: initiated(0)
|
||||
, running(0)
|
||||
, released(0)
|
||||
, maxClients(0)
|
||||
, mainLobby(0)
|
||||
, server(0)
|
||||
{ this->instance = this; }
|
||||
GameServer::~GameServer()
|
||||
{
|
||||
|
||||
}
|
||||
DanBiasServerReturn GameServer::Create()
|
||||
{
|
||||
this->server = new NetworkServer();
|
||||
this->mainLobby = new MainLobby();
|
||||
|
||||
InitData data;
|
||||
if(!LoadIniFile(data)) return DanBiasServerReturn_Error;
|
||||
|
||||
NetworkServer::INIT_DESC serverDesc;
|
||||
this->maxClients = data.clients;
|
||||
serverDesc.port = data.port;
|
||||
serverDesc.recvObj = this;
|
||||
serverDesc.callbackType = Oyster::Network::NetworkClientCallbackType_Object;
|
||||
|
||||
if(!this->server->Init(serverDesc)) return DanBiasServerReturn_Error;
|
||||
if(!WindowShell::CreateConsoleWindow()) return DanBiasServerReturn_Error;
|
||||
|
||||
this->initiated = true;
|
||||
return DanBiasServerReturn_Sucess;
|
||||
}
|
||||
DanBiasServerReturn GameServer::Run()
|
||||
{
|
||||
if(this->running) return DanBiasServerReturn_Error;
|
||||
if(this->released) return DanBiasServerReturn_Error;
|
||||
if(!this->initiated) return DanBiasServerReturn_Error;
|
||||
|
||||
if(!this->server->Start()) return DanBiasServerReturn_Error;
|
||||
//Oyster::Thread::OysterThread ioThread;
|
||||
//ioThread.Create(this, true,
|
||||
|
||||
while (true)
|
||||
{
|
||||
if(!WindowShell::Frame()) break;
|
||||
|
||||
this->mainLobby->Frame();
|
||||
|
||||
if(GetAsyncKeyState(0x51)) //Q for exit
|
||||
break;
|
||||
}
|
||||
|
||||
return DanBiasServerReturn_Sucess;
|
||||
}
|
||||
DanBiasServerReturn GameServer::Release()
|
||||
{
|
||||
GameSessionManager::CloseSession();
|
||||
this->mainLobby->Release();
|
||||
delete this->mainLobby;
|
||||
this->server->Shutdown();
|
||||
delete this->server;
|
||||
this->released = true;
|
||||
return DanBiasServerReturn_Sucess;
|
||||
}
|
||||
|
||||
NetworkSession* GameServer::MainLobbyInstance()
|
||||
{
|
||||
return GameServer::instance->mainLobby;
|
||||
}
|
||||
|
||||
bool GameServer::LoadIniFile(InitData& ini)
|
||||
{
|
||||
std::ifstream in;
|
||||
std::string f = GetInitPath(InitPath_ServerIni);
|
||||
in.open(f, std::ios::in);
|
||||
if(!in.is_open()) return false;
|
||||
|
||||
std::string buffer;
|
||||
while (!in.eof())
|
||||
{
|
||||
in >> buffer;
|
||||
|
||||
if(buffer == "port")
|
||||
{
|
||||
in >> ini.port;
|
||||
}
|
||||
else if(buffer == "clients")
|
||||
{
|
||||
in >> ini.clients;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
in.close();
|
||||
return true;
|
||||
}
|
||||
}//End namespace DanBias
|
|
@ -1,50 +0,0 @@
|
|||
/////////////////////////////////////////////////////////////////////
|
||||
// Created by [Dennis Andersen] [2013]
|
||||
/////////////////////////////////////////////////////////////////////
|
||||
#ifndef DANBIASSERVER_GAME_SERVER_H
|
||||
#define DANBIASSERVER_GAME_SERVER_H
|
||||
|
||||
#include "DanBiasServerAPI.h"
|
||||
#include "LobbySessions\MainLobby.h"
|
||||
#include <NetworkServer.h>
|
||||
#include <NetworkCallbackHelper.h>
|
||||
|
||||
namespace DanBias
|
||||
{
|
||||
class GameServer :public Oyster::Network::ClientConnectedObject
|
||||
{
|
||||
public:
|
||||
GameServer();
|
||||
virtual~GameServer();
|
||||
|
||||
DanBiasServerReturn Create();
|
||||
DanBiasServerReturn Run();
|
||||
DanBiasServerReturn Release();
|
||||
|
||||
static NetworkSession* MainLobbyInstance();
|
||||
|
||||
private:
|
||||
//static void ClientConnectCallbackFunction(Oyster::Network::NetworkClient& connectedClient);
|
||||
void NetworkCallback(Oyster::Network::NetworkClient* client) override;
|
||||
|
||||
bool initiated;
|
||||
bool running;
|
||||
bool released;
|
||||
int maxClients;
|
||||
MainLobby *mainLobby;
|
||||
Oyster::Network::NetworkServer *server;
|
||||
static GameServer* instance;
|
||||
|
||||
private:
|
||||
struct InitData
|
||||
{
|
||||
int port;
|
||||
int clients;
|
||||
};
|
||||
bool LoadIniFile(InitData&);
|
||||
|
||||
private:
|
||||
friend class AdminInterface;
|
||||
};
|
||||
}// End namspace DanBias
|
||||
#endif // !DANBIASSERVER_DBSERVER_H
|
|
@ -1,67 +0,0 @@
|
|||
/////////////////////////////////////////////////////////////////////
|
||||
// Created by [Dennis Andersen] [2013]
|
||||
/////////////////////////////////////////////////////////////////////
|
||||
|
||||
#include "GameClient.h"
|
||||
#include "..\LobbySessions\NetworkSession.h"
|
||||
#include <Protocols.h>
|
||||
|
||||
using namespace Utility::DynamicMemory;
|
||||
using namespace DanBias;
|
||||
using namespace GameLogic;
|
||||
|
||||
static int gameClientIDCount = 1;
|
||||
|
||||
GameClient::GameClient(SmartPointer<LobbyClient> client, IPlayerData* player, Oyster::Callback::OysterCallback<void, NetworkSession::NetEvent> value)
|
||||
{
|
||||
this->callbackValue = value;
|
||||
this->client = client;
|
||||
this->id = gameClientIDCount++;
|
||||
this->player = player;
|
||||
Oyster::Callback::OysterCallback<void, NetworkSession::NetEvent> c;
|
||||
c.callbackType = Oyster::Callback::CallbackType_Object;
|
||||
c.value = this;
|
||||
this->client->SetCallback(c);
|
||||
|
||||
}
|
||||
GameClient::~GameClient()
|
||||
{
|
||||
if(this->client) this->client->Disconnect();
|
||||
this->player = 0;
|
||||
this->id = -1;
|
||||
}
|
||||
|
||||
void GameClient::SetCallback(Oyster::Callback::OysterCallback<void, NetworkSession::NetEvent> value)
|
||||
{
|
||||
this->callbackValue = value;
|
||||
}
|
||||
|
||||
GameLogic::IPlayerData* GameClient::GetPlayer()
|
||||
{
|
||||
return this->player;
|
||||
}
|
||||
GameLogic::IPlayerData* GameClient::ReleasePlayer()
|
||||
{
|
||||
GameLogic::IPlayerData *temp = this->player;
|
||||
this->player = 0;
|
||||
return temp;
|
||||
}
|
||||
LobbyClient* GameClient::GetClient() const
|
||||
{
|
||||
return this->client;
|
||||
}
|
||||
Utility::DynamicMemory::SmartPointer<LobbyClient> GameClient::ReleaseClient()
|
||||
{
|
||||
SmartPointer<LobbyClient> temp = this->client;
|
||||
this->client = 0;
|
||||
return temp;
|
||||
}
|
||||
int GameClient::GetID() const
|
||||
{
|
||||
return this->id;
|
||||
}
|
||||
void GameClient::ObjectCallback(NetworkSession::NetEvent e)
|
||||
{
|
||||
e.gameClient = this;
|
||||
this->callbackValue(e);
|
||||
}
|
|
@ -1,43 +0,0 @@
|
|||
/////////////////////////////////////////////////////////////////////
|
||||
// Created by [Dennis Andersen] [2013]
|
||||
/////////////////////////////////////////////////////////////////////
|
||||
#ifndef DANBIASSERVER_CLIENT_OBJECT_H
|
||||
#define DANBIASSERVER_CLIENT_OBJECT_H
|
||||
|
||||
#include "..\LobbySessions\LobbyClient.h"
|
||||
#include <PostBox\PostBox.h>
|
||||
#include <GameAPI.h>
|
||||
|
||||
namespace DanBias
|
||||
{
|
||||
class GameClient: Oyster::Callback::CallbackObject<void, NetworkSession::NetEvent>
|
||||
{
|
||||
public:
|
||||
GameClient(Utility::DynamicMemory::SmartPointer<LobbyClient> client, GameLogic::IPlayerData* player, Oyster::Callback::OysterCallback<void, NetworkSession::NetEvent> value);
|
||||
virtual~GameClient();
|
||||
|
||||
void SetCallback(Oyster::Callback::OysterCallback<void, NetworkSession::NetEvent> value);
|
||||
|
||||
/* */
|
||||
GameLogic::IPlayerData* GetPlayer();
|
||||
|
||||
GameLogic::IPlayerData* ReleasePlayer();
|
||||
|
||||
LobbyClient* GetClient() const;
|
||||
Utility::DynamicMemory::SmartPointer<LobbyClient> ReleaseClient();
|
||||
int GetID() const;
|
||||
|
||||
private:
|
||||
//Utility::DynamicMemory::SmartPointer<GameLogic::Player> player;
|
||||
GameLogic::IPlayerData* player;
|
||||
Utility::DynamicMemory::SmartPointer<LobbyClient> client;
|
||||
Oyster::Callback::OysterCallback<void, NetworkSession::NetEvent> callbackValue;
|
||||
int id;
|
||||
void ObjectCallback(NetworkSession::NetEvent) override;
|
||||
|
||||
private:
|
||||
friend class AdminInterface;
|
||||
};
|
||||
|
||||
}//End namespace DanBias
|
||||
#endif // !DANBIASSERVER_CLIENT_OBJECT_H
|
|
@ -30,7 +30,7 @@ namespace DanBias
|
|||
NetworkSession* owner;
|
||||
Utility::DynamicMemory::DynamicArray<Utility::DynamicMemory::SmartPointer<LobbyClient>> clients;
|
||||
};
|
||||
|
||||
static GameSession* gameSession;
|
||||
public:
|
||||
GameSession();
|
||||
virtual~GameSession();
|
||||
|
|
|
@ -1,123 +0,0 @@
|
|||
/////////////////////////////////////////////////////////////////////
|
||||
// Created by [Dennis Andersen] [2013]
|
||||
/////////////////////////////////////////////////////////////////////
|
||||
#include "GameSessionManager.h"
|
||||
|
||||
#include "..\LobbySessions\LobbyClient.h"
|
||||
#include "GameSession.h"
|
||||
#include <DynamicArray.h>
|
||||
|
||||
using namespace DanBias;
|
||||
using namespace Utility::DynamicMemory;
|
||||
|
||||
struct GameSessionData
|
||||
{
|
||||
DynamicArray< SmartPointer< GameSession > > sessions;
|
||||
|
||||
int freeSpot;
|
||||
|
||||
int Existst(int session)
|
||||
{
|
||||
for (unsigned int i = 0; i < sessions.Size(); i++)
|
||||
{
|
||||
if(!sessions[i] && freeSpot == -1) freeSpot = i;
|
||||
if(sessions[i]->GetID() == session) return i;
|
||||
}
|
||||
return -1;
|
||||
}
|
||||
int GetFree()
|
||||
{
|
||||
for (unsigned int i = 0; i < sessions.Size(); i++)
|
||||
{
|
||||
if(!sessions[i])
|
||||
{
|
||||
this->freeSpot = i;
|
||||
return this->freeSpot;
|
||||
}
|
||||
}
|
||||
|
||||
this->freeSpot = -1;
|
||||
return this->freeSpot;
|
||||
}
|
||||
|
||||
} gameSessionData;
|
||||
|
||||
|
||||
int GameSessionManager::AddSession(GameSessionDescription& instance, bool run)
|
||||
{
|
||||
int k = gameSessionData.GetFree();
|
||||
|
||||
SmartPointer<GameSession> gs = new GameSession();
|
||||
|
||||
DanBias::GameSession::GameDescription desc;
|
||||
desc.owner = instance.exitDestionation;
|
||||
desc.clients = instance.clients;
|
||||
desc.mapName = instance.mapName;
|
||||
|
||||
|
||||
if(!gs->Create(desc)) return 0;
|
||||
|
||||
if(k == -1) gameSessionData.sessions.Push(gs);
|
||||
else gameSessionData.sessions[k] = gs;
|
||||
|
||||
if(run) gs->Run();
|
||||
|
||||
return gs->GetID();
|
||||
}
|
||||
|
||||
bool GameSessionManager::StartSession(int session)
|
||||
{
|
||||
int i = -1;
|
||||
if((i = gameSessionData.Existst(session)) != -1) return false;
|
||||
|
||||
gameSessionData.sessions[i]->Run();
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool GameSessionManager::JoinSession(int session, Utility::DynamicMemory::SmartPointer<LobbyClient> client)
|
||||
{
|
||||
int i = -1;
|
||||
if((i = gameSessionData.Existst(session)) == -1) return false;
|
||||
|
||||
gameSessionData.sessions[i]->Join(client);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void GameSessionManager::GetSessionInfo(int session, GameSessionInfo& data)
|
||||
{
|
||||
memset(&data, 0, sizeof(GameSessionInfo));
|
||||
|
||||
int i = -1;
|
||||
if((i = gameSessionData.Existst(session)) != -1) return;
|
||||
|
||||
//data.gametime = gameSessionData.sessions[i]->
|
||||
//data.mapName = gameSessionData.sessions[i]->
|
||||
//data.numberOfPlayers = gameSessionData.sessions[i]->
|
||||
}
|
||||
|
||||
void GameSessionManager::CloseSession()
|
||||
{
|
||||
for (unsigned int i = 0; i < gameSessionData.sessions.Size(); i++)
|
||||
{
|
||||
gameSessionData.sessions[i]->CloseSession();
|
||||
}
|
||||
}
|
||||
void GameSessionManager::CloseSession(int session)
|
||||
{
|
||||
int i = -1;
|
||||
if((i = gameSessionData.Existst(session)) != -1) return;
|
||||
|
||||
|
||||
gameSessionData.sessions[i]->CloseSession();
|
||||
}
|
||||
|
||||
int GameSessionManager::GetSessionSize()
|
||||
{
|
||||
return gameSessionData.sessions.Size();
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
|
@ -1,82 +0,0 @@
|
|||
/////////////////////////////////////////////////////////////////////
|
||||
// Created by [Dennis Andersen] [2013]
|
||||
/////////////////////////////////////////////////////////////////////
|
||||
#ifndef DANBIASSERVER_GAME_SEESION_MANAGER_H
|
||||
#define DANBIASSERVER_GAME_SEESION_MANAGER_H
|
||||
|
||||
#include <string>
|
||||
#include <Utilities.h>
|
||||
#include <DynamicArray.h>
|
||||
|
||||
namespace DanBias
|
||||
{
|
||||
class LobbyClient;
|
||||
class NetworkSession;
|
||||
|
||||
struct GameSessionDescription
|
||||
{
|
||||
std::wstring mapName;
|
||||
Utility::DynamicMemory::DynamicArray<Utility::DynamicMemory::SmartPointer<LobbyClient>> clients;
|
||||
NetworkSession* exitDestionation; //The new owner when session dies
|
||||
};
|
||||
struct GameSessionInfo
|
||||
{
|
||||
std::wstring mapName;
|
||||
unsigned int numberOfPlayers;
|
||||
float gametime;
|
||||
};
|
||||
|
||||
class GameSessionManager
|
||||
{
|
||||
public:
|
||||
/**
|
||||
* Add a new game session.
|
||||
* On success, the function returns the game instance id number greater than 0.
|
||||
*/
|
||||
static int AddSession(GameSessionDescription& instance, bool run);
|
||||
|
||||
/**
|
||||
* Starts an existing game session
|
||||
* @param session The session id recieved when created.
|
||||
* @param run Indicates if the game session should start imidiatly when created.
|
||||
* @return Returns false if session is not found.
|
||||
*/
|
||||
static bool StartSession(int session);
|
||||
|
||||
/**
|
||||
* Join an exiting session
|
||||
* @param session The session id recieved when created.
|
||||
* @param client The client that is to join a game session
|
||||
* @return Returns false on failure.
|
||||
*/
|
||||
static bool JoinSession(int session, Utility::DynamicMemory::SmartPointer<LobbyClient> client);
|
||||
|
||||
/**
|
||||
* Gets information about a given session
|
||||
* @param session The session id recieved when created.
|
||||
* @param sessionInformation The output parameter that will be filled.
|
||||
*/
|
||||
static void GetSessionInfo(int session, GameSessionInfo& sessionInformation);
|
||||
|
||||
/**
|
||||
* Close a session.
|
||||
* @param session The session id recieved when created a session.
|
||||
*/
|
||||
static void CloseSession(int session);
|
||||
|
||||
/**
|
||||
* Close all sessions.
|
||||
*/
|
||||
static void CloseSession();
|
||||
|
||||
/**
|
||||
* Get total sessions running
|
||||
* @return Returns the total sessions curently running.
|
||||
*/
|
||||
static int GetSessionSize();
|
||||
|
||||
private:
|
||||
friend class AdminInterface;
|
||||
};
|
||||
}
|
||||
#endif // !DANBIASSERVER_GAME_SEESION_MANAGER_H
|
|
@ -11,7 +11,6 @@
|
|||
|
||||
#include <Windows.h>
|
||||
|
||||
|
||||
using namespace Utility::DynamicMemory;
|
||||
using namespace Oyster;
|
||||
using namespace Oyster::Network;
|
||||
|
@ -42,34 +41,40 @@ namespace DanBias
|
|||
{
|
||||
switch (p[protocol_INDEX_ID].value.netShort)
|
||||
{
|
||||
case protocol_Gameplay_PlayerNavigation:
|
||||
case protocol_Gameplay_PlayerMovement:
|
||||
{
|
||||
|
||||
//Oyster::Math::Float4x4 world = Oyster::Math::Matrix::identity;
|
||||
if(p[1].value.netBool) //bool bForward;
|
||||
//world.v[3].x = 2;
|
||||
c->GetPlayer()->Move(GameLogic::PLAYER_MOVEMENT_FORWARD);
|
||||
if(p[2].value.netBool) //bool bBackward;
|
||||
//world.v[3].x = -2;
|
||||
c->GetPlayer()->Move(GameLogic::PLAYER_MOVEMENT_BACKWARD);
|
||||
if(p[5].value.netBool) //bool bStrafeRight;
|
||||
//world.v[3].y = 2;
|
||||
c->GetPlayer()->Move(GameLogic::PLAYER_MOVEMENT_RIGHT);
|
||||
if(p[6].value.netBool) //bool bStrafeLeft;
|
||||
//world.v[3].y = -2;
|
||||
if(p[3].value.netBool) //bool bStrafeLeft;
|
||||
c->GetPlayer()->Move(GameLogic::PLAYER_MOVEMENT_LEFT);
|
||||
if(p[4].value.netBool) //bool bStrafeRight;
|
||||
c->GetPlayer()->Move(GameLogic::PLAYER_MOVEMENT_RIGHT);
|
||||
}
|
||||
break;
|
||||
case protocol_Gameplay_PlayerMouseMovement:
|
||||
case protocol_Gameplay_PlayerLookDir:
|
||||
{
|
||||
Protocol_PlayerLook m; m = p;
|
||||
Oyster::Math3D::Float3 lookDir;
|
||||
lookDir.x = p.Get(1).value.netFloat;
|
||||
lookDir.y = p.Get(2).value.netFloat;
|
||||
lookDir.z = p.Get(3).value.netFloat;
|
||||
c->GetPlayer()->Rotate(lookDir);
|
||||
}
|
||||
break;
|
||||
case protocol_Gameplay_PlayerChangeWeapon:
|
||||
|
||||
break;
|
||||
case protocol_Gameplay_PlayerPosition:
|
||||
|
||||
case protocol_Gameplay_PlayerShot:
|
||||
if (p[1].value.netBool)
|
||||
c->GetPlayer()->UseWeapon(GameLogic::WEAPON_USE_PRIMARY_PRESS);
|
||||
break;
|
||||
case protocol_Gameplay_CreateObject:
|
||||
|
||||
case protocol_Gameplay_PlayerJump:
|
||||
if (p[1].value.netBool)
|
||||
c->GetPlayer()->Move(GameLogic::PLAYER_MOVEMENT_JUMP);
|
||||
break;
|
||||
case protocol_Gameplay_ObjectPosition:
|
||||
case protocol_Gameplay_ObjectDamage:
|
||||
|
||||
break;
|
||||
}
|
||||
|
@ -82,10 +87,6 @@ namespace DanBias
|
|||
case protocol_General_Status:
|
||||
switch (p[1].value.netInt)
|
||||
{
|
||||
case GameLogic::Protocol_General_Status::States_bussy:
|
||||
|
||||
break;
|
||||
|
||||
case GameLogic::Protocol_General_Status::States_disconected:
|
||||
printf("Client with ID [%i] dissconnected\n", c->GetClient()->GetID());
|
||||
this->RemoveClient(c);
|
||||
|
@ -98,23 +99,58 @@ namespace DanBias
|
|||
case GameLogic::Protocol_General_Status::States_ready:
|
||||
|
||||
break;
|
||||
|
||||
case GameLogic::Protocol_General_Status::States_leave:
|
||||
|
||||
break;
|
||||
}
|
||||
break;
|
||||
case protocol_General_Text:
|
||||
{
|
||||
GameLogic::Protocol_General_Text temp(p);
|
||||
printf("Message recieved from (%i):\t %s\n", c->GetID(), temp.text.c_str());
|
||||
}
|
||||
break;
|
||||
|
||||
case protocol_General_Text:
|
||||
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void GameSession::ObjectMove(GameLogic::IObjectData* movedObject)
|
||||
{
|
||||
//if (movedObject->)
|
||||
//{
|
||||
//
|
||||
//}
|
||||
//movedObject->GetOrientation();
|
||||
GameLogic::IObjectData* obj = NULL;
|
||||
if(dynamic_cast<GameLogic::ILevelData*>(movedObject))
|
||||
{
|
||||
obj =((GameLogic::ILevelData*)movedObject)->GetObjectAt(0);
|
||||
if(obj)
|
||||
{
|
||||
if(obj->GetType() == OBJECT_TYPE_WORLD)
|
||||
{
|
||||
obj->GetID();
|
||||
Oyster::Math::Float4x4 world =obj->GetOrientation();
|
||||
Oyster::Math3D::Float4x4 scale = Oyster::Math3D::Float4x4::identity;
|
||||
scale.v[0].x = 8;
|
||||
scale.v[1].y = 8;
|
||||
scale.v[2].z = 8;
|
||||
//world = world * scale;
|
||||
Protocol_ObjectPosition p(world, 0);
|
||||
GameSession::gameSession->Send(p.GetProtocol());
|
||||
}
|
||||
}
|
||||
obj = NULL;
|
||||
obj =((GameLogic::ILevelData*)movedObject)->GetObjectAt(1);
|
||||
if(obj)
|
||||
{
|
||||
if(obj->GetType() == OBJECT_TYPE_BOX)
|
||||
{
|
||||
obj->GetID();
|
||||
Oyster::Math::Float4x4 world = obj->GetOrientation();
|
||||
Protocol_ObjectPosition p(world, 1);
|
||||
GameSession::gameSession->Send(p.GetProtocol());
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}//End namespace DanBias
|
||||
|
|
|
@ -24,24 +24,11 @@ using namespace GameLogic;
|
|||
|
||||
namespace DanBias
|
||||
{
|
||||
|
||||
bool GameSession::DoWork( )
|
||||
{
|
||||
if(this->isRunning)
|
||||
{
|
||||
if(GetAsyncKeyState(VK_UP))
|
||||
{
|
||||
Protocol_General_Status p(Protocol_General_Status::States_ready);
|
||||
Send(p.GetProtocol());
|
||||
Sleep(100);
|
||||
}
|
||||
if(GetAsyncKeyState(VK_DOWN))
|
||||
{
|
||||
Oyster::Math::Float4x4 world = Oyster::Math::Matrix::identity;
|
||||
Protocol_CreateObject p(world, 2, "../Content/crate");
|
||||
Send(p.GetProtocol());
|
||||
Sleep(100);
|
||||
}
|
||||
|
||||
double dt = this->timer.getElapsedSeconds();
|
||||
gameInstance.SetFrameTimeLength((float)dt);
|
||||
|
||||
|
@ -65,9 +52,8 @@ namespace DanBias
|
|||
if(clients.Size() >= 1 && clients[0])
|
||||
{
|
||||
Oyster::Math::Float4x4 world = this->clients[0]->GetPlayer()->GetOrientation();
|
||||
Protocol_ObjectPosition p(world, 1);
|
||||
Protocol_ObjectPosition p(world, 2);
|
||||
Send(p.GetProtocol());
|
||||
//Sleep(100);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -1,29 +0,0 @@
|
|||
/////////////////////////////////////////////////////////////////////
|
||||
// Created by [Dennis Andersen] [2013]
|
||||
/////////////////////////////////////////////////////////////////////
|
||||
#include "GameSession.h"
|
||||
#include "GameClient.h"
|
||||
|
||||
#include <Protocols.h>
|
||||
#include <PostBox\PostBox.h>
|
||||
#include <GameLogicStates.h>
|
||||
#include <Windows.h>
|
||||
|
||||
using namespace Utility::DynamicMemory;
|
||||
using namespace Oyster;
|
||||
using namespace Oyster::Network;
|
||||
using namespace Oyster::Thread;
|
||||
using namespace GameLogic;
|
||||
|
||||
namespace DanBias
|
||||
{
|
||||
void GameSession::Send(Oyster::Network::CustomNetProtocol* p)
|
||||
{
|
||||
for (unsigned int i = 0; i < this->clients.Size(); i++)
|
||||
{
|
||||
if(this->clients[i] && this->clients[i]->GetClient())
|
||||
this->clients[i]->GetClient()->Send(p);
|
||||
}
|
||||
}
|
||||
}//End namespace DanBias
|
||||
|
|
@ -1,30 +0,0 @@
|
|||
/////////////////////////////////////////
|
||||
// Created by [Dennis Andersen] [2013] //
|
||||
/////////////////////////////////////////
|
||||
#ifndef DANBIASSERVER_LEVELMANAGER_H
|
||||
#define DANBIASSERVER_LEVELMANAGER_H
|
||||
|
||||
#include "ServerDataReader.h"
|
||||
#include "..\LobbySessions\LobbyClient.h"
|
||||
#include "..\LobbySessions\NetworkSession.h"
|
||||
#include "..\LobbySessions\GameLobby.h"
|
||||
#include <Utilities.h>
|
||||
|
||||
namespace DanBias
|
||||
{
|
||||
class MapManager
|
||||
{
|
||||
public:
|
||||
struct MapInitDesc
|
||||
{
|
||||
const wchar_t* map;
|
||||
Utility::DynamicMemory::DynamicArray<Utility::DynamicMemory::SmartPointer<LobbyClient>> clients;
|
||||
};
|
||||
|
||||
public:
|
||||
static bool InitiateMapPack(const MapInitDesc& desc);
|
||||
|
||||
};
|
||||
}
|
||||
|
||||
#endif // !DANBIASSERVER_LEVELMANAGER_H
|
|
@ -1,44 +0,0 @@
|
|||
/////////////////////////////////////////////////////////////////////
|
||||
// Created by [Dennis Andersen] [2013]
|
||||
/////////////////////////////////////////////////////////////////////
|
||||
#ifndef DANBIASSERVER_SERVER_INIT_READER_H
|
||||
#define DANBIASSERVER_SERVER_INIT_READER_H
|
||||
|
||||
#include <fstream>
|
||||
#include <string>
|
||||
|
||||
namespace DanBias
|
||||
{
|
||||
enum InitPath
|
||||
{
|
||||
InitPath_ServerIni,
|
||||
};
|
||||
static std::string GetInitPath(InitPath file)
|
||||
{
|
||||
std::string type = "";
|
||||
std::string path = "";
|
||||
std::string flag = "";
|
||||
|
||||
switch (file)
|
||||
{
|
||||
case DanBias::InitPath_ServerIni:
|
||||
flag = "ServerInit";
|
||||
break;
|
||||
}
|
||||
|
||||
std::fstream in;
|
||||
in.open("..\\Settings\\serversearchpath.ini", std::ios::in);
|
||||
if(!in.is_open()) return "";
|
||||
|
||||
while (!in.eof() && type != flag)
|
||||
{
|
||||
in >> type;
|
||||
in >> path;
|
||||
}
|
||||
|
||||
in.close();
|
||||
return path;
|
||||
}
|
||||
}
|
||||
|
||||
#endif // !DANBIASSERVER_SERVER_INIT_READER_H
|
|
@ -1,21 +0,0 @@
|
|||
/////////////////////////////////////////////////////////////////////
|
||||
// Created by [Dennis Andersen] [2013]
|
||||
/////////////////////////////////////////////////////////////////////
|
||||
#include "GameLobby.h"
|
||||
|
||||
|
||||
namespace DanBias
|
||||
{
|
||||
GameLobby::GameLobby(Utility::DynamicMemory::SmartPointer<LobbyClient> owner)
|
||||
{
|
||||
|
||||
}
|
||||
GameLobby::~GameLobby()
|
||||
{
|
||||
|
||||
}
|
||||
void GameLobby::Release()
|
||||
{
|
||||
|
||||
}
|
||||
}//End namespace DanBias
|
|
@ -1,24 +0,0 @@
|
|||
/////////////////////////////////////////////////////////////////////
|
||||
// Created by [Dennis Andersen] [2013]
|
||||
/////////////////////////////////////////////////////////////////////
|
||||
#ifndef DANBIASSERVER_GAMELOBBY_H
|
||||
#define DANBIASSERVER_GAMELOBBY_H
|
||||
|
||||
#include "NetworkSession.h"
|
||||
|
||||
namespace DanBias
|
||||
{
|
||||
class GameLobby :public NetworkSession
|
||||
{
|
||||
public:
|
||||
GameLobby(Utility::DynamicMemory::SmartPointer<LobbyClient> owner);
|
||||
virtual~GameLobby();
|
||||
|
||||
void Release();
|
||||
|
||||
private:
|
||||
friend class AdminInterface;
|
||||
};
|
||||
}//End namespace DanBias
|
||||
|
||||
#endif // !DANBIASSERVER_GAME_LOBBY_H
|
|
@ -1,18 +0,0 @@
|
|||
#include "INetworkSession.h"
|
||||
#include <GID.h>
|
||||
|
||||
INetworkSession::INetworkSession()
|
||||
:id(GID())
|
||||
{}
|
||||
INetworkSession::INetworkSession(const INetworkSession& orig)
|
||||
{
|
||||
id = orig.id;
|
||||
}
|
||||
const INetworkSession& INetworkSession::operator=(const INetworkSession& orig)
|
||||
{
|
||||
id = orig.id;
|
||||
return *this;
|
||||
}
|
||||
INetworkSession::~INetworkSession()
|
||||
{}
|
||||
|
|
@ -1,22 +0,0 @@
|
|||
/////////////////////////////////////////
|
||||
// Created by [Dennis Andersen] [2013] //
|
||||
/////////////////////////////////////////
|
||||
#ifndef DANBIASSERVER_INETWORKSESSION_H
|
||||
#define DANBIASSERVER_INETWORKSESSION_H
|
||||
|
||||
class INetworkSession
|
||||
{
|
||||
public:
|
||||
INetworkSession();
|
||||
INetworkSession(const INetworkSession& orig);
|
||||
const INetworkSession& operator=(const INetworkSession& orig);
|
||||
virtual~INetworkSession();
|
||||
|
||||
inline int GetID() const { return this->id; }
|
||||
|
||||
private:
|
||||
int id;
|
||||
|
||||
};
|
||||
|
||||
#endif // !DANBIASSERVER_INETWORKSESSION_H
|
|
@ -1,51 +0,0 @@
|
|||
#include "LobbyClient.h"
|
||||
#include <Protocols.h>
|
||||
|
||||
using namespace Utility::DynamicMemory;
|
||||
using namespace Oyster::Network;
|
||||
using namespace Oyster::Callback;
|
||||
using namespace GameLogic;
|
||||
|
||||
namespace DanBias
|
||||
{
|
||||
LobbyClient::LobbyClient(SmartPointer<NetworkClient> client)
|
||||
{
|
||||
this->client = client;
|
||||
this->client->SetRecieverObject(this, NetworkProtocolCallbackType_Object);
|
||||
}
|
||||
LobbyClient::~LobbyClient()
|
||||
{
|
||||
this->callbackValue.callbackType = CallbackType_Unknown;
|
||||
}
|
||||
|
||||
void LobbyClient::Disconnect()
|
||||
{
|
||||
this->client->Disconnect();
|
||||
}
|
||||
void LobbyClient::SetCallback(OysterCallback<void, NetworkSession::NetEvent> value)
|
||||
{
|
||||
this->callbackValue = value;
|
||||
}
|
||||
|
||||
/** This method is NOT threadsafe. */
|
||||
void LobbyClient::NetworkCallback(CustomNetProtocol& protocol)
|
||||
{
|
||||
if(this->callbackValue.callbackType == CallbackType_Unknown) return;
|
||||
|
||||
NetworkSession::NetEvent e;
|
||||
e.sender = this;
|
||||
e.protocol = protocol;
|
||||
|
||||
this->callbackValue(e);
|
||||
}
|
||||
void LobbyClient::Disconnected()
|
||||
{
|
||||
if(this->callbackValue.callbackType == CallbackType_Unknown) return;
|
||||
|
||||
NetworkSession::NetEvent e;
|
||||
e.sender = this;
|
||||
e.protocol = *GameLogic::Protocol_General_Status(Protocol_General_Status::States_disconected).GetProtocol();
|
||||
|
||||
this->callbackValue(e);
|
||||
}
|
||||
}//End namsapce DanBias
|
|
@ -1,38 +0,0 @@
|
|||
/////////////////////////////////////////
|
||||
// Created by [Dennis Andersen] [2013] //
|
||||
/////////////////////////////////////////
|
||||
#ifndef DANBIASSERVER_LOBBYCLIENT_H
|
||||
#define DANBIASSERVER_LOBBYCLIENT_H
|
||||
|
||||
#include "NetworkSession.h"
|
||||
#include <NetworkClient.h>
|
||||
#include <PostBox\PostBox.h>
|
||||
|
||||
namespace DanBias
|
||||
{
|
||||
class LobbyClient :public Oyster::Network::NetClientEvent
|
||||
{
|
||||
public:
|
||||
LobbyClient(Utility::DynamicMemory::SmartPointer<Oyster::Network::NetworkClient> client);
|
||||
virtual~LobbyClient();
|
||||
|
||||
void Disconnect();
|
||||
void SetCallback(Oyster::Callback::OysterCallback<void, NetworkSession::NetEvent> value);
|
||||
|
||||
inline void Send(Oyster::Network::CustomProtocolObject& protocol) { this->client->Send(protocol); }
|
||||
inline void Send(Oyster::Network::CustomNetProtocol* protocol) { this->client->Send(protocol); }
|
||||
inline int GetID() const { return this->client->GetID(); }
|
||||
|
||||
private:
|
||||
Utility::DynamicMemory::SmartPointer<Oyster::Network::NetworkClient> client;
|
||||
Oyster::Callback::OysterCallback<void, NetworkSession::NetEvent> callbackValue;
|
||||
|
||||
private:
|
||||
void NetworkCallback(Oyster::Network::CustomNetProtocol& protocol) override;
|
||||
void Disconnected() override;
|
||||
|
||||
private:
|
||||
friend class AdminInterface;
|
||||
};
|
||||
}//End namspace DanBias
|
||||
#endif // !DANBIASSERVER_LOBBYCLIENT_H
|
|
@ -1,110 +0,0 @@
|
|||
/////////////////////////////////////////////////////////////////////
|
||||
// Created by [Dennis Andersen] [2013]
|
||||
/////////////////////////////////////////////////////////////////////
|
||||
#include "MainLobby.h"
|
||||
#include "LobbyClient.h"
|
||||
#include <PlayerProtocols.h>
|
||||
#include <PostBox\PostBox.h>
|
||||
|
||||
using namespace Utility::DynamicMemory;
|
||||
using namespace Oyster::Network;
|
||||
using namespace Oyster;
|
||||
|
||||
namespace DanBias
|
||||
{
|
||||
MainLobby::MainLobby()
|
||||
:gameLobby(5)
|
||||
{
|
||||
this->box = new PostBox<DanBias::NetworkSession::NetEvent>();
|
||||
}
|
||||
MainLobby::~MainLobby()
|
||||
{
|
||||
|
||||
}
|
||||
void MainLobby::Release()
|
||||
{
|
||||
delete this->box;
|
||||
this->box = 0;
|
||||
this->CloseSession(true);
|
||||
}
|
||||
|
||||
void MainLobby::Frame()
|
||||
{
|
||||
ParseEvents();
|
||||
}
|
||||
IPostBox<NetworkSession::NetEvent>* MainLobby::GetPostbox()
|
||||
{
|
||||
return this->box;
|
||||
}
|
||||
|
||||
//////// Private
|
||||
void MainLobby::ParseEvents()
|
||||
{
|
||||
if(this->box && !this->box->IsEmpty())
|
||||
{
|
||||
NetEvent &e = this->box->Fetch();
|
||||
|
||||
ParseProtocol(e.protocol, e.sender);
|
||||
|
||||
}
|
||||
}
|
||||
void MainLobby::ParseProtocol(Oyster::Network::CustomNetProtocol& p, DanBias::LobbyClient* c)
|
||||
{
|
||||
bool update = false;
|
||||
switch (p[0].value.netShort)
|
||||
{
|
||||
case protocol_Lobby_CreateGame:
|
||||
{
|
||||
GameLogic::Protocol_LobbyCreateGame val(p);
|
||||
CreateGame(val, c);
|
||||
update = true;
|
||||
}
|
||||
break;
|
||||
case protocol_Lobby_JoinLobby:
|
||||
{
|
||||
GameLogic::Protocol_LobbyJoinLobby val(p);
|
||||
JoinLobby(val, c);
|
||||
}
|
||||
break;
|
||||
case protocol_Lobby_LeaveLobby:
|
||||
{
|
||||
Detach(c)->Disconnect();
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
||||
if(update) SendUpdate();
|
||||
}
|
||||
|
||||
void MainLobby::CreateGame(GameLogic::Protocol_LobbyCreateGame& p, DanBias::LobbyClient* c)
|
||||
{
|
||||
for (unsigned int i = 0; i < this->gameLobby.Size(); i++)
|
||||
{
|
||||
if(!gameLobby[i])
|
||||
{
|
||||
gameLobby[i] = new GameLobby(NetworkSession::Detach(c));
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
this->gameLobby.Push(new GameLobby(NetworkSession::Detach(c)));
|
||||
}
|
||||
void MainLobby::JoinLobby(GameLogic::Protocol_LobbyJoinLobby& p, DanBias::LobbyClient* c)
|
||||
{
|
||||
for (unsigned int i = 0; i < this->gameLobby.Size(); i++)
|
||||
{
|
||||
if (this->gameLobby[i]->GetID() == p.LobbyID)
|
||||
{
|
||||
this->gameLobby[i]->Attach(Detach(c));
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void MainLobby::SendUpdate()
|
||||
{
|
||||
//Send Lobbys
|
||||
GameLogic::Protocol_LobbyUpdate();
|
||||
}
|
||||
|
||||
}//End namespace DanBias
|
|
@ -1,42 +0,0 @@
|
|||
/////////////////////////////////////////////////////////////////////
|
||||
// Created by [Dennis Andersen] [2013]
|
||||
/////////////////////////////////////////////////////////////////////
|
||||
#ifndef DANBIASSERVER_MAINLOBBY_H
|
||||
#define DANBIASSERVER_MAINLOBBY_H
|
||||
|
||||
#include "NetworkSession.h"
|
||||
#include "GameLobby.h"
|
||||
#include <Protocols.h>
|
||||
#include <PostBox\IPostBox.h>
|
||||
|
||||
namespace DanBias
|
||||
{
|
||||
class MainLobby :public NetworkSession
|
||||
{
|
||||
public:
|
||||
MainLobby();
|
||||
virtual~MainLobby();
|
||||
void Release();
|
||||
|
||||
void Frame();
|
||||
|
||||
Oyster::IPostBox<NetworkSession::NetEvent>* GetPostbox();
|
||||
|
||||
private:
|
||||
void ParseEvents();
|
||||
void ParseProtocol(Oyster::Network::CustomNetProtocol& p, DanBias::LobbyClient* c);
|
||||
|
||||
void CreateGame(GameLogic::Protocol_LobbyCreateGame& p, DanBias::LobbyClient* c);
|
||||
void JoinLobby(GameLogic::Protocol_LobbyJoinLobby& p, DanBias::LobbyClient* c);
|
||||
|
||||
void SendUpdate();
|
||||
|
||||
private:
|
||||
Oyster::IPostBox<NetworkSession::NetEvent> *box;
|
||||
Utility::DynamicMemory::DynamicArray<Utility::DynamicMemory::SmartPointer<GameLobby>> gameLobby;
|
||||
|
||||
private:
|
||||
friend class AdminInterface;
|
||||
};
|
||||
}//End namespace DanBias
|
||||
#endif // !DANBIASGAME_GAMELOBBY_H
|
|
@ -1,219 +0,0 @@
|
|||
/////////////////////////////////////////////////////////////////////
|
||||
// Created by [Dennis Andersen] [2013]
|
||||
/////////////////////////////////////////////////////////////////////
|
||||
#include "LobbyClient.h"
|
||||
#include "NetworkSession.h"
|
||||
#include <mutex>
|
||||
|
||||
|
||||
|
||||
namespace DanBias
|
||||
{
|
||||
NetworkSession::NetworkSession()
|
||||
: owner(0)
|
||||
, clientCount(0)
|
||||
{}
|
||||
NetworkSession::NetworkSession(const NetworkSession& orig)
|
||||
{
|
||||
this->clients = orig.clients;
|
||||
this->owner = orig.owner;
|
||||
this->clientCount = orig.clientCount;
|
||||
}
|
||||
const NetworkSession& NetworkSession::operator=(const NetworkSession& orig)
|
||||
{
|
||||
this->clients = orig.clients;
|
||||
this->owner = orig.owner;
|
||||
this->clientCount = orig.clientCount;
|
||||
return *this;
|
||||
}
|
||||
NetworkSession::~NetworkSession()
|
||||
{
|
||||
this->clients.Clear();
|
||||
this->clientCount = 0;
|
||||
}
|
||||
|
||||
bool NetworkSession::Attach(Utility::DynamicMemory::SmartPointer<LobbyClient> client)
|
||||
{
|
||||
clientListLock.lock();
|
||||
|
||||
int k = -1;
|
||||
for (unsigned int i = 0; (k == -1) && i < this->clients.Size(); i++)
|
||||
{
|
||||
if(!this->clients[i])
|
||||
k = i;
|
||||
}
|
||||
|
||||
if(k == -1)
|
||||
{
|
||||
this->clients.Push(client);
|
||||
}
|
||||
else
|
||||
{
|
||||
this->clients[k] = client;
|
||||
}
|
||||
this->clientCount++;
|
||||
clientListLock.unlock();
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
Utility::DynamicMemory::SmartPointer<LobbyClient> NetworkSession::Detach(Oyster::Network::NetworkClient* client)
|
||||
{
|
||||
Utility::DynamicMemory::SmartPointer<LobbyClient> val;
|
||||
|
||||
clientListLock.lock();
|
||||
|
||||
for (unsigned int i = 0; i < this->clients.Size(); i++)
|
||||
{
|
||||
if(this->clients[0]->GetID() == client->GetID())
|
||||
{
|
||||
val = this->clients[i];
|
||||
this->clients[i] = 0;
|
||||
this->clientCount--;
|
||||
}
|
||||
}
|
||||
|
||||
clientListLock.unlock();
|
||||
|
||||
return val;
|
||||
}
|
||||
Utility::DynamicMemory::SmartPointer<LobbyClient> NetworkSession::Detach(const LobbyClient* client)
|
||||
{
|
||||
Utility::DynamicMemory::SmartPointer<LobbyClient> val;
|
||||
|
||||
clientListLock.lock();
|
||||
|
||||
for (unsigned int i = 0; i < this->clients.Size(); i++)
|
||||
{
|
||||
if(this->clients[0]->GetID() == client->GetID())
|
||||
{
|
||||
val = this->clients[i];
|
||||
this->clients[i] = 0;
|
||||
this->clientCount--;
|
||||
}
|
||||
}
|
||||
|
||||
clientListLock.unlock();
|
||||
|
||||
return val;
|
||||
}
|
||||
Utility::DynamicMemory::SmartPointer<LobbyClient> NetworkSession::Detach(const LobbyClient& client)
|
||||
{
|
||||
Utility::DynamicMemory::SmartPointer<LobbyClient> val;
|
||||
|
||||
clientListLock.lock();
|
||||
|
||||
for (unsigned int i = 0; i < this->clients.Size(); i++)
|
||||
{
|
||||
if(this->clients[0]->GetID() == client.GetID())
|
||||
{
|
||||
val = this->clients[i];
|
||||
this->clients[i] = 0;
|
||||
this->clientCount--;
|
||||
}
|
||||
}
|
||||
|
||||
clientListLock.unlock();
|
||||
|
||||
return val;
|
||||
}
|
||||
Utility::DynamicMemory::SmartPointer<LobbyClient> NetworkSession::Detach(short ID)
|
||||
{
|
||||
Utility::DynamicMemory::SmartPointer<LobbyClient> val;
|
||||
|
||||
clientListLock.lock();
|
||||
|
||||
for (unsigned int i = 0; i < this->clients.Size(); i++)
|
||||
{
|
||||
if(this->clients[0]->GetID() == ID)
|
||||
{
|
||||
val = this->clients[i];
|
||||
this->clients[i] = 0;
|
||||
this->clientCount--;
|
||||
}
|
||||
}
|
||||
|
||||
clientListLock.unlock();
|
||||
|
||||
return val;
|
||||
}
|
||||
|
||||
bool NetworkSession::Send(Oyster::Network::CustomNetProtocol& protocol)
|
||||
{
|
||||
bool returnValue = false;
|
||||
for (unsigned int i = 0; i < this->clients.Size(); i++)
|
||||
{
|
||||
if(this->clients[i])
|
||||
{
|
||||
this->clients[i]->Send(&protocol);
|
||||
returnValue = true;
|
||||
}
|
||||
}
|
||||
|
||||
return returnValue;
|
||||
}
|
||||
bool NetworkSession::Send(Oyster::Network::CustomNetProtocol& protocol, int ID)
|
||||
{
|
||||
for (unsigned int i = 0; i < this->clients.Size(); i++)
|
||||
{
|
||||
if(this->clients[i] && this->clients[i]->GetID() == ID)
|
||||
{
|
||||
this->clients[i]->Send(&protocol);
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
void NetworkSession::SetCallback(Oyster::Callback::OysterCallback<void, NetworkSession::NetEvent> value)
|
||||
{
|
||||
for (unsigned int i = 0; i < this->clients.Size(); i++)
|
||||
{
|
||||
this->clients[i]->SetCallback(value);
|
||||
}
|
||||
}
|
||||
|
||||
void NetworkSession::CloseSession(bool dissconnectClients)
|
||||
{
|
||||
clientListLock.lock();
|
||||
|
||||
for (unsigned int i = 0; i < this->clients.Size(); i++)
|
||||
{
|
||||
if(dissconnectClients) this->clients[i]->Disconnect();
|
||||
else if(this->owner) this->owner->Attach(this->clients[i]);
|
||||
}
|
||||
|
||||
this->clients.Clear();
|
||||
|
||||
clientListLock.unlock();
|
||||
}
|
||||
Utility::DynamicMemory::SmartPointer<LobbyClient> NetworkSession::FindClient(int ID)
|
||||
{
|
||||
for (unsigned int i = 0; i < this->clients.Size(); i++)
|
||||
{
|
||||
if(this->clients[i]->GetID() == ID)
|
||||
return this->clients[i];
|
||||
}
|
||||
return Utility::DynamicMemory::SmartPointer<LobbyClient>();
|
||||
}
|
||||
Utility::DynamicMemory::SmartPointer<LobbyClient> NetworkSession::FindClient(LobbyClient& obj)
|
||||
{
|
||||
for (unsigned int i = 0; i < this->clients.Size(); i++)
|
||||
{
|
||||
if(this->clients[i]->GetID() == obj.GetID())
|
||||
return this->clients[i];
|
||||
}
|
||||
return Utility::DynamicMemory::SmartPointer<LobbyClient>();
|
||||
}
|
||||
Utility::DynamicMemory::SmartPointer<LobbyClient> NetworkSession::FindClient(LobbyClient* obj)
|
||||
{
|
||||
for (unsigned int i = 0; i < this->clients.Size(); i++)
|
||||
{
|
||||
if(this->clients[i]->GetID() == obj->GetID())
|
||||
return this->clients[i];
|
||||
}
|
||||
return Utility::DynamicMemory::SmartPointer<LobbyClient>();
|
||||
}
|
||||
|
||||
|
||||
}//End namespace DanBias
|
|
@ -1,91 +0,0 @@
|
|||
/////////////////////////////////////////////////////////////////////
|
||||
// Created by [Dennis Andersen] [2013]
|
||||
/////////////////////////////////////////////////////////////////////
|
||||
#ifndef DANBIASSERVER_NETWORK_SESSION_H
|
||||
#define DANBIASSERVER_NETWORK_SESSION_H
|
||||
|
||||
//warning C4150: deletion of pointer to incomplete type, no destructor called
|
||||
#pragma warning(disable : 4150)
|
||||
|
||||
#define NOMINMAX
|
||||
|
||||
#include "INetworkSession.h"
|
||||
#include <Utilities.h>
|
||||
#include <OysterCallback.h>
|
||||
#include <DynamicArray.h>
|
||||
#include <PostBox\IPostBox.h>
|
||||
#include <CustomNetProtocol.h>
|
||||
#include <NetworkClient.h>
|
||||
#include <vector>
|
||||
#include <mutex>
|
||||
|
||||
namespace DanBias
|
||||
{
|
||||
class LobbyClient;
|
||||
class GameClient;
|
||||
|
||||
class NetworkSession :public INetworkSession
|
||||
{
|
||||
public:
|
||||
struct NetEvent
|
||||
{
|
||||
LobbyClient* sender;
|
||||
GameClient* gameClient;
|
||||
Oyster::Network::CustomNetProtocol protocol;
|
||||
NetEvent():sender(0), gameClient(0){}
|
||||
};
|
||||
|
||||
public:
|
||||
NetworkSession();
|
||||
NetworkSession(const NetworkSession& orig);
|
||||
const NetworkSession& operator=(const NetworkSession& orig);
|
||||
virtual~NetworkSession();
|
||||
|
||||
virtual bool Attach(Utility::DynamicMemory::SmartPointer<LobbyClient> client);
|
||||
|
||||
virtual Utility::DynamicMemory::SmartPointer<LobbyClient> Detach(Oyster::Network::NetworkClient* client);
|
||||
virtual Utility::DynamicMemory::SmartPointer<LobbyClient> Detach(const LobbyClient* client);
|
||||
virtual Utility::DynamicMemory::SmartPointer<LobbyClient> Detach(const LobbyClient& client);
|
||||
virtual Utility::DynamicMemory::SmartPointer<LobbyClient> Detach(short ID);
|
||||
|
||||
Utility::DynamicMemory::SmartPointer<LobbyClient> FindClient(LobbyClient& obj);
|
||||
Utility::DynamicMemory::SmartPointer<LobbyClient> FindClient(LobbyClient* obj);
|
||||
Utility::DynamicMemory::SmartPointer<LobbyClient> FindClient(int ID);
|
||||
|
||||
/**
|
||||
* Sends a message to all clients in this session.
|
||||
*/
|
||||
virtual bool Send(Oyster::Network::CustomNetProtocol& message);
|
||||
/**
|
||||
* Sends a message to a specific client in this session.
|
||||
*/
|
||||
virtual bool Send(Oyster::Network::CustomNetProtocol& protocol, int ID);
|
||||
|
||||
/**
|
||||
* Set the callback to all clients to where a messages is recieved.
|
||||
*/
|
||||
virtual void SetCallback(Oyster::Callback::OysterCallback<void, NetworkSession::NetEvent> value);
|
||||
|
||||
/**
|
||||
* Closes the session and sends the clients to given owner session if any.
|
||||
* If session is null, clients is assumed to already be elsewhere and only releases a reference.
|
||||
*/
|
||||
virtual void CloseSession(bool dissconnectClients = false);
|
||||
|
||||
|
||||
/** Set where the clients is returned on closed session. */
|
||||
inline void SetOwner(NetworkSession* owner) { this->owner = owner; }
|
||||
|
||||
protected:
|
||||
Utility::DynamicMemory::DynamicArray<Utility::DynamicMemory::SmartPointer<LobbyClient>> clients;
|
||||
NetworkSession* owner; //Where clients end up when session is closed.
|
||||
|
||||
private:
|
||||
std::mutex clientListLock;
|
||||
int clientCount;
|
||||
|
||||
private:
|
||||
friend class AdminInterface;
|
||||
};
|
||||
}//End namespace DanBias
|
||||
#endif // !DANBIASSERVER_NETWORK_SESSION_H
|
|
@ -71,7 +71,7 @@
|
|||
<OutDir>$(SolutionDir)..\Bin\Executable\</OutDir>
|
||||
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
|
||||
<TargetName>$(ProjectName)_$(PlatformShortName)D</TargetName>
|
||||
<IncludePath>$(SolutionDir)Game\DanBiasServer;C:\Program Files %28x86%29\Visual Leak Detector\include;$(IncludePath)</IncludePath>
|
||||
<IncludePath>$(SolutionDir)Game\GameServer;C:\Program Files %28x86%29\Visual Leak Detector\include;$(SolutionDir)WindowManager\;$(IncludePath)</IncludePath>
|
||||
<LibraryPath>$(OutDir)..\DLL\;C:\Program Files %28x86%29\Visual Leak Detector\lib\Win32;$(LibraryPath)</LibraryPath>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
|
||||
|
@ -79,7 +79,7 @@
|
|||
<OutDir>$(SolutionDir)..\Bin\Executable\</OutDir>
|
||||
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
|
||||
<TargetName>$(ProjectName)_$(PlatformShortName)D</TargetName>
|
||||
<IncludePath>$(SolutionDir)Game\DanBiasServer;C:\Program Files %28x86%29\Visual Leak Detector\include;$(IncludePath)</IncludePath>
|
||||
<IncludePath>$(SolutionDir)Game\GameServer;C:\Program Files %28x86%29\Visual Leak Detector\include;$(SolutionDir)WindowManager\;$(IncludePath)</IncludePath>
|
||||
<LibraryPath>$(OutDir)..\DLL\;C:\Program Files %28x86%29\Visual Leak Detector\lib\Win32;$(LibraryPath)</LibraryPath>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||
|
@ -87,7 +87,7 @@
|
|||
<OutDir>$(SolutionDir)..\Bin\Executable\</OutDir>
|
||||
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
|
||||
<TargetName>$(ProjectName)_$(PlatformShortName)</TargetName>
|
||||
<IncludePath>$(SolutionDir)Game\DanBiasServer;C:\Program Files %28x86%29\Visual Leak Detector\include;$(IncludePath)</IncludePath>
|
||||
<IncludePath>$(SolutionDir)Game\GameServer;C:\Program Files %28x86%29\Visual Leak Detector\include;$(SolutionDir)WindowManager\;$(IncludePath)</IncludePath>
|
||||
<LibraryPath>$(OutDir)..\DLL\;C:\Program Files %28x86%29\Visual Leak Detector\lib\Win32;$(LibraryPath)</LibraryPath>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
|
||||
|
@ -95,7 +95,7 @@
|
|||
<OutDir>$(SolutionDir)..\Bin\Executable\</OutDir>
|
||||
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
|
||||
<TargetName>$(ProjectName)_$(PlatformShortName)</TargetName>
|
||||
<IncludePath>$(SolutionDir)Game\DanBiasServer;C:\Program Files %28x86%29\Visual Leak Detector\include;$(IncludePath)</IncludePath>
|
||||
<IncludePath>$(SolutionDir)Game\GameServer;C:\Program Files %28x86%29\Visual Leak Detector\include;$(SolutionDir)WindowManager\;$(IncludePath)</IncludePath>
|
||||
<LibraryPath>$(OutDir)..\DLL\;C:\Program Files %28x86%29\Visual Leak Detector\lib\Win32;$(LibraryPath)</LibraryPath>
|
||||
</PropertyGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||
|
@ -111,8 +111,8 @@
|
|||
<Link>
|
||||
<SubSystem>Windows</SubSystem>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<DelayLoadDLLs>DanBiasGame_$(PlatformShortName)D.dll;DanBiasServer_$(PlatformShortName)D.dll;%(DelayLoadDLLs)</DelayLoadDLLs>
|
||||
<AdditionalDependencies>DanBiasGame_$(PlatformShortName)D.lib;DanBiasServer_$(PlatformShortName)D.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<DelayLoadDLLs>DanBiasGame_$(PlatformShortName)D.dll;GameServer_$(PlatformShortName)D.dll</DelayLoadDLLs>
|
||||
<AdditionalDependencies>GameServer_$(PlatformShortName)D.lib;DanBiasGame_$(PlatformShortName)D.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
|
||||
|
@ -128,8 +128,8 @@
|
|||
<Link>
|
||||
<SubSystem>Windows</SubSystem>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<DelayLoadDLLs>DanBiasServer_$(PlatformShortName)D.dll;DanBiasGame_$(PlatformShortName)D.dll;%(DelayLoadDLLs)</DelayLoadDLLs>
|
||||
<AdditionalDependencies>DanBiasGame_$(PlatformShortName)D.lib;DanBiasServer_$(PlatformShortName)D.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<DelayLoadDLLs>DanBiasGame_$(PlatformShortName)D.dll;GameServer_$(PlatformShortName)D.dll</DelayLoadDLLs>
|
||||
<AdditionalDependencies>GameServer_$(PlatformShortName)D.lib;DanBiasGame_$(PlatformShortName)D.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||
|
@ -149,8 +149,8 @@
|
|||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||
<OptimizeReferences>true</OptimizeReferences>
|
||||
<DelayLoadDLLs>DanBiasServer_$(PlatformShortName).dll;DanBiasGame_$(PlatformShortName).dll;%(DelayLoadDLLs)</DelayLoadDLLs>
|
||||
<AdditionalDependencies>DanBiasServer_$(PlatformShortName).lib;DanBiasGame_$(PlatformShortName).lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<DelayLoadDLLs>DanBiasGame_$(PlatformShortName).dll;GameServer_$(PlatformShortName).dll;%(DelayLoadDLLs)</DelayLoadDLLs>
|
||||
<AdditionalDependencies>GameServer_$(PlatformShortName).lib;DanBiasGame_$(PlatformShortName).lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
|
||||
|
@ -170,13 +170,18 @@
|
|||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||
<OptimizeReferences>true</OptimizeReferences>
|
||||
<DelayLoadDLLs>DanBiasServer_$(PlatformShortName).dll;DanBiasGame_$(PlatformShortName).dll;%(DelayLoadDLLs)</DelayLoadDLLs>
|
||||
<AdditionalDependencies>DanBiasServer_$(PlatformShortName).lib;DanBiasGame_$(PlatformShortName).lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<DelayLoadDLLs>DanBiasGame_$(PlatformShortName).dll;GameServer_$(PlatformShortName).dll;%(DelayLoadDLLs)</DelayLoadDLLs>
|
||||
<AdditionalDependencies>GameServer_$(PlatformShortName).lib;DanBiasGame_$(PlatformShortName).lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="ServerLauncher.cpp" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ProjectReference Include="..\..\WindowManager\WindowManager.vcxproj">
|
||||
<Project>{35aea3c0-e0a7-4e1e-88cd-514aa5a442b1}</Project>
|
||||
</ProjectReference>
|
||||
</ItemGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
||||
<ImportGroup Label="ExtensionTargets">
|
||||
</ImportGroup>
|
||||
|
|
|
@ -2,12 +2,13 @@
|
|||
// Launcher to launch Danbias server //
|
||||
// Created by [Dennis Andersen] [2013] //
|
||||
//////////////////////////////////////////////////
|
||||
#define NOMINMAX //Blame it on windows
|
||||
#define NOMINMAX //Blame it on microsoft
|
||||
#include <Windows.h>
|
||||
#include <vld.h>
|
||||
#include <iostream>
|
||||
#include <WindowShell.h>
|
||||
|
||||
|
||||
#include <DanBiasServerAPI.h>
|
||||
#include <GameServerAPI.h>
|
||||
|
||||
int WINAPI WinMain( HINSTANCE hinst, HINSTANCE prevInst, PSTR cmdLine, int cmdShow)
|
||||
{
|
||||
|
@ -15,10 +16,22 @@ int WINAPI WinMain( HINSTANCE hinst, HINSTANCE prevInst, PSTR cmdLine, int cmdSh
|
|||
{
|
||||
return cmdShow;
|
||||
}
|
||||
if( DanBias::DanBiasServerAPI::Initiate() == DanBias::DanBiasServerReturn_Sucess)
|
||||
|
||||
WindowShell::CreateConsoleWindow();
|
||||
|
||||
DanBias::GameServerAPI::ServerInitDesc desc;
|
||||
desc.listenPort = 15151;
|
||||
if(DanBias::GameServerAPI::ServerInitiate(desc) == DanBias::DanBiasServerReturn_Sucess)
|
||||
{
|
||||
DanBias::DanBiasServerAPI::Run();
|
||||
DanBias::DanBiasServerAPI::Release();
|
||||
|
||||
DanBias::GameServerAPI::ServerStart();
|
||||
//DanBias::GameServerAPI::GameStart();
|
||||
while (!(GetAsyncKeyState(0x51))) //Q for exit
|
||||
{
|
||||
DanBias::GameServerAPI::ServerUpdate();
|
||||
Sleep(1);
|
||||
}
|
||||
DanBias::GameServerAPI::ServerStop();
|
||||
}
|
||||
return cmdShow;
|
||||
}
|
|
@ -3,52 +3,38 @@
|
|||
|
||||
using namespace GameLogic;
|
||||
|
||||
struct AttatchmentMassDriver::PrivateData
|
||||
{
|
||||
PrivateData()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
~PrivateData()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
}myData;
|
||||
|
||||
|
||||
AttatchmentMassDriver::AttatchmentMassDriver(void)
|
||||
{
|
||||
myData = new PrivateData();
|
||||
this->owner = 0;
|
||||
}
|
||||
|
||||
AttatchmentMassDriver::AttatchmentMassDriver(Player &owner)
|
||||
{
|
||||
myData = new PrivateData();
|
||||
|
||||
this->owner = &owner;
|
||||
}
|
||||
|
||||
|
||||
AttatchmentMassDriver::~AttatchmentMassDriver(void)
|
||||
{
|
||||
delete myData;
|
||||
|
||||
}
|
||||
|
||||
/********************************************************
|
||||
* Uses the attatchment and will from here switch case the different WEAPON_FIRE's that are to be used
|
||||
********************************************************/
|
||||
void AttatchmentMassDriver::UseAttatchment(const GameLogic::WEAPON_FIRE &usage)
|
||||
void AttatchmentMassDriver::UseAttatchment(const GameLogic::WEAPON_FIRE &usage, float dt)
|
||||
{
|
||||
//switch case to determin what functionallity to use in the attatchment
|
||||
switch (usage)
|
||||
{
|
||||
case WEAPON_FIRE::WEAPON_USE_PRIMARY_PRESS:
|
||||
ForcePush(usage);
|
||||
ForcePush(usage,dt);
|
||||
break;
|
||||
case WEAPON_FIRE::WEAPON_USE_SECONDARY_PRESS:
|
||||
ForcePull(usage);
|
||||
ForcePull(usage,dt);
|
||||
break;
|
||||
}
|
||||
|
||||
|
@ -57,17 +43,28 @@ void AttatchmentMassDriver::UseAttatchment(const GameLogic::WEAPON_FIRE &usage)
|
|||
/********************************************************
|
||||
* Pushes objects in a cone in front of the weapon when fired
|
||||
********************************************************/
|
||||
void AttatchmentMassDriver::ForcePush(const GameLogic::WEAPON_FIRE &usage)
|
||||
void AttatchmentMassDriver::ForcePush(const GameLogic::WEAPON_FIRE &usage, float dt)
|
||||
{
|
||||
//create coneRigidBody that will then collide with object and push them in the aimed direction
|
||||
//Oyster::Math::Float4 pushForce = Oyster::Math::Float4(this->owner->GetLookDir()) * (500 * dt);
|
||||
Oyster::Math::Float4x4 aim = Oyster::Math3D::ViewMatrix_LookAtDirection(owner->GetLookDir(), owner->GetRigidBody()->GetGravityNormal(), owner->GetPosition());
|
||||
Oyster::Math::Float4x4 hitSpace = Oyster::Math3D::ProjectionMatrix_Perspective(Oyster::Math::pi/4,1,1,20);
|
||||
Oyster::Collision3D::Frustrum hitFrustum = Oyster::Collision3D::Frustrum(Oyster::Math3D::ViewProjectionMatrix(aim,hitSpace));
|
||||
int arg = 0;
|
||||
|
||||
Oyster::Physics::API::Instance().ApplyEffect(hitFrustum,&arg,ForcePushAction);
|
||||
}
|
||||
|
||||
/********************************************************
|
||||
* Pulls the player in the direction he is looking, used for fast movement(kinda like a jetpack)
|
||||
********************************************************/
|
||||
void AttatchmentMassDriver::ForcePull(const WEAPON_FIRE &usage)
|
||||
void AttatchmentMassDriver::ForcePull(const WEAPON_FIRE &usage, float dt)
|
||||
{
|
||||
//Oyster::Physics::API::Instance().ApplyForceAt(owner->GetRigidBody(), owner->GetRigidBody()->GetCenter(), owner->GetLookDir() * 100);
|
||||
Oyster::Physics::Struct::CustomBodyState state = this->owner->GetRigidBody()->GetState();
|
||||
|
||||
//do something with state
|
||||
state.ApplyLinearImpulse(Oyster::Math::Float3(this->owner->GetLookDir()) * (500 * dt));
|
||||
|
||||
this->owner->GetRigidBody()->SetState(state);
|
||||
}
|
||||
|
||||
|
||||
|
|
|
@ -15,30 +15,31 @@ namespace GameLogic
|
|||
~AttatchmentMassDriver(void);
|
||||
|
||||
|
||||
void UseAttatchment(const WEAPON_FIRE &usage);
|
||||
void UseAttatchment(const WEAPON_FIRE &usage, float dt);
|
||||
|
||||
private:
|
||||
/********************************************************
|
||||
* Pushes objects and players in a cone in front of the player
|
||||
* @param fireInput: allows switching on different functionality in this specific function
|
||||
********************************************************/
|
||||
void ForcePush(const WEAPON_FIRE &usage);
|
||||
void ForcePush(const WEAPON_FIRE &usage, float dt);
|
||||
|
||||
/********************************************************
|
||||
* Pulls the player forward, this is a movement tool
|
||||
* @param fireInput: allows switching on different functionality in this specific function
|
||||
********************************************************/
|
||||
void ForcePull(const WEAPON_FIRE &usage);
|
||||
void ForcePull(const WEAPON_FIRE &usage, float dt);
|
||||
|
||||
/********************************************************
|
||||
* Sucks objects towards the player, the player can then pick up an object and throw it as a projectile
|
||||
* @param fireInput: allows switching on different functionality in this specific function
|
||||
********************************************************/
|
||||
void ForceSuck(const WEAPON_FIRE &usage);
|
||||
void ForceSuck(const WEAPON_FIRE &usage, float dt);
|
||||
|
||||
static void ForcePushAction(Oyster::Physics::ICustomBody *obj, void* args);
|
||||
|
||||
private:
|
||||
struct PrivateData;
|
||||
PrivateData *myData;
|
||||
|
||||
};
|
||||
}
|
||||
#endif
|
||||
|
|
|
@ -5,25 +5,10 @@
|
|||
using namespace GameLogic;
|
||||
using namespace Utility::DynamicMemory;
|
||||
|
||||
struct AttatchmentSocket::PrivateData
|
||||
{
|
||||
PrivateData()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
~PrivateData()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
SmartPointer<IAttatchment> attatchment;
|
||||
|
||||
|
||||
}myData;
|
||||
|
||||
AttatchmentSocket::AttatchmentSocket(void)
|
||||
{
|
||||
this->attatchment = 0;
|
||||
}
|
||||
|
||||
|
||||
|
@ -34,17 +19,17 @@ AttatchmentSocket::~AttatchmentSocket(void)
|
|||
|
||||
IAttatchment* AttatchmentSocket::GetAttatchment()
|
||||
{
|
||||
return myData->attatchment;
|
||||
return this->attatchment;
|
||||
}
|
||||
|
||||
void AttatchmentSocket::SetAttatchment(IAttatchment *attatchment)
|
||||
{
|
||||
myData->attatchment = attatchment;
|
||||
this->attatchment = attatchment;
|
||||
}
|
||||
|
||||
void AttatchmentSocket::RemoveAttatchment()
|
||||
{
|
||||
|
||||
myData->attatchment = 0;
|
||||
this->attatchment = 0;
|
||||
|
||||
}
|
||||
|
|
|
@ -19,8 +19,7 @@ namespace GameLogic
|
|||
void RemoveAttatchment();
|
||||
|
||||
private:
|
||||
struct PrivateData;
|
||||
PrivateData *myData;
|
||||
IAttatchment *attatchment;
|
||||
};
|
||||
}
|
||||
#endif
|
|
@ -1,62 +1,90 @@
|
|||
#include "CollisionManager.h"
|
||||
#include "PhysicsAPI.h"
|
||||
#include "Object.h"
|
||||
#include "DynamicObject.h"
|
||||
#include "Player.h"
|
||||
#include "Level.h"
|
||||
#include "AttatchmentMassDriver.h"
|
||||
#include "Game.h"
|
||||
|
||||
using namespace Oyster;
|
||||
|
||||
using namespace GameLogic;
|
||||
|
||||
void PlayerVBox(Player &player, DynamicObject &box);
|
||||
void PlayerVBox(Player &player, DynamicObject &box, Oyster::Math::Float kineticEnergyLoss);
|
||||
void PlayerVObject(Player &player, Object &obj, Oyster::Math::Float kineticEnergyLoss);
|
||||
|
||||
|
||||
Physics::ICustomBody::SubscriptMessage CollisionManager::PlayerCollision(const Oyster::Physics::ICustomBody *rigidBodyPlayer, const Oyster::Physics::ICustomBody *obj)
|
||||
//Physics::ICustomBody::SubscriptMessage
|
||||
void Player::PlayerCollision(Oyster::Physics::ICustomBody *rigidBodyPlayer, Oyster::Physics::ICustomBody *obj, Oyster::Math::Float kineticEnergyLoss)
|
||||
{
|
||||
//Player *player = ((Player*)(rigidBodyPlayer->gameObjectRef));
|
||||
//Object *realObj = (Object*)obj->gameObjectRef;
|
||||
|
||||
//switch (realObj->GetType())
|
||||
//{
|
||||
//case OBJECT_TYPE::OBJECT_TYPE_BOX:
|
||||
// PlayerVBox(*player,(*(DynamicObject*) realObj));
|
||||
// break;
|
||||
//case OBJECT_TYPE::OBJECT_TYPE_PLAYER:
|
||||
//
|
||||
// break;
|
||||
//}
|
||||
Player *player = ((Game::PlayerData*)(rigidBodyPlayer->GetCustomTag()))->player;
|
||||
Object *realObj = (Object*)obj->GetCustomTag(); //needs to be changed?
|
||||
|
||||
return Physics::ICustomBody::SubscriptMessage_none;
|
||||
return;
|
||||
switch (realObj->GetObjectType())
|
||||
{
|
||||
case OBJECT_TYPE::OBJECT_TYPE_GENERIC:
|
||||
PlayerVObject(*player,*realObj, kineticEnergyLoss);
|
||||
//return Physics::ICustomBody::SubscriptMessage_none;
|
||||
break;
|
||||
|
||||
case OBJECT_TYPE::OBJECT_TYPE_BOX:
|
||||
PlayerVBox(*player,(*(DynamicObject*) realObj), kineticEnergyLoss);
|
||||
//return Physics::ICustomBody::SubscriptMessage_none;
|
||||
break;
|
||||
case OBJECT_TYPE::OBJECT_TYPE_PLAYER:
|
||||
//return Physics::ICustomBody::SubscriptMessage_none;
|
||||
break;
|
||||
case OBJECT_TYPE::OBJECT_TYPE_WORLD:
|
||||
int test = 5;
|
||||
break;
|
||||
}
|
||||
|
||||
void PlayerVBox(Player &player, DynamicObject &box)
|
||||
//return Physics::ICustomBody::SubscriptMessage_none;
|
||||
}
|
||||
|
||||
void PlayerVBox(Player &player, DynamicObject &box, Oyster::Math::Float kineticEnergyLoss)
|
||||
{
|
||||
//use kinetic energyloss of the collision in order too determin how much damage to take
|
||||
//use as part of the damage algorithm
|
||||
player.DamageLife(20);
|
||||
}
|
||||
|
||||
Physics::ICustomBody::SubscriptMessage CollisionManager::BoxCollision(const Oyster::Physics::ICustomBody *rigidBodyBox, const Oyster::Physics::ICustomBody *obj)
|
||||
void PlayerVObject(Player &player, Object &obj, Oyster::Math::Float kineticEnergyLoss)
|
||||
{
|
||||
if(rigidBodyBox == 0)
|
||||
//Collision between a player and a general static or dynamic object
|
||||
//use kinetic energyloss of the collision in order too determin how much damage to take
|
||||
//use as part of the damage algorithm
|
||||
int damageDone = 0;
|
||||
int forceThreashHold = 200;
|
||||
|
||||
if(kineticEnergyLoss > forceThreashHold) //should only take damage if the force is high enough
|
||||
{
|
||||
return Physics::ICustomBody::SubscriptMessage::SubscriptMessage_none;
|
||||
damageDone = kineticEnergyLoss * 0.10f;
|
||||
player.DamageLife(damageDone);
|
||||
}
|
||||
//DynamicObject *box = (DynamicObject*)rigidBodyBox->gameObjectRef;
|
||||
//Object *realObj = (Object*)obj->gameObjectRef;
|
||||
|
||||
//switch (realObj->GetType())
|
||||
//{
|
||||
//case OBJECT_TYPE::OBJECT_TYPE_BOX:
|
||||
//
|
||||
// break;
|
||||
//case OBJECT_TYPE::OBJECT_TYPE_PLAYER:
|
||||
// //PlayerVBox(*(Player*)realObj,*box);
|
||||
// break;
|
||||
//}
|
||||
|
||||
}
|
||||
Oyster::Physics::ICustomBody::SubscriptMessage Object::DefaultCollisionBefore(Oyster::Physics::ICustomBody *rigidBodyLevel, Oyster::Physics::ICustomBody *obj)
|
||||
{
|
||||
return Physics::ICustomBody::SubscriptMessage_none;
|
||||
}
|
||||
|
||||
Oyster::Physics::ICustomBody::SubscriptMessage CollisionManager::LevelCollision(const Oyster::Physics::ICustomBody *rigidBodyLevel, const Oyster::Physics::ICustomBody *obj)
|
||||
//Oyster::Physics::ICustomBody::SubscriptMessage
|
||||
Oyster::Physics::ICustomBody::SubscriptMessage Level::LevelCollisionBefore(Oyster::Physics::ICustomBody *rigidBodyLevel, Oyster::Physics::ICustomBody *obj)
|
||||
{
|
||||
return Physics::ICustomBody::SubscriptMessage_ignore_collision_response;
|
||||
}
|
||||
Oyster::Physics::ICustomBody::SubscriptMessage Level::LevelCollisionAfter(Oyster::Physics::ICustomBody *rigidBodyLevel, Oyster::Physics::ICustomBody *obj, Oyster::Math::Float kineticEnergyLoss)
|
||||
{
|
||||
return Physics::ICustomBody::SubscriptMessage_ignore_collision_response;
|
||||
}
|
||||
|
||||
void AttatchmentMassDriver::ForcePushAction(Oyster::Physics::ICustomBody *obj, void *args)
|
||||
{
|
||||
Oyster::Math::Float3 pushForce = Oyster::Math::Float4(1,0,0) * (1);
|
||||
Oyster::Physics::ICustomBody::State state;
|
||||
state = obj->GetState();
|
||||
state.ApplyLinearImpulse(pushForce);
|
||||
obj->SetState(state);
|
||||
//((Object*)obj->GetCustomTag())->ApplyLinearImpulse(pushForce);
|
||||
}
|
|
@ -10,14 +10,7 @@ namespace GameLogic
|
|||
class CollisionManager
|
||||
{
|
||||
public:
|
||||
//these are the main collision functions
|
||||
//typedef SubscriptMessage (*EventAction_Collision)( const ICustomBody *proto, const ICustomBody *deuter );
|
||||
static Oyster::Physics::ICustomBody::SubscriptMessage PlayerCollision(const Oyster::Physics::ICustomBody *rigidBodyPlayer, const Oyster::Physics::ICustomBody *obj);
|
||||
static Oyster::Physics::ICustomBody::SubscriptMessage BoxCollision(const Oyster::Physics::ICustomBody *rigidBodyBox, const Oyster::Physics::ICustomBody *obj);
|
||||
static Oyster::Physics::ICustomBody::SubscriptMessage LevelCollision(const Oyster::Physics::ICustomBody *rigidBodyLevel, const Oyster::Physics::ICustomBody *obj);
|
||||
//these are the specific collision case functions
|
||||
//void PlayerVBox(Player &player, DynamicObject &box);
|
||||
//void BoxVBox(DynamicObject &box1, DynamicObject &box2);
|
||||
//put general collision functions here that are not part of a specific object
|
||||
|
||||
};
|
||||
|
||||
|
|
|
@ -9,13 +9,32 @@ DynamicObject::DynamicObject()
|
|||
{
|
||||
|
||||
}
|
||||
DynamicObject::DynamicObject(OBJECT_TYPE type)
|
||||
:Object(type)
|
||||
{
|
||||
|
||||
DynamicObject::DynamicObject(void* collisionFunc, OBJECT_TYPE type)
|
||||
:Object(collisionFunc, type)
|
||||
}
|
||||
DynamicObject::DynamicObject(Oyster::Physics::ICustomBody *rigidBody, OBJECT_TYPE type)
|
||||
:Object(rigidBody,type)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
DynamicObject::DynamicObject(void* collisionFuncBefore, void* collisionFuncAfter, OBJECT_TYPE type)
|
||||
:Object(collisionFuncBefore,collisionFuncAfter,type)
|
||||
{
|
||||
|
||||
}
|
||||
DynamicObject::DynamicObject(Oyster::Physics::ICustomBody *rigidBody ,void* collisionFuncBefore, void* collisionFuncAfter, OBJECT_TYPE type)
|
||||
:Object(rigidBody, collisionFuncBefore, collisionFuncAfter, type)
|
||||
{
|
||||
|
||||
}
|
||||
DynamicObject::DynamicObject(Oyster::Physics::ICustomBody *rigidBody ,Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncBefore)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter), Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), OBJECT_TYPE type)
|
||||
:Object(rigidBody, collisionFuncBefore, collisionFuncAfter, type)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
DynamicObject::~DynamicObject(void)
|
||||
{
|
||||
|
|
|
@ -14,7 +14,12 @@ namespace GameLogic
|
|||
|
||||
public:
|
||||
DynamicObject();
|
||||
DynamicObject(void* collisionFunc, OBJECT_TYPE type);
|
||||
DynamicObject(OBJECT_TYPE type);
|
||||
DynamicObject(Oyster::Physics::ICustomBody *rigidBody, OBJECT_TYPE type);
|
||||
DynamicObject(void* collisionFuncBefore, void* collisionFuncAfter, OBJECT_TYPE type);
|
||||
DynamicObject(Oyster::Physics::ICustomBody *rigidBody ,void* collisionFuncBefore, void* collisionFuncAfter, OBJECT_TYPE type);
|
||||
DynamicObject(Oyster::Physics::ICustomBody *rigidBody ,Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncBefore)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter), Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), OBJECT_TYPE type);
|
||||
|
||||
~DynamicObject(void);
|
||||
|
||||
private:
|
||||
|
|
|
@ -93,6 +93,7 @@ void Game::CreateTeam()
|
|||
|
||||
bool Game::NewFrame()
|
||||
{
|
||||
|
||||
for (unsigned int i = 0; i < this->players.Size(); i++)
|
||||
{
|
||||
if(this->players[i]->player) this->players[i]->player->BeginFrame();
|
||||
|
@ -104,6 +105,30 @@ bool Game::NewFrame()
|
|||
{
|
||||
if(this->players[i]->player) this->players[i]->player->EndFrame();
|
||||
}
|
||||
for (unsigned int i = 0; i < this->players.Size(); i++)
|
||||
{
|
||||
if(this->players[i]->player) this->players[i]->player->BeginFrame();
|
||||
}
|
||||
|
||||
API::Instance().Update();
|
||||
|
||||
for (unsigned int i = 0; i < this->players.Size(); i++)
|
||||
{
|
||||
if(this->players[i]->player) this->players[i]->player->EndFrame();
|
||||
}
|
||||
for (unsigned int i = 0; i < this->players.Size(); i++)
|
||||
{
|
||||
if(this->players[i]->player) this->players[i]->player->BeginFrame();
|
||||
}
|
||||
|
||||
API::Instance().Update();
|
||||
|
||||
for (unsigned int i = 0; i < this->players.Size(); i++)
|
||||
{
|
||||
if(this->players[i]->player) this->players[i]->player->EndFrame();
|
||||
}
|
||||
|
||||
gameInstance.onMoveFnc(this->level);
|
||||
return true;
|
||||
}
|
||||
|
||||
|
@ -151,9 +176,9 @@ float Game::GetFrameTime() const
|
|||
|
||||
void Game::PhysicsOnMove(const ICustomBody *object)
|
||||
{
|
||||
IObjectData* temp = 0;
|
||||
//IObjectData* temp = ((IObjectData*)object->GetDataTag());
|
||||
if(gameInstance.onMoveFnc) gameInstance.onMoveFnc(temp);
|
||||
IObjectData* temp = (IObjectData*)object->GetCustomTag();
|
||||
|
||||
if(gameInstance.onMoveFnc && temp) gameInstance.onMoveFnc(temp);
|
||||
}
|
||||
void Game::PhysicsOnDestroy(::Utility::DynamicMemory::UniquePointer<ICustomBody> proto)
|
||||
{
|
||||
|
|
|
@ -39,6 +39,8 @@ namespace GameLogic
|
|||
Oyster::Math::Float4x4 GetOrientation() override;
|
||||
int GetID() const override;
|
||||
OBJECT_TYPE GetObjectType() const override;
|
||||
void Rotate(const Oyster::Math3D::Float3 lookDir) override;
|
||||
|
||||
Player *player;
|
||||
};
|
||||
|
||||
|
@ -51,7 +53,7 @@ namespace GameLogic
|
|||
Oyster::Math::Float4x4 GetOrientation() override;
|
||||
int GetID() const override;
|
||||
OBJECT_TYPE GetObjectType() const override;
|
||||
|
||||
IObjectData* GetObjectAt(int ID) const override;
|
||||
Level *level;
|
||||
};
|
||||
|
||||
|
|
|
@ -75,6 +75,12 @@ namespace GameLogic
|
|||
********************************************************/
|
||||
virtual void Move(const PLAYER_MOVEMENT &movement) = 0;
|
||||
|
||||
/** Relative rotation around given axis
|
||||
* @param x: The relative x axis
|
||||
* @param y: The relative y axis
|
||||
**/
|
||||
virtual void Rotate(const Oyster::Math3D::Float3 lookDir) = 0;
|
||||
|
||||
/********************************************************
|
||||
* Uses the chosen players weapon based on input
|
||||
* @param Usage: enum value on what kind of action is to be taken
|
||||
|
@ -94,7 +100,7 @@ namespace GameLogic
|
|||
class ILevelData :public IObjectData
|
||||
{
|
||||
public:
|
||||
|
||||
virtual IObjectData* GetObjectAt(int ID) const = 0;
|
||||
};
|
||||
|
||||
class DANBIAS_GAMELOGIC_DLL GameAPI
|
||||
|
|
|
@ -184,7 +184,12 @@
|
|||
<ClInclude Include="GameMode.h" />
|
||||
<ClInclude Include="IAttatchment.h" />
|
||||
<ClInclude Include="Level.h" />
|
||||
<ClInclude Include="LevelLoader\LevelLoader.h" />
|
||||
<ClInclude Include="LevelLoader\Loader.h" />
|
||||
<ClInclude Include="Object.h" />
|
||||
<ClInclude Include="LevelLoader\ObjectDefines.h" />
|
||||
<ClInclude Include="LevelLoader\LevelParser.h" />
|
||||
<ClInclude Include="LevelLoader\ParseFunctions.h" />
|
||||
<ClInclude Include="Player.h" />
|
||||
<ClInclude Include="StaticObject.h" />
|
||||
<ClInclude Include="Team.h" />
|
||||
|
@ -202,7 +207,11 @@
|
|||
<ClCompile Include="Game_PlayerData.cpp" />
|
||||
<ClCompile Include="IAttatchment.cpp" />
|
||||
<ClCompile Include="Level.cpp" />
|
||||
<ClCompile Include="LevelLoader\LevelLoader.cpp" />
|
||||
<ClCompile Include="LevelLoader\Loader.cpp" />
|
||||
<ClCompile Include="LevelLoader\LevelParser.cpp" />
|
||||
<ClCompile Include="Object.cpp" />
|
||||
<ClCompile Include="LevelLoader\ParseFunctions.cpp" />
|
||||
<ClCompile Include="Player.cpp" />
|
||||
<ClCompile Include="StaticObject.cpp" />
|
||||
<ClCompile Include="Team.cpp" />
|
||||
|
|
|
@ -25,6 +25,7 @@ namespace GameLogic
|
|||
OBJECT_TYPE_PLAYER = 0,
|
||||
OBJECT_TYPE_BOX = 1,
|
||||
OBJECT_TYPE_WORLD = 2,
|
||||
OBJECT_TYPE_GENERIC = 4,
|
||||
OBJECT_TYPE_UNKNOWN = -1,
|
||||
};
|
||||
|
||||
|
|
|
@ -25,13 +25,18 @@ Oyster::Math::Float4x4 Game::LevelData::GetOrientation()
|
|||
//return this->level->GetOrientation();
|
||||
return Oyster::Math::Float4x4();
|
||||
}
|
||||
|
||||
int Game::LevelData::GetID() const
|
||||
{
|
||||
//this->level->GetID();
|
||||
return -1;
|
||||
return ((IObjectData*)this->level)->GetID();
|
||||
}
|
||||
OBJECT_TYPE Game::LevelData::GetObjectType() const
|
||||
{
|
||||
//return this->level->GetType();
|
||||
return OBJECT_TYPE_UNKNOWN;
|
||||
return ((IObjectData*)this->level)->GetObjectType();
|
||||
//return OBJECT_TYPE_UNKNOWN;
|
||||
}
|
||||
|
||||
IObjectData* Game::LevelData::GetObjectAt(int ID) const
|
||||
{
|
||||
return this->level->GetObj(ID);
|
||||
}
|
|
@ -5,7 +5,18 @@ using namespace GameLogic;
|
|||
|
||||
Game::PlayerData::PlayerData()
|
||||
{
|
||||
this->player = new Player();
|
||||
//set some stats that are appropriate to a player
|
||||
Oyster::Physics::API::SimpleBodyDescription sbDesc;
|
||||
sbDesc.centerPosition = Oyster::Math::Float3(0,165,0);
|
||||
sbDesc.size = Oyster::Math::Float3(4,7,4);
|
||||
|
||||
//create rigid body
|
||||
Oyster::Physics::ICustomBody *rigidBody = Oyster::Physics::API::Instance().CreateRigidBody(sbDesc).Release();
|
||||
|
||||
//create player with this rigid body
|
||||
this->player = new Player(rigidBody,Object::DefaultCollisionBefore, Player::PlayerCollision, OBJECT_TYPE::OBJECT_TYPE_PLAYER);
|
||||
this->player->GetRigidBody()->SetCustomTag(this);
|
||||
|
||||
}
|
||||
Game::PlayerData::PlayerData(int playerID,int teamID)
|
||||
{
|
||||
|
@ -44,7 +55,12 @@ int Game::PlayerData::GetTeamID() const
|
|||
{
|
||||
return this->player->GetTeamID();
|
||||
}
|
||||
|
||||
OBJECT_TYPE Game::PlayerData::GetObjectType() const
|
||||
{
|
||||
return this->player->GetType();
|
||||
return this->player->GetObjectType();
|
||||
}
|
||||
void Game::PlayerData::Rotate(const Oyster::Math3D::Float3 lookDir)
|
||||
{
|
||||
this->player->Rotate(lookDir);
|
||||
}
|
|
@ -19,7 +19,7 @@ namespace GameLogic
|
|||
IAttatchment(void);
|
||||
~IAttatchment(void);
|
||||
|
||||
virtual void UseAttatchment(const WEAPON_FIRE &usage) = 0;
|
||||
virtual void UseAttatchment(const WEAPON_FIRE &usage, float dt) = 0;
|
||||
|
||||
private:
|
||||
|
||||
|
|
|
@ -8,6 +8,7 @@ using namespace Oyster::Physics;
|
|||
|
||||
Level::Level(void)
|
||||
{
|
||||
|
||||
}
|
||||
Level::~Level(void)
|
||||
{
|
||||
|
@ -19,25 +20,48 @@ void Level::InitiateLevel(std::string levelPath)
|
|||
}
|
||||
void Level::InitiateLevel(float radius)
|
||||
{
|
||||
//API::SphericalBodyDescription sbDesc;
|
||||
//sbDesc.centerPosition = Oyster::Math::Float4(0,0,0,1);
|
||||
//sbDesc.ignoreGravity = true;
|
||||
//sbDesc.radius = radius;
|
||||
//sbDesc.mass = 1e16f; //10^16
|
||||
//sbDesc.mass = 0; //10^16
|
||||
//sbDesc.subscription_onCollision = CollisionManager::LevelCollision;
|
||||
//
|
||||
//ICustomBody* rigidBody = API::Instance().CreateRigidBody(sbDesc).Release();
|
||||
//API::Instance().AddObject(rigidBody);
|
||||
|
||||
//API::Gravity gravityWell;
|
||||
//
|
||||
//gravityWell.gravityType = API::Gravity::GravityType_Well;
|
||||
//gravityWell.well.mass = 1e16f;
|
||||
//gravityWell.well.position = Oyster::Math::Float4(0,0,0,1);
|
||||
//
|
||||
//API::Instance().AddGravity(gravityWell);
|
||||
// add level sphere
|
||||
API::SphericalBodyDescription sbDesc;
|
||||
sbDesc.centerPosition = Oyster::Math::Float4(0,0,0,1);
|
||||
sbDesc.ignoreGravity = true;
|
||||
sbDesc.radius = 150;
|
||||
sbDesc.mass = 10e12f;
|
||||
|
||||
ICustomBody* rigidBody = API::Instance().CreateRigidBody(sbDesc).Release();
|
||||
|
||||
ICustomBody::State state;
|
||||
rigidBody->GetState(state);
|
||||
state.SetRestitutionCoeff(0.01);
|
||||
rigidBody->SetState(state);
|
||||
|
||||
levelObj = new StaticObject(rigidBody, LevelCollisionBefore, LevelCollisionAfter, OBJECT_TYPE::OBJECT_TYPE_WORLD);
|
||||
rigidBody->SetCustomTag(levelObj);
|
||||
|
||||
|
||||
// add box
|
||||
API::SimpleBodyDescription sbDesc_TestBox;
|
||||
sbDesc_TestBox.centerPosition = Oyster::Math::Float4(-5,15,0,0);
|
||||
sbDesc_TestBox.ignoreGravity = false;
|
||||
sbDesc_TestBox.mass = 10;
|
||||
sbDesc_TestBox.size = Oyster::Math::Float4(0.5f,0.5f,0.5f,0);
|
||||
|
||||
ICustomBody* rigidBody_TestBox = API::Instance().CreateRigidBody(sbDesc_TestBox).Release();
|
||||
rigidBody_TestBox->SetSubscription(Level::PhysicsOnMoveLevel);
|
||||
|
||||
testBox = new DynamicObject(rigidBody_TestBox, OBJECT_TYPE::OBJECT_TYPE_BOX);
|
||||
rigidBody_TestBox->SetCustomTag(testBox);
|
||||
rigidBody_TestBox->GetState(state);
|
||||
state.ApplyLinearImpulse(Oyster::Math::Float3(0,0,4));
|
||||
rigidBody_TestBox->SetState(state);
|
||||
|
||||
|
||||
// add gravitation
|
||||
API::Gravity gravityWell;
|
||||
gravityWell.gravityType = API::Gravity::GravityType_Well;
|
||||
gravityWell.well.mass = 10e16f;
|
||||
gravityWell.well.position = Oyster::Math::Float4(0,0,0,1);
|
||||
API::Instance().AddGravity(gravityWell);
|
||||
}
|
||||
|
||||
void Level::AddPlayerToTeam(Player *player, int teamID)
|
||||
|
@ -55,4 +79,15 @@ void Level::RespawnPlayer(Player *player)
|
|||
this->teamManager.RespawnPlayerRandom(player);
|
||||
}
|
||||
|
||||
|
||||
Object* Level::GetObj( int ID) const
|
||||
{
|
||||
if( ID == 0 )
|
||||
return (Object*)levelObj;
|
||||
else
|
||||
return (Object*)testBox;
|
||||
}
|
||||
void Level::PhysicsOnMoveLevel(const ICustomBody *object)
|
||||
{
|
||||
// function call from physics update when object was moved
|
||||
Object* temp = (Object*)object->GetCustomTag();
|
||||
}
|
||||
|
|
|
@ -51,12 +51,27 @@ namespace GameLogic
|
|||
********************************************************/
|
||||
void RespawnPlayer(Player *player);
|
||||
|
||||
/********************************************************
|
||||
* Collision function for level, this is to be sent to physics through the subscribe function with the rigidbody
|
||||
* Will be called when the physics detect a collision
|
||||
* @param rigidBodyLevel: physics object of the level
|
||||
* @param obj: physics object for the object that collided with the level
|
||||
********************************************************/
|
||||
static Oyster::Physics::ICustomBody::SubscriptMessage LevelCollisionBefore(Oyster::Physics::ICustomBody *rigidBodyLevel, Oyster::Physics::ICustomBody *obj);
|
||||
static Oyster::Physics::ICustomBody::SubscriptMessage LevelCollisionAfter(Oyster::Physics::ICustomBody *rigidBodyLevel, Oyster::Physics::ICustomBody *obj, Oyster::Math::Float kineticEnergyLoss);
|
||||
|
||||
Object* GetObj( int ID ) const;
|
||||
static void PhysicsOnMoveLevel(const Oyster::Physics::ICustomBody *object);
|
||||
|
||||
|
||||
private:
|
||||
TeamManager teamManager;
|
||||
Utility::DynamicMemory::DynamicArray<Utility::DynamicMemory::SmartPointer<StaticObject>> staticObjects;
|
||||
Utility::DynamicMemory::DynamicArray<Utility::DynamicMemory::SmartPointer<DynamicObject>> dynamicObjects;
|
||||
GameMode gameMode;
|
||||
Utility::DynamicMemory::SmartPointer<Oyster::Physics::ICustomBody> rigidBodyLevel;
|
||||
StaticObject *levelObj;
|
||||
DynamicObject *testBox;
|
||||
|
||||
};
|
||||
|
||||
|
|
|
@ -0,0 +1,18 @@
|
|||
//////////////////////////////////
|
||||
// Created by Sam Svensson 2013 //
|
||||
//////////////////////////////////
|
||||
|
||||
#include "LevelLoader.h"
|
||||
using namespace GameLogic;
|
||||
using namespace GameLogic::LevelFileLoader;
|
||||
|
||||
|
||||
std::vector<ObjectTypeHeader> LevelLoader::LoadLevel(std::string fileName)
|
||||
{
|
||||
return parser.Parse(fileName);
|
||||
}
|
||||
|
||||
LevelMetaData LevelLoader::LoadLevelHeader(std::string fileName)
|
||||
{
|
||||
return parser.ParseHeader(fileName);
|
||||
}
|
|
@ -0,0 +1,42 @@
|
|||
//////////////////////////////////
|
||||
// Created by Sam Svensson 2013 //
|
||||
//////////////////////////////////
|
||||
|
||||
#ifndef LEVELLOADER_H
|
||||
#define LEVELLOADER_H
|
||||
|
||||
#include <string>
|
||||
#include <vector>
|
||||
#include <Vector.h>
|
||||
#include "ObjectDefines.h"
|
||||
#include "LevelParser.h"
|
||||
|
||||
namespace GameLogic
|
||||
{
|
||||
class LevelLoader
|
||||
{
|
||||
|
||||
public:
|
||||
LevelLoader(){this->parser = GameLogic::LevelFileLoader::LevelParser(); }
|
||||
~LevelLoader(){}
|
||||
|
||||
/********************************************************
|
||||
* Loads the level and objects from file.
|
||||
* @param fileName: Path to the level-file that you want to load.
|
||||
* @return: Returns all structs with objects and information about the level.
|
||||
********************************************************/
|
||||
std::vector<ObjectTypeHeader> LoadLevel(std::string fileName);
|
||||
|
||||
/********************************************************
|
||||
* Just for fast access for the meta information about the level.
|
||||
* @param fileName: Path to the level-file that you want to load.
|
||||
* @return: Returns the meta information about the level.
|
||||
********************************************************/
|
||||
LevelMetaData LoadLevelHeader(std::string fileName); //.
|
||||
|
||||
private:
|
||||
GameLogic::LevelFileLoader::LevelParser parser;
|
||||
};
|
||||
}
|
||||
|
||||
#endif
|
|
@ -0,0 +1,117 @@
|
|||
#include "LevelParser.h"
|
||||
|
||||
#include "Loader.h"
|
||||
#include "ParseFunctions.h"
|
||||
|
||||
using namespace GameLogic;
|
||||
using namespace ::LevelFileLoader;
|
||||
|
||||
LevelParser::LevelParser()
|
||||
{
|
||||
formatVersion.formatVersionMajor = 1;
|
||||
formatVersion.formatVersionMinor = 0;
|
||||
}
|
||||
|
||||
LevelParser::~LevelParser()
|
||||
{
|
||||
}
|
||||
|
||||
std::vector<ObjectTypeHeader> LevelParser::Parse(std::string filename)
|
||||
{
|
||||
int bufferSize = 0;
|
||||
int counter = 0;
|
||||
|
||||
std::vector<ObjectTypeHeader> objects;
|
||||
|
||||
//Read entire level file.
|
||||
Loader loader;
|
||||
char* buffer = (char*)loader.LoadFile(filename.c_str(), bufferSize);
|
||||
|
||||
//Read format version
|
||||
FormatVersion levelFormatVersion;
|
||||
//ParseObject(&buffer[counter], &levelFormatVersion, sizeof(formatVersion));
|
||||
if(this->formatVersion != levelFormatVersion)
|
||||
{
|
||||
//Do something if it's not the same version
|
||||
}
|
||||
|
||||
while(counter < bufferSize)
|
||||
{
|
||||
//Get typeID
|
||||
ObjectTypeHeader typeID;
|
||||
ParseObject(&buffer[counter], &typeID, sizeof(typeID));
|
||||
switch((int)typeID.typeID)
|
||||
{
|
||||
case ObjectType_LevelMetaData:
|
||||
{
|
||||
LevelMetaData header;
|
||||
ParseLevelMetaData(&buffer[counter], header, counter);
|
||||
objects.push_back(header);
|
||||
break;
|
||||
}
|
||||
|
||||
case ObjectType_Dynamic:
|
||||
{
|
||||
ObjectHeader header;
|
||||
ParseObject(&buffer[counter], &header, sizeof(header));
|
||||
objects.push_back(header);
|
||||
counter += sizeof(header);
|
||||
break;
|
||||
}
|
||||
|
||||
default:
|
||||
//Couldn't find typeID. FAIL!!!!!!
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
return objects;
|
||||
}
|
||||
|
||||
//för meta information om leveln.
|
||||
LevelMetaData LevelParser::ParseHeader(std::string filename)
|
||||
{
|
||||
int bufferSize = 0;
|
||||
int counter = 0;
|
||||
|
||||
LevelMetaData levelHeader;
|
||||
levelHeader.typeID = ObjectType::ObjectType_Unknown;
|
||||
|
||||
//Read entire level file.
|
||||
Loader loader;
|
||||
char* buffer = (char*)loader.LoadFile(filename.c_str(), bufferSize);
|
||||
|
||||
//Read format version
|
||||
FormatVersion levelFormatVersion;
|
||||
//ParseObject(&buffer[counter], &levelFormatVersion, sizeof(formatVersion));
|
||||
if(this->formatVersion != levelFormatVersion)
|
||||
{
|
||||
//Do something if it's not the same version
|
||||
}
|
||||
|
||||
//Find the header in the returned string.
|
||||
while(counter < bufferSize)
|
||||
{
|
||||
ObjectTypeHeader typeID;
|
||||
ParseObject(&buffer[counter], &typeID, sizeof(typeID));
|
||||
|
||||
switch(typeID.typeID)
|
||||
{
|
||||
case ObjectType_LevelMetaData:
|
||||
ParseLevelMetaData(&buffer[counter], levelHeader, counter);
|
||||
return levelHeader;
|
||||
break;
|
||||
case ObjectType_Dynamic:
|
||||
//Do not call parse this object, since we are only interested in the LevelMetaData
|
||||
//Only increase the counter size
|
||||
counter += sizeof(ObjectHeader);
|
||||
break;
|
||||
|
||||
default:
|
||||
//Couldn't find typeID. FAIL!!!!!!
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
return levelHeader;
|
||||
}
|
|
@ -0,0 +1,30 @@
|
|||
#ifndef LEVEL_PARSER_H
|
||||
#define LEVEL_PARSER_H
|
||||
|
||||
#include <string>
|
||||
#include <vector>
|
||||
#include "ObjectDefines.h"
|
||||
|
||||
namespace GameLogic
|
||||
{
|
||||
namespace LevelFileLoader
|
||||
{
|
||||
class LevelParser
|
||||
{
|
||||
public:
|
||||
LevelParser();
|
||||
~LevelParser();
|
||||
|
||||
//
|
||||
std::vector<ObjectTypeHeader> Parse(std::string filename);
|
||||
|
||||
//
|
||||
LevelMetaData ParseHeader(std::string filename);
|
||||
|
||||
private:
|
||||
FormatVersion formatVersion;
|
||||
|
||||
};
|
||||
}
|
||||
}
|
||||
#endif
|
|
@ -0,0 +1,22 @@
|
|||
//////////////////////////////////
|
||||
// Created by Sam Svensson 2013 //
|
||||
//////////////////////////////////
|
||||
|
||||
#include "Loader.h"
|
||||
#include <fstream>
|
||||
|
||||
using namespace GameLogic::LevelFileLoader;
|
||||
using namespace Oyster::Resource;
|
||||
using namespace std;
|
||||
|
||||
char* Loader::LoadFile(std::string fileName, int &size)
|
||||
{
|
||||
//convert from string to wstring
|
||||
std::wstring temp(fileName.begin(), fileName.end());
|
||||
|
||||
//convert from wstring to wchar then loads the file
|
||||
char* buffer = (char*)OysterResource::LoadResource(temp.c_str(), Oyster::Resource::ResourceType::ResourceType_Byte_Raw, -1 , false);
|
||||
|
||||
size = OysterResource::GetResourceSize(buffer);
|
||||
return buffer;
|
||||
}
|
|
@ -0,0 +1,28 @@
|
|||
//////////////////////////////////
|
||||
// Created by Sam Svensson 2013 //
|
||||
//////////////////////////////////
|
||||
|
||||
#ifndef LOADER_H
|
||||
#define LOADER_H
|
||||
|
||||
#include "..\Misc\Resource\OysterResource.h"
|
||||
#include <string>
|
||||
|
||||
namespace GameLogic
|
||||
{
|
||||
namespace LevelFileLoader
|
||||
{
|
||||
class Loader
|
||||
{
|
||||
public:
|
||||
Loader (){};
|
||||
~Loader(){};
|
||||
char* LoadFile(std::string fileName, int &size);
|
||||
|
||||
//TODO:
|
||||
//Add functionality to load physicsObjects (hitboxes)
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
#endif;
|
|
@ -0,0 +1,109 @@
|
|||
#ifndef OBJECT_DEFINES_H
|
||||
#define OBJECT_DEFINES_H
|
||||
|
||||
#include <string>
|
||||
#include <vector>
|
||||
|
||||
namespace GameLogic
|
||||
{
|
||||
/************************************
|
||||
Enums
|
||||
*************************************/
|
||||
|
||||
enum ObjectType
|
||||
{
|
||||
ObjectType_LevelMetaData,
|
||||
ObjectType_Static,
|
||||
ObjectType_Dynamic,
|
||||
//Etc
|
||||
|
||||
ObjectType_NUM_OF_TYPES,
|
||||
|
||||
ObjectType_Unknown = -1,
|
||||
};
|
||||
|
||||
enum UsePhysics
|
||||
{
|
||||
UsePhysics_UseFullPhysics,
|
||||
UsePhysics_IgnoreGravity,
|
||||
UsePhysics_IgnorePhysics,
|
||||
|
||||
UsePhysics_Count,
|
||||
UsePhysics_Unknown = -1,
|
||||
};
|
||||
|
||||
//Should this be moved somewhere else?
|
||||
enum GameMode
|
||||
{
|
||||
GameMode_FreeForAll,
|
||||
GameMode_TeamDeathMatch,
|
||||
//Etc
|
||||
|
||||
GameMode_Count,
|
||||
GameMode_Unknown = -1,
|
||||
};
|
||||
|
||||
|
||||
/************************************
|
||||
Structs
|
||||
*************************************/
|
||||
|
||||
struct FormatVersion
|
||||
{
|
||||
int formatVersionMajor;
|
||||
int formatVersionMinor;
|
||||
|
||||
bool operator ==(const FormatVersion& obj)
|
||||
{
|
||||
return (this->formatVersionMajor != obj.formatVersionMajor && this->formatVersionMinor != obj.formatVersionMinor);
|
||||
}
|
||||
|
||||
bool operator !=(const FormatVersion& obj)
|
||||
{
|
||||
return !(*this == obj);
|
||||
}
|
||||
};
|
||||
|
||||
struct ObjectTypeHeader
|
||||
{
|
||||
ObjectType typeID;
|
||||
};
|
||||
|
||||
struct PhysicsObject
|
||||
{
|
||||
float mass;
|
||||
float elasticity;
|
||||
float frictionCoeffStatic;
|
||||
float frictionCoeffDynamic;
|
||||
float inertiaTensor[16];
|
||||
UsePhysics usePhysics;
|
||||
};
|
||||
|
||||
struct LevelMetaData : ObjectTypeHeader
|
||||
{
|
||||
std::string levelName;
|
||||
FormatVersion levelVersion;
|
||||
std::string levelDescription;
|
||||
std::string levelAuthor;
|
||||
int maxNumberOfPlayer;
|
||||
float worldSize;
|
||||
int overviewPictureID;
|
||||
std::vector<GameMode> gameModesSupported;
|
||||
};
|
||||
|
||||
struct ObjectHeader : public ObjectTypeHeader
|
||||
{
|
||||
//Model,
|
||||
int ModelID;
|
||||
//Texture
|
||||
int TextureID;
|
||||
//Position
|
||||
float position[3];
|
||||
//Rotation
|
||||
float rotation[3];
|
||||
//Scale
|
||||
float scale[3];
|
||||
};
|
||||
}
|
||||
|
||||
#endif
|
|
@ -0,0 +1,80 @@
|
|||
//////////////////////////////////
|
||||
// Created by Sam Svensson 2013 //
|
||||
//////////////////////////////////
|
||||
|
||||
#include "ParseFunctions.h"
|
||||
#include "../../../Misc/Packing/Packing.h"
|
||||
#include <string>
|
||||
|
||||
using namespace Oyster::Packing;
|
||||
using namespace GameLogic::LevelFileLoader;
|
||||
using namespace GameLogic;
|
||||
using namespace std;
|
||||
|
||||
namespace GameLogic
|
||||
{
|
||||
namespace LevelFileLoader
|
||||
{
|
||||
void ParseObject(char* buffer, void *header, int size)
|
||||
{
|
||||
memcpy(header, buffer, size);
|
||||
}
|
||||
|
||||
void ParseLevelMetaData(char* buffer, LevelMetaData &header, int &size)
|
||||
{
|
||||
int start = 0;
|
||||
int tempSize;
|
||||
char tempName[100];
|
||||
|
||||
memcpy(&header.typeID, &buffer[start], 4);
|
||||
start += 4;
|
||||
|
||||
memcpy(&tempSize , &buffer[start], 4);
|
||||
start += 4;
|
||||
|
||||
memcpy(&tempName, &buffer[start], tempSize);
|
||||
header.levelName.assign(&tempName[0], &tempName[tempSize]);
|
||||
start += tempSize;
|
||||
|
||||
memcpy(&header.levelVersion, &buffer[start], 8);
|
||||
start += 8;
|
||||
|
||||
memcpy(&tempSize, &buffer[start], 4);
|
||||
start +=4;
|
||||
|
||||
memcpy(&tempName, &buffer[start], tempSize);
|
||||
header.levelDescription.assign(&tempName[0], &tempName[tempSize]);
|
||||
start += tempSize;
|
||||
|
||||
memcpy(&tempSize, &buffer[start], 4);
|
||||
start += 4;
|
||||
|
||||
memcpy(&tempName, &buffer[start], tempSize);
|
||||
header.levelAuthor.assign(&tempName[0], &tempName[tempSize]);
|
||||
start += tempSize;
|
||||
|
||||
memcpy(&header.maxNumberOfPlayer, &buffer[start], 4);
|
||||
start += 4;
|
||||
|
||||
memcpy(&header.worldSize, &buffer[start], 4);
|
||||
start += 4;
|
||||
|
||||
memcpy(&header.overviewPictureID, &buffer[start], 4);
|
||||
start += 4;
|
||||
|
||||
memcpy(&tempSize, &buffer[start], 4);
|
||||
start += 4;
|
||||
|
||||
int temp;
|
||||
|
||||
for(int i = 0; i < tempSize; i++)
|
||||
{
|
||||
memcpy(&temp, &buffer[start], 4);
|
||||
start += 4;
|
||||
header.gameModesSupported.push_back((GameMode)temp);
|
||||
}
|
||||
|
||||
size += start;
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,19 @@
|
|||
//////////////////////////////////
|
||||
// Created by Sam Svensson 2013 //
|
||||
//////////////////////////////////
|
||||
|
||||
#ifndef PARSERFUNCTIONS_H
|
||||
#define PARSERFUNCTIONS_H
|
||||
#include "ObjectDefines.h"
|
||||
|
||||
namespace GameLogic
|
||||
{
|
||||
namespace LevelFileLoader
|
||||
{
|
||||
void ParseObject(char* buffer, void *header, int size);
|
||||
void ParseLevelMetaData(char* buffer, LevelMetaData &header, int &size);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
#endif
|
|
@ -16,38 +16,83 @@ const Game *Object::gameInstance = (Game*)(&Game::Instance());
|
|||
Object::Object()
|
||||
{
|
||||
API::SimpleBodyDescription sbDesc;
|
||||
//sbDesc.centerPosition =
|
||||
|
||||
//poi
|
||||
ICustomBody* rigidBody = API::Instance().CreateRigidBody(sbDesc).Release();
|
||||
|
||||
|
||||
this->rigidBody = API::Instance().CreateRigidBody(sbDesc).Release();
|
||||
Oyster::Physics::API::Instance().AddObject(rigidBody);
|
||||
|
||||
//rigidBody->gameObjectRef = this;
|
||||
|
||||
this->objectID = GID();
|
||||
|
||||
this->type = OBJECT_TYPE::OBJECT_TYPE_UNKNOWN;
|
||||
this->objectID = GID();
|
||||
this->getState = this->rigidBody->GetState();
|
||||
this->setState = this->getState;
|
||||
}
|
||||
|
||||
Object::Object(void* collisionFunc, OBJECT_TYPE type)
|
||||
Object::Object(OBJECT_TYPE type)
|
||||
{
|
||||
API::SimpleBodyDescription sbDesc;
|
||||
//sbDesc.centerPosition =
|
||||
|
||||
//poi
|
||||
this->rigidBody = API::Instance().CreateRigidBody(sbDesc).Release();
|
||||
Oyster::Physics::API::Instance().AddObject(rigidBody);
|
||||
this->type = type;
|
||||
this->objectID = GID();
|
||||
this->getState = this->rigidBody->GetState();
|
||||
this->setState = this->getState;
|
||||
}
|
||||
|
||||
Object::Object(Oyster::Physics::ICustomBody *rigidBody, OBJECT_TYPE type)
|
||||
{
|
||||
Oyster::Physics::API::Instance().AddObject(rigidBody);
|
||||
this->rigidBody = rigidBody;
|
||||
this->type = type;
|
||||
this->objectID = GID();
|
||||
this->getState = this->rigidBody->GetState();
|
||||
this->setState = this->getState;
|
||||
}
|
||||
|
||||
Object::Object(void* collisionFuncBefore, void* collisionFuncAfter, OBJECT_TYPE type)
|
||||
{
|
||||
API::SimpleBodyDescription sbDesc;
|
||||
|
||||
this->rigidBody = API::Instance().CreateRigidBody(sbDesc).Release();
|
||||
Oyster::Physics::API::Instance().AddObject(rigidBody);
|
||||
|
||||
rigidBody->SetSubscription((Oyster::Physics::ICustomBody::EventAction_Collision)(collisionFunc));
|
||||
|
||||
//rigidBody->gameObjectRef = this;
|
||||
|
||||
this->type = type;
|
||||
this->objectID = GID();
|
||||
this->getState = this->rigidBody->GetState();
|
||||
this->setState = this->getState;
|
||||
}
|
||||
|
||||
Object::Object(Oyster::Physics::ICustomBody *rigidBody ,void* collisionFuncBefore, void* collisionFuncAfter, OBJECT_TYPE type)
|
||||
{
|
||||
Oyster::Physics::API::Instance().AddObject(rigidBody);
|
||||
|
||||
this->rigidBody = rigidBody;
|
||||
this->rigidBody->SetSubscription((Oyster::Physics::ICustomBody::EventAction_BeforeCollisionResponse)(collisionFuncBefore));
|
||||
this->rigidBody->SetSubscription((Oyster::Physics::ICustomBody::EventAction_AfterCollisionResponse)(collisionFuncAfter));
|
||||
|
||||
this->type = type;
|
||||
this->objectID = GID();
|
||||
this->getState = this->rigidBody->GetState();
|
||||
this->setState = this->getState;
|
||||
}
|
||||
|
||||
Object::Object(Oyster::Physics::ICustomBody *rigidBody ,Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncBefore)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter), Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), OBJECT_TYPE type)
|
||||
{
|
||||
Oyster::Physics::API::Instance().AddObject(rigidBody);
|
||||
|
||||
this->rigidBody = rigidBody;
|
||||
this->rigidBody->SetSubscription((Oyster::Physics::ICustomBody::EventAction_BeforeCollisionResponse)(collisionFuncBefore));
|
||||
this->rigidBody->SetSubscription((Oyster::Physics::ICustomBody::EventAction_AfterCollisionResponse)(collisionFuncAfter));
|
||||
|
||||
|
||||
this->type = type;
|
||||
this->objectID = GID();
|
||||
this->getState = this->rigidBody->GetState();
|
||||
this->setState = this->getState;
|
||||
}
|
||||
|
||||
void Object::ApplyLinearImpulse(Oyster::Math::Float3 force)
|
||||
{
|
||||
setState.ApplyLinearImpulse(force);
|
||||
}
|
||||
|
||||
|
||||
|
@ -56,7 +101,7 @@ Object::~Object(void)
|
|||
|
||||
}
|
||||
|
||||
OBJECT_TYPE Object::GetType() const
|
||||
OBJECT_TYPE Object::GetObjectType() const
|
||||
{
|
||||
return this->type;
|
||||
}
|
||||
|
@ -73,10 +118,40 @@ Oyster::Physics::ICustomBody* Object::GetRigidBody()
|
|||
|
||||
void Object::BeginFrame()
|
||||
{
|
||||
|
||||
this->rigidBody->SetState(this->setState);
|
||||
|
||||
}
|
||||
// update physic
|
||||
void Object::EndFrame()
|
||||
{
|
||||
this->rigidBody->GetState(this->getState);
|
||||
|
||||
Oyster::Math::Float4x4 rotMatrix = setState.GetOrientation(); //Oyster::Math3D::RotationMatrix(rot, axis);
|
||||
//Oyster::Math3D::SnapAxisYToNormal_UsingNlerp(rotMatrix, -setState.GetGravityNormal());
|
||||
//setState.SetOrientation(rotMatrix);
|
||||
|
||||
this->getState = this->rigidBody->GetState();
|
||||
this->setState = this->getState;
|
||||
}
|
||||
|
||||
void Object::setBeforeCollisonFunc(Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncBefore)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter))
|
||||
{
|
||||
this->rigidBody->SetSubscription((Oyster::Physics::ICustomBody::EventAction_BeforeCollisionResponse)(collisionFuncBefore));
|
||||
}
|
||||
void Object::setAfterCollisonFunc(Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss))
|
||||
{
|
||||
this->rigidBody->SetSubscription((Oyster::Physics::ICustomBody::EventAction_AfterCollisionResponse)(collisionFuncAfter));
|
||||
}
|
||||
|
||||
Oyster::Math::Float3 Object::GetPosition()
|
||||
{
|
||||
Oyster::Physics::ICustomBody::State state;
|
||||
state = this->rigidBody->GetState();
|
||||
return state.GetCenterPosition();
|
||||
}
|
||||
Oyster::Math::Float4x4 Object::GetOrientation()
|
||||
{
|
||||
Oyster::Physics::ICustomBody::State state;
|
||||
state = this->rigidBody->GetState();
|
||||
return state.GetOrientation();
|
||||
}
|
|
@ -7,26 +7,41 @@
|
|||
#define OBJECT_H
|
||||
|
||||
#include "GameLogicStates.h"
|
||||
#include "GameAPI.h"
|
||||
#include <PhysicsAPI.h>
|
||||
|
||||
namespace GameLogic
|
||||
{
|
||||
class Game;
|
||||
|
||||
class Object
|
||||
class Object :public IObjectData
|
||||
{
|
||||
public:
|
||||
Object();
|
||||
Object(void* collisionFunc, OBJECT_TYPE type);
|
||||
Object(OBJECT_TYPE type);
|
||||
Object(Oyster::Physics::ICustomBody *rigidBody, OBJECT_TYPE type);
|
||||
Object(void* collisionFuncBefore, void* collisionFuncAfter, OBJECT_TYPE type);
|
||||
Object(Oyster::Physics::ICustomBody *rigidBody ,void* collisionFuncBefore, void* collisionFuncAfter, OBJECT_TYPE type);
|
||||
Object(Oyster::Physics::ICustomBody *rigidBody ,Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncBefore)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter), Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), OBJECT_TYPE type);
|
||||
~Object(void);
|
||||
|
||||
OBJECT_TYPE GetType() const;
|
||||
// API overrides
|
||||
OBJECT_TYPE GetObjectType() const;
|
||||
int GetID() const;
|
||||
Oyster::Math::Float3 GetPosition();
|
||||
Oyster::Math::Float4x4 GetOrientation();
|
||||
|
||||
|
||||
Oyster::Physics::ICustomBody* GetRigidBody();
|
||||
void ApplyLinearImpulse(Oyster::Math::Float3 force);
|
||||
|
||||
void BeginFrame();
|
||||
void EndFrame();
|
||||
|
||||
void setBeforeCollisonFunc(Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncBefore)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter));
|
||||
void setAfterCollisonFunc(Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss));
|
||||
|
||||
static Oyster::Physics::ICustomBody::SubscriptMessage DefaultCollisionBefore(Oyster::Physics::ICustomBody *rigidBodyLevel, Oyster::Physics::ICustomBody *obj);
|
||||
private:
|
||||
OBJECT_TYPE type;
|
||||
int objectID;
|
||||
|
|
|
@ -8,22 +8,55 @@ using namespace GameLogic;
|
|||
using namespace Oyster::Physics;
|
||||
|
||||
Player::Player()
|
||||
:DynamicObject(CollisionManager::PlayerCollision, OBJECT_TYPE::OBJECT_TYPE_PLAYER)
|
||||
:DynamicObject()
|
||||
{
|
||||
weapon = new Weapon();
|
||||
|
||||
life = 100;
|
||||
teamID = -1;
|
||||
playerState = PLAYER_STATE::PLAYER_STATE_IDLE;
|
||||
}
|
||||
Player::Player(OBJECT_TYPE type)
|
||||
:DynamicObject(type)
|
||||
{
|
||||
InitPlayer();
|
||||
}
|
||||
Player::Player(Oyster::Physics::ICustomBody *rigidBody, OBJECT_TYPE type)
|
||||
:DynamicObject(rigidBody,type)
|
||||
{
|
||||
InitPlayer();
|
||||
}
|
||||
|
||||
Player::Player(void* collisionFuncBefore, void* collisionFuncAfter, OBJECT_TYPE type)
|
||||
:DynamicObject(collisionFuncBefore,collisionFuncAfter,type)
|
||||
{
|
||||
InitPlayer();
|
||||
}
|
||||
Player::Player(Oyster::Physics::ICustomBody *rigidBody ,void* collisionFuncBefore, void* collisionFuncAfter, OBJECT_TYPE type)
|
||||
:DynamicObject(rigidBody, collisionFuncBefore, collisionFuncAfter, type)
|
||||
{
|
||||
InitPlayer();
|
||||
}
|
||||
Player::Player(Oyster::Physics::ICustomBody *rigidBody ,Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncBefore)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter), Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), OBJECT_TYPE type)
|
||||
:DynamicObject(rigidBody, collisionFuncBefore, collisionFuncAfter, type)
|
||||
{
|
||||
InitPlayer();
|
||||
}
|
||||
|
||||
void Player::InitPlayer()
|
||||
{
|
||||
weapon = new Weapon(2,this);
|
||||
|
||||
this->life = 100;
|
||||
this->teamID = -1;
|
||||
this->playerState = PLAYER_STATE_IDLE;
|
||||
lookDir = Oyster::Math::Float4(0,0,-1,0);
|
||||
}
|
||||
|
||||
Player::~Player(void)
|
||||
{
|
||||
if(weapon)
|
||||
{
|
||||
delete weapon;
|
||||
weapon = NULL;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
void Player::Move(const PLAYER_MOVEMENT &movement)
|
||||
{
|
||||
|
@ -53,31 +86,29 @@ void Player::Move(const PLAYER_MOVEMENT &movement)
|
|||
|
||||
void Player::MoveForward()
|
||||
{
|
||||
setState.ApplyLinearImpulse(this->lookDir * (100 * this->gameInstance->GetFrameTime()));
|
||||
setState.ApplyLinearImpulse(this->lookDir * (20 * this->gameInstance->GetFrameTime()));
|
||||
}
|
||||
void Player::MoveBackwards()
|
||||
{
|
||||
setState.ApplyLinearImpulse(-this->lookDir * 100 * this->gameInstance->GetFrameTime());
|
||||
setState.ApplyLinearImpulse(-this->lookDir * 20 * this->gameInstance->GetFrameTime());
|
||||
}
|
||||
void Player::MoveRight()
|
||||
{
|
||||
//Do cross product with forward vector and negative gravity vector
|
||||
Oyster::Math::Float4 r = Oyster::Math::Float4(1, 0, 0, 0 );
|
||||
//Oyster::Math::Float4 r = (-rigidBody->GetGravityNormal()).Cross((Oyster::Math::Float3)this->lookDir);
|
||||
setState.ApplyLinearImpulse(r * 100 * this->gameInstance->GetFrameTime());
|
||||
Oyster::Math::Float3 r = (-rigidBody->GetGravityNormal()).Cross((Oyster::Math::Float3)this->lookDir);
|
||||
setState.ApplyLinearImpulse(r * 20 * this->gameInstance->GetFrameTime());
|
||||
|
||||
}
|
||||
void Player::MoveLeft()
|
||||
{
|
||||
//Do cross product with forward vector and negative gravity vector
|
||||
Oyster::Math::Float4 r = Oyster::Math::Float4(1, 0, 0, 0 );
|
||||
//Oyster::Math::Float4 r1 = -(-rigidBody->GetGravityNormal()).Cross((Oyster::Math::Float3)this->lookDir); //Still get zero
|
||||
setState.ApplyLinearImpulse(-r * 100 * this->gameInstance->GetFrameTime());
|
||||
Oyster::Math::Float3 r = -(-rigidBody->GetGravityNormal()).Cross((Oyster::Math::Float3)this->lookDir); //Still get zero
|
||||
setState.ApplyLinearImpulse(-r * 20 * this->gameInstance->GetFrameTime());
|
||||
}
|
||||
|
||||
void Player::UseWeapon(const WEAPON_FIRE &usage)
|
||||
{
|
||||
this->weapon->Use(usage);
|
||||
this->weapon->Use(usage,gameInstance->GetFrameTime());
|
||||
}
|
||||
|
||||
void Player::Respawn(Oyster::Math::Float3 spawnPoint)
|
||||
|
@ -88,6 +119,22 @@ void Player::Respawn(Oyster::Math::Float3 spawnPoint)
|
|||
this->lookDir = Oyster::Math::Float4(1,0,0);
|
||||
}
|
||||
|
||||
void Player::Rotate(const Oyster::Math3D::Float3 lookDir)
|
||||
{
|
||||
this->lookDir = lookDir;
|
||||
|
||||
Oyster::Math::Float4 up(0,1,0,0);//-setState.GetGravityNormal();
|
||||
Oyster::Math::Float4 pos = setState.GetCenterPosition();
|
||||
Oyster::Math::Float4x4 world = Oyster::Math3D::OrientationMatrix_LookAtDirection(lookDir, up.xyz, pos.xyz);
|
||||
// cant set rotation
|
||||
//setState.SetOrientation(world);
|
||||
//this->lookDir = lookDir - up.xyz;
|
||||
//this->lookDir = lookDir;
|
||||
|
||||
//this->setState.AddRotation(Oyster::Math::Float4(x, y));
|
||||
//this->setState.SetRotation();
|
||||
}
|
||||
|
||||
void Player::Jump()
|
||||
{
|
||||
|
||||
|
@ -116,7 +163,7 @@ Oyster::Math::Float4x4 Player::GetOrientation() const
|
|||
}
|
||||
Oyster::Math::Float3 Player::GetLookDir() const
|
||||
{
|
||||
return this->lookDir.xyz;
|
||||
return this->lookDir;
|
||||
}
|
||||
int Player::GetTeamID() const
|
||||
{
|
||||
|
|
|
@ -16,7 +16,13 @@ namespace GameLogic
|
|||
{
|
||||
public:
|
||||
Player(void);
|
||||
Player(OBJECT_TYPE type);
|
||||
Player(Oyster::Physics::ICustomBody *rigidBody, OBJECT_TYPE type);
|
||||
Player(void* collisionFuncBefore, void* collisionFuncAfter, OBJECT_TYPE type);
|
||||
Player(Oyster::Physics::ICustomBody *rigidBody ,void* collisionFuncBefore, void* collisionFuncAfter, OBJECT_TYPE type);
|
||||
Player(Oyster::Physics::ICustomBody *rigidBody ,Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncBefore)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter), Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), OBJECT_TYPE type);
|
||||
~Player(void);
|
||||
void InitPlayer();
|
||||
|
||||
/********************************************************
|
||||
* Moves the player based on input
|
||||
|
@ -42,6 +48,17 @@ namespace GameLogic
|
|||
void Respawn(Oyster::Math::Float3 spawnPoint);
|
||||
|
||||
|
||||
void Rotate(const Oyster::Math3D::Float3 lookDir);
|
||||
|
||||
/********************************************************
|
||||
* Collision function for player, this is to be sent to physics through the subscribe function with the rigidbody
|
||||
* Will be called when the physics detect a collision
|
||||
* @param rigidBodyPlayer: physics object of the player
|
||||
* @param obj: physics object for the object that collided with the player
|
||||
********************************************************/
|
||||
static void PlayerCollision(Oyster::Physics::ICustomBody *rigidBodyPlayer, Oyster::Physics::ICustomBody *obj, Oyster::Math::Float kineticEnergyLoss);
|
||||
|
||||
|
||||
bool IsWalking();
|
||||
bool IsJumping();
|
||||
bool IsIdle();
|
||||
|
@ -62,7 +79,10 @@ namespace GameLogic
|
|||
int teamID;
|
||||
Weapon *weapon;
|
||||
PLAYER_STATE playerState;
|
||||
Oyster::Math::Float4 lookDir;
|
||||
Oyster::Math::Float3 lookDir;
|
||||
|
||||
bool hasTakenDamage;
|
||||
float invincibleCooldown;
|
||||
|
||||
};
|
||||
}
|
||||
|
|
|
@ -9,13 +9,32 @@ StaticObject::StaticObject()
|
|||
{
|
||||
|
||||
}
|
||||
StaticObject::StaticObject(OBJECT_TYPE type)
|
||||
:Object(type)
|
||||
{
|
||||
|
||||
StaticObject::StaticObject(void* collisionFunc, OBJECT_TYPE type)
|
||||
:Object(collisionFunc,type)
|
||||
}
|
||||
StaticObject::StaticObject(Oyster::Physics::ICustomBody *rigidBody, OBJECT_TYPE type)
|
||||
:Object(rigidBody,type)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
StaticObject::StaticObject(void* collisionFuncBefore, void* collisionFuncAfter, OBJECT_TYPE type)
|
||||
:Object(collisionFuncBefore,collisionFuncAfter,type)
|
||||
{
|
||||
|
||||
}
|
||||
StaticObject::StaticObject(Oyster::Physics::ICustomBody *rigidBody ,void* collisionFuncBefore, void* collisionFuncAfter, OBJECT_TYPE type)
|
||||
:Object(rigidBody, collisionFuncBefore, collisionFuncAfter, type)
|
||||
{
|
||||
|
||||
}
|
||||
StaticObject::StaticObject(Oyster::Physics::ICustomBody *rigidBody ,Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncBefore)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter), Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), OBJECT_TYPE type)
|
||||
:Object(rigidBody, collisionFuncBefore, collisionFuncAfter, type)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
StaticObject::~StaticObject(void)
|
||||
{
|
||||
|
|
|
@ -16,7 +16,12 @@ namespace GameLogic
|
|||
|
||||
public:
|
||||
StaticObject();
|
||||
StaticObject(void* collisionFunc, OBJECT_TYPE type);
|
||||
StaticObject(OBJECT_TYPE type);
|
||||
StaticObject(Oyster::Physics::ICustomBody *rigidBody, OBJECT_TYPE type);
|
||||
StaticObject(void* collisionFuncBefore, void* collisionFuncAfter, OBJECT_TYPE type);
|
||||
StaticObject(Oyster::Physics::ICustomBody *rigidBody ,void* collisionFuncBefore, void* collisionFuncAfter, OBJECT_TYPE type);
|
||||
StaticObject(Oyster::Physics::ICustomBody *rigidBody ,Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncBefore)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter), Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), OBJECT_TYPE type);
|
||||
|
||||
~StaticObject(void);
|
||||
|
||||
private:
|
||||
|
|
|
@ -1,14 +1,13 @@
|
|||
#include "Weapon.h"
|
||||
#include "AttatchmentSocket.h"
|
||||
#include "AttatchmentMassDriver.h"
|
||||
#include "DynamicArray.h"
|
||||
#include "Player.h"
|
||||
|
||||
|
||||
using namespace GameLogic;
|
||||
using namespace Utility::DynamicMemory;
|
||||
|
||||
struct Weapon::PrivateData
|
||||
{
|
||||
PrivateData()
|
||||
|
||||
Weapon::Weapon()
|
||||
{
|
||||
weaponState = WEAPON_STATE_IDLE;
|
||||
selectedAttatchment = 0;
|
||||
|
@ -17,44 +16,37 @@ struct Weapon::PrivateData
|
|||
attatchmentSockets = 0;
|
||||
}
|
||||
|
||||
~PrivateData()
|
||||
Weapon::Weapon(int MaxNrOfSockets,Player *owner)
|
||||
{
|
||||
}
|
||||
attatchmentSockets.Resize(MaxNrOfSockets);
|
||||
attatchmentSockets[0] = new AttatchmentSocket();
|
||||
|
||||
WEAPON_STATE weaponState;
|
||||
weaponState = WEAPON_STATE_IDLE;
|
||||
currentNrOfAttatchments = 0;
|
||||
selectedAttatchment = 0;
|
||||
|
||||
DynamicArray<SmartPointer<AttatchmentSocket>> attatchmentSockets;
|
||||
int currentNrOfAttatchments;
|
||||
SmartPointer<IAttatchment> selectedAttatchment;
|
||||
int selectedSocketID;
|
||||
|
||||
}myData;
|
||||
|
||||
Weapon::Weapon()
|
||||
{
|
||||
myData = new PrivateData();
|
||||
}
|
||||
|
||||
Weapon::Weapon(int MaxNrOfSockets)
|
||||
{
|
||||
myData = new PrivateData();
|
||||
myData->attatchmentSockets.Resize(MaxNrOfSockets);
|
||||
//give the weapon a massdriver on socket 0
|
||||
IAttatchment *mD = new AttatchmentMassDriver(*owner);
|
||||
attatchmentSockets[0]->SetAttatchment(mD);
|
||||
this->currentNrOfAttatchments = 1;
|
||||
SelectAttatchment(0);
|
||||
//give the weapon a massdriver on socket 0
|
||||
}
|
||||
|
||||
|
||||
Weapon::~Weapon(void)
|
||||
{
|
||||
delete myData;
|
||||
|
||||
}
|
||||
|
||||
/********************************************************
|
||||
* Uses the weapon based on the input given and the current chosen attatchment
|
||||
********************************************************/
|
||||
void Weapon::Use(const WEAPON_FIRE &usage)
|
||||
void Weapon::Use(const WEAPON_FIRE &usage, float dt)
|
||||
{
|
||||
if (myData->selectedAttatchment)
|
||||
if (selectedAttatchment)
|
||||
{
|
||||
myData->selectedAttatchment->UseAttatchment(usage);
|
||||
selectedAttatchment->UseAttatchment(usage, dt);
|
||||
}
|
||||
|
||||
}
|
||||
|
@ -68,24 +60,24 @@ void Weapon::Use(const WEAPON_FIRE &usage)
|
|||
********************************************************/
|
||||
bool Weapon::IsFireing()
|
||||
{
|
||||
return (myData->weaponState == WEAPON_STATE::WEAPON_STATE_FIRING);
|
||||
return (weaponState == WEAPON_STATE::WEAPON_STATE_FIRING);
|
||||
}
|
||||
|
||||
bool Weapon::IsIdle()
|
||||
{
|
||||
return (myData->weaponState == WEAPON_STATE::WEAPON_STATE_IDLE);
|
||||
return (weaponState == WEAPON_STATE::WEAPON_STATE_IDLE);
|
||||
}
|
||||
|
||||
bool Weapon::IsReloading()
|
||||
{
|
||||
return (myData->weaponState == WEAPON_STATE::WEAPON_STATE_RELOADING);
|
||||
return (weaponState == WEAPON_STATE::WEAPON_STATE_RELOADING);
|
||||
}
|
||||
|
||||
bool Weapon::IsValidSocket(int socketID)
|
||||
{
|
||||
if(socketID < (int)myData->attatchmentSockets.Size() && socketID >= 0)
|
||||
if(socketID < (int)attatchmentSockets.Size() && socketID >= 0)
|
||||
{
|
||||
if (myData->attatchmentSockets[socketID]->GetAttatchment() != 0)
|
||||
if (attatchmentSockets[socketID]->GetAttatchment() != 0)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
@ -96,16 +88,16 @@ bool Weapon::IsValidSocket(int socketID)
|
|||
|
||||
int Weapon::GetCurrentSocketID()
|
||||
{
|
||||
return myData->selectedSocketID;
|
||||
return selectedSocketID;
|
||||
}
|
||||
|
||||
|
||||
void Weapon::AddNewAttatchment(IAttatchment *attatchment, Player *owner)
|
||||
{
|
||||
if(myData->currentNrOfAttatchments < (int)myData->attatchmentSockets.Size())
|
||||
if(currentNrOfAttatchments < (int)attatchmentSockets.Size())
|
||||
{
|
||||
myData->attatchmentSockets[myData->currentNrOfAttatchments]->SetAttatchment(attatchment);
|
||||
myData->currentNrOfAttatchments++;
|
||||
attatchmentSockets[currentNrOfAttatchments]->SetAttatchment(attatchment);
|
||||
currentNrOfAttatchments++;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -113,7 +105,7 @@ void Weapon::SwitchAttatchment(IAttatchment *attatchment, int socketID, Player *
|
|||
{
|
||||
if (IsValidSocket(socketID))
|
||||
{
|
||||
myData->attatchmentSockets[socketID]->SetAttatchment(attatchment);
|
||||
attatchmentSockets[socketID]->SetAttatchment(attatchment);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -121,7 +113,7 @@ void Weapon::RemoveAttatchment(int socketID)
|
|||
{
|
||||
if (IsValidSocket(socketID))
|
||||
{
|
||||
myData->attatchmentSockets[socketID]->RemoveAttatchment();
|
||||
attatchmentSockets[socketID]->RemoveAttatchment();
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -129,8 +121,8 @@ void Weapon::SelectAttatchment(int socketID)
|
|||
{
|
||||
if (IsValidSocket(socketID))
|
||||
{
|
||||
myData->selectedAttatchment = myData->attatchmentSockets[socketID]->GetAttatchment();
|
||||
myData->selectedSocketID = socketID;
|
||||
selectedAttatchment = attatchmentSockets[socketID]->GetAttatchment();
|
||||
selectedSocketID = socketID;
|
||||
}
|
||||
|
||||
}
|
|
@ -6,21 +6,20 @@
|
|||
#include "GameLogicStates.h"
|
||||
#include "IAttatchment.h"
|
||||
#include "Player.h"
|
||||
#include "AttatchmentSocket.h"
|
||||
#include "DynamicArray.h"
|
||||
|
||||
namespace GameLogic
|
||||
{
|
||||
|
||||
class Weapon
|
||||
{
|
||||
|
||||
public:
|
||||
|
||||
|
||||
Weapon(void);
|
||||
Weapon(int nrOfAttatchmentSockets);
|
||||
Weapon(int nrOfAttatchmentSockets, Player *owner);
|
||||
~Weapon(void);
|
||||
|
||||
void Use(const WEAPON_FIRE &fireInput);
|
||||
void Use(const WEAPON_FIRE &usage, float dt);
|
||||
|
||||
void AddNewAttatchment(IAttatchment *attatchment, Player *owner);
|
||||
void SwitchAttatchment(IAttatchment *attatchment, int socketID, Player *owner);
|
||||
|
@ -36,8 +35,11 @@ namespace GameLogic
|
|||
int GetCurrentSocketID();
|
||||
|
||||
private:
|
||||
struct PrivateData;
|
||||
PrivateData *myData;
|
||||
WEAPON_STATE weaponState;
|
||||
Utility::DynamicMemory::DynamicArray<AttatchmentSocket*> attatchmentSockets;
|
||||
int currentNrOfAttatchments;
|
||||
IAttatchment *selectedAttatchment;
|
||||
int selectedSocketID;
|
||||
};
|
||||
|
||||
}
|
||||
|
|
|
@ -154,8 +154,7 @@
|
|||
</Lib>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="ControlProtocols.h" />
|
||||
<ClInclude Include="GameplayProtocols.h" />
|
||||
<ClInclude Include="GeneralProtocols.h" />
|
||||
<ClInclude Include="Protocols.h" />
|
||||
<ClInclude Include="LobbyProtocols.h" />
|
||||
<ClInclude Include="ObjectProtocols.h" />
|
||||
|
|
|
@ -1,63 +0,0 @@
|
|||
#ifndef GAMEPROTOCOLS_GAMEPLAYPROTOCOLS_H
|
||||
#define GAMEPROTOCOLS_GAMEPLAYPROTOCOLS_H
|
||||
|
||||
#include <vector>
|
||||
#include <CustomNetProtocol.h>
|
||||
#include "ProtocolIdentificationID.h"
|
||||
|
||||
namespace GameLogic
|
||||
{
|
||||
struct Protocol_GameplayInitiateSession :public Oyster::Network::CustomProtocolObject
|
||||
{
|
||||
struct SessionInitData
|
||||
{
|
||||
int id;
|
||||
int type;
|
||||
//std::string text;
|
||||
};
|
||||
std::vector<SessionInitData> element;
|
||||
|
||||
Protocol_GameplayInitiateSession()
|
||||
{
|
||||
this->protocol[protocol_INDEX_ID].value = protocol_Gameplay_Initiate;
|
||||
this->protocol[protocol_INDEX_ID].type = Oyster::Network::NetAttributeType_Short;
|
||||
}
|
||||
Protocol_GameplayInitiateSession(Oyster::Network::CustomNetProtocol& p)
|
||||
{
|
||||
int size = p[1].value.netInt;
|
||||
for (int i = 0; i < size; i++)
|
||||
{
|
||||
SessionInitData d = { p[i+2].value.netInt, p[i+3].value.netInt /*, p[i+4].value.netCharPtr */ };
|
||||
element.push_back(d);
|
||||
}
|
||||
}
|
||||
void Add(int id, int type, std::string text)
|
||||
{
|
||||
SessionInitData d = { id, type /*, text*/ };
|
||||
element.push_back(d);
|
||||
}
|
||||
Oyster::Network::CustomNetProtocol* GetProtocol() override
|
||||
{
|
||||
//Store the elements count
|
||||
this->protocol[1].value = element.size();
|
||||
this->protocol[1].type = Oyster::Network::NetAttributeType_Int;
|
||||
|
||||
for (unsigned int i = 0; i < element.size(); i+=3)
|
||||
{
|
||||
this->protocol[i+2].value = element[i].id;
|
||||
this->protocol[i+3].value = element[i].type;
|
||||
//element[i].text.copy(this->protocol[i+4].value.netCharPtr, element[i].text.size());
|
||||
|
||||
this->protocol[i+2].type = Oyster::Network::NetAttributeType_Int;
|
||||
this->protocol[i+3].type = Oyster::Network::NetAttributeType_Int;
|
||||
//this->protocol[i+4].type = Oyster::Network::NetAttributeType_CharArray;
|
||||
}
|
||||
return &protocol;
|
||||
}
|
||||
|
||||
private:
|
||||
Oyster::Network::CustomNetProtocol protocol;
|
||||
};
|
||||
}
|
||||
|
||||
#endif // !GAMEPROTOCOLS_GAMEPLAYPROTOCOLS_H
|
|
@ -1,5 +1,5 @@
|
|||
#ifndef GAMELOGIC_CONTROL_PROTOCOLS_H
|
||||
#define GAMELOGIC_CONTROL_PROTOCOLS_H
|
||||
#ifndef GAMELOGIC_GENERAL_PROTOCOLS_H
|
||||
#define GAMELOGIC_GENERAL_PROTOCOLS_H
|
||||
|
||||
#include <CustomNetProtocol.h>
|
||||
#include "ProtocolIdentificationID.h"
|
||||
|
@ -12,23 +12,27 @@ namespace GameLogic
|
|||
{
|
||||
States_ready,
|
||||
States_idle,
|
||||
States_bussy,
|
||||
State_waiting,
|
||||
States_disconected,
|
||||
States_leave
|
||||
};
|
||||
States status;
|
||||
|
||||
Protocol_General_Status()
|
||||
{
|
||||
this->protocol[protocol_INDEX_ID].value = protocol_General_Status;
|
||||
this->protocol[protocol_INDEX_ID].type = Oyster::Network::NetAttributeType_Short;
|
||||
this->protocol[0].value = protocol_General_Status;
|
||||
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
|
||||
|
||||
this->protocol[1].type = Oyster::Network::NetAttributeType_Short;
|
||||
}
|
||||
Protocol_General_Status(Oyster::Network::CustomNetProtocol& p)
|
||||
{
|
||||
this->protocol = p;
|
||||
status = (States)p[1].value.netShort;
|
||||
}
|
||||
Protocol_General_Status(States state)
|
||||
{
|
||||
this->protocol[protocol_INDEX_ID].value = protocol_General_Status;
|
||||
this->protocol[protocol_INDEX_ID].type = Oyster::Network::NetAttributeType_Short;
|
||||
this->protocol[0].value = protocol_General_Status;
|
||||
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
|
||||
this->status = state;
|
||||
this->protocol[1].type = Oyster::Network::NetAttributeType_Short;
|
||||
}
|
||||
|
@ -45,18 +49,21 @@ namespace GameLogic
|
|||
|
||||
struct Protocol_General_Text :public Oyster::Network::CustomProtocolObject
|
||||
{
|
||||
char* text;
|
||||
int destination;
|
||||
std::string text; //The text to send
|
||||
int destination; //The destination if any (Ie a whisper to a player)
|
||||
|
||||
Protocol_General_Text()
|
||||
: destination(-1) {}
|
||||
Protocol_General_Text(Oyster::Network::CustomNetProtocol& p)
|
||||
{
|
||||
this->protocol[protocol_INDEX_ID].value = protocol_General_Text;
|
||||
this->protocol[protocol_INDEX_ID].type = Oyster::Network::NetAttributeType_Short;
|
||||
this->protocol[1].type = Oyster::Network::NetAttributeType_CharArray;
|
||||
destination = p.Get(1).value.netInt;
|
||||
text = p.Get(2).value.netCharPtr;
|
||||
}
|
||||
Oyster::Network::CustomNetProtocol* GetProtocol() override
|
||||
{
|
||||
this->protocol[1].value.netCharPtr = text;
|
||||
this->protocol.Set(0, protocol_General_Text, Oyster::Network::NetAttributeType_Short);
|
||||
this->protocol.Set(1, destination, Oyster::Network::NetAttributeType_Int);
|
||||
this->protocol.Set(2, text);
|
||||
return &protocol;
|
||||
}
|
||||
|
|
@ -9,8 +9,12 @@
|
|||
#include <CustomNetProtocol.h>
|
||||
#include "ProtocolIdentificationID.h"
|
||||
|
||||
#include <DynamicArray.h>
|
||||
|
||||
|
||||
namespace GameLogic
|
||||
{
|
||||
/*
|
||||
struct Protocol_LobbyCreateGame :public Oyster::Network::CustomProtocolObject
|
||||
{
|
||||
char* mapName;
|
||||
|
@ -18,8 +22,8 @@ namespace GameLogic
|
|||
|
||||
Protocol_LobbyCreateGame()
|
||||
{
|
||||
this->protocol[protocol_INDEX_ID].value = protocol_Lobby_CreateGame;
|
||||
this->protocol[protocol_INDEX_ID].type = Oyster::Network::NetAttributeType_Short;
|
||||
this->protocol[0].value = protocol_Lobby_Create;
|
||||
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
|
||||
|
||||
this->protocol[1].type = Oyster::Network::NetAttributeType_CharArray;
|
||||
this->protocol[2].type = Oyster::Network::NetAttributeType_Char;
|
||||
|
@ -39,38 +43,21 @@ namespace GameLogic
|
|||
private:
|
||||
Oyster::Network::CustomNetProtocol protocol;
|
||||
};
|
||||
|
||||
struct Protocol_LobbyJoinGame :public Oyster::Network::CustomProtocolObject
|
||||
{
|
||||
char gameId;
|
||||
|
||||
Protocol_LobbyJoinGame()
|
||||
{
|
||||
this->protocol[protocol_INDEX_ID].value = protocol_Lobby_JoinGame;
|
||||
this->protocol[protocol_INDEX_ID].type = Oyster::Network::NetAttributeType_Short;
|
||||
|
||||
this->protocol[1].type = Oyster::Network::NetAttributeType_Char;
|
||||
}
|
||||
Oyster::Network::CustomNetProtocol* GetProtocol() override
|
||||
{
|
||||
protocol[1].value = gameId;
|
||||
return &protocol;
|
||||
}
|
||||
|
||||
private:
|
||||
Oyster::Network::CustomNetProtocol protocol;
|
||||
};
|
||||
|
||||
*/
|
||||
struct Protocol_LobbyStartGame :public Oyster::Network::CustomProtocolObject
|
||||
{
|
||||
char gameId;
|
||||
short gameId;
|
||||
|
||||
Protocol_LobbyStartGame()
|
||||
{
|
||||
this->protocol[protocol_INDEX_ID].value = protocol_Lobby_StartGame;
|
||||
this->protocol[protocol_INDEX_ID].type = Oyster::Network::NetAttributeType_Short;
|
||||
this->protocol[0].value = protocol_Lobby_Start;
|
||||
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
|
||||
|
||||
this->protocol[1].type = Oyster::Network::NetAttributeType_Char;
|
||||
this->protocol[1].type = Oyster::Network::NetAttributeType_Short;
|
||||
}
|
||||
Protocol_LobbyStartGame(Oyster::Network::CustomNetProtocol& o)
|
||||
{
|
||||
gameId = o[1].value.netInt;
|
||||
}
|
||||
Oyster::Network::CustomNetProtocol* GetProtocol() override
|
||||
{
|
||||
|
@ -82,39 +69,19 @@ namespace GameLogic
|
|||
Oyster::Network::CustomNetProtocol protocol;
|
||||
};
|
||||
|
||||
struct Protocol_LobbyJoinLobby :public Oyster::Network::CustomProtocolObject
|
||||
struct Protocol_LobbyLogin :public Oyster::Network::CustomProtocolObject
|
||||
{
|
||||
int LobbyID;
|
||||
Protocol_LobbyJoinLobby(int id = -1)
|
||||
// Login stuff
|
||||
Protocol_LobbyLogin()
|
||||
{
|
||||
this->protocol[protocol_INDEX_ID].value = protocol_Lobby_JoinLobby;
|
||||
this->protocol[protocol_INDEX_ID].type = Oyster::Network::NetAttributeType_Short;
|
||||
this->protocol[0].value = protocol_Lobby_Join;
|
||||
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
|
||||
|
||||
this->protocol[1].type = Oyster::Network::NetAttributeType_Int;
|
||||
LobbyID = id;
|
||||
this->protocol[1].type = Oyster::Network::NetAttributeType_Short;
|
||||
}
|
||||
Protocol_LobbyJoinLobby(Oyster::Network::CustomNetProtocol& o)
|
||||
{
|
||||
LobbyID = o[1].value.netInt;
|
||||
}
|
||||
Oyster::Network::CustomNetProtocol* GetProtocol() override
|
||||
{
|
||||
this->protocol[1].value = LobbyID;
|
||||
|
||||
return &protocol;
|
||||
}
|
||||
|
||||
private:
|
||||
Oyster::Network::CustomNetProtocol protocol;
|
||||
};
|
||||
|
||||
struct Protocol_LobbyLeaveLobby :public Oyster::Network::CustomProtocolObject
|
||||
Protocol_LobbyLogin(Oyster::Network::CustomNetProtocol& p)
|
||||
{
|
||||
|
||||
Protocol_LobbyLeaveLobby()
|
||||
{
|
||||
this->protocol[protocol_INDEX_ID].value = protocol_Lobby_LeaveLobby;
|
||||
this->protocol[protocol_INDEX_ID].type = Oyster::Network::NetAttributeType_Short;
|
||||
}
|
||||
Oyster::Network::CustomNetProtocol* GetProtocol() override
|
||||
{
|
||||
|
@ -125,53 +92,176 @@ namespace GameLogic
|
|||
Oyster::Network::CustomNetProtocol protocol;
|
||||
};
|
||||
|
||||
struct Protocol_LobbyUpdate :public Oyster::Network::CustomProtocolObject
|
||||
//struct Protocol_LobbyJoin :public Oyster::Network::CustomProtocolObject
|
||||
//{
|
||||
// short value;
|
||||
//
|
||||
// Protocol_LobbyJoin()
|
||||
// {
|
||||
// this->protocol[0].value = protocol_Lobby_Join;
|
||||
// this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
|
||||
// this->protocol[1].type = Oyster::Network::NetAttributeType_Short;
|
||||
// }
|
||||
// Protocol_LobbyJoin(Oyster::Network::CustomNetProtocol& p)
|
||||
// {
|
||||
// this->protocol[0].value = protocol_Lobby_Join;
|
||||
// this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
|
||||
// this->protocol[1].type = Oyster::Network::NetAttributeType_Short;
|
||||
// value = p[1].value.netShort;
|
||||
// }
|
||||
// Oyster::Network::CustomNetProtocol* GetProtocol() override
|
||||
// {
|
||||
// protocol[1].value = value;
|
||||
// return &protocol;
|
||||
// }
|
||||
//
|
||||
// private:
|
||||
// Oyster::Network::CustomNetProtocol protocol;
|
||||
//};
|
||||
|
||||
struct Protocol_LobbyRefresh :public Oyster::Network::CustomProtocolObject
|
||||
{
|
||||
struct LobbyUpdateData
|
||||
Protocol_LobbyRefresh()
|
||||
{
|
||||
this->protocol[0].value = protocol_Lobby_Login;
|
||||
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
|
||||
}
|
||||
Protocol_LobbyRefresh(Oyster::Network::CustomNetProtocol& o)
|
||||
{
|
||||
|
||||
}
|
||||
Oyster::Network::CustomNetProtocol* GetProtocol() override
|
||||
{ return &protocol; }
|
||||
|
||||
private:
|
||||
Oyster::Network::CustomNetProtocol protocol;
|
||||
};
|
||||
|
||||
/**
|
||||
* A protocol that contains all data to send to client when update game lobby
|
||||
*/
|
||||
|
||||
struct Protocol_LobbyClientData :public Oyster::Network::CustomProtocolObject
|
||||
{
|
||||
// Player list
|
||||
struct PlayerData
|
||||
{
|
||||
std::string name;
|
||||
std::string ip;
|
||||
int id;
|
||||
int team;
|
||||
};
|
||||
Utility::DynamicMemory::DynamicArray<PlayerData> list;
|
||||
|
||||
Protocol_LobbyClientData()
|
||||
{
|
||||
this->protocol[0].value = protocol_Lobby_ClientData;
|
||||
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
|
||||
|
||||
list.Reserve(10);
|
||||
}
|
||||
Protocol_LobbyClientData(Oyster::Network::CustomNetProtocol& p)
|
||||
{
|
||||
unsigned int size = this->protocol[1].value.netUInt;
|
||||
list.Reserve(size);
|
||||
int a = 2;
|
||||
for (unsigned int i = 0; i < list.Size(); i++)
|
||||
{
|
||||
PlayerData d;
|
||||
d.id = this->protocol[a++].value.netInt;
|
||||
d.team = this->protocol[a++].value.netInt;
|
||||
d.name = this->protocol.Get(a++).value.netCharPtr;
|
||||
d.ip = this->protocol.Get(a++).value.netCharPtr;
|
||||
list.Push(d);
|
||||
}
|
||||
}
|
||||
Oyster::Network::CustomNetProtocol* GetProtocol() override
|
||||
{
|
||||
this->protocol[1].value = list.Size();
|
||||
|
||||
int a = 2;
|
||||
for (unsigned int i = 0; i < list.Size(); i++)
|
||||
{
|
||||
this->protocol[a].type = Oyster::Network::NetAttributeType_Int; // client-id
|
||||
this->protocol[a++].value = list[i].id;
|
||||
|
||||
this->protocol[a].type = Oyster::Network::NetAttributeType_Int; // team-id
|
||||
this->protocol[a++].value = list[i].team;
|
||||
|
||||
this->protocol[a].type = Oyster::Network::NetAttributeType_CharArray; // clientName
|
||||
this->protocol.Set(a++, list[i].name);
|
||||
|
||||
this->protocol[a].type = Oyster::Network::NetAttributeType_CharArray; // clientIP
|
||||
this->protocol.Set(a++, list[i].ip);
|
||||
}
|
||||
|
||||
return &protocol;
|
||||
}
|
||||
|
||||
private:
|
||||
Oyster::Network::CustomNetProtocol protocol;
|
||||
};
|
||||
|
||||
struct Protocol_LobbyGameData :public Oyster::Network::CustomProtocolObject
|
||||
{
|
||||
std::string mapName;
|
||||
int LobbyId;
|
||||
};
|
||||
int count;
|
||||
LobbyUpdateData* data;
|
||||
Protocol_LobbyUpdate()
|
||||
int majorVersion;
|
||||
int minorVersion;
|
||||
|
||||
Protocol_LobbyGameData()
|
||||
{
|
||||
this->protocol[protocol_INDEX_ID].value = protocol_Lobby_LeaveLobby;
|
||||
this->protocol[protocol_INDEX_ID].type = Oyster::Network::NetAttributeType_Short;
|
||||
this->protocol[0].value = protocol_Lobby_GameData;
|
||||
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
|
||||
|
||||
this->protocol[1].type = Oyster::Network::NetAttributeType_Int;
|
||||
this->protocol[2].type = Oyster::Network::NetAttributeType_Int;
|
||||
this->protocol[3].type = Oyster::Network::NetAttributeType_CharArray;
|
||||
}
|
||||
Protocol_LobbyUpdate( Oyster::Network::CustomNetProtocol* p )
|
||||
Protocol_LobbyGameData(Oyster::Network::CustomNetProtocol& p)
|
||||
{
|
||||
count = (*p)[1].value.netInt;
|
||||
data = new LobbyUpdateData[count];
|
||||
for (int i = 0; i < count; i++)
|
||||
{
|
||||
//data[i].mapName = (*p)[i].value.
|
||||
}
|
||||
}
|
||||
~Protocol_LobbyUpdate()
|
||||
{
|
||||
delete [] data;
|
||||
data = 0;
|
||||
majorVersion = (int)p.Get(1).value.netInt;
|
||||
minorVersion = (int)p.Get(2).value.netInt;
|
||||
mapName = p.Get(3).value.netCharPtr;
|
||||
}
|
||||
Oyster::Network::CustomNetProtocol* GetProtocol() override
|
||||
{
|
||||
this->protocol[1].value.netInt = count;
|
||||
for (int i = 2; i < count; i++)
|
||||
{
|
||||
protocol[i].type = Oyster::Network::NetAttributeType_CharArray;
|
||||
protocol[i+1].type = Oyster::Network::NetAttributeType_Int;
|
||||
this->protocol[1].value = majorVersion;
|
||||
this->protocol[2].value = minorVersion;
|
||||
this->protocol.Set(3, mapName.c_str());
|
||||
|
||||
protocol[i].value.netCharPtr = const_cast<char*>(data[i-2].mapName.c_str());
|
||||
protocol[i+1].value.netInt = data[i-1].LobbyId;
|
||||
}
|
||||
return &protocol;
|
||||
}
|
||||
|
||||
private:
|
||||
Oyster::Network::CustomNetProtocol protocol;
|
||||
};
|
||||
|
||||
/**
|
||||
* A protocol that contains all data to send to client when update main lobby
|
||||
*/
|
||||
//struct Protocol_LobbyMainData :public Oyster::Network::CustomProtocolObject
|
||||
//{
|
||||
// // Game instance list
|
||||
//
|
||||
// Protocol_LobbyMainData()
|
||||
// {
|
||||
// this->protocol[0].value = protocol_Lobby_MainData;
|
||||
// this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
|
||||
//
|
||||
// this->protocol[1].type = Oyster::Network::NetAttributeType_Short;
|
||||
// }
|
||||
// Protocol_LobbyMainData(Oyster::Network::CustomNetProtocol& p)
|
||||
// {
|
||||
//
|
||||
// }
|
||||
// Oyster::Network::CustomNetProtocol* GetProtocol() override
|
||||
// {
|
||||
// return &protocol;
|
||||
// }
|
||||
//
|
||||
// private:
|
||||
// Oyster::Network::CustomNetProtocol protocol;
|
||||
//};
|
||||
}
|
||||
|
||||
#endif // !GAMELOGIC_PLAYER_PROTOCOLS_H
|
||||
|
|
|
@ -4,21 +4,244 @@
|
|||
#include <CustomNetProtocol.h>
|
||||
#include "ProtocolIdentificationID.h"
|
||||
|
||||
|
||||
|
||||
namespace GameLogic
|
||||
{
|
||||
struct Protocol_CreateObject :public Oyster::Network::CustomProtocolObject
|
||||
struct Protocol_ObjectPickup :public Oyster::Network::CustomProtocolObject
|
||||
{
|
||||
short object_ID;
|
||||
short pickup_ID;
|
||||
|
||||
Protocol_ObjectPickup()
|
||||
{
|
||||
this->protocol[0].value = protocol_Gameplay_ObjectPickup;
|
||||
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
|
||||
|
||||
this->protocol[1].type = Oyster::Network::NetAttributeType_Short;
|
||||
this->protocol[2].type = Oyster::Network::NetAttributeType_Short;
|
||||
|
||||
object_ID = -1;
|
||||
pickup_ID = -1;
|
||||
}
|
||||
Protocol_ObjectPickup(Oyster::Network::CustomNetProtocol& p)
|
||||
{
|
||||
object_ID = p[1].value.netShort;
|
||||
pickup_ID = p[2].value.netShort;
|
||||
}
|
||||
Protocol_ObjectPickup(int objectID, short pickupID)
|
||||
{
|
||||
this->protocol[0].value = protocol_Gameplay_ObjectPosition;
|
||||
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
|
||||
|
||||
this->protocol[1].type = Oyster::Network::NetAttributeType_Short;
|
||||
this->protocol[2].type = Oyster::Network::NetAttributeType_Short;
|
||||
|
||||
object_ID = objectID;
|
||||
pickup_ID = pickupID;
|
||||
|
||||
}
|
||||
Oyster::Network::CustomNetProtocol* GetProtocol() override
|
||||
{
|
||||
this->protocol[1].value = object_ID;
|
||||
this->protocol[2].value = pickup_ID;
|
||||
return &protocol;
|
||||
}
|
||||
|
||||
private:
|
||||
Oyster::Network::CustomNetProtocol protocol;
|
||||
};
|
||||
|
||||
struct Protocol_ObjectDamage :public Oyster::Network::CustomProtocolObject
|
||||
{
|
||||
int object_ID;
|
||||
float health; //Precentage%
|
||||
|
||||
Protocol_ObjectDamage()
|
||||
{
|
||||
this->protocol[0].value = protocol_Gameplay_ObjectDamage;
|
||||
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
|
||||
|
||||
this->protocol[1].type = Oyster::Network::NetAttributeType_Int;
|
||||
this->protocol[2].type = Oyster::Network::NetAttributeType_Float;
|
||||
|
||||
object_ID = -1;
|
||||
health = 0.0f;
|
||||
}
|
||||
Protocol_ObjectDamage(Oyster::Network::CustomNetProtocol& p)
|
||||
{
|
||||
|
||||
}
|
||||
Protocol_ObjectDamage(int id, float hp)
|
||||
{
|
||||
this->protocol[0].value = protocol_Gameplay_ObjectDamage;
|
||||
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
|
||||
|
||||
this->protocol[2].type = Oyster::Network::NetAttributeType_Float;
|
||||
|
||||
object_ID = id;
|
||||
health = hp;
|
||||
}
|
||||
Oyster::Network::CustomNetProtocol* GetProtocol() override
|
||||
{
|
||||
this->protocol[1].value = object_ID;
|
||||
this->protocol[2].value = health;
|
||||
return &protocol;
|
||||
}
|
||||
|
||||
private:
|
||||
Oyster::Network::CustomNetProtocol protocol;
|
||||
};
|
||||
|
||||
struct Protocol_ObjectPosition :public Oyster::Network::CustomProtocolObject
|
||||
{
|
||||
int object_ID;
|
||||
char *path;
|
||||
float worldMatrix[16];
|
||||
|
||||
|
||||
Protocol_CreateObject()
|
||||
Protocol_ObjectPosition()
|
||||
{
|
||||
this->protocol[protocol_INDEX_ID].value = protocol_Gameplay_CreateObject;
|
||||
this->protocol[protocol_INDEX_ID].type = Oyster::Network::NetAttributeType_Short;
|
||||
this->protocol[0].value = protocol_Gameplay_ObjectPosition;
|
||||
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
|
||||
|
||||
this->protocol[1].type = Oyster::Network::NetAttributeType_Int;
|
||||
|
||||
for (int i = 2; i <= 17; i++)
|
||||
{
|
||||
this->protocol[i].type = Oyster::Network::NetAttributeType_Float;
|
||||
}
|
||||
object_ID = -1;
|
||||
memset(&worldMatrix[0], 0, sizeof(float) * 16);
|
||||
}
|
||||
Protocol_ObjectPosition(Oyster::Network::CustomNetProtocol& p)
|
||||
{
|
||||
|
||||
}
|
||||
Protocol_ObjectPosition(float m[16], int id)
|
||||
{
|
||||
this->protocol[0].value = protocol_Gameplay_ObjectPosition;
|
||||
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
|
||||
|
||||
this->protocol[1].type = Oyster::Network::NetAttributeType_Int;
|
||||
|
||||
for (int i = 2; i <= 17; i++)
|
||||
{
|
||||
this->protocol[i].type = Oyster::Network::NetAttributeType_Float;
|
||||
}
|
||||
|
||||
object_ID = id;
|
||||
memcpy(&worldMatrix[0], &m[0], sizeof(float)*16);
|
||||
}
|
||||
Oyster::Network::CustomNetProtocol* GetProtocol() override
|
||||
{
|
||||
this->protocol[1].value = object_ID;
|
||||
for (int i = 2; i <= 17; i++)
|
||||
{
|
||||
this->protocol[i].value = worldMatrix[i-2];
|
||||
}
|
||||
return &protocol;
|
||||
}
|
||||
|
||||
private:
|
||||
Oyster::Network::CustomNetProtocol protocol;
|
||||
};
|
||||
|
||||
struct Protocol_ObjectEnable :public Oyster::Network::CustomProtocolObject
|
||||
{
|
||||
int object_ID;
|
||||
float worldMatrix[16];
|
||||
|
||||
Protocol_ObjectEnable()
|
||||
{
|
||||
this->protocol[0].value = protocol_Gameplay_ObjectEnabled;
|
||||
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
|
||||
|
||||
this->protocol[1].type = Oyster::Network::NetAttributeType_Int;
|
||||
|
||||
for (int i = 2; i <= 17; i++)
|
||||
{
|
||||
this->protocol[i].type = Oyster::Network::NetAttributeType_Float;
|
||||
}
|
||||
object_ID = -1;
|
||||
memset(&worldMatrix[0], 0, sizeof(float) * 16);
|
||||
}
|
||||
Protocol_ObjectEnable(Oyster::Network::CustomNetProtocol& p)
|
||||
{
|
||||
|
||||
}
|
||||
Protocol_ObjectEnable(float m[16], int id)
|
||||
{
|
||||
this->protocol[0].value = protocol_Gameplay_ObjectEnabled;
|
||||
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
|
||||
|
||||
this->protocol[1].type = Oyster::Network::NetAttributeType_Int;
|
||||
|
||||
for (int i = 2; i <= 17; i++)
|
||||
{ this->protocol[i].type = Oyster::Network::NetAttributeType_Float; }
|
||||
|
||||
object_ID = id;
|
||||
memcpy(&worldMatrix[0], &m[0], sizeof(float)*16);
|
||||
}
|
||||
Oyster::Network::CustomNetProtocol* GetProtocol() override
|
||||
{
|
||||
this->protocol[1].value = object_ID;
|
||||
for (int i = 2; i <= 17; i++)
|
||||
{
|
||||
this->protocol[i].value = worldMatrix[i-2];
|
||||
}
|
||||
return &protocol;
|
||||
}
|
||||
|
||||
private:
|
||||
Oyster::Network::CustomNetProtocol protocol;
|
||||
};
|
||||
|
||||
struct Protocol_ObjectDisable :public Oyster::Network::CustomProtocolObject
|
||||
{
|
||||
int object_ID;
|
||||
float timer;
|
||||
|
||||
Protocol_ObjectDisable()
|
||||
{
|
||||
this->protocol[0].value = protocol_Gameplay_ObjectDisabled;
|
||||
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
|
||||
|
||||
this->protocol[1].type = Oyster::Network::NetAttributeType_Int;
|
||||
this->protocol[2].type = Oyster::Network::NetAttributeType_Float;
|
||||
}
|
||||
Protocol_ObjectDisable(Oyster::Network::CustomNetProtocol& p)
|
||||
{
|
||||
|
||||
}
|
||||
Protocol_ObjectDisable(int id, float time)
|
||||
{
|
||||
this->protocol[0].value = protocol_Gameplay_ObjectDisabled;
|
||||
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
|
||||
|
||||
this->protocol[1].type = Oyster::Network::NetAttributeType_Int;
|
||||
this->protocol[2].type = Oyster::Network::NetAttributeType_Float;
|
||||
|
||||
object_ID = id;
|
||||
timer = time;
|
||||
}
|
||||
Oyster::Network::CustomNetProtocol* GetProtocol() override
|
||||
{
|
||||
this->protocol[1].value = object_ID;
|
||||
this->protocol[2].value = timer;
|
||||
return &protocol;
|
||||
}
|
||||
|
||||
private:
|
||||
Oyster::Network::CustomNetProtocol protocol;
|
||||
};
|
||||
|
||||
struct Protocol_ObjectCreate :public Oyster::Network::CustomProtocolObject
|
||||
{
|
||||
int object_ID;
|
||||
char *name;
|
||||
float worldMatrix[16];
|
||||
|
||||
Protocol_ObjectCreate()
|
||||
{
|
||||
this->protocol[0].value = protocol_Gameplay_ObjectCreate;
|
||||
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
|
||||
|
||||
this->protocol[1].type = Oyster::Network::NetAttributeType_Int;
|
||||
this->protocol[2].type = Oyster::Network::NetAttributeType_CharArray;
|
||||
|
@ -28,10 +251,14 @@ namespace GameLogic
|
|||
this->protocol[i].type = Oyster::Network::NetAttributeType_Float;
|
||||
}
|
||||
}
|
||||
Protocol_CreateObject(float m[16], int id, char *path)
|
||||
Protocol_ObjectCreate(Oyster::Network::CustomNetProtocol& p)
|
||||
{
|
||||
this->protocol[protocol_INDEX_ID].value = protocol_Gameplay_CreateObject;
|
||||
this->protocol[protocol_INDEX_ID].type = Oyster::Network::NetAttributeType_Int;
|
||||
|
||||
}
|
||||
Protocol_ObjectCreate(float m[16], int id, char *path)
|
||||
{
|
||||
this->protocol[0].value = protocol_Gameplay_ObjectCreate;
|
||||
this->protocol[0].type = Oyster::Network::NetAttributeType_Int;
|
||||
|
||||
this->protocol[1].type = Oyster::Network::NetAttributeType_Int;
|
||||
this->protocol[2].type = Oyster::Network::NetAttributeType_CharArray;
|
||||
|
@ -42,14 +269,14 @@ namespace GameLogic
|
|||
}
|
||||
|
||||
object_ID = id;
|
||||
this->path = path;
|
||||
this->name = path;
|
||||
memcpy(&worldMatrix[0], &m[0], sizeof(float)*16);
|
||||
}
|
||||
Oyster::Network::CustomNetProtocol* GetProtocol() override
|
||||
{
|
||||
|
||||
this->protocol[1].value = object_ID;
|
||||
this->protocol[2].value = path;
|
||||
this->protocol[2].value = name;
|
||||
this->protocol[3].value = worldMatrix[0];
|
||||
this->protocol[4].value = worldMatrix[1];
|
||||
this->protocol[5].value = worldMatrix[2];
|
||||
|
@ -70,77 +297,6 @@ namespace GameLogic
|
|||
|
||||
|
||||
|
||||
return &protocol;
|
||||
}
|
||||
|
||||
private:
|
||||
Oyster::Network::CustomNetProtocol protocol;
|
||||
};
|
||||
|
||||
struct Protocol_ObjectPosition :public Oyster::Network::CustomProtocolObject
|
||||
{
|
||||
int object_ID;
|
||||
float worldMatrix[16];
|
||||
// look at dir
|
||||
|
||||
Protocol_ObjectPosition()
|
||||
{
|
||||
this->protocol[protocol_INDEX_ID].value = protocol_Gameplay_ObjectPosition;
|
||||
this->protocol[protocol_INDEX_ID].type = Oyster::Network::NetAttributeType_Int;
|
||||
|
||||
this->protocol[1].type = Oyster::Network::NetAttributeType_Int;
|
||||
|
||||
for (int i = 2; i <= 17; i++)
|
||||
{
|
||||
this->protocol[i].type = Oyster::Network::NetAttributeType_Float;
|
||||
}
|
||||
object_ID = -1;
|
||||
memset(&worldMatrix[0], 0, sizeof(float) * 16);
|
||||
}
|
||||
Protocol_ObjectPosition(float m[16], int id)
|
||||
{
|
||||
this->protocol[protocol_INDEX_ID].value = protocol_Gameplay_ObjectPosition;
|
||||
this->protocol[protocol_INDEX_ID].type = Oyster::Network::NetAttributeType_Int;
|
||||
|
||||
this->protocol[1].type = Oyster::Network::NetAttributeType_Int;
|
||||
|
||||
for (int i = 2; i <= 17; i++)
|
||||
{
|
||||
this->protocol[i].type = Oyster::Network::NetAttributeType_Float;
|
||||
}
|
||||
|
||||
object_ID = id;
|
||||
memcpy(&worldMatrix[0], &m[0], sizeof(float)*16);
|
||||
}
|
||||
Oyster::Network::CustomNetProtocol* GetProtocol() override
|
||||
{
|
||||
this->protocol[1].value = object_ID;
|
||||
for (int i = 2; i <= 17; i++)
|
||||
{
|
||||
this->protocol[i].value = worldMatrix[i-2];
|
||||
}
|
||||
return &protocol;
|
||||
}
|
||||
|
||||
private:
|
||||
Oyster::Network::CustomNetProtocol protocol;
|
||||
};
|
||||
|
||||
struct Protocol_RemoveObject :public Oyster::Network::CustomProtocolObject
|
||||
{
|
||||
int object_ID;
|
||||
|
||||
Protocol_RemoveObject()
|
||||
{
|
||||
this->protocol[protocol_INDEX_ID].value = protocol_Gameplay_RemoveObject;
|
||||
this->protocol[protocol_INDEX_ID].type = Oyster::Network::NetAttributeType_Short;
|
||||
|
||||
this->protocol[1].type = Oyster::Network::NetAttributeType_Int;
|
||||
}
|
||||
Oyster::Network::CustomNetProtocol* GetProtocol() override
|
||||
{
|
||||
|
||||
this->protocol[1].value = object_ID;
|
||||
return &protocol;
|
||||
}
|
||||
|
||||
|
|
|
@ -8,41 +8,44 @@
|
|||
|
||||
#include <CustomNetProtocol.h>
|
||||
#include "ProtocolIdentificationID.h"
|
||||
#include <bitset>
|
||||
|
||||
|
||||
//protocol_Gameplay_PlayerMovement 300
|
||||
//protocol_Gameplay_PlayerMouseMovement 301
|
||||
//protocol_Gameplay_PlayerChangeWeapon 302
|
||||
|
||||
namespace GameLogic
|
||||
{
|
||||
struct Protocol_PlayerMovement :public Oyster::Network::CustomProtocolObject
|
||||
{
|
||||
|
||||
bool bForward;
|
||||
bool bBackward;
|
||||
bool bTurnLeft;
|
||||
bool bTurnRight;
|
||||
bool bStrafeRight;
|
||||
bool bStrafeLeft;
|
||||
bool bLeft;
|
||||
bool bRight;
|
||||
|
||||
Protocol_PlayerMovement()
|
||||
{
|
||||
this->protocol[protocol_INDEX_ID].value = protocol_Gameplay_PlayerNavigation;
|
||||
this->protocol[protocol_INDEX_ID].type = Oyster::Network::NetAttributeType_Short;
|
||||
this->protocol[0].value = protocol_Gameplay_PlayerMovement;
|
||||
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
|
||||
|
||||
this->protocol[1].type = Oyster::Network::NetAttributeType_Bool;
|
||||
this->protocol[2].type = Oyster::Network::NetAttributeType_Bool;
|
||||
this->protocol[3].type = Oyster::Network::NetAttributeType_Bool;
|
||||
this->protocol[4].type = Oyster::Network::NetAttributeType_Bool;
|
||||
this->protocol[5].type = Oyster::Network::NetAttributeType_Bool;
|
||||
this->protocol[6].type = Oyster::Network::NetAttributeType_Bool;
|
||||
}
|
||||
Protocol_PlayerMovement(Oyster::Network::CustomNetProtocol& p)
|
||||
{
|
||||
bForward = p[1].value.netBool;
|
||||
bBackward = p[2].value.netBool;
|
||||
bLeft = p[3].value.netBool;
|
||||
bRight = p[4].value.netBool;
|
||||
}
|
||||
const Protocol_PlayerMovement& operator=(Oyster::Network::CustomNetProtocol& val)
|
||||
{
|
||||
bForward = val[1].value.netBool;
|
||||
bBackward = val[2].value.netBool;
|
||||
bTurnLeft = val[3].value.netBool;
|
||||
bTurnRight = val[4].value.netBool;
|
||||
bStrafeRight = val[5].value.netBool;
|
||||
bStrafeLeft = val[6].value.netBool;
|
||||
bLeft = val[3].value.netBool;
|
||||
bRight = val[4].value.netBool;
|
||||
|
||||
return *this;
|
||||
}
|
||||
|
@ -50,10 +53,8 @@ namespace GameLogic
|
|||
{
|
||||
this->protocol[1].value = bForward;
|
||||
this->protocol[2].value = bBackward;
|
||||
this->protocol[3].value = bTurnLeft;
|
||||
this->protocol[4].value = bTurnRight;
|
||||
this->protocol[5].value = bStrafeRight;
|
||||
this->protocol[6].value = bStrafeLeft;
|
||||
this->protocol[3].value = bLeft;
|
||||
this->protocol[4].value = bRight;
|
||||
|
||||
return &protocol;
|
||||
}
|
||||
|
@ -62,70 +63,43 @@ namespace GameLogic
|
|||
Oyster::Network::CustomNetProtocol protocol;
|
||||
};
|
||||
|
||||
struct Protocol_PlayerMouse :public Oyster::Network::CustomProtocolObject
|
||||
struct Protocol_PlayerLook :public Oyster::Network::CustomProtocolObject
|
||||
{
|
||||
|
||||
float dxMouse;
|
||||
float dyMouse;
|
||||
float lookDirX;
|
||||
float lookDirY;
|
||||
float lookDirZ;
|
||||
|
||||
|
||||
Protocol_PlayerMouse()
|
||||
Protocol_PlayerLook()
|
||||
{
|
||||
this->protocol[protocol_INDEX_ID].value = protocol_Gameplay_PlayerMouseMovement;
|
||||
this->protocol[protocol_INDEX_ID].type = Oyster::Network::NetAttributeType_Short;
|
||||
|
||||
this->protocol[1].type = Oyster::Network::NetAttributeType_Float;
|
||||
this->protocol[2].type = Oyster::Network::NetAttributeType_Float;
|
||||
|
||||
}
|
||||
const Protocol_PlayerMouse& operator=(Oyster::Network::CustomNetProtocol& val)
|
||||
{
|
||||
dxMouse = val[1].value.netFloat;
|
||||
dyMouse = val[2].value.netFloat;
|
||||
|
||||
return *this;
|
||||
}
|
||||
Oyster::Network::CustomNetProtocol* GetProtocol() override
|
||||
{
|
||||
this->protocol[1].value = dxMouse;
|
||||
this->protocol[2].value = dyMouse;
|
||||
|
||||
return &protocol;
|
||||
}
|
||||
|
||||
private:
|
||||
Oyster::Network::CustomNetProtocol protocol;
|
||||
};
|
||||
|
||||
struct Protocol_PlayerPosition :public Oyster::Network::CustomProtocolObject
|
||||
{
|
||||
|
||||
float position[3];
|
||||
// look at dir
|
||||
|
||||
Protocol_PlayerPosition()
|
||||
{
|
||||
this->protocol[protocol_INDEX_ID].value = protocol_Gameplay_PlayerPosition;
|
||||
this->protocol[protocol_INDEX_ID].type = Oyster::Network::NetAttributeType_Short;
|
||||
this->protocol[0].value = protocol_Gameplay_PlayerLookDir;
|
||||
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
|
||||
|
||||
this->protocol[1].type = Oyster::Network::NetAttributeType_Float;
|
||||
this->protocol[2].type = Oyster::Network::NetAttributeType_Float;
|
||||
this->protocol[3].type = Oyster::Network::NetAttributeType_Float;
|
||||
|
||||
}
|
||||
const Protocol_PlayerPosition& operator=(Oyster::Network::CustomNetProtocol& val)
|
||||
Protocol_PlayerLook(Oyster::Network::CustomNetProtocol& p)
|
||||
{
|
||||
position[0] = val[1].value.netFloat;
|
||||
position[1] = val[2].value.netFloat;
|
||||
position[2] = val[3].value.netFloat;
|
||||
lookDirX = p[1].value.netFloat;
|
||||
lookDirY = p[2].value.netFloat;
|
||||
lookDirZ = p[3].value.netFloat;
|
||||
}
|
||||
const Protocol_PlayerLook& operator=(Oyster::Network::CustomNetProtocol& val)
|
||||
{
|
||||
lookDirX = val[1].value.netFloat;
|
||||
lookDirY = val[2].value.netFloat;
|
||||
lookDirZ = val[3].value.netFloat;
|
||||
|
||||
return *this;
|
||||
}
|
||||
Oyster::Network::CustomNetProtocol* GetProtocol() override
|
||||
{
|
||||
this->protocol[1].value = position[0];
|
||||
this->protocol[2].value = position[1];
|
||||
this->protocol[3].value = position[2];
|
||||
this->protocol[1].value = lookDirX;
|
||||
this->protocol[2].value = lookDirY;
|
||||
this->protocol[3].value = lookDirZ;
|
||||
|
||||
return &protocol;
|
||||
}
|
||||
|
||||
|
@ -133,6 +107,92 @@ namespace GameLogic
|
|||
Oyster::Network::CustomNetProtocol protocol;
|
||||
};
|
||||
|
||||
struct Protocol_PlayerChangeWeapon :public Oyster::Network::CustomProtocolObject
|
||||
{
|
||||
|
||||
int ID;
|
||||
|
||||
Protocol_PlayerChangeWeapon()
|
||||
{
|
||||
this->protocol[0].value = protocol_Gameplay_PlayerChangeWeapon;
|
||||
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
|
||||
}
|
||||
Protocol_PlayerChangeWeapon(Oyster::Network::CustomNetProtocol& p)
|
||||
{
|
||||
|
||||
}
|
||||
const Protocol_PlayerChangeWeapon& operator=(Oyster::Network::CustomNetProtocol& val)
|
||||
{
|
||||
return *this;
|
||||
}
|
||||
Oyster::Network::CustomNetProtocol* GetProtocol() override
|
||||
{
|
||||
return &protocol;
|
||||
}
|
||||
|
||||
private:
|
||||
Oyster::Network::CustomNetProtocol protocol;
|
||||
};
|
||||
|
||||
struct Protocol_PlayerShot :public Oyster::Network::CustomProtocolObject
|
||||
{
|
||||
bool hasShot;
|
||||
|
||||
Protocol_PlayerShot()
|
||||
{
|
||||
this->protocol[0].value = protocol_Gameplay_PlayerShot;
|
||||
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
|
||||
|
||||
this->protocol[1].type = Oyster::Network::NetAttributeType_Bool;
|
||||
}
|
||||
Protocol_PlayerShot(Oyster::Network::CustomNetProtocol& p)
|
||||
{
|
||||
hasShot = p[1].value.netBool;
|
||||
}
|
||||
const Protocol_PlayerShot& operator=(Oyster::Network::CustomNetProtocol& val)
|
||||
{
|
||||
hasShot = val[1].value.netBool;
|
||||
return *this;
|
||||
}
|
||||
Oyster::Network::CustomNetProtocol* GetProtocol() override
|
||||
{
|
||||
this->protocol[1].value = hasShot;
|
||||
return &protocol;
|
||||
}
|
||||
|
||||
private:
|
||||
Oyster::Network::CustomNetProtocol protocol;
|
||||
};
|
||||
|
||||
struct Protocol_PlayerJump :public Oyster::Network::CustomProtocolObject
|
||||
{
|
||||
bool hasJumped;
|
||||
|
||||
Protocol_PlayerJump()
|
||||
{
|
||||
this->protocol[0].value = protocol_Gameplay_PlayerJump;
|
||||
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
|
||||
|
||||
this->protocol[1].type = Oyster::Network::NetAttributeType_Bool;
|
||||
}
|
||||
Protocol_PlayerJump(Oyster::Network::CustomNetProtocol& p)
|
||||
{
|
||||
hasJumped = p[1].value.netBool;
|
||||
}
|
||||
const Protocol_PlayerJump& operator=(Oyster::Network::CustomNetProtocol& val)
|
||||
{
|
||||
hasJumped = val[1].value.netBool;
|
||||
return *this;
|
||||
}
|
||||
Oyster::Network::CustomNetProtocol* GetProtocol() override
|
||||
{
|
||||
this->protocol[1].value = hasJumped;
|
||||
return &protocol;
|
||||
}
|
||||
|
||||
private:
|
||||
Oyster::Network::CustomNetProtocol protocol;
|
||||
};
|
||||
}
|
||||
|
||||
#endif // !GAMELOGIC_PLAYER_PROTOCOLS_H
|
||||
|
|
|
@ -8,20 +8,15 @@
|
|||
/* THERE CAN ABSOLUTLEY NOT BE TWO DEFINITIONS WITH THE SAME ID!! */
|
||||
|
||||
|
||||
/** Index where the identifier is located(aka protocol identification index) **/
|
||||
/* Use this as id accesser since it may change in the future. */
|
||||
#define protocol_INDEX_ID 0
|
||||
|
||||
|
||||
/***********************************/
|
||||
/********* RESERVERD PROTOCOLS ***************************************************************************************************/
|
||||
/********** [ 0 - 100 ] *********/
|
||||
/********** [ 0 - 99 ] *********/
|
||||
#define protocol_RESERVED_MIN 0
|
||||
#define protocol_RESERVED_MAX 99
|
||||
|
||||
/***********************************/
|
||||
/********* GENERAL PROTOCOLS ***************************************************************************************************/
|
||||
/***********[ 100 - 200 ]***********/
|
||||
/***********[ 100 - 199 ]***********/
|
||||
#define protocol_GeneralMIN 100
|
||||
#define protocol_General_Status 100
|
||||
#define protocol_General_Text 101
|
||||
|
@ -30,28 +25,33 @@
|
|||
|
||||
/***********************************/
|
||||
/********* LOBBY PROTOCOLS ***************************************************************************************************/
|
||||
/***********[ 200 - 300 ]***********/
|
||||
/***********[ 200 - 299 ]***********/
|
||||
#define protocol_LobbyMIN 200
|
||||
#define protocol_Lobby_CreateGame 200
|
||||
#define protocol_Lobby_JoinGame 201
|
||||
#define protocol_Lobby_StartGame 202
|
||||
#define protocol_Lobby_JoinLobby 203
|
||||
#define protocol_Lobby_LeaveLobby 204
|
||||
#define protocol_Lobby_CreateGameLobby 205
|
||||
#define protocol_Lobby_Create 200
|
||||
#define protocol_Lobby_Start 201
|
||||
#define protocol_Lobby_Join 202
|
||||
#define protocol_Lobby_Login 203
|
||||
#define protocol_Lobby_Refresh 204
|
||||
#define protocol_Lobby_ClientData 205
|
||||
#define protocol_Lobby_GameData 206
|
||||
#define protocol_LobbyMAX 299
|
||||
|
||||
|
||||
/***********************************/
|
||||
/********* GAMEPLAY PROTOCOLS ***************************************************************************************************/
|
||||
/***********[ 300 - 400 ]***********/
|
||||
/***********[ 300 - 399 ]***********/
|
||||
#define protocol_GameplayMIN 300
|
||||
#define protocol_Gameplay_PlayerNavigation 300
|
||||
#define protocol_Gameplay_PlayerMouseMovement 301
|
||||
#define protocol_Gameplay_PlayerPosition 302
|
||||
#define protocol_Gameplay_CreateObject 303
|
||||
#define protocol_Gameplay_RemoveObject 304
|
||||
#define protocol_Gameplay_ObjectPosition 305
|
||||
#define protocol_Gameplay_Initiate 306
|
||||
#define protocol_Gameplay_PlayerMovement 300
|
||||
#define protocol_Gameplay_PlayerLookDir 301
|
||||
#define protocol_Gameplay_PlayerChangeWeapon 302
|
||||
#define protocol_Gameplay_PlayerShot 303
|
||||
#define protocol_Gameplay_PlayerJump 304
|
||||
#define protocol_Gameplay_ObjectPickup 305
|
||||
#define protocol_Gameplay_ObjectDamage 306
|
||||
#define protocol_Gameplay_ObjectPosition 307
|
||||
#define protocol_Gameplay_ObjectEnabled 308
|
||||
#define protocol_Gameplay_ObjectDisabled 309
|
||||
#define protocol_Gameplay_ObjectCreate 310
|
||||
#define protocol_GameplayMAX 399
|
||||
|
||||
|
||||
|
|
|
@ -4,7 +4,6 @@
|
|||
#include "ObjectProtocols.h"
|
||||
#include "PlayerProtocols.h"
|
||||
#include "LobbyProtocols.h"
|
||||
#include "ControlProtocols.h"
|
||||
#include "GameplayProtocols.h"
|
||||
#include "GeneralProtocols.h"
|
||||
|
||||
#endif // !GAMEPROTOCOLS_GAMEPROTOCOLS_H
|
||||
|
|
Some files were not shown because too many files have changed in this diff Show More
Loading…
Reference in New Issue