diff --git a/Code/Game/GameClient/DanBiasGame_Impl.cpp b/Code/Game/GameClient/DanBiasGame_Impl.cpp
index 392e917f..81650049 100644
--- a/Code/Game/GameClient/DanBiasGame_Impl.cpp
+++ b/Code/Game/GameClient/DanBiasGame_Impl.cpp
@@ -99,9 +99,6 @@ namespace DanBias
data.timer.reset();
Graphics::API::Update( dt );
-
- if(data.networkClient.IsConnected())
- data.networkClient.Update();
data.capFrame += dt;
if(data.capFrame > 0.03)
@@ -118,6 +115,9 @@ namespace DanBias
data.capFrame = 0;
}
+ if(data.networkClient.IsConnected())
+ data.networkClient.Update();
+
}
return DanBiasClientReturn_Success;
}
diff --git a/Code/Game/GameClient/GameClient.vcxproj b/Code/Game/GameClient/GameClient.vcxproj
index a87f61e4..3daafff3 100644
--- a/Code/Game/GameClient/GameClient.vcxproj
+++ b/Code/Game/GameClient/GameClient.vcxproj
@@ -112,7 +112,7 @@
Windows
true
%(AdditionalDependencies)
- NetworkAPI_$(PlatformShortName)D.dll;OysterGraphics_$(PlatformShortName)D.dll;%(DelayLoadDLLs)
+ NetworkAPI_$(PlatformShortName)D.dll;OysterGraphics_$(PlatformShortName)D.dll;GameClient_$(PlatformShortName)D.dll;%(DelayLoadDLLs)
@@ -129,7 +129,7 @@
Windows
true
%(AdditionalDependencies)
- NetworkAPI_$(PlatformShortName)D.dll;OysterGraphics_$(PlatformShortName)D.dll;%(DelayLoadDLLs)
+ NetworkAPI_$(PlatformShortName)D.dll;OysterGraphics_$(PlatformShortName)D.dll;GameClient_$(PlatformShortName)D.dll;%(DelayLoadDLLs)
@@ -150,7 +150,7 @@
true
true
%(AdditionalDependencies)
- NetworkAPI_$(PlatformShortName).dll;OysterGraphics_$(PlatformShortName).dll;%(DelayLoadDLLs)
+ NetworkAPI_$(PlatformShortName).dll;OysterGraphics_$(PlatformShortName).dll;GameClient_$(PlatformShortName).dll;%(DelayLoadDLLs)
@@ -171,7 +171,7 @@
true
true
%(AdditionalDependencies)
- NetworkAPI_$(PlatformShortName).dll;OysterGraphics_$(PlatformShortName).dll;%(DelayLoadDLLs)
+ NetworkAPI_$(PlatformShortName).dll;OysterGraphics_$(PlatformShortName).dll;GameClient_$(PlatformShortName).dll;%(DelayLoadDLLs)
diff --git a/Code/Game/GameClient/GameClient.vcxproj.user b/Code/Game/GameClient/GameClient.vcxproj.user
index 4b847ee6..2e28d6f7 100644
--- a/Code/Game/GameClient/GameClient.vcxproj.user
+++ b/Code/Game/GameClient/GameClient.vcxproj.user
@@ -1,7 +1,7 @@

- false
+ true
$(OutDir)
diff --git a/Code/Game/GameClient/GameClientState/GameState.cpp b/Code/Game/GameClient/GameClientState/GameState.cpp
index 1691a470..2ae8ae21 100644
--- a/Code/Game/GameClient/GameClientState/GameState.cpp
+++ b/Code/Game/GameClient/GameClientState/GameState.cpp
@@ -5,10 +5,18 @@
#include "Camera_FPS.h"
#include
+#include "C_obj/C_Player.h"
+#include "C_obj/C_DynamicObj.h"
+#include "C_obj/C_StaticObj.h"
+#include "Utilities.h"
+
using namespace ::DanBias::Client;
using namespace ::Oyster;
using namespace ::Oyster::Network;
using namespace ::Oyster::Math3D;
+using namespace ::GameLogic;
+using namespace ::Utility::DynamicMemory;
+using namespace ::Utility::String;
struct GameState::MyData
{
@@ -17,17 +25,31 @@ struct GameState::MyData
NetworkClient *nwClient;
InputClass *input;
- ::std::map> *staticObjects;
- ::std::map> *dynamicObjects;
+ ::std::map> *staticObjects;
+ ::std::map> *dynamicObjects;
+
+ bool key_forward;
+ bool key_backward;
+ bool key_strafeRight;
+ bool key_strafeLeft;
+ bool key_Shoot;
+ bool key_Jump;
+
+ C_Player player;
+ Camera_FPS camera;
+
+ int myId;
} privData;
+inline Quaternion ArrayToQuaternion( const float source[4] )
+{
+ return Quaternion( Float3(source[0], source[1], source[2]), source[3] );
+}
+
GameState::GameState()
{
- key_forward = false;
- key_backward = false;
- key_strafeRight = false;
- key_strafeLeft = false;
+ this->privData = nullptr;
}
GameState::~GameState()
@@ -38,202 +60,81 @@ GameState::~GameState()
bool GameState::Init( SharedStateContent &shared )
{
- // load models
- privData = new MyData();
+ // we may assume that shared.network is properly connected
+ // and there is content in shared.dynamicObjects and shared.staticObjects
+
+ this->privData = new MyData();
+
+ this->privData->key_forward = false;
+ this->privData->key_backward = false;
+ this->privData->key_strafeRight = false;
+ this->privData->key_strafeLeft = false;
this->privData->nextState = GameClientState::ClientState_Same;
this->privData->nwClient = shared.network;
this->privData->input = shared.input;
-
- LoadGame();
+ this->privData->staticObjects = &shared.staticObjects;
+ this->privData->dynamicObjects = &shared.dynamicObjects;
//tell server ready
- this->privData->nwClient->Send( GameLogic::Protocol_General_Status(GameLogic::Protocol_General_Status::States_ready) );
+ this->privData->nwClient->Send( Protocol_General_Status(Protocol_General_Status::States_ready) );
return true;
}
-GameState::gameStateState GameState::LoadGame()
+void GameState::InitiatePlayer( int id, const std::string &modelName, const float position[3], const float rotation[4], const float scale[3], bool isMyPlayer )
{
-
- return gameStateState_playing;
-}
-
-bool GameState::LoadModels(std::string mapFile)
-{
- GameLogic::LevelLoader levelLoader;
- std::vector> objects;
- objects = levelLoader.LoadLevel(mapFile);
-
- int objCount = objects.size();
- int modelId = 0;
ModelInitData modelData;
- for (int i = 0; i < objCount; i++)
+ modelData.visible = true;
+ modelData.position = position;
+ modelData.rotation = ArrayToQuaternion( rotation );
+ modelData.scale = scale;
+ StringToWstring( modelName, modelData.modelPath );
+ modelData.id = id;
+
+ if( isMyPlayer )
{
- GameLogic::ObjectTypeHeader* obj = objects.at(i);
-
- switch (obj->typeID)
+ if( this->privData->player.Init(modelData) )
{
- case GameLogic::ObjectType::ObjectType_LevelMetaData:
-
- break;
- case GameLogic::ObjectType::ObjectType_Static:
- {
- GameLogic::ObjectHeader* staticObjData = ((GameLogic::ObjectHeader*)obj);
-
- modelData.modelPath.assign(staticObjData->ModelFile.begin(), staticObjData->ModelFile.end());
- modelData.visible = true;
- //modelData.position = ;
- //modelData.rotation = Quaternion(Float3(2,2,-2), 1);
- //modelData.scale = Float3(2,2,2);
- modelData.id = modelId++;
-
- this->staticObjects.Push(new C_StaticObj());
- this->staticObjects[this->staticObjects.Size() -1 ]->Init(modelData);
- }
- break;
- case GameLogic::ObjectType::ObjectType_Dynamic:
- {
- GameLogic::ObjectHeader* dynamicObjData = ((GameLogic::ObjectHeader*)obj);
- //modelData.position = ;
- //modelData.rotation = Quaternion(Float3(2,2,-2), 1);
- //modelData.scale = Float3(2,2,2);
- modelData.modelPath.assign(dynamicObjData->ModelFile.begin(), dynamicObjData->ModelFile.end());
- modelData.visible = true;
- modelData.id = modelId++;
-
- this->dynamicObjects.Push(new C_DynamicObj());
- this->dynamicObjects[this->dynamicObjects.Size() -1 ]->Init(modelData);
- }
- break;
- case GameLogic::ObjectType::ObjectType_Light:
- {
- GameLogic::BasicLight* lightData = ((GameLogic::BasicLight*)obj);
-
- switch( lightData->lightType )
- {
- case GameLogic::LightType_PointLight:
- {
- //Oyster::Graphics::Definitions::Pointlight plight;
- //plight.Pos = ((GameLogic::PointLight*)lightData)->position;
- //plight.Color = lightData->diffuseColor;
- //plight.Radius = 100;
- //plight.Bright = 0.9f;
- //Oyster::Graphics::API::AddLight(plight);
- }
- break;
- default: break;
- }
- }
- break;
- default:
- break;
+ this->privData->myId = id;
+ this->privData->camera.SetPosition( this->privData->player.getPos() );
+ this->privData->camera.UpdateOrientation();
+ }
+ }
+ else
+ {
+ C_DynamicObj *p = new C_DynamicObj();
+ if( p->Init(modelData) )
+ {
+ (*this->privData->dynamicObjects)[id] = p;
}
}
- myId += modelId++;
- // add player model
- //modelData.position = ;
- //modelData.rotation = Quaternion(Float3(2,2,-2), 1);
- //modelData.scale = Float3(2,2,2);
-
-
- modelData.visible = true;
- modelData.modelPath = L"char_still_sizeref.dan";
- modelData.id = myId;
- // load models
- this->dynamicObjects.Push(new C_DynamicObj());
- this->dynamicObjects[this->dynamicObjects.Size() -1 ]->Init(modelData);
-
- /*C_Player* obj = new C_Player();
- privData->object.push_back(obj);
- privData->object[privData->object.size() -1 ]->Init(modelData);
- */
- return true;
-
-}
-
-bool GameState::InitCamera(Float3 startPos)
-{
- camera.SetHeadOffset( Float3(0.0f, 1.0f, 1.0f) );
- camera.SetPerspectiveProjection( pi / 4.0f, 1024.0f/768.0f, 1.0f, 1000.0f );
- camera.UpdateOrientation();
- Oyster::Graphics::API::SetProjection(camera.GetProjectionMatrix());
-
- return true;
-}
-
-void GameState::InitiatePlayer(int id, std::wstring modelName, Float4x4 world)
-{
- myId = id;
-
- ModelInitData modelData;
- C_Object* obj;
- modelData.visible = true;
- //modelData.world = world;
- modelData.position = Float3(world[12], world[13], world[14]);
- modelData.rotation = Quaternion(Float3(0,0,0), 1);
- modelData.scale = Float3(1,1,1);
- modelData.modelPath = modelName;
- modelData.id = myId;
-
- obj = new C_Player();
- this->dynamicObjects.Push(obj);
- this->dynamicObjects[this->dynamicObjects.Size() -1 ]->Init(modelData);
-
- Float3 pos = Float3(world[12], world[13], world[14]);
-
- camera.SetPosition( pos );
- camera.UpdateOrientation();
}
GameClientState::ClientState GameState::Update( float deltaTime )
{
- //switch (privData->state)
- //{
- //case gameStateState_loading: //Will this ever happen in this scope??
- // {
- // // load map
- // // wait for all players
- // LoadGame();
- // GameLogic::Protocol_General_Status gameStatus;
- // gameStatus.status = GameLogic::Protocol_General_Status::States_ready;
- // privData->nwClient->Send(gameStatus);
- // privData->state = gameStateState_playing;
- // }
- // break;
- //case gameStateState_playing:
- // // read server data
- // // update objects
- // {
- // readKeyInput(KeyInput);
- // camera.UpdateOrientation();
- // }
- // break;
- //case gameStateState_end:
- // return ClientState_Lobby;
- // break;
- //default:
- // break;
- //}
- //
- //// send key input to server.
- //return ClientState_Same;
-
return this->privData->nextState;
}
bool GameState::Render()
{
- Oyster::Graphics::API::SetView( camera.GetViewMatrix() );
+ Oyster::Graphics::API::SetView( this->privData->camera.GetViewMatrix() );
Oyster::Graphics::API::NewFrame();
- for (unsigned int i = 0; i < staticObjects.Size(); i++)
+
+ // for debugging to be replaced with render weapon
+ this->privData->player.Render();
+
+ auto staticObject = this->privData->staticObjects->begin();
+ for( ; staticObject != this->privData->staticObjects->end(); ++staticObject )
{
- staticObjects[i]->Render();
+ staticObject->second->Render();
}
- for (unsigned int i = 0; i < dynamicObjects.Size(); i++)
+
+ auto dynamicObject = this->privData->dynamicObjects->begin();
+ for( ; dynamicObject != this->privData->dynamicObjects->end(); ++dynamicObject )
{
- dynamicObjects[i]->Render();
+ dynamicObject->second->Render();
}
Oyster::Graphics::API::EndFrame();
@@ -242,8 +143,25 @@ bool GameState::Render()
bool GameState::Release()
{
+ if( privData )
+ {
+ auto staticObject = this->privData->staticObjects->begin();
+ for( ; staticObject != this->privData->staticObjects->end(); ++staticObject )
+ {
+ staticObject->second = nullptr;
+ }
- privData = NULL;
+ auto dynamicObject = this->privData->dynamicObjects->begin();
+ for( ; dynamicObject != this->privData->dynamicObjects->end(); ++dynamicObject )
+ {
+ dynamicObject->second = nullptr;
+ }
+
+ this->privData->staticObjects->clear();
+ this->privData->dynamicObjects->clear();
+
+ privData = NULL;
+ }
return true;
}
@@ -252,138 +170,119 @@ void GameState::ChangeState( ClientState next )
this->privData->nextState = next;
}
-void GameState::readKeyInput(InputClass* KeyInput)
+void GameState::ReadKeyInput()
{
- if(KeyInput->IsKeyPressed(DIK_W))
+ if( this->privData->input->IsKeyPressed(DIK_W) )
{
- if(!key_forward)
+ if(!this->privData->key_forward)
{
- privData->nwClient->Send(GameLogic::Protocol_PlayerMovementForward());
- key_forward = true;
+ this->privData->nwClient->Send( Protocol_PlayerMovementForward() );
+ this->privData->key_forward = true;
}
}
else
- key_forward = false;
+ this->privData->key_forward = false;
- if(KeyInput->IsKeyPressed(DIK_S))
+ if( this->privData->input->IsKeyPressed(DIK_S) )
{
- if(!key_backward)
+ if( !this->privData->key_backward )
{
- privData->nwClient->Send(GameLogic::Protocol_PlayerMovementBackward());
- key_backward = true;
+ this->privData->nwClient->Send( Protocol_PlayerMovementBackward() );
+ this->privData->key_backward = true;
}
}
else
- key_backward = false;
+ this->privData->key_backward = false;
- if(KeyInput->IsKeyPressed(DIK_A))
+ if( this->privData->input->IsKeyPressed(DIK_A) )
{
- if(!key_strafeLeft)
+ if( !this->privData->key_strafeLeft )
{
- privData->nwClient->Send(GameLogic::Protocol_PlayerMovementLeft());
- key_strafeLeft = true;
+ this->privData->nwClient->Send( Protocol_PlayerMovementLeft() );
+ this->privData->key_strafeLeft = true;
}
}
else
- key_strafeLeft = false;
+ this->privData->key_strafeLeft = false;
- if(KeyInput->IsKeyPressed(DIK_D))
+ if( this->privData->input->IsKeyPressed(DIK_D) )
{
- if(!key_strafeRight)
+ if( !this->privData->key_strafeRight )
{
- privData->nwClient->Send(GameLogic::Protocol_PlayerMovementRight());
- key_strafeRight = true;
+ this->privData->nwClient->Send( Protocol_PlayerMovementRight() );
+ this->privData->key_strafeRight = true;
}
}
else
- key_strafeRight = false;
+ this->privData->key_strafeRight = false;
//send delta mouse movement
- //if (KeyInput->IsMousePressed())
{
- camera.YawRight( -KeyInput->GetYaw() );
- camera.PitchUp( KeyInput->GetPitch() );
- camera.UpdateOrientation();
+ this->privData->camera.YawRight( -this->privData->input->GetYaw() );
+ this->privData->camera.PitchUp( this->privData->input->GetPitch() );
+ this->privData->camera.UpdateOrientation();
- GameLogic::Protocol_PlayerLook playerLookDir;
- Float4 look = camera.GetLook();
-
- privData->nwClient->Send( playerLookDir );
+ privData->nwClient->Send( Protocol_PlayerLook(this->privData->camera.GetLook(), this->privData->camera.GetRight()) );
}
// shoot
- if(KeyInput->IsKeyPressed(DIK_Z))
+ if( this->privData->input->IsKeyPressed(DIK_Z) )
{
- if(!key_Shoot)
+ if( !this->privData->key_Shoot )
{
- GameLogic::Protocol_PlayerShot playerShot;
+ Protocol_PlayerShot playerShot;
playerShot.primaryPressed = true;
playerShot.secondaryPressed = false;
playerShot.utilityPressed = false;
- privData->nwClient->Send(playerShot);
- key_Shoot = true;
+ this->privData->nwClient->Send( playerShot );
+ this->privData->key_Shoot = true;
}
}
else
- key_Shoot = false;
- if(KeyInput->IsKeyPressed(DIK_X))
+ this->privData->key_Shoot = false;
+ if( this->privData->input->IsKeyPressed(DIK_X) )
{
- if(!key_Shoot)
+ if( !this->privData->key_Shoot )
{
- GameLogic::Protocol_PlayerShot playerShot;
+ Protocol_PlayerShot playerShot;
playerShot.primaryPressed = false;
playerShot.secondaryPressed = true;
playerShot.utilityPressed = false;
- privData->nwClient->Send(playerShot);
- key_Shoot = true;
+ this->privData->nwClient->Send( playerShot );
+ this->privData->key_Shoot = true;
}
}
else
- key_Shoot = false;
- if(KeyInput->IsKeyPressed(DIK_C))
+ this->privData->key_Shoot = false;
+ if( this->privData->input->IsKeyPressed(DIK_C) )
{
- if(!key_Shoot)
+ if( !this->privData->key_Shoot )
{
- GameLogic::Protocol_PlayerShot playerShot;
+ Protocol_PlayerShot playerShot;
playerShot.primaryPressed = false;
playerShot.secondaryPressed = false;
playerShot.utilityPressed = true;
- privData->nwClient->Send(playerShot);
- key_Shoot = true;
+ this->privData->nwClient->Send( playerShot );
+ this->privData->key_Shoot = true;
}
}
else
- key_Shoot = false;
+ this->privData->key_Shoot = false;
// jump
- if(KeyInput->IsKeyPressed(DIK_SPACE))
+ if( this->privData->input->IsKeyPressed(DIK_SPACE) )
{
- if(!key_Jump)
+ if(!this->privData->key_Jump)
{
- privData->nwClient->Send(GameLogic::Protocol_PlayerJump());
- key_Jump = true;
+ this->privData->nwClient->Send( Protocol_PlayerJump() );
+ this->privData->key_Jump = true;
}
}
else
- key_Jump = false;
+ this->privData->key_Jump = false;
- // send event data
- //
- //if(KeyInput->IsKeyPressed(DIK_L))
- // privData->state = GameState::gameStateState_end;
-}
-
-using namespace ::Oyster::Network;
-using namespace ::Utility::DynamicMemory;
-
-// returns -1 if none found
-int FindObject( const DynamicArray> &collection, int id )
-{
- int num = collection.Size();
- for( int i = 0; i < num; ++i ) if( id == collection[i]->GetId() )
- return i;
- return -1;
+ // TODO: implement sub-menu
}
void GameState::DataRecieved( NetEvent e )
@@ -400,76 +299,67 @@ void GameState::DataRecieved( NetEventmyId == decoded.object_ID )
- camera.SetPosition( decoded.position );
+ if( this->privData->myId == decoded.object_ID )
+ this->privData->camera.SetPosition( decoded.position );
- int i = FindObject( this->dynamicObjects, decoded.object_ID );
- if( i > -1 )
- this->dynamicObjects[i]->setPos( decoded.position );
+ (*this->privData->dynamicObjects)[decoded.object_ID]->setPos( decoded.position );
}
break;
case protocol_Gameplay_ObjectScale:
{
- GameLogic::Protocol_ObjectScale decoded(data);
- int i = FindObject( this->dynamicObjects, decoded.object_ID );
- if( i > -1 )
- this->dynamicObjects[i]->setScale( decoded.scale );
+ Protocol_ObjectScale decoded(data);
+ (*this->privData->dynamicObjects)[decoded.object_ID]->setScale( decoded.scale );
}
break;
case protocol_Gameplay_ObjectRotation:
{
- GameLogic::Protocol_ObjectRotation decoded(data);
+ Protocol_ObjectRotation decoded(data);
Quaternion rotation = Quaternion( Float3(decoded.rotationQ), decoded.rotationQ[3] );
// if is this player. Remember to change camera
- if( this->myId == decoded.object_ID )
- camera.SetAngular( AngularAxis(rotation) );
+ if( this->privData->myId == decoded.object_ID )
+ this->privData->camera.SetAngular( AngularAxis(rotation) );
- int i = FindObject( this->dynamicObjects, decoded.object_ID );
- if( i > -1 )
- this->dynamicObjects[i]->setRot( rotation );
+ (*this->privData->dynamicObjects)[decoded.object_ID]->setRot( rotation );
}
break;
case protocol_Gameplay_ObjectPositionRotation:
{
- GameLogic::Protocol_ObjectPositionRotation decoded(data);
+ Protocol_ObjectPositionRotation decoded(data);
Float3 position = decoded.position;
Quaternion rotation = Quaternion( Float3(decoded.rotationQ), decoded.rotationQ[3] );
// if is this player. Remember to change camera
- if( this->myId == decoded.object_ID )
+ if( this->privData->myId == decoded.object_ID )
{
- camera.SetPosition( position );
- camera.SetAngular( AngularAxis(rotation) );
+ this->privData->camera.SetPosition( position );
+ this->privData->camera.SetAngular( AngularAxis(rotation) );
}
- int i = FindObject( this->dynamicObjects, decoded.object_ID );
- if( i > -1 )
- {
- this->dynamicObjects[i]->setPos( position );
- this->dynamicObjects[i]->setRot( rotation );
- }
+ C_DynamicObj *object = (*this->privData->dynamicObjects)[decoded.object_ID];
+ object->setPos( position );
+ object->setRot( rotation );
}
break;
case protocol_Gameplay_ObjectEnabled: break; /** @todo TODO: implement */
case protocol_Gameplay_ObjectDisabled:
{
- GameLogic::Protocol_ObjectDisable decoded(data);
+ Protocol_ObjectDisable decoded(data);
- int i = FindObject( this->dynamicObjects, decoded.objectID );
- if( i > -1 )
+ auto object = this->privData->dynamicObjects->find( decoded.objectID );
+ if( object != this->privData->dynamicObjects->end() )
{
- this->dynamicObjects[i].Release();
- this->dynamicObjects.Pop(i);
+ object->second = nullptr;
+ this->privData->dynamicObjects->erase( object );
}
}
break;
case protocol_Gameplay_ObjectCreate:
{
- GameLogic::Protocol_ObjectCreate decoded(data);
+ Protocol_ObjectCreate decoded(data);
C_DynamicObj* object = new C_DynamicObj();
ModelInitData modelData;
@@ -484,11 +374,16 @@ void GameState::DataRecieved( NetEventInit(modelData);
- dynamicObjects.Push(object);
+ (*this->privData->dynamicObjects)[decoded.object_ID] = object;
}
break;
- case protocol_Gameplay_ObjectCreatePlayer: break; /** @todo TODO: implement */
+ case protocol_Gameplay_ObjectCreatePlayer:
+ {
+ Protocol_ObjectCreatePlayer decoded(data);
+ this->InitiatePlayer( decoded.object_ID, decoded.meshName, decoded.position, decoded.rotationQ, decoded.scale, decoded.owner );
+ }
+ break;
case protocol_Gameplay_ObjectJoinTeam: break; /** @todo TODO: implement */
case protocol_Gameplay_ObjectLeaveTeam: break; /** @todo TODO: implement */
case protocol_Gameplay_ObjectWeaponCooldown: break; /** @todo TODO: implement */
diff --git a/Code/Game/GameClient/GameClientState/GameState.h b/Code/Game/GameClient/GameClientState/GameState.h
index 5a3b3c1a..035ad566 100644
--- a/Code/Game/GameClient/GameClientState/GameState.h
+++ b/Code/Game/GameClient/GameClientState/GameState.h
@@ -4,13 +4,6 @@
#include "OysterMath.h"
#include
-#include "Camera_FPS.h"
-#include "LevelLoader/LevelLoader.h"
-#include "C_obj/C_Player.h"
-#include "C_obj/C_DynamicObj.h"
-#include "C_obj/C_StaticObj.h"
-#include "DynamicArray.h"
-
namespace DanBias { namespace Client
{
class GameState : public GameClientState
@@ -27,13 +20,8 @@ namespace DanBias { namespace Client
~GameState(void);
bool Init( SharedStateContent &shared );
GameClientState::ClientState Update( float deltaTime ) override;
-
- bool LoadModels(std::string mapFile);
- bool InitCamera(Oyster::Math::Float3 startPos) ;
- void InitiatePlayer(int id, std::wstring modelName, Oyster::Math::Float4x4 world);
- gameStateState LoadGame();
- void readKeyInput(InputClass* KeyInput);
-
+ void InitiatePlayer( int id, const std::string &modelName, const float position[3], const float rotation[4], const float scale[3], bool isMyPlayer );
+ void ReadKeyInput();
bool Render()override;
bool Release()override;
void ChangeState( ClientState next );
@@ -43,20 +31,6 @@ namespace DanBias { namespace Client
private:
struct MyData;
::Utility::DynamicMemory::UniquePointer privData;
-
- bool key_forward;
- bool key_backward;
- bool key_strafeRight;
- bool key_strafeLeft;
- bool key_Shoot;
- bool key_Jump;
- Camera_FPS camera;
-
- int myId;
-
- Utility::DynamicMemory::DynamicArray> staticObjects;
- Utility::DynamicMemory::DynamicArray> dynamicObjects;
- //Utility::DynamicMemory::DynamicArray> playObjects;
};
} }
#endif
\ No newline at end of file
diff --git a/Code/Game/GameClient/GameClientState/LanMenuState.cpp b/Code/Game/GameClient/GameClientState/LanMenuState.cpp
index cb07aa55..6d3d991b 100644
--- a/Code/Game/GameClient/GameClientState/LanMenuState.cpp
+++ b/Code/Game/GameClient/GameClientState/LanMenuState.cpp
@@ -123,8 +123,8 @@ void LanMenuState::ChangeState( ClientState next )
{
case GameClientState::ClientState_Lobby:
// attempt to connect to lobby
- //if( !this->privData->nwClient->Connect(this->privData->connectPort, (*this->privData->connectIP)[0]) )
- // return; // TODO: temporary commented out
+ if( !this->privData->nwClient->Connect(this->privData->connectPort, (*this->privData->connectIP)[0]) )
+ return;
break;
default: break;
}
diff --git a/Code/Game/GameClient/GameClientState/NetLoadState.cpp b/Code/Game/GameClient/GameClientState/NetLoadState.cpp
index 3463182e..f50db40c 100644
--- a/Code/Game/GameClient/GameClientState/NetLoadState.cpp
+++ b/Code/Game/GameClient/GameClientState/NetLoadState.cpp
@@ -1,13 +1,18 @@
#include "NetLoadState.h"
#include "NetworkClient.h"
#include "OysterMath.h"
-#include "../Game/GameProtocols/Protocols.h"
+#include "Protocols.h"
+#include "LevelLoader\LevelLoader.h"
+#include "Utilities.h"
+#include "C_obj\C_StaticObj.h"
+#include "C_obj\C_DynamicObj.h"
using namespace ::DanBias::Client;
using namespace ::Oyster;
using namespace ::Oyster::Math;
using namespace ::Oyster::Network;
using namespace ::GameLogic;
+using namespace ::Utility::String;
struct NetLoadState::MyData
{
@@ -16,9 +21,17 @@ struct NetLoadState::MyData
GameClientState::ClientState nextState;
NetworkClient *nwClient;
Graphics::API::Texture background;
+ ::std::map> *staticObjects;
+ ::std::map> *dynamicObjects;
+
bool loading;
};
+inline Quaternion ArrayToQuaternion( const float source[4] )
+{
+ return Quaternion( Float3(source[0], source[1], source[2]), source[3] );
+}
+
NetLoadState::NetLoadState(void) {}
NetLoadState::~NetLoadState(void)
@@ -31,9 +44,12 @@ bool NetLoadState::Init( SharedStateContent &shared )
{
this->privData = new MyData();
- this->privData->nextState = GameClientState::ClientState_Same;
- this->privData->nwClient = shared.network;
- this->privData->background = Graphics::API::CreateTexture( L"grass_md.png" );
+ this->privData->nextState = GameClientState::ClientState_Same;
+ this->privData->nwClient = shared.network;
+ this->privData->background = Graphics::API::CreateTexture( L"grass_md.png" );
+ this->privData->dynamicObjects = &shared.dynamicObjects;
+ this->privData->staticObjects = &shared.staticObjects;
+
this->privData->loading = false;
// we may assume that nwClient is properly connected to the server
@@ -82,6 +98,8 @@ void NetLoadState::DataRecieved( NetEventprivData->loading )
{
this->LoadGame( Protocol_LobbyCreateGame(e.args.data.protocol).modelName );
+ this->ChangeState( ClientState_Game );
+ this->privData->loading = false;
}
}
@@ -89,7 +107,73 @@ void NetLoadState::LoadGame( const ::std::string &fileName )
{
this->privData->loading = true;
- // TODO: ask Sam about level loader
+ LevelLoader loader;
+ auto objects = loader.LoadLevel( fileName );
+ auto object = objects.begin();
+ ObjectTypeHeader *oth;
+
+ int objectID = 100; // first 100 is reserved for players. This is how the server does it.
+
+ for( ; object != objects.end(); ++object )
+ {
+ ++objectID;
+ oth = (ObjectTypeHeader*)(*object._Ptr);
+ switch( oth->typeID )
+ {
+ case ObjectType::ObjectType_Static:
+ {
+ ObjectHeader *oh = (ObjectHeader*)oth;
+
+ ModelInitData desc;
+ desc.id = objectID;
+ StringToWstring( oh->ModelFile, desc.modelPath );
+ desc.position = oh->position;
+ desc.rotation = ArrayToQuaternion( oh->rotation );
+ desc.scale = oh->scale;
+ desc.visible = true;
+
+ C_StaticObj *staticObject = new C_StaticObj();
+ if( staticObject->Init( desc ) )
+ {
+ (*this->privData->staticObjects)[objectID] = staticObject;
+ }
+ else
+ {
+ delete staticObject;
+ }
+ }
+ break;
+ case ObjectType::ObjectType_Dynamic:
+ {
+ ObjectHeader *oh = (ObjectHeader*)oth;
+
+ ModelInitData desc;
+ desc.id = objectID;
+ StringToWstring( oh->ModelFile, desc.modelPath );
+ desc.position = oh->position;
+ desc.rotation = ArrayToQuaternion( oh->rotation );
+ desc.scale = oh->scale;
+ desc.visible = true;
+
+ C_DynamicObj *dynamicObject = new C_DynamicObj();
+ if( dynamicObject->Init( desc ) )
+ {
+ (*this->privData->dynamicObjects)[objectID] = dynamicObject;
+ }
+ else
+ {
+ delete dynamicObject;
+ }
+ }
+ break;
+ case ObjectType::ObjectType_Light:
+ {
+ /* TODO: implement light into the leveformat */
+ }
+ break;
+ default: break;
+ }
+ }
this->privData->nextState = ClientState::ClientState_Game;
}
diff --git a/Code/Game/GameClient/GameClientState/SharedStateContent.h b/Code/Game/GameClient/GameClientState/SharedStateContent.h
index 2fabb1ac..da9dc759 100644
--- a/Code/Game/GameClient/GameClientState/SharedStateContent.h
+++ b/Code/Game/GameClient/GameClientState/SharedStateContent.h
@@ -11,6 +11,8 @@
#include