Bunch of implementations

This commit is contained in:
Dander7BD 2014-02-17 16:16:27 +01:00
parent a0c9677123
commit 12623d1b16
5 changed files with 54 additions and 26 deletions

View File

@ -100,9 +100,6 @@ namespace DanBias
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;
}

View File

@ -112,7 +112,7 @@
<SubSystem>Windows</SubSystem>
<GenerateDebugInformation>true</GenerateDebugInformation>
<AdditionalDependencies>%(AdditionalDependencies)</AdditionalDependencies>
<DelayLoadDLLs>NetworkAPI_$(PlatformShortName)D.dll;OysterGraphics_$(PlatformShortName)D.dll;%(DelayLoadDLLs)</DelayLoadDLLs>
<DelayLoadDLLs>NetworkAPI_$(PlatformShortName)D.dll;OysterGraphics_$(PlatformShortName)D.dll;GameClient_$(PlatformShortName)D.dll;%(DelayLoadDLLs)</DelayLoadDLLs>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
@ -129,7 +129,7 @@
<SubSystem>Windows</SubSystem>
<GenerateDebugInformation>true</GenerateDebugInformation>
<AdditionalDependencies>%(AdditionalDependencies)</AdditionalDependencies>
<DelayLoadDLLs>NetworkAPI_$(PlatformShortName)D.dll;OysterGraphics_$(PlatformShortName)D.dll;%(DelayLoadDLLs)</DelayLoadDLLs>
<DelayLoadDLLs>NetworkAPI_$(PlatformShortName)D.dll;OysterGraphics_$(PlatformShortName)D.dll;GameClient_$(PlatformShortName)D.dll;%(DelayLoadDLLs)</DelayLoadDLLs>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
@ -150,7 +150,7 @@
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
<AdditionalDependencies>%(AdditionalDependencies)</AdditionalDependencies>
<DelayLoadDLLs>NetworkAPI_$(PlatformShortName).dll;OysterGraphics_$(PlatformShortName).dll;%(DelayLoadDLLs)</DelayLoadDLLs>
<DelayLoadDLLs>NetworkAPI_$(PlatformShortName).dll;OysterGraphics_$(PlatformShortName).dll;GameClient_$(PlatformShortName).dll;%(DelayLoadDLLs)</DelayLoadDLLs>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
@ -171,7 +171,7 @@
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
<AdditionalDependencies>%(AdditionalDependencies)</AdditionalDependencies>
<DelayLoadDLLs>NetworkAPI_$(PlatformShortName).dll;OysterGraphics_$(PlatformShortName).dll;%(DelayLoadDLLs)</DelayLoadDLLs>
<DelayLoadDLLs>NetworkAPI_$(PlatformShortName).dll;OysterGraphics_$(PlatformShortName).dll;GameClient_$(PlatformShortName).dll;%(DelayLoadDLLs)</DelayLoadDLLs>
</Link>
</ItemDefinitionGroup>
<ItemGroup>

View File

@ -8,6 +8,7 @@
#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;
@ -15,6 +16,7 @@ using namespace ::Oyster::Network;
using namespace ::Oyster::Math3D;
using namespace ::GameLogic;
using namespace ::Utility::DynamicMemory;
using namespace ::Utility::String;
struct GameState::MyData
{
@ -40,6 +42,11 @@ struct GameState::MyData
} privData;
inline Quaternion ArrayToQuaternion( const float source[4] )
{
return Quaternion( Float3(source[0], source[1], source[2]), source[3] );
}
GameState::GameState()
{
this->privData = nullptr;
@ -75,21 +82,33 @@ bool GameState::Init( SharedStateContent &shared )
return true;
}
void GameState::InitiatePlayer( int id, std::wstring modelName, Float4x4 world )
void GameState::InitiatePlayer( int id, const std::string &modelName, const float position[3], const float rotation[4], const float scale[3], bool isMyPlayer )
{
this->privData->myId = id;
ModelInitData modelData;
modelData.visible = true;
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 = this->privData->myId;
this->privData->player.Init( modelData );
modelData.visible = true;
modelData.position = position;
modelData.rotation = ArrayToQuaternion( rotation );
modelData.scale = scale;
StringToWstring( modelName, modelData.modelPath );
modelData.id = id;
this->privData->camera.SetPosition( this->privData->player.getPos() );
this->privData->camera.UpdateOrientation();
if( isMyPlayer )
{
if( this->privData->player.Init(modelData) )
{
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;
}
}
}
GameClientState::ClientState GameState::Update( float deltaTime )
@ -359,7 +378,12 @@ void GameState::DataRecieved( NetEvent<NetworkClient*, NetworkClient::ClientEven
}
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.rotation, 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 */

View File

@ -20,9 +20,8 @@ namespace DanBias { namespace Client
~GameState(void);
bool Init( SharedStateContent &shared );
GameClientState::ClientState Update( float deltaTime ) override;
void InitiatePlayer( int id, std::wstring modelName, Oyster::Math::Float4x4 world );
void InitiatePlayer( int id, const std::string &modelName, const float position[3], const float rotation[4], const float scale[3] );
void ReadKeyInput();
bool Render()override;
bool Release()override;
void ChangeState( ClientState next );

View File

@ -27,7 +27,7 @@ struct NetLoadState::MyData
bool loading;
};
inline Quaternion ArrayToQuaternion( float source[4] )
inline Quaternion ArrayToQuaternion( const float source[4] )
{
return Quaternion( Float3(source[0], source[1], source[2]), source[3] );
}
@ -99,6 +99,7 @@ void NetLoadState::DataRecieved( NetEvent<NetworkClient*, NetworkClient::ClientE
{
this->LoadGame( Protocol_LobbyCreateGame(e.args.data.protocol).modelName );
this->ChangeState( ClientState_Game );
this->privData->loading = false;
}
}
@ -109,18 +110,20 @@ void NetLoadState::LoadGame( const ::std::string &fileName )
LevelLoader loader;
auto objects = loader.LoadLevel( fileName );
auto object = objects.begin();
ObjectHeader *oh;
ObjectTypeHeader *oth;
int objectID = 100; // first 100 is reserved for players. This is how the server does it.
for( ; object != objects.end(); ++object )
{
++objectID;
oh = (ObjectHeader*)&*object;
switch( oh->typeID )
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 );
@ -142,6 +145,8 @@ void NetLoadState::LoadGame( const ::std::string &fileName )
break;
case ObjectType::ObjectType_Dynamic:
{
ObjectHeader *oh = (ObjectHeader*)oth;
ModelInitData desc;
desc.id = objectID;
StringToWstring( oh->ModelFile, desc.modelPath );