Merge branch 'GameClient' of https://github.com/dean11/Danbias into GameClient
This commit is contained in:
commit
0f492e7bc6
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@ -100,9 +100,6 @@ namespace DanBias
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Graphics::API::Update( dt );
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if(data.networkClient.IsConnected())
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data.networkClient.Update();
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data.capFrame += dt;
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if(data.capFrame > 0.03)
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{
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@ -118,6 +115,9 @@ namespace DanBias
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data.capFrame = 0;
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}
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if(data.networkClient.IsConnected())
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data.networkClient.Update();
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}
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return DanBiasClientReturn_Success;
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}
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@ -112,7 +112,7 @@
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<SubSystem>Windows</SubSystem>
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<GenerateDebugInformation>true</GenerateDebugInformation>
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<AdditionalDependencies>%(AdditionalDependencies)</AdditionalDependencies>
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<DelayLoadDLLs>NetworkAPI_$(PlatformShortName)D.dll;OysterGraphics_$(PlatformShortName)D.dll;%(DelayLoadDLLs)</DelayLoadDLLs>
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<DelayLoadDLLs>NetworkAPI_$(PlatformShortName)D.dll;OysterGraphics_$(PlatformShortName)D.dll;GameClient_$(PlatformShortName)D.dll;%(DelayLoadDLLs)</DelayLoadDLLs>
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</Link>
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</ItemDefinitionGroup>
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<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
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@ -129,7 +129,7 @@
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<SubSystem>Windows</SubSystem>
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<GenerateDebugInformation>true</GenerateDebugInformation>
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<AdditionalDependencies>%(AdditionalDependencies)</AdditionalDependencies>
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<DelayLoadDLLs>NetworkAPI_$(PlatformShortName)D.dll;OysterGraphics_$(PlatformShortName)D.dll;%(DelayLoadDLLs)</DelayLoadDLLs>
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<DelayLoadDLLs>NetworkAPI_$(PlatformShortName)D.dll;OysterGraphics_$(PlatformShortName)D.dll;GameClient_$(PlatformShortName)D.dll;%(DelayLoadDLLs)</DelayLoadDLLs>
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</Link>
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</ItemDefinitionGroup>
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<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
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@ -150,7 +150,7 @@
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<EnableCOMDATFolding>true</EnableCOMDATFolding>
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<OptimizeReferences>true</OptimizeReferences>
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<AdditionalDependencies>%(AdditionalDependencies)</AdditionalDependencies>
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<DelayLoadDLLs>NetworkAPI_$(PlatformShortName).dll;OysterGraphics_$(PlatformShortName).dll;%(DelayLoadDLLs)</DelayLoadDLLs>
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<DelayLoadDLLs>NetworkAPI_$(PlatformShortName).dll;OysterGraphics_$(PlatformShortName).dll;GameClient_$(PlatformShortName).dll;%(DelayLoadDLLs)</DelayLoadDLLs>
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</Link>
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</ItemDefinitionGroup>
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<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
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@ -171,7 +171,7 @@
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<EnableCOMDATFolding>true</EnableCOMDATFolding>
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<OptimizeReferences>true</OptimizeReferences>
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<AdditionalDependencies>%(AdditionalDependencies)</AdditionalDependencies>
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<DelayLoadDLLs>NetworkAPI_$(PlatformShortName).dll;OysterGraphics_$(PlatformShortName).dll;%(DelayLoadDLLs)</DelayLoadDLLs>
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<DelayLoadDLLs>NetworkAPI_$(PlatformShortName).dll;OysterGraphics_$(PlatformShortName).dll;GameClient_$(PlatformShortName).dll;%(DelayLoadDLLs)</DelayLoadDLLs>
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</Link>
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</ItemDefinitionGroup>
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<ItemGroup>
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@ -1,7 +1,7 @@
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<?xml version="1.0" encoding="utf-8"?>
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<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
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<PropertyGroup>
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<ShowAllFiles>false</ShowAllFiles>
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<ShowAllFiles>true</ShowAllFiles>
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</PropertyGroup>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
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<LocalDebuggerWorkingDirectory>$(OutDir)</LocalDebuggerWorkingDirectory>
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@ -5,10 +5,18 @@
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#include "Camera_FPS.h"
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#include <GameServerAPI.h>
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#include "C_obj/C_Player.h"
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#include "C_obj/C_DynamicObj.h"
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#include "C_obj/C_StaticObj.h"
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#include "Utilities.h"
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using namespace ::DanBias::Client;
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using namespace ::Oyster;
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using namespace ::Oyster::Network;
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using namespace ::Oyster::Math3D;
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using namespace ::GameLogic;
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using namespace ::Utility::DynamicMemory;
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using namespace ::Utility::String;
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struct GameState::MyData
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{
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@ -17,17 +25,31 @@ struct GameState::MyData
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NetworkClient *nwClient;
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InputClass *input;
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::std::map<int, ::Utility::DynamicMemory::UniquePointer<::DanBias::Client::C_Object>> *staticObjects;
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::std::map<int, ::Utility::DynamicMemory::UniquePointer<::DanBias::Client::C_Object>> *dynamicObjects;
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::std::map<int, ::Utility::DynamicMemory::UniquePointer<::DanBias::Client::C_StaticObj>> *staticObjects;
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::std::map<int, ::Utility::DynamicMemory::UniquePointer<::DanBias::Client::C_DynamicObj>> *dynamicObjects;
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bool key_forward;
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bool key_backward;
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bool key_strafeRight;
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bool key_strafeLeft;
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bool key_Shoot;
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bool key_Jump;
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C_Player player;
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Camera_FPS camera;
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int myId;
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} privData;
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inline Quaternion ArrayToQuaternion( const float source[4] )
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{
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return Quaternion( Float3(source[0], source[1], source[2]), source[3] );
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}
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GameState::GameState()
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{
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key_forward = false;
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key_backward = false;
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key_strafeRight = false;
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key_strafeLeft = false;
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this->privData = nullptr;
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}
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GameState::~GameState()
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@ -38,202 +60,81 @@ GameState::~GameState()
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bool GameState::Init( SharedStateContent &shared )
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{
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// load models
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privData = new MyData();
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// we may assume that shared.network is properly connected
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// and there is content in shared.dynamicObjects and shared.staticObjects
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this->privData = new MyData();
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this->privData->key_forward = false;
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this->privData->key_backward = false;
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this->privData->key_strafeRight = false;
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this->privData->key_strafeLeft = false;
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this->privData->nextState = GameClientState::ClientState_Same;
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this->privData->nwClient = shared.network;
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this->privData->input = shared.input;
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LoadGame();
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this->privData->staticObjects = &shared.staticObjects;
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this->privData->dynamicObjects = &shared.dynamicObjects;
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//tell server ready
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this->privData->nwClient->Send( GameLogic::Protocol_General_Status(GameLogic::Protocol_General_Status::States_ready) );
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this->privData->nwClient->Send( Protocol_General_Status(Protocol_General_Status::States_ready) );
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return true;
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}
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GameState::gameStateState GameState::LoadGame()
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void GameState::InitiatePlayer( int id, const std::string &modelName, const float position[3], const float rotation[4], const float scale[3], bool isMyPlayer )
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{
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return gameStateState_playing;
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}
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bool GameState::LoadModels(std::string mapFile)
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{
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GameLogic::LevelLoader levelLoader;
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std::vector<Utility::DynamicMemory::SmartPointer<GameLogic::ObjectTypeHeader>> objects;
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objects = levelLoader.LoadLevel(mapFile);
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int objCount = objects.size();
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int modelId = 0;
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ModelInitData modelData;
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for (int i = 0; i < objCount; i++)
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{
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GameLogic::ObjectTypeHeader* obj = objects.at(i);
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switch (obj->typeID)
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{
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case GameLogic::ObjectType::ObjectType_LevelMetaData:
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break;
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case GameLogic::ObjectType::ObjectType_Static:
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{
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GameLogic::ObjectHeader* staticObjData = ((GameLogic::ObjectHeader*)obj);
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modelData.modelPath.assign(staticObjData->ModelFile.begin(), staticObjData->ModelFile.end());
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modelData.visible = true;
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//modelData.position = ;
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//modelData.rotation = Quaternion(Float3(2,2,-2), 1);
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//modelData.scale = Float3(2,2,2);
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modelData.id = modelId++;
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modelData.position = position;
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modelData.rotation = ArrayToQuaternion( rotation );
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modelData.scale = scale;
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StringToWstring( modelName, modelData.modelPath );
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modelData.id = id;
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this->staticObjects.Push(new C_StaticObj());
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this->staticObjects[this->staticObjects.Size() -1 ]->Init(modelData);
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}
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break;
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case GameLogic::ObjectType::ObjectType_Dynamic:
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if( isMyPlayer )
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{
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GameLogic::ObjectHeader* dynamicObjData = ((GameLogic::ObjectHeader*)obj);
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//modelData.position = ;
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//modelData.rotation = Quaternion(Float3(2,2,-2), 1);
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//modelData.scale = Float3(2,2,2);
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modelData.modelPath.assign(dynamicObjData->ModelFile.begin(), dynamicObjData->ModelFile.end());
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modelData.visible = true;
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modelData.id = modelId++;
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this->dynamicObjects.Push(new C_DynamicObj());
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this->dynamicObjects[this->dynamicObjects.Size() -1 ]->Init(modelData);
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}
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break;
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case GameLogic::ObjectType::ObjectType_Light:
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if( this->privData->player.Init(modelData) )
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{
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GameLogic::BasicLight* lightData = ((GameLogic::BasicLight*)obj);
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switch( lightData->lightType )
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this->privData->myId = id;
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this->privData->camera.SetPosition( this->privData->player.getPos() );
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this->privData->camera.UpdateOrientation();
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}
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}
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else
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{
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case GameLogic::LightType_PointLight:
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C_DynamicObj *p = new C_DynamicObj();
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if( p->Init(modelData) )
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{
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//Oyster::Graphics::Definitions::Pointlight plight;
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//plight.Pos = ((GameLogic::PointLight*)lightData)->position;
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//plight.Color = lightData->diffuseColor;
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//plight.Radius = 100;
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//plight.Bright = 0.9f;
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//Oyster::Graphics::API::AddLight(plight);
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}
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break;
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default: break;
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(*this->privData->dynamicObjects)[id] = p;
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}
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}
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break;
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default:
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break;
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}
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}
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myId += modelId++;
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// add player model
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//modelData.position = ;
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//modelData.rotation = Quaternion(Float3(2,2,-2), 1);
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//modelData.scale = Float3(2,2,2);
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modelData.visible = true;
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modelData.modelPath = L"char_still_sizeref.dan";
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modelData.id = myId;
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// load models
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this->dynamicObjects.Push(new C_DynamicObj());
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this->dynamicObjects[this->dynamicObjects.Size() -1 ]->Init(modelData);
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||||
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/*C_Player* obj = new C_Player();
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privData->object.push_back(obj);
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privData->object[privData->object.size() -1 ]->Init(modelData);
|
||||
*/
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return true;
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||||
|
||||
}
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bool GameState::InitCamera(Float3 startPos)
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{
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camera.SetHeadOffset( Float3(0.0f, 1.0f, 1.0f) );
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camera.SetPerspectiveProjection( pi / 4.0f, 1024.0f/768.0f, 1.0f, 1000.0f );
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camera.UpdateOrientation();
|
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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;
|
||||
}
|
||||
|
||||
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<SmartPointer<C_Object>> &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<NetworkClient*, NetworkClient::ClientEventArgs> e )
|
||||
|
@ -400,76 +299,67 @@ void GameState::DataRecieved( NetEvent<NetworkClient*, NetworkClient::ClientEven
|
|||
case protocol_Gameplay_ObjectHealthStatus: break; /** @todo TODO: implement */
|
||||
case protocol_Gameplay_ObjectPosition:
|
||||
{
|
||||
GameLogic::Protocol_ObjectPosition decoded(data);
|
||||
Protocol_ObjectPosition decoded(data);
|
||||
|
||||
// if is this player. Remember to change camera
|
||||
if( this->myId == 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( NetEvent<NetworkClient*, NetworkClient::ClientEven
|
|||
}
|
||||
object->Init(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 */
|
||||
|
|
|
@ -4,13 +4,6 @@
|
|||
#include "OysterMath.h"
|
||||
#include <string>
|
||||
|
||||
#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<MyData> 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<Utility::DynamicMemory::SmartPointer<C_StaticObj>> staticObjects;
|
||||
Utility::DynamicMemory::DynamicArray<Utility::DynamicMemory::SmartPointer<C_Object>> dynamicObjects;
|
||||
//Utility::DynamicMemory::DynamicArray<Utility::DynamicMemory::SmartPointer<C_Player>> playObjects;
|
||||
};
|
||||
} }
|
||||
#endif
|
|
@ -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;
|
||||
}
|
||||
|
|
|
@ -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<int, ::Utility::DynamicMemory::UniquePointer<::DanBias::Client::C_StaticObj>> *staticObjects;
|
||||
::std::map<int, ::Utility::DynamicMemory::UniquePointer<::DanBias::Client::C_DynamicObj>> *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)
|
||||
|
@ -34,6 +47,9 @@ bool NetLoadState::Init( SharedStateContent &shared )
|
|||
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( NetEvent<NetworkClient*, NetworkClient::ClientE
|
|||
if( ID == protocol_Lobby_CreateGame && !this->privData->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;
|
||||
}
|
||||
|
|
|
@ -11,6 +11,8 @@
|
|||
#include <map>
|
||||
#include "Utilities.h"
|
||||
#include "C_Object.h"
|
||||
#include "C_obj\C_StaticObj.h"
|
||||
#include "C_obj\C_DynamicObj.h"
|
||||
#include "NetworkClient.h"
|
||||
#include "L_inputClass.h"
|
||||
|
||||
|
@ -19,8 +21,8 @@ namespace DanBias { namespace Client
|
|||
struct SharedStateContent
|
||||
{
|
||||
public:
|
||||
::std::map<int, ::Utility::DynamicMemory::UniquePointer<::DanBias::Client::C_Object>> staticObjects;
|
||||
::std::map<int, ::Utility::DynamicMemory::UniquePointer<::DanBias::Client::C_Object>> dynamicObjects;
|
||||
::std::map<int, ::Utility::DynamicMemory::UniquePointer<::DanBias::Client::C_StaticObj>> staticObjects;
|
||||
::std::map<int, ::Utility::DynamicMemory::UniquePointer<::DanBias::Client::C_DynamicObj>> dynamicObjects;
|
||||
::Oyster::Network::NetworkClient *network;
|
||||
InputClass* input;
|
||||
};
|
||||
|
|
|
@ -1,7 +1,7 @@
|
|||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<PropertyGroup>
|
||||
<ShowAllFiles>true</ShowAllFiles>
|
||||
<ShowAllFiles>false</ShowAllFiles>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||
<LocalDebuggerWorkingDirectory>$(OutDir)</LocalDebuggerWorkingDirectory>
|
||||
|
|
|
@ -476,7 +476,21 @@ namespace GameLogic
|
|||
}
|
||||
Protocol_ObjectCreate( Oyster::Network::CustomNetProtocol& p )
|
||||
{
|
||||
/** @todo TODO: not implemented */
|
||||
this->object_ID = p[1].value.netInt;
|
||||
this->name.assign(p[2].value.netCharPtr);
|
||||
|
||||
this->position[0] = p[3].value.netFloat;
|
||||
this->position[1] = p[4].value.netFloat;
|
||||
this->position[2] = p[5].value.netFloat;
|
||||
|
||||
this->rotationQ[0] = p[6].value.netFloat;
|
||||
this->rotationQ[1] = p[7].value.netFloat;
|
||||
this->rotationQ[2] = p[8].value.netFloat;
|
||||
this->rotationQ[3] = p[9].value.netFloat;
|
||||
|
||||
this->scale[0] = p[10].value.netFloat;
|
||||
this->scale[1] = p[11].value.netFloat;
|
||||
this->scale[2] = p[12].value.netFloat;
|
||||
}
|
||||
Protocol_ObjectCreate(float p[3], float r[4], float s[3], int id, char *path)
|
||||
{
|
||||
|
@ -532,14 +546,14 @@ namespace GameLogic
|
|||
//#define protocol_Gameplay_ObjectCreatePlayer 359
|
||||
struct Protocol_ObjectCreatePlayer :public Oyster::Network::CustomProtocolObject
|
||||
{
|
||||
//ObjectType type; //ie player, box or whatever
|
||||
int object_ID;
|
||||
int teamId;
|
||||
std::string name;
|
||||
std::string meshName;
|
||||
float position[3];
|
||||
float rotation[3];
|
||||
float scale[3];
|
||||
/*1*/ int object_ID;
|
||||
/*2*/ int teamId;
|
||||
/*3*/ bool owner;
|
||||
/*4*/ std::string name;
|
||||
/*5*/ std::string meshName;
|
||||
/*6 - 8*/ float position[3];
|
||||
/*9 - 11*/ float rotationQ[4];
|
||||
/*12 - 14*/ float scale[3];
|
||||
|
||||
Protocol_ObjectCreatePlayer()
|
||||
{
|
||||
|
@ -550,28 +564,47 @@ namespace GameLogic
|
|||
this->protocol[1].type = Oyster::Network::NetAttributeType_Int;
|
||||
//TEAM_ID
|
||||
this->protocol[2].type = Oyster::Network::NetAttributeType_Int;
|
||||
//OWNER
|
||||
this->protocol[3].type = Oyster::Network::NetAttributeType_Bool;
|
||||
//PLAYER-NAME
|
||||
this->protocol[3].type = Oyster::Network::NetAttributeType_CharArray;
|
||||
//MESH-NAME
|
||||
this->protocol[4].type = Oyster::Network::NetAttributeType_CharArray;
|
||||
//MESH-NAME
|
||||
this->protocol[5].type = Oyster::Network::NetAttributeType_CharArray;
|
||||
//POSITION
|
||||
this->protocol[5].type = Oyster::Network::NetAttributeType_Float;
|
||||
this->protocol[6].type = Oyster::Network::NetAttributeType_Float;
|
||||
this->protocol[7].type = Oyster::Network::NetAttributeType_Float;
|
||||
//ROTATION
|
||||
this->protocol[8].type = Oyster::Network::NetAttributeType_Float;
|
||||
//ROTATION
|
||||
this->protocol[9].type = Oyster::Network::NetAttributeType_Float;
|
||||
this->protocol[10].type = Oyster::Network::NetAttributeType_Float;
|
||||
//SCALE
|
||||
this->protocol[11].type = Oyster::Network::NetAttributeType_Float;
|
||||
//SCALE
|
||||
this->protocol[12].type = Oyster::Network::NetAttributeType_Float;
|
||||
this->protocol[13].type = Oyster::Network::NetAttributeType_Float;
|
||||
this->protocol[14].type = Oyster::Network::NetAttributeType_Float;
|
||||
}
|
||||
Protocol_ObjectCreatePlayer(Oyster::Network::CustomNetProtocol& p)
|
||||
{
|
||||
this->object_ID = p[1].value.netInt;
|
||||
this->teamId = this->protocol[2].value.netInt;
|
||||
this->owner = this->protocol[3].value.netBool;
|
||||
this->name.assign(p[4].value.netCharPtr);
|
||||
this->meshName.assign(p[5].value.netCharPtr);
|
||||
|
||||
this->position[0] = p[6].value.netFloat;
|
||||
this->position[1] = p[7].value.netFloat;
|
||||
this->position[2] = p[8].value.netFloat;
|
||||
|
||||
this->rotationQ[0] = p[9].value.netFloat;
|
||||
this->rotationQ[1] = p[10].value.netFloat;
|
||||
this->rotationQ[2] = p[11].value.netFloat;
|
||||
this->rotationQ[3] = p[12].value.netFloat;
|
||||
|
||||
this->scale[0] = p[13].value.netFloat;
|
||||
this->scale[1] = p[14].value.netFloat;
|
||||
this->scale[2] = p[15].value.netFloat;
|
||||
}
|
||||
Protocol_ObjectCreatePlayer(float position[3], float rotation[3], float scale[3], int ObjectID, int teamID, std::string name, std::string meshName)
|
||||
Protocol_ObjectCreatePlayer(float position[3], float rotation[4], float scale[3], int ObjectID, bool owner, int teamID, std::string name, std::string meshName)
|
||||
{
|
||||
this->protocol[0].value = protocol_Gameplay_ObjectCreatePlayer;
|
||||
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
|
||||
|
@ -580,29 +613,33 @@ namespace GameLogic
|
|||
this->protocol[1].type = Oyster::Network::NetAttributeType_Int;
|
||||
//TEAM_ID
|
||||
this->protocol[2].type = Oyster::Network::NetAttributeType_Int;
|
||||
//OWNER
|
||||
this->protocol[3].type = Oyster::Network::NetAttributeType_Bool;
|
||||
//PLAYER-NAME
|
||||
this->protocol[3].type = Oyster::Network::NetAttributeType_CharArray;
|
||||
//MESH-NAME
|
||||
this->protocol[4].type = Oyster::Network::NetAttributeType_CharArray;
|
||||
//MESH-NAME
|
||||
this->protocol[5].type = Oyster::Network::NetAttributeType_CharArray;
|
||||
//POSITION
|
||||
this->protocol[5].type = Oyster::Network::NetAttributeType_Float;
|
||||
this->protocol[6].type = Oyster::Network::NetAttributeType_Float;
|
||||
this->protocol[7].type = Oyster::Network::NetAttributeType_Float;
|
||||
//ROTATION
|
||||
this->protocol[8].type = Oyster::Network::NetAttributeType_Float;
|
||||
//ROTATION
|
||||
this->protocol[9].type = Oyster::Network::NetAttributeType_Float;
|
||||
this->protocol[10].type = Oyster::Network::NetAttributeType_Float;
|
||||
//SCALE
|
||||
this->protocol[11].type = Oyster::Network::NetAttributeType_Float;
|
||||
this->protocol[12].type = Oyster::Network::NetAttributeType_Float;
|
||||
//SCALE
|
||||
this->protocol[13].type = Oyster::Network::NetAttributeType_Float;
|
||||
this->protocol[14].type = Oyster::Network::NetAttributeType_Float;
|
||||
this->protocol[15].type = Oyster::Network::NetAttributeType_Float;
|
||||
|
||||
this->object_ID = ObjectID;
|
||||
this->teamId = teamID;
|
||||
this->owner = owner;
|
||||
this->name = name;
|
||||
this->meshName = meshName;
|
||||
memcpy(&this->position[0], &position[0], sizeof(float)*3);
|
||||
memcpy(&this->rotation[0], &rotation[0], sizeof(float)*3);
|
||||
memcpy(&this->rotationQ[0], &rotation[0], sizeof(float)*4);
|
||||
memcpy(&this->scale[0], &scale[0], sizeof(float)*3);
|
||||
}
|
||||
Oyster::Network::CustomNetProtocol GetProtocol() override
|
||||
|
@ -610,21 +647,23 @@ namespace GameLogic
|
|||
|
||||
this->protocol[1].value = this->object_ID;
|
||||
this->protocol[2].value = this->teamId;
|
||||
this->protocol.Set(3, this->name);
|
||||
this->protocol.Set(4, this->meshName);
|
||||
this->protocol[3].value = this->owner;
|
||||
this->protocol.Set(4, this->name);
|
||||
this->protocol.Set(5, this->meshName);
|
||||
|
||||
//POSITION
|
||||
this->protocol[5].value = this->position[0];
|
||||
this->protocol[6].value = this->position[1];
|
||||
this->protocol[7].value = this->position[2];
|
||||
this->protocol[6].value = this->position[0];
|
||||
this->protocol[7].value = this->position[1];
|
||||
this->protocol[8].value = this->position[2];
|
||||
//ROTATION
|
||||
this->protocol[8].value = this->rotation[0];
|
||||
this->protocol[9].value = this->rotation[1];
|
||||
this->protocol[10].value = this->rotation[2];
|
||||
this->protocol[9].value = this->rotationQ[0];
|
||||
this->protocol[10].value = this->rotationQ[1];
|
||||
this->protocol[11].value = this->rotationQ[2];
|
||||
this->protocol[12].value = this->rotationQ[3];
|
||||
//SCALE
|
||||
this->protocol[11].value = this->scale[0];
|
||||
this->protocol[12].value = this->scale[1];
|
||||
this->protocol[13].value = this->scale[2];
|
||||
this->protocol[13].value = this->scale[0];
|
||||
this->protocol[14].value = this->scale[1];
|
||||
this->protocol[15].value = this->scale[2];
|
||||
|
||||
return protocol;
|
||||
}
|
||||
|
|
|
@ -46,6 +46,7 @@ namespace DanBias
|
|||
void LobbyGameData(GameLogic::Protocol_LobbyGameData& p, Oyster::Network::NetworkClient* c); //id = protocol_Lobby_GameData:
|
||||
void LobbyMainData(GameLogic::Protocol_LobbyClientData& p, Oyster::Network::NetworkClient* c); //id = protocol_Lobby_MainData:
|
||||
void LobbyReady(GameLogic::Protocol_LobbyClientReadyState& p, Oyster::Network::NetworkClient* c); //id = protocol_Lobby_ClientReadyState:
|
||||
void LobbyQuerryGameData(GameLogic::Protocol_QuerryGameType& p, Oyster::Network::NetworkClient* c); //id = protocol_Lobby_QuerryGameType:
|
||||
|
||||
private:
|
||||
void ClientEventCallback(Oyster::Network::NetEvent<Oyster::Network::NetworkClient*, Oyster::Network::NetworkClient::ClientEventArgs> e) override;
|
||||
|
|
|
@ -11,43 +11,46 @@ using namespace Oyster::Network;
|
|||
using namespace Oyster;
|
||||
using namespace GameLogic;
|
||||
|
||||
namespace DanBias
|
||||
using namespace DanBias;
|
||||
|
||||
GameLobby::GameLobby()
|
||||
{ }
|
||||
GameLobby::~GameLobby()
|
||||
{
|
||||
GameLobby::GameLobby()
|
||||
{ }
|
||||
|
||||
GameLobby::~GameLobby()
|
||||
{
|
||||
this->clients.Clear();
|
||||
}
|
||||
|
||||
void GameLobby::Release()
|
||||
{
|
||||
}
|
||||
void GameLobby::Release()
|
||||
{
|
||||
NetworkSession::CloseSession(true);
|
||||
this->gameSession.CloseSession(true);
|
||||
}
|
||||
|
||||
void GameLobby::Update()
|
||||
}
|
||||
void GameLobby::Update()
|
||||
{
|
||||
for (unsigned int i = 0; i < this->clients.Size(); i++)
|
||||
{
|
||||
this->ProcessClients();
|
||||
}
|
||||
void GameLobby::SetGameDesc(const LobbyLevelData& desc)
|
||||
if(this->clients[i])
|
||||
{
|
||||
this->clients[i]->Update();
|
||||
}
|
||||
}
|
||||
}
|
||||
void GameLobby::SetGameDesc(const LobbyLevelData& desc)
|
||||
{
|
||||
this->description.gameMode = desc.gameMode;
|
||||
this->description.gameTime = desc.gameTime;
|
||||
this->description.mapNumber = desc.mapNumber;
|
||||
this->description.maxClients = desc.maxClients;
|
||||
}
|
||||
void GameLobby::GetGameDesc(LobbyLevelData& desc)
|
||||
{
|
||||
}
|
||||
void GameLobby::GetGameDesc(LobbyLevelData& desc)
|
||||
{
|
||||
desc.gameMode = this->description.gameMode;
|
||||
desc.gameTime = this->description.gameTime;
|
||||
desc.mapNumber = this->description.mapNumber;
|
||||
desc.maxClients = this->description.maxClients;
|
||||
}
|
||||
bool GameLobby::StartGameSession( )
|
||||
{
|
||||
//Check if all clients is ready
|
||||
}
|
||||
bool GameLobby::StartGameSession( )
|
||||
{
|
||||
//Check if all clients is ready
|
||||
if(this->GetClientCount() && this->GetClientCount() == this->readyList.Size())
|
||||
{
|
||||
GameSession::GameDescription desc;
|
||||
|
@ -78,10 +81,10 @@ namespace DanBias
|
|||
//?
|
||||
}
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
void GameLobby::ClientEventCallback(NetEvent<NetworkClient*, NetworkClient::ClientEventArgs> e)
|
||||
{
|
||||
void GameLobby::ClientEventCallback(NetEvent<NetworkClient*, NetworkClient::ClientEventArgs> e)
|
||||
{
|
||||
switch (e.args.type)
|
||||
{
|
||||
case NetworkClient::ClientEventArgs::EventType_Disconnect:
|
||||
|
@ -101,14 +104,14 @@ namespace DanBias
|
|||
this->ParseProtocol(e.args.data.protocol, e.sender);
|
||||
break;
|
||||
}
|
||||
}
|
||||
void GameLobby::ClientConnectedEvent(Utility::DynamicMemory::SmartPointer<Oyster::Network::NetworkClient> client)
|
||||
{
|
||||
}
|
||||
void GameLobby::ClientConnectedEvent(Utility::DynamicMemory::SmartPointer<Oyster::Network::NetworkClient> client)
|
||||
{
|
||||
printf("New client(%i) connected - %s \n", client->GetID(), client->GetIpAddress().c_str());
|
||||
|
||||
if(this->gameSession)
|
||||
{
|
||||
this->gameSession.Attach(client);
|
||||
Attach(client);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -135,6 +138,5 @@ namespace DanBias
|
|||
client->Send(p1.GetProtocol());
|
||||
client->Send(p2.GetProtocol());
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}//End namespace DanBias
|
|
@ -32,6 +32,8 @@ void GameLobby::ParseProtocol(Oyster::Network::CustomNetProtocol& p, NetworkClie
|
|||
break;
|
||||
case protocol_Lobby_ClientReadyState: this->LobbyReady (Protocol_LobbyClientReadyState (p), c);
|
||||
break;
|
||||
case protocol_Lobby_QuerryGameType: this->LobbyReady (Protocol_LobbyClientReadyState (p), c);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -112,4 +114,29 @@ void GameLobby::LobbyReady(GameLogic::Protocol_LobbyClientReadyState& p, Oyster:
|
|||
this->readyList.Remove(c);
|
||||
}
|
||||
}
|
||||
void GameLobby::LobbyQuerryGameData(GameLogic::Protocol_QuerryGameType& p, Oyster::Network::NetworkClient* c)
|
||||
{
|
||||
NetClient temp;
|
||||
bool found = false;
|
||||
|
||||
//find client in waiting list
|
||||
for (unsigned int i = 0; !found && i < this->clients.Size(); i++)
|
||||
{
|
||||
if(this->clients[i]->GetID() == c->GetID())
|
||||
{
|
||||
temp = this->clients[i];
|
||||
found = true;
|
||||
}
|
||||
}
|
||||
|
||||
//Something is wrong
|
||||
if(!found)
|
||||
{
|
||||
c->Disconnect();
|
||||
}
|
||||
else
|
||||
{
|
||||
//Send game data
|
||||
this->gameSession.Attach(temp);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -61,8 +61,6 @@ void GameServerAPI::ServerStart()
|
|||
{
|
||||
timer.reset();
|
||||
server.Start();
|
||||
|
||||
|
||||
}
|
||||
void GameServerAPI::ServerStop()
|
||||
{
|
||||
|
@ -113,8 +111,6 @@ void GameServerAPI::NotifyWhenClientConnect(ClientConnectedNotify func)
|
|||
{
|
||||
if(!func) clientConnectedCallback = DefaultClientConnectedNotify;
|
||||
else clientConnectedCallback = func;
|
||||
|
||||
|
||||
}
|
||||
void GameServerAPI::NotifyWhenClientDisconnect(ClientDisconnectedNotify func)
|
||||
{
|
||||
|
|
|
@ -209,6 +209,7 @@ namespace DanBias
|
|||
{
|
||||
IPlayerData* p = this->clients[i]->GetPlayer();
|
||||
Protocol_ObjectCreate oc(p->GetPosition(), p->GetRotation(), p->GetScale(), p->GetID(), "char_white.dan");
|
||||
//Protocol_ObjectCreatePlayer oc(p->GetPosition(), p->GetRotation(), p->GetScale(), p->GetID(), "char_white.dan");
|
||||
this->clients[i]->GetClient()->Send(oc);
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue