GL - merge done
This commit is contained in:
commit
0c8783ba84
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@ -13,7 +13,7 @@ using namespace GameLogic;
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static int gameClientIDCount = 1;
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GameClient::GameClient(SmartPointer<LobbyClient> client, Game::PlayerData player, Oyster::Callback::OysterCallback<void, NetworkSession::NetEvent> value)
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GameClient::GameClient(SmartPointer<LobbyClient> client, Game::PlayerData* player, Oyster::Callback::OysterCallback<void, NetworkSession::NetEvent> value)
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{
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this->callbackValue = value;
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this->client = client;
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@ -28,8 +28,7 @@ GameClient::GameClient(SmartPointer<LobbyClient> client, Game::PlayerData player
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GameClient::~GameClient()
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{
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if(this->client) this->client->Disconnect();
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this->player.playerID = 0;
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this->player.teamID = 0;
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this->player = 0;
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this->id = -1;
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}
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@ -40,13 +39,12 @@ void GameClient::SetCallback(Oyster::Callback::OysterCallback<void, NetworkSessi
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GameLogic::Game::PlayerData* GameClient::GetPlayer()
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{
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return &this->player;
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return this->player;
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}
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GameLogic::Game::PlayerData GameClient::ReleasePlayer()
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GameLogic::Game::PlayerData* GameClient::ReleasePlayer()
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{
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GameLogic::Game::PlayerData temp = this->player;
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this->player.playerID = 0;
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this->player.teamID = 0;
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GameLogic::Game::PlayerData *temp = this->player;
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this->player = 0;
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return temp;
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}
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LobbyClient* GameClient::GetClient() const
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@ -13,14 +13,15 @@ namespace DanBias
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class GameClient: Oyster::Callback::CallbackObject<void, NetworkSession::NetEvent>
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{
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public:
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GameClient(Utility::DynamicMemory::SmartPointer<LobbyClient> client, GameLogic::Game::PlayerData player, Oyster::Callback::OysterCallback<void, NetworkSession::NetEvent> value);
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GameClient(Utility::DynamicMemory::SmartPointer<LobbyClient> client, GameLogic::Game::PlayerData* player, Oyster::Callback::OysterCallback<void, NetworkSession::NetEvent> value);
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virtual~GameClient();
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void SetCallback(Oyster::Callback::OysterCallback<void, NetworkSession::NetEvent> value);
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//GameLogic::Player* GetPlayer();
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/* */
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GameLogic::Game::PlayerData* GetPlayer();
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GameLogic::Game::PlayerData ReleasePlayer();
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GameLogic::Game::PlayerData* ReleasePlayer();
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LobbyClient* GetClient() const;
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Utility::DynamicMemory::SmartPointer<LobbyClient> ReleaseClient();
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@ -28,7 +29,7 @@ namespace DanBias
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private:
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//Utility::DynamicMemory::SmartPointer<GameLogic::Player> player;
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GameLogic::Game::PlayerData player;
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GameLogic::Game::PlayerData* player;
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Utility::DynamicMemory::SmartPointer<LobbyClient> client;
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Oyster::Callback::OysterCallback<void, NetworkSession::NetEvent> callbackValue;
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int id;
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@ -12,6 +12,7 @@
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#include <PostBox\IPostBox.h>
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#include <Thread\OysterThread.h>
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#include <Game.h>
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#include <Queue.h>
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namespace DanBias
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{
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@ -30,6 +31,19 @@ namespace DanBias
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Utility::DynamicMemory::DynamicArray<Utility::DynamicMemory::SmartPointer<LobbyClient>> clients;
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};
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struct GameSessionEvent
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{
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union EventData
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{
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GameLogic::Game::PlayerData* player;
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} data;
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enum EventType
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{
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EventType_Player,
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EventType_DynamicObject,
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} value;
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};
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public:
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GameSession();
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virtual~GameSession();
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@ -74,6 +88,8 @@ namespace DanBias
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void SendToOwner(DanBias::GameClient* obj);
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//Do a cleanup on all the private data
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void Clean();
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//Update game objects if needed
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void UpdateGameObjects();
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//Private member variables
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private:
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@ -83,9 +99,9 @@ namespace DanBias
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Oyster::Thread::OysterThread worker;
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GameLogic::Game gameInstance;
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NetworkSession* owner;
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Utility::WinTimer timer;
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bool isCreated;
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bool isRunning;
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Utility::Container::Queue<GameSessionEvent> modifiedClient;
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private:
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friend class AdminInterface;
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@ -38,6 +38,10 @@ namespace DanBias
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void GameSession::ParseGameplayEvent(Oyster::Network::CustomNetProtocol& p, DanBias::GameClient* c)
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{
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GameSessionEvent e;
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e.data.player = c->GetPlayer();
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e.value = GameSessionEvent::EventType_Player;
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switch (p[protocol_INDEX_ID].value.netShort)
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{
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case protocol_Gameplay_PlayerNavigation:
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@ -45,22 +49,17 @@ namespace DanBias
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Oyster::Math::Float4x4 world = Oyster::Math::Matrix::identity;
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if(p[1].value.netBool) //bool bForward;
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world.v[3].x = 2;
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//c->GetPlayer()->Move(GameLogic::PLAYER_MOVEMENT_FORWARD);
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//world.v[3].x = 2;
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c->GetPlayer()->Move(GameLogic::PLAYER_MOVEMENT_FORWARD);
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if(p[2].value.netBool) //bool bBackward;
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world.v[3].x = -2;
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//c->GetPlayer()->Move(GameLogic::PLAYER_MOVEMENT_BACKWARD);
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//world.v[3].x = -2;
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c->GetPlayer()->Move(GameLogic::PLAYER_MOVEMENT_BACKWARD);
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if(p[5].value.netBool) //bool bStrafeRight;
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world.v[3].y = 2;
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//c->GetPlayer()->Move(GameLogic::PLAYER_MOVEMENT_RIGHT);
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//world.v[3].y = 2;
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c->GetPlayer()->Move(GameLogic::PLAYER_MOVEMENT_RIGHT);
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if(p[6].value.netBool) //bool bStrafeLeft;
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world.v[3].y = -2;
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//c->GetPlayer()->Move(GameLogic::PLAYER_MOVEMENT_LEFT);
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Protocol_ObjectPosition res(world, 0);
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Send(res.GetProtocol());
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//world.v[3].y = -2;
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c->GetPlayer()->Move(GameLogic::PLAYER_MOVEMENT_LEFT);
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}
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break;
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case protocol_Gameplay_PlayerMouseMovement:
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@ -76,6 +75,8 @@ namespace DanBias
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break;
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}
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this->modifiedClient.Push(e);
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}
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void GameSession::ParseGeneralEvent(Oyster::Network::CustomNetProtocol& p, DanBias::GameClient* c)
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@ -93,7 +93,7 @@ namespace DanBias
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{
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if(dissconnectClients)
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{
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for (int i = 0; i < this->clients.Size(); i++)
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for (unsigned int i = 0; i < this->clients.Size(); i++)
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{
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this->clients[i]->GetClient()->Disconnect();
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}
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@ -143,7 +143,7 @@ namespace DanBias
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}
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else
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{
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for (int i = 0; i < this->clients.Size(); i++)
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for (unsigned int i = 0; i < this->clients.Size(); i++)
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{
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if(this->clients[i])
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{
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@ -20,10 +20,6 @@ namespace DanBias
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{
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bool GameSession::DoWork( )
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{
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this->gameInstance.NewFrame();
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this->ParseEvents();
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if(GetAsyncKeyState(VK_UP))
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{
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Protocol_General_Status p(Protocol_General_Status::States_ready);
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@ -38,8 +34,30 @@ namespace DanBias
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Sleep(100);
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}
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this->ParseEvents();
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this->gameInstance.NewFrame();
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this->UpdateGameObjects();
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return this->isRunning;
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}
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void GameSession::UpdateGameObjects()
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{
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while(!this->modifiedClient.IsEmpty())
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{
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//There is something that needs update
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GameSessionEvent e = this->modifiedClient.Pop();
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switch (e.value)
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{
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case GameSessionEvent::EventType_Player:
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//e.data.player->GetOrientation();
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break;
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}
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}
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}
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}//End namespace DanBias
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@ -2,24 +2,61 @@
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#include "Player.h"
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#include "Level.h"
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#include <DynamicArray.h>
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#include <GID.h>
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#include <PhysicsAPI.h>
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#include <WinTimer.h>
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using namespace GameLogic;
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using namespace Utility::DynamicMemory;
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using namespace Oyster::Physics;
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#define DELTA_TIME 0.01666666666666666666666666666667f
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template<typename T>
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int InsertObject(DynamicArray<T*>& list, T* obj)
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{
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for (unsigned int i = 0; i < list.Size(); i++)
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{
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if(!list[i])
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{
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list[i] = obj;
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return i;
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}
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}
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list.Push(obj);
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return list.Size() - 1;
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}
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template<typename T>
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int RemoveObject(DynamicArray<T*>& list, T* obj)
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{
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for (unsigned int i = 0; i < list.Size(); i++)
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{
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if(!list[i])
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{
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list[i] = obj;
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return i;
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}
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}
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list.Push(obj);
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return list.Size() - 1;
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}
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struct Game::PrivateData
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{
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PrivateData()
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{
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}
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{ }
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~PrivateData()
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{
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for (unsigned int i = 0; i < players.Size(); i++)
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{
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this->players[i]->player = 0;
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}
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}
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//DynamicArray<SmartPointer<Player>> players;
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DynamicArray<SmartPointer<PlayerData>> players;
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DynamicArray<PlayerData*> players;
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SmartPointer<Level> level;
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Utility::WinTimer timer;
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}myData;
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@ -37,33 +74,18 @@ Game::~Game(void)
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}
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}
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void Game::PlayerUseWeapon(int playerID, const WEAPON_FIRE &Usage)
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void Game::GetAllPlayerPositions() const
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{
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}
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void Game::GetPlayerPos(int playerID)
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Game::PlayerData* Game::CreatePlayer()
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{
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}
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void Game::GetAllPlayerPos()
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{
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}
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Game::PlayerData Game::CreatePlayer()
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{
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//SmartPointer<Player> newPlayer = new Player();
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//myData->players.Push(newPlayer);
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return PlayerData();
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Player *newPlayer = new Player();
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PlayerData *newPdata = new PlayerData();
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newPdata->player = newPlayer;
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int id = InsertObject(this->myData->players, newPdata);
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return this->myData->players[id];
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}
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void Game::CreateTeam()
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@ -73,5 +95,25 @@ void Game::CreateTeam()
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void Game::NewFrame()
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{
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double dt = this->myData->timer.getElapsedSeconds();
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//60 fps sec is currently staticly
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if(dt >= DELTA_TIME)
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{
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for (int i = 0; i < this->myData->players.Size(); i++)
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{
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if(this->myData->players[i]->player)
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this->myData->players[i]->player->BeginFrame();
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}
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API::Instance().Update();
|
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for (int i = 0; i < this->myData->players.Size(); i++)
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{
|
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if(this->myData->players[i]->player)
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this->myData->players[i]->player->EndFrame();
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}
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this->myData->timer.reset();
|
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}
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}
|
|
@ -1,76 +1,83 @@
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/////////////////////////////////////////////////////////////////////
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// Created by [Erik Persson] [2013]
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/////////////////////////////////////////////////////////////////////
|
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|
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#ifndef GAME_H
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#define GAME_H
|
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|
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#include "GameLogicDef.h"
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#include "GameLogicStates.h"
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#include <OysterMath.h>
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|
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namespace GameLogic
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{
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class Player;
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class Game
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class DANBIAS_GAMELOGIC_DLL Game
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{
|
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|
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public:
|
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struct PlayerData
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struct DANBIAS_GAMELOGIC_DLL PlayerData
|
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{
|
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private:
|
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friend class Game;
|
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Player *player;
|
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|
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PlayerData();
|
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PlayerData(int playerID,int teamID);
|
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~PlayerData();
|
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|
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public:
|
||||
|
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int playerID;
|
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int teamID;
|
||||
|
||||
|
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PlayerData();
|
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|
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PlayerData(int playerID,int teamID);
|
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|
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|
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~PlayerData()
|
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{
|
||||
|
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}
|
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|
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/********************************************************
|
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* Moves the chosen player based on input
|
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* @param playerID: ID of the player you want to recieve the message
|
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* @param movement: enum value on what kind of action is to be taken
|
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********************************************************/
|
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void MovePlayer(const PLAYER_MOVEMENT &movement);
|
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void Move(const PLAYER_MOVEMENT &movement);
|
||||
|
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/********************************************************
|
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* Uses the chosen players weapon based on input
|
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* @param playerID: ID of the player you want to recieve the message
|
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* @param Usage: enum value on what kind of action is to be taken
|
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********************************************************/
|
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void UseWeapon(int playerID, const WEAPON_FIRE &Usage);
|
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|
||||
/********************************************************
|
||||
* Gets players position
|
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* @param playerID: ID of the player whos position you want
|
||||
********************************************************/
|
||||
Oyster::Math::Float3 GetPosition();
|
||||
|
||||
/********************************************************
|
||||
* Gets players current orientation
|
||||
* @param playerID: ID of the player whos position you want
|
||||
********************************************************/
|
||||
Oyster::Math::Float4x4 GetOrientation();
|
||||
|
||||
/********************************************************
|
||||
* Check player state
|
||||
* @return The current player state
|
||||
********************************************************/
|
||||
PLAYER_STATE GetState() const;
|
||||
|
||||
/***/
|
||||
int GetID() const;
|
||||
|
||||
/***/
|
||||
int GetTeamID() const;
|
||||
};
|
||||
|
||||
public:
|
||||
Game(void);
|
||||
~Game(void);
|
||||
|
||||
|
||||
|
||||
|
||||
/********************************************************
|
||||
* Uses the chosen players weapon based on input
|
||||
* @param playerID: ID of the player you want to recieve the message
|
||||
* @param Usage: enum value on what kind of action is to be taken
|
||||
********************************************************/
|
||||
void PlayerUseWeapon(int playerID, const WEAPON_FIRE &Usage);
|
||||
|
||||
/********************************************************
|
||||
* Gets a specific players position
|
||||
* @param playerID: ID of the player whos position you want
|
||||
********************************************************/
|
||||
void GetPlayerPos(int playerID);
|
||||
|
||||
/********************************************************
|
||||
* Gets the position of all players currently in the game
|
||||
********************************************************/
|
||||
void GetAllPlayerPos();
|
||||
void GetAllPlayerPositions() const;
|
||||
|
||||
/********************************************************
|
||||
* Creates a player and returns PlayerData containing ID of the player
|
||||
********************************************************/
|
||||
PlayerData CreatePlayer();
|
||||
PlayerData* CreatePlayer();
|
||||
|
||||
/********************************************************
|
||||
* Creates a team
|
||||
|
@ -82,7 +89,6 @@ namespace GameLogic
|
|||
********************************************************/
|
||||
void NewFrame();
|
||||
|
||||
|
||||
private:
|
||||
struct PrivateData;
|
||||
PrivateData *myData;
|
||||
|
|
|
@ -16,6 +16,8 @@ namespace GameLogic
|
|||
PLAYER_STATE_JUMPING = 0,
|
||||
PLAYER_STATE_WALKING = 1,
|
||||
PLAYER_STATE_IDLE = 2,
|
||||
PLAYER_STATE_DEAD = 4,
|
||||
PLAYER_STATE_INVALID = 8,
|
||||
};
|
||||
|
||||
enum OBJECT_TYPE
|
||||
|
@ -37,7 +39,7 @@ namespace GameLogic
|
|||
|
||||
enum WEAPON_STATE
|
||||
{
|
||||
WEAPON_STATE_FIREING = 0,
|
||||
WEAPON_STATE_FIRING = 0,
|
||||
WEAPON_STATE_IDLE = 1,
|
||||
WEAPON_STATE_RELOADING = 2,
|
||||
};
|
||||
|
|
|
@ -7,8 +7,40 @@ Game::PlayerData::PlayerData()
|
|||
{
|
||||
|
||||
}
|
||||
|
||||
void Game::PlayerData::MovePlayer(const PLAYER_MOVEMENT &movement)
|
||||
Game::PlayerData::PlayerData(int playerID,int teamID)
|
||||
{
|
||||
|
||||
}
|
||||
Game::PlayerData::~PlayerData()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void Game::PlayerData::Move(const PLAYER_MOVEMENT &movement)
|
||||
{
|
||||
this->player->Move(movement);
|
||||
}
|
||||
void Game::PlayerData::UseWeapon(int playerID, const WEAPON_FIRE &Usage)
|
||||
{
|
||||
|
||||
}
|
||||
Oyster::Math::Float3 Game::PlayerData::GetPosition()
|
||||
{
|
||||
return this->player->GetPosition();
|
||||
}
|
||||
Oyster::Math::Float4x4 Game::PlayerData::GetOrientation()
|
||||
{
|
||||
return this->player->GetOrientation();
|
||||
}
|
||||
PLAYER_STATE Game::PlayerData::GetState() const
|
||||
{
|
||||
return this->player->GetState();
|
||||
}
|
||||
int Game::PlayerData::GetID() const
|
||||
{
|
||||
return this->player->GetID();
|
||||
}
|
||||
int Game::PlayerData::GetTeamID() const
|
||||
{
|
||||
return this->player->GetTeamID();
|
||||
}
|
|
@ -16,15 +16,13 @@ Object::Object()
|
|||
//sbDesc.centerPosition =
|
||||
|
||||
//poi
|
||||
ICustomBody* temp = rigidBody = API::Instance().CreateRigidBody(sbDesc).Release();
|
||||
ICustomBody* rigidBody = API::Instance().CreateRigidBody(sbDesc).Release();
|
||||
|
||||
//rigidBody->gameObjectRef = this;
|
||||
|
||||
this->objectID = GID();
|
||||
|
||||
this->type = OBJECT_TYPE::OBJECT_TYPE_UNKNOWN;
|
||||
|
||||
rigidBody->GetState(state);
|
||||
}
|
||||
|
||||
Object::Object(void* collisionFunc, OBJECT_TYPE type)
|
||||
|
@ -42,8 +40,6 @@ Object::Object(void* collisionFunc, OBJECT_TYPE type)
|
|||
this->objectID = GID();
|
||||
|
||||
this->type = type;
|
||||
|
||||
rigidBody->GetState(state);
|
||||
}
|
||||
|
||||
|
||||
|
@ -52,11 +48,11 @@ Object::~Object(void)
|
|||
|
||||
}
|
||||
|
||||
OBJECT_TYPE Object::GetType()
|
||||
OBJECT_TYPE Object::GetType() const
|
||||
{
|
||||
return this->type;
|
||||
}
|
||||
int Object::GetID()
|
||||
int Object::GetID() const
|
||||
{
|
||||
return this->objectID;
|
||||
}
|
||||
|
|
|
@ -19,8 +19,8 @@ namespace GameLogic
|
|||
Object(void* collisionFunc, OBJECT_TYPE type);
|
||||
~Object(void);
|
||||
|
||||
OBJECT_TYPE GetType();
|
||||
int GetID();
|
||||
OBJECT_TYPE GetType() const;
|
||||
int GetID() const;
|
||||
|
||||
Oyster::Physics::ICustomBody* GetRigidBody();
|
||||
|
||||
|
@ -29,7 +29,8 @@ namespace GameLogic
|
|||
int objectID;
|
||||
protected:
|
||||
Oyster::Physics::ICustomBody *rigidBody;
|
||||
Oyster::Physics::ICustomBody::State state;
|
||||
Oyster::Physics::ICustomBody::State setState;
|
||||
Oyster::Physics::ICustomBody::State getState;
|
||||
|
||||
};
|
||||
|
||||
|
|
|
@ -1,49 +1,26 @@
|
|||
|
||||
#include "Player.h"
|
||||
#include "OysterMath.h"
|
||||
#include "CollisionManager.h"
|
||||
#include "Weapon.h"
|
||||
|
||||
using namespace GameLogic;
|
||||
using namespace Oyster::Physics;
|
||||
|
||||
struct Player::PrivateData
|
||||
{
|
||||
PrivateData()
|
||||
{
|
||||
weapon = new Weapon();
|
||||
|
||||
life = 100;
|
||||
teamID = -1;
|
||||
playerState = PLAYER_STATE::PLAYER_STATE_IDLE;
|
||||
|
||||
lookDir = Oyster::Math::Float4(1,0,0,0);
|
||||
}
|
||||
|
||||
~PrivateData()
|
||||
{
|
||||
if (weapon)
|
||||
{
|
||||
delete weapon;
|
||||
}
|
||||
}
|
||||
|
||||
int life;
|
||||
int teamID;
|
||||
Weapon *weapon;
|
||||
PLAYER_STATE playerState;
|
||||
Oyster::Math::Float4 lookDir;
|
||||
|
||||
}myData;
|
||||
|
||||
Player::Player()
|
||||
:Object(CollisionManager::PlayerCollision, OBJECT_TYPE::OBJECT_TYPE_PLAYER)
|
||||
{
|
||||
myData = new PrivateData();
|
||||
weapon = new Weapon();
|
||||
|
||||
life = 100;
|
||||
teamID = -1;
|
||||
playerState = PLAYER_STATE::PLAYER_STATE_IDLE;
|
||||
lookDir = Oyster::Math::Float4(1,0,0,0);
|
||||
}
|
||||
|
||||
Player::~Player(void)
|
||||
{
|
||||
delete myData;
|
||||
delete weapon;
|
||||
|
||||
weapon = NULL;
|
||||
}
|
||||
|
||||
|
||||
|
@ -75,36 +52,36 @@ void Player::Move(const PLAYER_MOVEMENT &movement)
|
|||
|
||||
void Player::MoveForward()
|
||||
{
|
||||
state.ApplyLinearImpulse(myData->lookDir * 100);
|
||||
setState.ApplyLinearImpulse(this->lookDir * 100);
|
||||
}
|
||||
void Player::MoveBackwards()
|
||||
{
|
||||
state.ApplyLinearImpulse(-myData->lookDir * 100);
|
||||
setState.ApplyLinearImpulse(-this->lookDir * 100);
|
||||
}
|
||||
void Player::MoveRight()
|
||||
{
|
||||
//Do cross product with forward vector and negative gravity vector
|
||||
Oyster::Math::Float4 r = (-rigidBody->GetGravityNormal()).Cross((Oyster::Math::Float3)myData->lookDir);
|
||||
state.ApplyLinearImpulse(r * 100);
|
||||
Oyster::Math::Float4 r = (-rigidBody->GetGravityNormal()).Cross((Oyster::Math::Float3)this->lookDir);
|
||||
setState.ApplyLinearImpulse(r * 100);
|
||||
}
|
||||
void Player::MoveLeft()
|
||||
{
|
||||
//Do cross product with forward vector and negative gravity vector
|
||||
Oyster::Math::Float4 r = -(-rigidBody->GetGravityNormal()).Cross((Oyster::Math::Float3)myData->lookDir);
|
||||
state.ApplyLinearImpulse(-r * 100);
|
||||
Oyster::Math::Float4 r = -(-rigidBody->GetGravityNormal()).Cross((Oyster::Math::Float3)this->lookDir);
|
||||
setState.ApplyLinearImpulse(-r * 100);
|
||||
}
|
||||
|
||||
void Player::UseWeapon(const WEAPON_FIRE &Usage)
|
||||
{
|
||||
myData->weapon->Use(Usage);
|
||||
this->weapon->Use(Usage);
|
||||
}
|
||||
|
||||
void Player::Respawn(Oyster::Math::Float3 spawnPoint)
|
||||
{
|
||||
|
||||
myData->life = 100;
|
||||
myData->playerState = PLAYER_STATE::PLAYER_STATE_IDLE;
|
||||
myData->lookDir = Oyster::Math::Float4(1,0,0);
|
||||
this->life = 100;
|
||||
this->playerState = PLAYER_STATE::PLAYER_STATE_IDLE;
|
||||
this->lookDir = Oyster::Math::Float4(1,0,0);
|
||||
}
|
||||
|
||||
void Player::Jump()
|
||||
|
@ -114,33 +91,48 @@ void Player::Jump()
|
|||
|
||||
bool Player::IsWalking()
|
||||
{
|
||||
return (myData->playerState == PLAYER_STATE::PLAYER_STATE_WALKING);
|
||||
return (this->playerState == PLAYER_STATE::PLAYER_STATE_WALKING);
|
||||
}
|
||||
bool Player::IsJumping()
|
||||
{
|
||||
return (myData->playerState == PLAYER_STATE::PLAYER_STATE_JUMPING);
|
||||
return (this->playerState == PLAYER_STATE::PLAYER_STATE_JUMPING);
|
||||
}
|
||||
bool Player::IsIdle()
|
||||
{
|
||||
return (myData->playerState == PLAYER_STATE::PLAYER_STATE_IDLE);
|
||||
return (this->playerState == PLAYER_STATE::PLAYER_STATE_IDLE);
|
||||
}
|
||||
|
||||
Oyster::Math::Float3 Player::GetPos()
|
||||
Oyster::Math::Float3 Player::GetPosition() const
|
||||
{
|
||||
return (Oyster::Math::Float3)state.GetCenterPosition();
|
||||
return (Oyster::Math::Float3)getState.GetCenterPosition();
|
||||
}
|
||||
|
||||
Oyster::Math::Float3 Player::GetLookDir()
|
||||
Oyster::Math::Float4x4 Player::GetOrientation() const
|
||||
{
|
||||
return myData->lookDir.xyz;
|
||||
return this->getState.GetOrientation();
|
||||
}
|
||||
|
||||
int Player::GetTeamID()
|
||||
Oyster::Math::Float3 Player::GetLookDir() const
|
||||
{
|
||||
return myData->teamID;
|
||||
return this->lookDir.xyz;
|
||||
}
|
||||
int Player::GetTeamID() const
|
||||
{
|
||||
return this->teamID;
|
||||
}
|
||||
PLAYER_STATE Player::GetState() const
|
||||
{
|
||||
return this->playerState;
|
||||
}
|
||||
|
||||
void Player::DamageLife(int damage)
|
||||
{
|
||||
myData->life -= damage;
|
||||
this->life -= damage;
|
||||
}
|
||||
|
||||
void Player::BeginFrame()
|
||||
{
|
||||
this->rigidBody->SetState(this->setState);
|
||||
}
|
||||
void Player::EndFrame()
|
||||
{
|
||||
this->rigidBody->GetState(this->getState);
|
||||
}
|
|
@ -3,13 +3,18 @@
|
|||
//////////////////////////////////////////////////
|
||||
#ifndef PLAYER_H
|
||||
#define PLAYER_H
|
||||
|
||||
#include "GameLogicStates.h"
|
||||
#include "OysterMath.h"
|
||||
#include "Object.h"
|
||||
#include "OysterMath.h"
|
||||
#include "CollisionManager.h"
|
||||
|
||||
|
||||
|
||||
namespace GameLogic
|
||||
{
|
||||
class Weapon;
|
||||
class Player : public Object
|
||||
{
|
||||
|
||||
|
@ -45,18 +50,28 @@ namespace GameLogic
|
|||
bool IsJumping();
|
||||
bool IsIdle();
|
||||
|
||||
Oyster::Math::Float3 GetPos();
|
||||
Oyster::Math::Float3 GetLookDir();
|
||||
int GetTeamID();
|
||||
Oyster::Math::Float3 GetPosition() const;
|
||||
Oyster::Math::Float3 GetLookDir() const;
|
||||
Oyster::Math::Float4x4 GetOrientation() const;
|
||||
int GetTeamID() const;
|
||||
PLAYER_STATE GetState() const;
|
||||
|
||||
void DamageLife(int damage);
|
||||
|
||||
private:
|
||||
//Do frame calculations
|
||||
void BeginFrame();
|
||||
void EndFrame();
|
||||
|
||||
void Jump();
|
||||
private:
|
||||
struct PrivateData;
|
||||
PrivateData *myData;
|
||||
void Jump();
|
||||
|
||||
private:
|
||||
int life;
|
||||
int teamID;
|
||||
Weapon *weapon;
|
||||
PLAYER_STATE playerState;
|
||||
Oyster::Math::Float4 lookDir;
|
||||
|
||||
};
|
||||
}
|
||||
#endif
|
|
@ -54,7 +54,7 @@ void TeamManager::RespawnPlayerRandom(Player *player)
|
|||
|
||||
Player *respawnOnThis = myData->teams[teamID]->GetPlayer(0);
|
||||
|
||||
player->Respawn(respawnOnThis->GetPos());
|
||||
player->Respawn(respawnOnThis->GetPosition());
|
||||
}
|
||||
|
||||
void TeamManager::CreateTeam(int teamSize)
|
||||
|
|
|
@ -68,7 +68,7 @@ void Weapon::Use(const WEAPON_FIRE &fireInput)
|
|||
********************************************************/
|
||||
bool Weapon::IsFireing()
|
||||
{
|
||||
return (myData->weaponState == WEAPON_STATE::WEAPON_STATE_FIREING);
|
||||
return (myData->weaponState == WEAPON_STATE::WEAPON_STATE_FIRING);
|
||||
}
|
||||
|
||||
bool Weapon::IsIdle()
|
||||
|
|
|
@ -1,13 +1,13 @@
|
|||
#ifndef I_QUEUE_H
|
||||
#define I_QUEUE_H
|
||||
#ifndef MISC_I_QUEUE_H
|
||||
#define MISC_I_QUEUE_H
|
||||
|
||||
/////////////////////////////////
|
||||
// Created by Sam Svensson 2013//
|
||||
/////////////////////////////////
|
||||
|
||||
namespace Oyster
|
||||
namespace Utility
|
||||
{
|
||||
namespace Queue
|
||||
namespace Container
|
||||
{
|
||||
template <typename Type>
|
||||
class IQueue
|
||||
|
@ -18,16 +18,13 @@ namespace Oyster
|
|||
//standard operations of the std::queue
|
||||
//---------------------------------------------
|
||||
virtual ~IQueue() {};
|
||||
virtual void Push( Type item ) = 0;
|
||||
virtual Type Pop() = 0;
|
||||
|
||||
virtual Type Front() = 0;
|
||||
virtual Type Back() = 0;
|
||||
|
||||
virtual int Size() = 0;
|
||||
virtual bool IsEmpty() = 0;
|
||||
|
||||
virtual void Swap( IQueue<Type> &queue ) = 0;
|
||||
virtual void Push( Type item ) = 0;
|
||||
virtual Type Pop() = 0;
|
||||
virtual Type Front() = 0;
|
||||
virtual Type Back() = 0;
|
||||
virtual int Size() = 0;
|
||||
virtual bool IsEmpty() = 0;
|
||||
virtual void Swap( IQueue<Type> &queue ) = 0;
|
||||
};
|
||||
}
|
||||
}
|
||||
|
|
|
@ -162,6 +162,7 @@
|
|||
<ClInclude Include="OysterCallback.h" />
|
||||
<ClInclude Include="PostBox\IPostBox.h" />
|
||||
<ClInclude Include="PostBox\PostBox.h" />
|
||||
<ClInclude Include="Queue.h" />
|
||||
<ClInclude Include="Resource\OysterResource.h" />
|
||||
<ClInclude Include="Resource\OResource.h" />
|
||||
<ClInclude Include="ThreadSafeQueue.h" />
|
||||
|
|
|
@ -101,5 +101,8 @@
|
|||
<ClInclude Include="OysterCallback.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="Queue.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
</ItemGroup>
|
||||
</Project>
|
|
@ -24,7 +24,8 @@ namespace Oyster
|
|||
virtual bool IsEmpty();
|
||||
|
||||
private:
|
||||
Oyster::Queue::ThreadSafeQueue<T> messages;
|
||||
Utility::Container::ThreadSafeQueue<T> messages;
|
||||
//Utility::Container::ThreadSafeQueue<T> messages;
|
||||
|
||||
};
|
||||
|
||||
|
|
|
@ -0,0 +1,181 @@
|
|||
#ifndef MISC_QUEUE_H
|
||||
#define MISC_QUEUE_H
|
||||
|
||||
////////////////////////////////////////////
|
||||
// Created by Sam Svensson 2013
|
||||
/////////////////////////////////////////////
|
||||
|
||||
#include "IQueue.h"
|
||||
|
||||
namespace Utility
|
||||
{
|
||||
namespace Container
|
||||
{
|
||||
template <typename Type>
|
||||
class Queue : public IQueue<Type>
|
||||
{
|
||||
public:
|
||||
Queue<Type>();
|
||||
virtual ~Queue<Type>();
|
||||
|
||||
virtual void Push( Type item );
|
||||
virtual Type Pop();
|
||||
|
||||
virtual Type Front();
|
||||
virtual Type Back();
|
||||
|
||||
virtual int Size();
|
||||
virtual bool IsEmpty();
|
||||
virtual void Swap( IQueue<Type> &queue );
|
||||
|
||||
private:
|
||||
class Node
|
||||
{
|
||||
public:
|
||||
Type item;
|
||||
Node *next;
|
||||
Node(Type item){ this->item = item; this->next = NULL; };
|
||||
~Node() {};
|
||||
};
|
||||
|
||||
Node *front;
|
||||
Node *back;
|
||||
int nrOfNodes;
|
||||
};
|
||||
|
||||
|
||||
|
||||
|
||||
//----------------------------------------------
|
||||
//implemented template functions
|
||||
//----------------------------------------------
|
||||
|
||||
template < typename Type >
|
||||
Queue<Type>::Queue()
|
||||
{
|
||||
this->front = NULL;
|
||||
this->back = NULL;
|
||||
this->nrOfNodes = 0;
|
||||
|
||||
}
|
||||
|
||||
template < typename Type >
|
||||
Queue<Type>::~Queue()
|
||||
{
|
||||
if(!nrOfNodes) return;
|
||||
|
||||
if(this->front != NULL)
|
||||
{
|
||||
Node *destroyer;
|
||||
Node *walker = this->front;
|
||||
|
||||
for(int i = 0; i < this->nrOfNodes; i++)
|
||||
{
|
||||
destroyer = walker;
|
||||
walker = walker->next;
|
||||
|
||||
delete destroyer;
|
||||
}
|
||||
|
||||
this->front = NULL;
|
||||
this->back = NULL;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
template < typename Type >
|
||||
void Queue<Type>::Push(Type item)
|
||||
{
|
||||
Node *e = new Node(item);
|
||||
|
||||
if(this->front != NULL)
|
||||
{
|
||||
this->back->next = e;
|
||||
this->back = e;
|
||||
}
|
||||
|
||||
else
|
||||
{
|
||||
this->front = e;
|
||||
this->back = e;
|
||||
}
|
||||
|
||||
this->nrOfNodes++;
|
||||
}
|
||||
|
||||
template < typename Type >
|
||||
Type Queue<Type>::Pop()
|
||||
{
|
||||
Type item = this->front->item;
|
||||
Node *destroyer = this->front;
|
||||
this->front = front->next;
|
||||
|
||||
delete destroyer;
|
||||
this->nrOfNodes--;
|
||||
|
||||
if(nrOfNodes == 0)
|
||||
{
|
||||
this->front = NULL;
|
||||
this->back = NULL;
|
||||
}
|
||||
|
||||
return item;
|
||||
}
|
||||
|
||||
template < typename Type >
|
||||
Type Queue<Type>::Front()
|
||||
{
|
||||
Type temp = this->front->item;
|
||||
|
||||
return temp;
|
||||
|
||||
}
|
||||
|
||||
template < typename Type >
|
||||
Type Queue<Type>::Back()
|
||||
{
|
||||
Type temp = this->back->item;
|
||||
return temp;
|
||||
}
|
||||
|
||||
template < typename Type >
|
||||
int Queue<Type>::Size()
|
||||
{
|
||||
int size = this->nrOfNodes;
|
||||
return size;
|
||||
|
||||
}
|
||||
|
||||
template < typename Type >
|
||||
bool Queue<Type>::IsEmpty()
|
||||
{
|
||||
if(nrOfNodes == 0 || this->front == NULL)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
template < typename Type >
|
||||
void Queue<Type>::Swap(IQueue<Type> &queue )
|
||||
{
|
||||
int prevNrOfNodes = this->nrOfNodes;
|
||||
int size = queue.Size();
|
||||
|
||||
for(int i = 0; i < size; i++)
|
||||
{
|
||||
this->Push(queue.Pop());
|
||||
}
|
||||
|
||||
for(int i = 0; i < prevNrOfNodes; i++)
|
||||
{
|
||||
queue.Push(this->Pop());
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
|
@ -10,11 +10,10 @@
|
|||
/////////////////////////////////////////////
|
||||
|
||||
#include "IQueue.h"
|
||||
#include "Thread/OysterMutex.h"
|
||||
|
||||
namespace Oyster
|
||||
namespace Utility
|
||||
{
|
||||
namespace Queue
|
||||
namespace Container
|
||||
{
|
||||
template <typename Type>
|
||||
class ThreadSafeQueue : public IQueue<Type>
|
||||
|
|
|
@ -211,5 +211,14 @@ int Connection::InitiateSocket()
|
|||
return WSAGetLastError();
|
||||
}
|
||||
|
||||
int flag = 1;
|
||||
int result = setsockopt(this->socket, /* socket affected */
|
||||
IPPROTO_TCP, /* set option at TCP level */
|
||||
TCP_NODELAY, /* name of option */
|
||||
(char *) &flag, /* the cast is historical cruft */
|
||||
sizeof(int)); /* length of option value */
|
||||
if (result < 0)
|
||||
return -1;
|
||||
|
||||
return 0;
|
||||
}
|
|
@ -27,7 +27,7 @@ namespace Oyster
|
|||
virtual bool IsFull();
|
||||
|
||||
private:
|
||||
Oyster::Queue::ThreadSafeQueue<T> messages;
|
||||
Utility::Container::ThreadSafeQueue<T> messages;
|
||||
|
||||
};
|
||||
|
||||
|
|
|
@ -4,6 +4,7 @@
|
|||
#include <iostream>
|
||||
using namespace Oyster::Network;
|
||||
using namespace Oyster::Thread;
|
||||
using namespace Utility::Container;
|
||||
using namespace Utility::DynamicMemory;
|
||||
|
||||
ThreadedClient::ThreadedClient()
|
||||
|
|
Loading…
Reference in New Issue