Merge branch 'GameLogic' of https://github.com/dean11/Danbias into GameLogic
This commit is contained in:
commit
3ffbb9525d
|
@ -0,0 +1,233 @@
|
|||
# This file uses centimeters as units for non-parametric coordinates.
|
||||
|
||||
mtllib crate.mtl
|
||||
g default
|
||||
v -0.500000 -0.500000 0.500000
|
||||
v 0.500000 -0.500000 0.500000
|
||||
v -0.500000 0.500000 0.500000
|
||||
v 0.500000 0.500000 0.500000
|
||||
v -0.500000 0.500000 -0.500000
|
||||
v 0.500000 0.500000 -0.500000
|
||||
v -0.500000 -0.500000 -0.500000
|
||||
v 0.500000 -0.500000 -0.500000
|
||||
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|
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|
||||
v 0.500000 0.500000 0.500000
|
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|
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||||
v -0.500000 0.500000 -0.500000
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|
||||
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|
||||
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|
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|
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
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|
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|
||||
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|
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
vt 0.995838 0.004695
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
vn -0.031527 0.999045 -0.030245
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
vn 0.041174 -0.998397 -0.038824
|
||||
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|
||||
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|
||||
vn 0.999134 -0.030589 0.028224
|
||||
vn 0.999134 -0.028224 -0.030589
|
||||
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|
||||
vn 0.999134 0.030589 -0.028224
|
||||
vn -0.998933 -0.033811 -0.031470
|
||||
vn -0.998933 -0.031470 0.033811
|
||||
vn -0.998933 0.031470 -0.033811
|
||||
vn -0.998933 0.033811 0.031470
|
||||
vn 0.577350 0.577350 -0.577350
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||||
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||||
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||||
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||||
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|
||||
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|
||||
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||||
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||||
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|
||||
vn 0.633500 0.454555 0.626145
|
||||
vn 0.657522 0.474071 -0.585595
|
||||
vn -0.626276 0.491669 -0.605013
|
||||
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|
||||
vn 0.635292 -0.520408 -0.570596
|
||||
vn 0.616200 -0.500955 0.607735
|
||||
vn -0.589957 -0.516183 0.620891
|
||||
s 1
|
||||
g meshCrate
|
||||
usemtl matCrateSG
|
||||
f 33/65/1 34/66/2 36/68/3
|
||||
f 36/68/3 34/66/2 35/67/4
|
||||
f 17/49/5 18/50/6 20/52/7
|
||||
f 20/52/7 18/50/6 19/51/8
|
||||
f 37/69/9 38/70/10 40/72/11
|
||||
f 40/72/11 38/70/10 39/71/12
|
||||
f 21/53/13 22/54/14 24/56/15
|
||||
f 24/56/15 22/54/14 23/55/16
|
||||
f 26/57/17 25/58/18 28/60/19
|
||||
f 28/60/19 25/58/18 27/59/20
|
||||
f 29/61/21 30/62/22 32/64/23
|
||||
f 32/64/23 30/62/22 31/63/24
|
||||
s 7
|
||||
f 1/25/25 3/28/26 2/26/27
|
||||
f 2/26/27 3/28/26 4/27/28
|
||||
f 3/29/26 5/32/29 4/30/28
|
||||
f 4/30/28 5/32/29 6/31/30
|
||||
f 5/33/29 7/36/31 6/34/30
|
||||
f 6/34/30 7/36/31 8/35/32
|
||||
f 7/37/31 1/40/25 8/38/32
|
||||
f 8/38/32 1/40/25 2/39/27
|
||||
f 2/41/27 4/44/28 8/42/32
|
||||
f 8/42/32 4/44/28 6/43/30
|
||||
f 7/45/31 5/48/29 1/46/25
|
||||
f 1/46/25 5/48/29 3/47/26
|
||||
s 1
|
||||
f 12/3/33 11/22/34 17/49/5
|
||||
f 17/49/5 11/22/34 18/50/6
|
||||
f 11/22/34 13/6/35 18/50/6
|
||||
f 18/50/6 13/6/35 19/51/8
|
||||
f 13/6/35 14/20/36 19/51/8
|
||||
f 19/51/8 14/20/36 20/52/7
|
||||
f 14/20/36 12/3/33 20/52/7
|
||||
f 20/52/7 12/3/33 17/49/5
|
||||
f 16/7/37 15/15/38 21/53/13
|
||||
f 21/53/13 15/15/38 22/54/14
|
||||
f 15/15/38 10/10/39 22/54/14
|
||||
f 22/54/14 10/10/39 23/55/16
|
||||
f 10/10/39 9/9/40 23/55/16
|
||||
f 23/55/16 9/9/40 24/56/15
|
||||
f 9/9/40 16/7/37 24/56/15
|
||||
f 24/56/15 16/7/37 21/53/13
|
||||
f 10/16/39 15/11/38 26/57/17
|
||||
f 26/57/17 15/11/38 25/58/18
|
||||
f 15/11/38 13/12/35 25/58/18
|
||||
f 25/58/18 13/12/35 27/59/20
|
||||
f 13/12/35 11/4/34 27/59/20
|
||||
f 27/59/20 11/4/34 28/60/19
|
||||
f 11/4/34 10/16/39 28/60/19
|
||||
f 28/60/19 10/16/39 26/57/17
|
||||
f 16/13/37 9/1/40 29/61/21
|
||||
f 29/61/21 9/1/40 30/62/22
|
||||
f 9/1/40 12/24/33 30/62/22
|
||||
f 30/62/22 12/24/33 31/63/24
|
||||
f 12/24/33 14/14/36 31/63/24
|
||||
f 31/63/24 14/14/36 32/64/23
|
||||
f 14/14/36 16/13/37 32/64/23
|
||||
f 32/64/23 16/13/37 29/61/21
|
||||
f 9/18/40 10/2/39 33/65/1
|
||||
f 33/65/1 10/2/39 34/66/2
|
||||
f 10/2/39 11/21/34 34/66/2
|
||||
f 34/66/2 11/21/34 35/67/4
|
||||
f 11/21/34 12/23/33 35/67/4
|
||||
f 35/67/4 12/23/33 36/68/3
|
||||
f 12/23/33 9/18/40 36/68/3
|
||||
f 36/68/3 9/18/40 33/65/1
|
||||
f 14/5/36 13/19/35 37/69/9
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||||
f 37/69/9 13/19/35 38/70/10
|
||||
f 13/19/35 15/8/38 38/70/10
|
||||
f 38/70/10 15/8/38 39/71/12
|
||||
f 15/8/38 16/17/37 39/71/12
|
||||
f 39/71/12 16/17/37 40/72/11
|
||||
f 16/17/37 14/5/36 40/72/11
|
||||
f 40/72/11 14/5/36 37/69/9
|
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After Width: | Height: | Size: 4.4 KiB |
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@ -0,0 +1,2 @@
|
|||
port 15151
|
||||
clients 200
|
|
@ -0,0 +1,4 @@
|
|||
ServerInit ..\Settings\ServerInit.ini
|
||||
More a
|
||||
more b
|
||||
more c
|
189
Code/DanBias.sln
189
Code/DanBias.sln
|
@ -23,13 +23,26 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "OysterNetworkServer", "Netw
|
|||
EndProject
|
||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "NetworkDependencies", "Network\NetworkDependencies\NetworkDependencies.vcxproj", "{C5AA09D0-6594-4CD3-BD92-1D380C7B3B50}"
|
||||
EndProject
|
||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "GameLogic", "GameLogic\GameLogic.vcxproj", "{B1195BB9-B3A5-47F0-906C-8DEA384D1520}"
|
||||
EndProject
|
||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "GamePhysics", "GamePhysics\GamePhysics.vcxproj", "{104FA3E9-94D9-4E1D-A941-28A03BC8A095}"
|
||||
EndProject
|
||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "Tester", "Tester\Tester.vcxproj", "{1B3BEA4C-CF75-438A-9693-60FB8444BBF3}"
|
||||
EndProject
|
||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "DanBiasGame", "DanBiasGame\DanBiasGame.vcxproj", "{2A1BC987-AF42-4500-802D-89CD32FC1309}"
|
||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "DanBiasGame", "Game\DanBiasGame\DanBiasGame.vcxproj", "{2A1BC987-AF42-4500-802D-89CD32FC1309}"
|
||||
EndProject
|
||||
Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "Game", "Game", "{20720CA7-795C-45AD-A302-9383A6DD503A}"
|
||||
EndProject
|
||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "GameLogic", "Game\GameLogic\GameLogic.vcxproj", "{B1195BB9-B3A5-47F0-906C-8DEA384D1520}"
|
||||
EndProject
|
||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "DanBiasServer", "Game\DanBiasServer\DanBiasServer.vcxproj", "{52380DAA-0F4A-4D97-8E57-98DF39319CAF}"
|
||||
EndProject
|
||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "DanBiasLauncher", "Game\DanBiasLauncher\DanBiasLauncher.vcxproj", "{8690FDDF-C5B7-4C42-A337-BD5243F29B85}"
|
||||
ProjectSection(ProjectDependencies) = postProject
|
||||
{52380DAA-0F4A-4D97-8E57-98DF39319CAF} = {52380DAA-0F4A-4D97-8E57-98DF39319CAF}
|
||||
EndProjectSection
|
||||
EndProject
|
||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "NetworkAPI", "Network\NetworkAPI\NetworkAPI.vcxproj", "{460D625F-2AC9-4559-B809-0BA89CEAEDF4}"
|
||||
EndProject
|
||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "GameProtocols", "Game\GameProtocols\GameProtocols.vcxproj", "{DA2AA800-ED64-4649-8B3B-E7F1E3968B78}"
|
||||
EndProject
|
||||
Global
|
||||
GlobalSection(SolutionConfigurationPlatforms) = preSolution
|
||||
|
@ -41,139 +54,128 @@ Global
|
|||
Release|x64 = Release|x64
|
||||
EndGlobalSection
|
||||
GlobalSection(ProjectConfigurationPlatforms) = postSolution
|
||||
{0EC83E64-230E-48EF-B08C-6AC9651B4F82}.Debug|Mixed Platforms.ActiveCfg = Debug|Win32
|
||||
{0EC83E64-230E-48EF-B08C-6AC9651B4F82}.Debug|Mixed Platforms.Build.0 = Debug|Win32
|
||||
{0EC83E64-230E-48EF-B08C-6AC9651B4F82}.Debug|Mixed Platforms.ActiveCfg = Release|x64
|
||||
{0EC83E64-230E-48EF-B08C-6AC9651B4F82}.Debug|Mixed Platforms.Build.0 = Release|x64
|
||||
{0EC83E64-230E-48EF-B08C-6AC9651B4F82}.Debug|Win32.ActiveCfg = Debug|Win32
|
||||
{0EC83E64-230E-48EF-B08C-6AC9651B4F82}.Debug|Win32.Build.0 = Debug|Win32
|
||||
{0EC83E64-230E-48EF-B08C-6AC9651B4F82}.Debug|x64.ActiveCfg = Debug|x64
|
||||
{0EC83E64-230E-48EF-B08C-6AC9651B4F82}.Debug|x64.Build.0 = Debug|x64
|
||||
{0EC83E64-230E-48EF-B08C-6AC9651B4F82}.Release|Mixed Platforms.ActiveCfg = Release|Win32
|
||||
{0EC83E64-230E-48EF-B08C-6AC9651B4F82}.Release|Mixed Platforms.Build.0 = Release|Win32
|
||||
{0EC83E64-230E-48EF-B08C-6AC9651B4F82}.Release|Mixed Platforms.ActiveCfg = Release|x64
|
||||
{0EC83E64-230E-48EF-B08C-6AC9651B4F82}.Release|Mixed Platforms.Build.0 = Release|x64
|
||||
{0EC83E64-230E-48EF-B08C-6AC9651B4F82}.Release|Win32.ActiveCfg = Release|Win32
|
||||
{0EC83E64-230E-48EF-B08C-6AC9651B4F82}.Release|Win32.Build.0 = Release|Win32
|
||||
{0EC83E64-230E-48EF-B08C-6AC9651B4F82}.Release|x64.ActiveCfg = Release|x64
|
||||
{0EC83E64-230E-48EF-B08C-6AC9651B4F82}.Release|x64.Build.0 = Release|x64
|
||||
{F10CBC03-9809-4CBA-95D8-327C287B18EE}.Debug|Mixed Platforms.ActiveCfg = Debug|Win32
|
||||
{F10CBC03-9809-4CBA-95D8-327C287B18EE}.Debug|Mixed Platforms.Build.0 = Debug|Win32
|
||||
{F10CBC03-9809-4CBA-95D8-327C287B18EE}.Debug|Mixed Platforms.ActiveCfg = Release|x64
|
||||
{F10CBC03-9809-4CBA-95D8-327C287B18EE}.Debug|Mixed Platforms.Build.0 = Release|x64
|
||||
{F10CBC03-9809-4CBA-95D8-327C287B18EE}.Debug|Win32.ActiveCfg = Debug|Win32
|
||||
{F10CBC03-9809-4CBA-95D8-327C287B18EE}.Debug|Win32.Build.0 = Debug|Win32
|
||||
{F10CBC03-9809-4CBA-95D8-327C287B18EE}.Debug|x64.ActiveCfg = Debug|x64
|
||||
{F10CBC03-9809-4CBA-95D8-327C287B18EE}.Debug|x64.Build.0 = Debug|x64
|
||||
{F10CBC03-9809-4CBA-95D8-327C287B18EE}.Release|Mixed Platforms.ActiveCfg = Release|Win32
|
||||
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|
||||
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|
||||
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|
||||
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||||
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||||
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|
||||
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||||
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||||
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|
||||
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||||
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||||
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|
||||
{2EC4DDED-8F75-4C86-A10B-E1E8EB29F3EE}.Release|Mixed Platforms.Build.0 = Release|Win32
|
||||
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|
||||
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|
||||
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||||
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||||
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|
||||
{2EC4DDED-8F75-4C86-A10B-E1E8EB29F3EE}.Release|x64.Build.0 = Release|x64
|
||||
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||||
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||||
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|
||||
{838B25C2-D19E-49FE-8CB0-9A977CA3C7E8}.Debug|Win32.ActiveCfg = Debug|Win32
|
||||
{838B25C2-D19E-49FE-8CB0-9A977CA3C7E8}.Debug|Win32.Build.0 = Debug|Win32
|
||||
{838B25C2-D19E-49FE-8CB0-9A977CA3C7E8}.Debug|x64.ActiveCfg = Debug|x64
|
||||
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|
||||
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|
||||
{838B25C2-D19E-49FE-8CB0-9A977CA3C7E8}.Release|Mixed Platforms.Build.0 = Release|Win32
|
||||
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|
||||
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|
||||
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|
||||
{838B25C2-D19E-49FE-8CB0-9A977CA3C7E8}.Release|Win32.Build.0 = Release|Win32
|
||||
{838B25C2-D19E-49FE-8CB0-9A977CA3C7E8}.Release|x64.ActiveCfg = Release|x64
|
||||
{838B25C2-D19E-49FE-8CB0-9A977CA3C7E8}.Release|x64.Build.0 = Release|x64
|
||||
{6A066806-F43F-4B31-A4E3-57179674F460}.Debug|Mixed Platforms.ActiveCfg = Debug|Win32
|
||||
{6A066806-F43F-4B31-A4E3-57179674F460}.Debug|Mixed Platforms.Build.0 = Debug|Win32
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||||
{6A066806-F43F-4B31-A4E3-57179674F460}.Debug|Mixed Platforms.ActiveCfg = Release|x64
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||||
{6A066806-F43F-4B31-A4E3-57179674F460}.Debug|Mixed Platforms.Build.0 = Release|x64
|
||||
{6A066806-F43F-4B31-A4E3-57179674F460}.Debug|Win32.ActiveCfg = Debug|Win32
|
||||
{6A066806-F43F-4B31-A4E3-57179674F460}.Debug|Win32.Build.0 = Debug|Win32
|
||||
{6A066806-F43F-4B31-A4E3-57179674F460}.Debug|x64.ActiveCfg = Debug|x64
|
||||
{6A066806-F43F-4B31-A4E3-57179674F460}.Debug|x64.Build.0 = Debug|x64
|
||||
{6A066806-F43F-4B31-A4E3-57179674F460}.Release|Mixed Platforms.ActiveCfg = Release|Win32
|
||||
{6A066806-F43F-4B31-A4E3-57179674F460}.Release|Mixed Platforms.Build.0 = Release|Win32
|
||||
{6A066806-F43F-4B31-A4E3-57179674F460}.Release|Mixed Platforms.ActiveCfg = Release|x64
|
||||
{6A066806-F43F-4B31-A4E3-57179674F460}.Release|Mixed Platforms.Build.0 = Release|x64
|
||||
{6A066806-F43F-4B31-A4E3-57179674F460}.Release|Win32.ActiveCfg = Release|Win32
|
||||
{6A066806-F43F-4B31-A4E3-57179674F460}.Release|Win32.Build.0 = Release|Win32
|
||||
{6A066806-F43F-4B31-A4E3-57179674F460}.Release|x64.ActiveCfg = Release|x64
|
||||
{6A066806-F43F-4B31-A4E3-57179674F460}.Release|x64.Build.0 = Release|x64
|
||||
{C5AA09D0-6594-4CD3-BD92-1D380C7B3B50}.Debug|Mixed Platforms.ActiveCfg = Debug|Win32
|
||||
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|
||||
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||||
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|
||||
{C5AA09D0-6594-4CD3-BD92-1D380C7B3B50}.Debug|Win32.ActiveCfg = Debug|Win32
|
||||
{C5AA09D0-6594-4CD3-BD92-1D380C7B3B50}.Debug|Win32.Build.0 = Debug|Win32
|
||||
{C5AA09D0-6594-4CD3-BD92-1D380C7B3B50}.Debug|x64.ActiveCfg = Debug|x64
|
||||
{C5AA09D0-6594-4CD3-BD92-1D380C7B3B50}.Debug|x64.Build.0 = Debug|x64
|
||||
{C5AA09D0-6594-4CD3-BD92-1D380C7B3B50}.Release|Mixed Platforms.ActiveCfg = Release|Win32
|
||||
{C5AA09D0-6594-4CD3-BD92-1D380C7B3B50}.Release|Mixed Platforms.Build.0 = Release|Win32
|
||||
{C5AA09D0-6594-4CD3-BD92-1D380C7B3B50}.Release|Mixed Platforms.ActiveCfg = Release|x64
|
||||
{C5AA09D0-6594-4CD3-BD92-1D380C7B3B50}.Release|Mixed Platforms.Build.0 = Release|x64
|
||||
{C5AA09D0-6594-4CD3-BD92-1D380C7B3B50}.Release|Win32.ActiveCfg = Release|Win32
|
||||
{C5AA09D0-6594-4CD3-BD92-1D380C7B3B50}.Release|Win32.Build.0 = Release|Win32
|
||||
{C5AA09D0-6594-4CD3-BD92-1D380C7B3B50}.Release|x64.ActiveCfg = Release|x64
|
||||
{C5AA09D0-6594-4CD3-BD92-1D380C7B3B50}.Release|x64.Build.0 = Release|x64
|
||||
{B1195BB9-B3A5-47F0-906C-8DEA384D1520}.Debug|Mixed Platforms.ActiveCfg = Debug|Win32
|
||||
{B1195BB9-B3A5-47F0-906C-8DEA384D1520}.Debug|Mixed Platforms.Build.0 = Debug|Win32
|
||||
{B1195BB9-B3A5-47F0-906C-8DEA384D1520}.Debug|Win32.ActiveCfg = Debug|Win32
|
||||
{B1195BB9-B3A5-47F0-906C-8DEA384D1520}.Debug|Win32.Build.0 = Debug|Win32
|
||||
{B1195BB9-B3A5-47F0-906C-8DEA384D1520}.Debug|x64.ActiveCfg = Debug|x64
|
||||
{B1195BB9-B3A5-47F0-906C-8DEA384D1520}.Debug|x64.Build.0 = Debug|x64
|
||||
{B1195BB9-B3A5-47F0-906C-8DEA384D1520}.Release|Mixed Platforms.ActiveCfg = Release|Win32
|
||||
{B1195BB9-B3A5-47F0-906C-8DEA384D1520}.Release|Mixed Platforms.Build.0 = Release|Win32
|
||||
{B1195BB9-B3A5-47F0-906C-8DEA384D1520}.Release|Win32.ActiveCfg = Release|Win32
|
||||
{B1195BB9-B3A5-47F0-906C-8DEA384D1520}.Release|Win32.Build.0 = Release|Win32
|
||||
{B1195BB9-B3A5-47F0-906C-8DEA384D1520}.Release|x64.ActiveCfg = Release|Win32
|
||||
{104FA3E9-94D9-4E1D-A941-28A03BC8A095}.Debug|Mixed Platforms.ActiveCfg = Debug|Win32
|
||||
{104FA3E9-94D9-4E1D-A941-28A03BC8A095}.Debug|Mixed Platforms.Build.0 = Debug|Win32
|
||||
{104FA3E9-94D9-4E1D-A941-28A03BC8A095}.Debug|Mixed Platforms.ActiveCfg = Release|Win32
|
||||
{104FA3E9-94D9-4E1D-A941-28A03BC8A095}.Debug|Mixed Platforms.Build.0 = Release|Win32
|
||||
{104FA3E9-94D9-4E1D-A941-28A03BC8A095}.Debug|Win32.ActiveCfg = Debug|Win32
|
||||
{104FA3E9-94D9-4E1D-A941-28A03BC8A095}.Debug|Win32.Build.0 = Debug|Win32
|
||||
{104FA3E9-94D9-4E1D-A941-28A03BC8A095}.Debug|x64.ActiveCfg = Debug|x64
|
||||
|
@ -182,16 +184,14 @@ Global
|
|||
{104FA3E9-94D9-4E1D-A941-28A03BC8A095}.Release|Mixed Platforms.Build.0 = Release|Win32
|
||||
{104FA3E9-94D9-4E1D-A941-28A03BC8A095}.Release|Win32.ActiveCfg = Release|Win32
|
||||
{104FA3E9-94D9-4E1D-A941-28A03BC8A095}.Release|Win32.Build.0 = Release|Win32
|
||||
{104FA3E9-94D9-4E1D-A941-28A03BC8A095}.Release|x64.ActiveCfg = Release|Win32
|
||||
{1B3BEA4C-CF75-438A-9693-60FB8444BBF3}.Debug|Mixed Platforms.ActiveCfg = Debug|Win32
|
||||
{1B3BEA4C-CF75-438A-9693-60FB8444BBF3}.Debug|Mixed Platforms.Build.0 = Debug|Win32
|
||||
{104FA3E9-94D9-4E1D-A941-28A03BC8A095}.Release|x64.ActiveCfg = Release|x64
|
||||
{104FA3E9-94D9-4E1D-A941-28A03BC8A095}.Release|x64.Build.0 = Release|x64
|
||||
{1B3BEA4C-CF75-438A-9693-60FB8444BBF3}.Debug|Mixed Platforms.ActiveCfg = Release|Win32
|
||||
{1B3BEA4C-CF75-438A-9693-60FB8444BBF3}.Debug|Win32.ActiveCfg = Debug|Win32
|
||||
{1B3BEA4C-CF75-438A-9693-60FB8444BBF3}.Debug|Win32.Build.0 = Debug|Win32
|
||||
{1B3BEA4C-CF75-438A-9693-60FB8444BBF3}.Debug|x64.ActiveCfg = Debug|x64
|
||||
{1B3BEA4C-CF75-438A-9693-60FB8444BBF3}.Debug|x64.ActiveCfg = Debug|Win32
|
||||
{1B3BEA4C-CF75-438A-9693-60FB8444BBF3}.Release|Mixed Platforms.ActiveCfg = Release|Win32
|
||||
{1B3BEA4C-CF75-438A-9693-60FB8444BBF3}.Release|Mixed Platforms.Build.0 = Release|Win32
|
||||
{1B3BEA4C-CF75-438A-9693-60FB8444BBF3}.Release|Win32.ActiveCfg = Release|Win32
|
||||
{1B3BEA4C-CF75-438A-9693-60FB8444BBF3}.Release|Win32.Build.0 = Release|Win32
|
||||
{1B3BEA4C-CF75-438A-9693-60FB8444BBF3}.Release|x64.ActiveCfg = Release|Win32
|
||||
{2A1BC987-AF42-4500-802D-89CD32FC1309}.Debug|Mixed Platforms.ActiveCfg = Debug|Win32
|
||||
{2A1BC987-AF42-4500-802D-89CD32FC1309}.Debug|Mixed Platforms.Build.0 = Debug|Win32
|
||||
|
@ -205,6 +205,65 @@ Global
|
|||
{2A1BC987-AF42-4500-802D-89CD32FC1309}.Release|Win32.Build.0 = Release|Win32
|
||||
{2A1BC987-AF42-4500-802D-89CD32FC1309}.Release|x64.ActiveCfg = Release|x64
|
||||
{2A1BC987-AF42-4500-802D-89CD32FC1309}.Release|x64.Build.0 = Release|x64
|
||||
{B1195BB9-B3A5-47F0-906C-8DEA384D1520}.Debug|Mixed Platforms.ActiveCfg = Debug|Win32
|
||||
{B1195BB9-B3A5-47F0-906C-8DEA384D1520}.Debug|Mixed Platforms.Build.0 = Debug|Win32
|
||||
{B1195BB9-B3A5-47F0-906C-8DEA384D1520}.Debug|Win32.ActiveCfg = Debug|Win32
|
||||
{B1195BB9-B3A5-47F0-906C-8DEA384D1520}.Debug|Win32.Build.0 = Debug|Win32
|
||||
{B1195BB9-B3A5-47F0-906C-8DEA384D1520}.Debug|x64.ActiveCfg = Debug|x64
|
||||
{B1195BB9-B3A5-47F0-906C-8DEA384D1520}.Debug|x64.Build.0 = Debug|x64
|
||||
{B1195BB9-B3A5-47F0-906C-8DEA384D1520}.Release|Mixed Platforms.ActiveCfg = Release|Win32
|
||||
{B1195BB9-B3A5-47F0-906C-8DEA384D1520}.Release|Mixed Platforms.Build.0 = Release|Win32
|
||||
{B1195BB9-B3A5-47F0-906C-8DEA384D1520}.Release|Win32.ActiveCfg = Release|Win32
|
||||
{B1195BB9-B3A5-47F0-906C-8DEA384D1520}.Release|Win32.Build.0 = Release|Win32
|
||||
{B1195BB9-B3A5-47F0-906C-8DEA384D1520}.Release|x64.ActiveCfg = Release|x64
|
||||
{B1195BB9-B3A5-47F0-906C-8DEA384D1520}.Release|x64.Build.0 = Release|x64
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{52380DAA-0F4A-4D97-8E57-98DF39319CAF}.Debug|Mixed Platforms.ActiveCfg = Debug|Win32
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{52380DAA-0F4A-4D97-8E57-98DF39319CAF}.Debug|Mixed Platforms.Build.0 = Debug|Win32
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||||
{52380DAA-0F4A-4D97-8E57-98DF39319CAF}.Debug|Win32.ActiveCfg = Debug|Win32
|
||||
{52380DAA-0F4A-4D97-8E57-98DF39319CAF}.Debug|Win32.Build.0 = Debug|Win32
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{52380DAA-0F4A-4D97-8E57-98DF39319CAF}.Debug|x64.ActiveCfg = Debug|x64
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{52380DAA-0F4A-4D97-8E57-98DF39319CAF}.Debug|x64.Build.0 = Debug|x64
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{52380DAA-0F4A-4D97-8E57-98DF39319CAF}.Release|Mixed Platforms.ActiveCfg = Release|Win32
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{52380DAA-0F4A-4D97-8E57-98DF39319CAF}.Release|Mixed Platforms.Build.0 = Release|Win32
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{52380DAA-0F4A-4D97-8E57-98DF39319CAF}.Release|Win32.ActiveCfg = Release|Win32
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{52380DAA-0F4A-4D97-8E57-98DF39319CAF}.Release|Win32.Build.0 = Release|Win32
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{52380DAA-0F4A-4D97-8E57-98DF39319CAF}.Release|x64.ActiveCfg = Release|x64
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{52380DAA-0F4A-4D97-8E57-98DF39319CAF}.Release|x64.Build.0 = Release|x64
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{8690FDDF-C5B7-4C42-A337-BD5243F29B85}.Debug|Mixed Platforms.ActiveCfg = Debug|Win32
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{8690FDDF-C5B7-4C42-A337-BD5243F29B85}.Debug|Mixed Platforms.Build.0 = Debug|Win32
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{8690FDDF-C5B7-4C42-A337-BD5243F29B85}.Debug|Win32.ActiveCfg = Debug|Win32
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{8690FDDF-C5B7-4C42-A337-BD5243F29B85}.Debug|Win32.Build.0 = Debug|Win32
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{8690FDDF-C5B7-4C42-A337-BD5243F29B85}.Debug|x64.ActiveCfg = Debug|x64
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{8690FDDF-C5B7-4C42-A337-BD5243F29B85}.Debug|x64.Build.0 = Debug|x64
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{8690FDDF-C5B7-4C42-A337-BD5243F29B85}.Release|Mixed Platforms.ActiveCfg = Release|Win32
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{8690FDDF-C5B7-4C42-A337-BD5243F29B85}.Release|Mixed Platforms.Build.0 = Release|Win32
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{8690FDDF-C5B7-4C42-A337-BD5243F29B85}.Release|Win32.ActiveCfg = Release|Win32
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{8690FDDF-C5B7-4C42-A337-BD5243F29B85}.Release|Win32.Build.0 = Release|Win32
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{8690FDDF-C5B7-4C42-A337-BD5243F29B85}.Release|x64.ActiveCfg = Release|x64
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{8690FDDF-C5B7-4C42-A337-BD5243F29B85}.Release|x64.Build.0 = Release|x64
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{460D625F-2AC9-4559-B809-0BA89CEAEDF4}.Debug|Mixed Platforms.ActiveCfg = Debug|Win32
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{460D625F-2AC9-4559-B809-0BA89CEAEDF4}.Debug|Mixed Platforms.Build.0 = Debug|Win32
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{460D625F-2AC9-4559-B809-0BA89CEAEDF4}.Debug|Win32.ActiveCfg = Debug|Win32
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{460D625F-2AC9-4559-B809-0BA89CEAEDF4}.Debug|Win32.Build.0 = Debug|Win32
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{460D625F-2AC9-4559-B809-0BA89CEAEDF4}.Debug|x64.ActiveCfg = Debug|x64
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{460D625F-2AC9-4559-B809-0BA89CEAEDF4}.Debug|x64.Build.0 = Debug|x64
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{460D625F-2AC9-4559-B809-0BA89CEAEDF4}.Release|Mixed Platforms.ActiveCfg = Release|Win32
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{460D625F-2AC9-4559-B809-0BA89CEAEDF4}.Release|Mixed Platforms.Build.0 = Release|Win32
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{460D625F-2AC9-4559-B809-0BA89CEAEDF4}.Release|Win32.ActiveCfg = Release|Win32
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{460D625F-2AC9-4559-B809-0BA89CEAEDF4}.Release|Win32.Build.0 = Release|Win32
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{460D625F-2AC9-4559-B809-0BA89CEAEDF4}.Release|x64.ActiveCfg = Release|x64
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{460D625F-2AC9-4559-B809-0BA89CEAEDF4}.Release|x64.Build.0 = Release|x64
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{DA2AA800-ED64-4649-8B3B-E7F1E3968B78}.Debug|Win32.ActiveCfg = Debug|Win32
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{DA2AA800-ED64-4649-8B3B-E7F1E3968B78}.Debug|Win32.Build.0 = Debug|Win32
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{DA2AA800-ED64-4649-8B3B-E7F1E3968B78}.Debug|x64.ActiveCfg = Debug|x64
|
||||
{DA2AA800-ED64-4649-8B3B-E7F1E3968B78}.Debug|x64.Build.0 = Debug|x64
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{DA2AA800-ED64-4649-8B3B-E7F1E3968B78}.Release|Mixed Platforms.ActiveCfg = Release|Win32
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{DA2AA800-ED64-4649-8B3B-E7F1E3968B78}.Release|Mixed Platforms.Build.0 = Release|Win32
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{DA2AA800-ED64-4649-8B3B-E7F1E3968B78}.Release|Win32.ActiveCfg = Release|Win32
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{DA2AA800-ED64-4649-8B3B-E7F1E3968B78}.Release|Win32.Build.0 = Release|Win32
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{DA2AA800-ED64-4649-8B3B-E7F1E3968B78}.Release|x64.ActiveCfg = Release|Win32
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EndGlobalSection
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GlobalSection(SolutionProperties) = preSolution
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HideSolutionNode = FALSE
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|
@ -213,5 +272,11 @@ Global
|
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{838B25C2-D19E-49FE-8CB0-9A977CA3C7E8} = {C27B926E-B3EF-4990-8822-47580E43A0BE}
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||||
{6A066806-F43F-4B31-A4E3-57179674F460} = {C27B926E-B3EF-4990-8822-47580E43A0BE}
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{C5AA09D0-6594-4CD3-BD92-1D380C7B3B50} = {C27B926E-B3EF-4990-8822-47580E43A0BE}
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||||
{460D625F-2AC9-4559-B809-0BA89CEAEDF4} = {C27B926E-B3EF-4990-8822-47580E43A0BE}
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{2A1BC987-AF42-4500-802D-89CD32FC1309} = {20720CA7-795C-45AD-A302-9383A6DD503A}
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{B1195BB9-B3A5-47F0-906C-8DEA384D1520} = {20720CA7-795C-45AD-A302-9383A6DD503A}
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{52380DAA-0F4A-4D97-8E57-98DF39319CAF} = {20720CA7-795C-45AD-A302-9383A6DD503A}
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{8690FDDF-C5B7-4C42-A337-BD5243F29B85} = {20720CA7-795C-45AD-A302-9383A6DD503A}
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{DA2AA800-ED64-4649-8B3B-E7F1E3968B78} = {20720CA7-795C-45AD-A302-9383A6DD503A}
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EndGlobalSection
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EndGlobal
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|
|
@ -0,0 +1,8 @@
|
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#define NOMINMAX
|
||||
#include <windows.h>
|
||||
|
||||
BOOL WINAPI DllMain( _In_ HINSTANCE hinstDLL, _In_ DWORD fdwReason, _In_ LPVOID lpvReserved )
|
||||
{
|
||||
//MessageBox(0, L"DanBiasGame Loaded", 0, 0);
|
||||
return TRUE;
|
||||
}
|
|
@ -0,0 +1,220 @@
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<Configuration>Debug</Configuration>
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<ProjectConfiguration Include="Debug|x64">
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<ProjectConfiguration Include="Release|Win32">
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<ProjectConfiguration Include="Release|x64">
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<ProjectGuid>{2A1BC987-AF42-4500-802D-89CD32FC1309}</ProjectGuid>
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<PreprocessorDefinitions>DANBIAS_GAME_DLL_EXPORT;WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
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<SDLCheck>true</SDLCheck>
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<AdditionalIncludeDirectories>$(SolutionDir)OysterMath;$(SolutionDir)Input;$(SolutionDir)OysterGraphics;$(SolutionDir)Misc;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
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</ClCompile>
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<Link>
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<SubSystem>Windows</SubSystem>
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<GenerateDebugInformation>true</GenerateDebugInformation>
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<AdditionalDependencies>OysterGraphics_$(PlatformShortName)D.lib;Input_$(PlatformShortName)D.lib;%(AdditionalDependencies)</AdditionalDependencies>
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<DelayLoadDLLs>NetworkAPI_$(PlatformShortName)D.dll;OysterGraphics_$(PlatformShortName)D.dll;%(DelayLoadDLLs)</DelayLoadDLLs>
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</Link>
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<ClCompile>
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<WarningLevel>Level3</WarningLevel>
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<Optimization>Disabled</Optimization>
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<PreprocessorDefinitions>DANBIAS_GAME_DLL_EXPORT;WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
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<SDLCheck>true</SDLCheck>
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<AdditionalIncludeDirectories>$(SolutionDir)GameProtocols;$(SolutionDir)OysterMath;$(SolutionDir)Input;$(SolutionDir)OysterGraphics;$(SolutionDir)Misc;$(SolutionDir)OysterMath;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
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<Link>
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<DelayLoadDLLs>OysterGraphics_$(PlatformShortName)D.dll;%(DelayLoadDLLs)</DelayLoadDLLs>
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<FunctionLevelLinking>true</FunctionLevelLinking>
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<IntrinsicFunctions>true</IntrinsicFunctions>
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<PreprocessorDefinitions>DANBIAS_GAME_DLL_EXPORT;WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
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<SDLCheck>true</SDLCheck>
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<AdditionalIncludeDirectories>$(SolutionDir)GameProtocols;$(SolutionDir)OysterMath;$(SolutionDir)Input;$(SolutionDir)OysterGraphics;$(SolutionDir)Misc;$(SolutionDir)OysterMath;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
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</ClCompile>
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<Link>
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<SubSystem>Windows</SubSystem>
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<GenerateDebugInformation>true</GenerateDebugInformation>
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<EnableCOMDATFolding>true</EnableCOMDATFolding>
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<OptimizeReferences>true</OptimizeReferences>
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<AdditionalDependencies>GameProtocols_$(PlatformShortName).lib;OysterGraphics_$(PlatformShortName).lib;Input_$(PlatformShortName).lib;%(AdditionalDependencies)</AdditionalDependencies>
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<DelayLoadDLLs>OysterGraphics_x86.dll;%(DelayLoadDLLs)</DelayLoadDLLs>
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<ClCompile>
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<PrecompiledHeader>
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<FunctionLevelLinking>true</FunctionLevelLinking>
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<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<PreprocessorDefinitions>DANBIAS_GAME_DLL_EXPORT;WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<SDLCheck>true</SDLCheck>
|
||||
<AdditionalIncludeDirectories>$(SolutionDir)GameProtocols;$(SolutionDir)OysterMath;$(SolutionDir)Input;$(SolutionDir)OysterGraphics;$(SolutionDir)Misc;$(SolutionDir)OysterMath;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<SubSystem>Windows</SubSystem>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||
<OptimizeReferences>true</OptimizeReferences>
|
||||
<AdditionalDependencies>GameProtocols_$(PlatformShortName).lib;OysterGraphics_$(PlatformShortName).lib;Input_$(PlatformShortName).lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<DelayLoadDLLs>OysterGraphics_x86.dll;%(DelayLoadDLLs)</DelayLoadDLLs>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemGroup>
|
||||
<ProjectReference Include="..\..\Input\Input.vcxproj">
|
||||
<Project>{7e3990d2-3d94-465c-b58d-64a74b3ecf9b}</Project>
|
||||
</ProjectReference>
|
||||
<ProjectReference Include="..\..\Misc\Misc.vcxproj">
|
||||
<Project>{2ec4dded-8f75-4c86-a10b-e1e8eb29f3ee}</Project>
|
||||
</ProjectReference>
|
||||
<ProjectReference Include="..\..\Network\NetworkAPI\NetworkAPI.vcxproj">
|
||||
<Project>{460d625f-2ac9-4559-b809-0ba89ceaedf4}</Project>
|
||||
</ProjectReference>
|
||||
<ProjectReference Include="..\..\OysterGraphics\OysterGraphics.vcxproj">
|
||||
<Project>{0ec83e64-230e-48ef-b08c-6ac9651b4f82}</Project>
|
||||
</ProjectReference>
|
||||
<ProjectReference Include="..\..\OysterMath\OysterMath.vcxproj">
|
||||
<Project>{f10cbc03-9809-4cba-95d8-327c287b18ee}</Project>
|
||||
</ProjectReference>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="GameClientState\C_obj\C_DynamicObj.cpp" />
|
||||
<ClCompile Include="GameClientState\C_obj\C_Player.cpp" />
|
||||
<ClCompile Include="GameClientState\C_obj\C_StaticObj.cpp" />
|
||||
<ClCompile Include="GameClientState\C_obj\C_UIobject.cpp" />
|
||||
<ClCompile Include="DanBiasGame_Impl.cpp" />
|
||||
<ClCompile Include="DLLMain.cpp" />
|
||||
<ClCompile Include="GameClientState\GameClientState.cpp" />
|
||||
<ClCompile Include="GameClientState\GameState.cpp" />
|
||||
<ClCompile Include="GameClientState\LobbyState.cpp" />
|
||||
<ClCompile Include="GameClientState\C_Object.cpp" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="GameClientState\C_obj\C_DynamicObj.h" />
|
||||
<ClInclude Include="GameClientState\C_obj\C_Player.h" />
|
||||
<ClInclude Include="GameClientState\C_obj\C_StaticObj.h" />
|
||||
<ClInclude Include="GameClientState\C_obj\C_UIobject.h" />
|
||||
<ClInclude Include="GameClientState\GameClientState.h" />
|
||||
<ClInclude Include="GameClientState\GameState.h" />
|
||||
<ClInclude Include="Include\DanBiasGame.h" />
|
||||
<ClInclude Include="GameClientState\LobbyState.h" />
|
||||
<ClInclude Include="GameClientState\C_Object.h" />
|
||||
</ItemGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
||||
<ImportGroup Label="ExtensionTargets">
|
||||
</ImportGroup>
|
||||
</Project>
|
|
@ -0,0 +1,331 @@
|
|||
#define NOMINMAX
|
||||
#include <Windows.h>
|
||||
#include "Include\DanBiasGame.h"
|
||||
#include "DllInterfaces/GFXAPI.h"
|
||||
#include "GameClientState/GameClientState.h"
|
||||
#include "GameClientState\GameState.h"
|
||||
#include "GameClientState\LobbyState.h"
|
||||
#include "PlayerProtocols.h"
|
||||
#include "NetworkClient.h"
|
||||
|
||||
#include "L_inputClass.h"
|
||||
#include "vld.h"
|
||||
|
||||
namespace DanBias
|
||||
{
|
||||
__int64 DanBiasGame::cntsPerSec = 0;
|
||||
__int64 DanBiasGame::prevTimeStamp = 0;
|
||||
float DanBiasGame::secsPerCnt = 0;
|
||||
HINSTANCE DanBiasGame::g_hInst = NULL;
|
||||
HWND DanBiasGame::g_hWnd = NULL;
|
||||
|
||||
#pragma region Game Data
|
||||
|
||||
|
||||
struct MyRecieverObject :public Oyster::Network::ProtocolRecieverObject
|
||||
{
|
||||
Oyster::Network::NetworkClient* nwClient;
|
||||
Client::GameClientState* gameClientState;
|
||||
|
||||
void ProtocolRecievedCallback(Oyster::Network::CustomNetProtocol& p) override
|
||||
{
|
||||
|
||||
int pType = p[0].value.netInt;
|
||||
Client::GameClientState::ProtocolStruct* protocolData;
|
||||
switch (pType)
|
||||
{
|
||||
case protocol_PlayerNavigation:
|
||||
|
||||
break;
|
||||
case protocol_PlayerPosition:
|
||||
protocolData = new Client::GameClientState::PlayerPos;
|
||||
for(int i = 0; i< 3; i++)
|
||||
{
|
||||
((Client::GameClientState::PlayerPos*)protocolData)->playerPos[i] = p[i].value.netFloat;
|
||||
}
|
||||
gameClientState->Protocol(protocolData);
|
||||
delete protocolData;
|
||||
protocolData = NULL;
|
||||
break;
|
||||
|
||||
|
||||
case protocol_ObjectPosition:
|
||||
protocolData = new Client::GameClientState::ObjPos;
|
||||
for(int i = 0; i< 16; i++)
|
||||
{
|
||||
((Client::GameClientState::ObjPos*)protocolData)->worldPos[i] = p[i].value.netFloat;
|
||||
}
|
||||
gameClientState->Protocol(protocolData);
|
||||
delete protocolData;
|
||||
protocolData = NULL;
|
||||
break;
|
||||
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
};
|
||||
class DanBiasGamePrivateData
|
||||
{
|
||||
|
||||
public:
|
||||
DanBiasGamePrivateData()
|
||||
{
|
||||
|
||||
}
|
||||
~DanBiasGamePrivateData()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
public:
|
||||
Client::GameClientState* gameClientState;
|
||||
InputClass* inputObj;
|
||||
MyRecieverObject* r;
|
||||
|
||||
} data;
|
||||
#pragma endregion
|
||||
|
||||
|
||||
DanBiasGamePrivateData* DanBiasGame::m_data = new DanBiasGamePrivateData();
|
||||
|
||||
//--------------------------------------------------------------------------------------
|
||||
// Interface API functions
|
||||
//--------------------------------------------------------------------------------------
|
||||
DanBiasClientReturn DanBiasGame::Initiate(DanBiasGameDesc& desc)
|
||||
{
|
||||
if( FAILED( InitWindow( desc.hinst, desc.nCmdShow ) ))
|
||||
return DanBiasClientReturn_Error;
|
||||
|
||||
if( FAILED( InitDirect3D() ) )
|
||||
return DanBiasClientReturn_Error;
|
||||
|
||||
if( FAILED( InitInput() ) )
|
||||
return DanBiasClientReturn_Error;
|
||||
|
||||
cntsPerSec = 0;
|
||||
QueryPerformanceFrequency((LARGE_INTEGER*)&cntsPerSec);
|
||||
secsPerCnt = 1.0f / (float)cntsPerSec;
|
||||
|
||||
prevTimeStamp = 0;
|
||||
QueryPerformanceCounter((LARGE_INTEGER*)&prevTimeStamp);
|
||||
|
||||
m_data->r = new MyRecieverObject;
|
||||
m_data->r->nwClient = new Oyster::Network::NetworkClient();
|
||||
m_data->r->nwClient->Connect(desc.port, desc.IP);
|
||||
if (!m_data->r->nwClient->IsConnected())
|
||||
{
|
||||
// failed to connect
|
||||
return DanBiasClientReturn_Error;
|
||||
}
|
||||
// Start in lobby state
|
||||
m_data->gameClientState = new Client::LobbyState();
|
||||
m_data->gameClientState->Init(m_data->r->nwClient);
|
||||
|
||||
|
||||
return DanBiasClientReturn_Sucess;
|
||||
}
|
||||
|
||||
DanBiasClientReturn DanBiasGame::Run()
|
||||
{
|
||||
// Main message loop
|
||||
MSG msg = {0};
|
||||
while(WM_QUIT != msg.message)
|
||||
{
|
||||
if( PeekMessage( &msg, NULL, 0, 0, PM_REMOVE) )
|
||||
{
|
||||
TranslateMessage( &msg );
|
||||
DispatchMessage( &msg );
|
||||
}
|
||||
else
|
||||
{
|
||||
__int64 currTimeStamp = 0;
|
||||
QueryPerformanceCounter((LARGE_INTEGER*)&currTimeStamp);
|
||||
float dt = (currTimeStamp - prevTimeStamp) * secsPerCnt;
|
||||
|
||||
//render
|
||||
if(Update(dt) != S_OK)
|
||||
return DanBiasClientReturn_Error;
|
||||
if(Render(dt) != S_OK)
|
||||
return DanBiasClientReturn_Error;
|
||||
|
||||
prevTimeStamp = currTimeStamp;
|
||||
}
|
||||
}
|
||||
return DanBiasClientReturn_Sucess;
|
||||
}
|
||||
|
||||
void DanBiasGame::Release()
|
||||
{
|
||||
CleanUp();
|
||||
}
|
||||
|
||||
|
||||
//--------------------------------------------------------------------------------------
|
||||
// Register class and create window
|
||||
//--------------------------------------------------------------------------------------
|
||||
HRESULT DanBiasGame::InitWindow( HINSTANCE hInstance, int nCmdShow )
|
||||
{
|
||||
// Register class
|
||||
WNDCLASSEX wcex;
|
||||
wcex.cbSize = sizeof(WNDCLASSEX);
|
||||
wcex.style = CS_HREDRAW | CS_VREDRAW;
|
||||
wcex.lpfnWndProc = WndProc;
|
||||
wcex.cbClsExtra = 0;
|
||||
wcex.cbWndExtra = 0;
|
||||
wcex.hInstance = hInstance;
|
||||
wcex.hIcon = 0;
|
||||
wcex.hCursor = LoadCursor(NULL, IDC_ARROW);
|
||||
wcex.hbrBackground = (HBRUSH)(COLOR_WINDOW+1);
|
||||
wcex.lpszMenuName = NULL;
|
||||
wcex.lpszClassName = L"BTH_D3D_Template";
|
||||
wcex.hIconSm = 0;
|
||||
if( !RegisterClassEx(&wcex) )
|
||||
return E_FAIL;
|
||||
|
||||
// Adjust and create window
|
||||
g_hInst = hInstance;
|
||||
RECT rc = { 0, 0, 1024, 768 };
|
||||
AdjustWindowRect( &rc, WS_OVERLAPPEDWINDOW, FALSE );
|
||||
|
||||
if(!(g_hWnd = CreateWindow(
|
||||
L"BTH_D3D_Template",
|
||||
L"BTH - Direct3D 11.0 Template",
|
||||
WS_OVERLAPPEDWINDOW,
|
||||
CW_USEDEFAULT,
|
||||
CW_USEDEFAULT,
|
||||
rc.right - rc.left,
|
||||
rc.bottom - rc.top,
|
||||
NULL,
|
||||
NULL,
|
||||
hInstance,
|
||||
NULL)))
|
||||
{
|
||||
return E_FAIL;
|
||||
}
|
||||
ShowWindow( g_hWnd, nCmdShow );
|
||||
|
||||
return S_OK;
|
||||
}
|
||||
|
||||
//--------------------------------------------------------------------------------------
|
||||
// Create Direct3D with Oyster Graphics
|
||||
//--------------------------------------------------------------------------------------
|
||||
HRESULT DanBiasGame::InitDirect3D()
|
||||
{
|
||||
if(Oyster::Graphics::API::Init(g_hWnd, false, false, Oyster::Math::Float2( 1024, 768)) != Oyster::Graphics::API::Sucsess)
|
||||
return E_FAIL;
|
||||
return S_OK;
|
||||
}
|
||||
|
||||
//--------------------------------------------------------------------------------------
|
||||
// Init the input
|
||||
//-------------------------------------------------------------------------------------
|
||||
HRESULT DanBiasGame::InitInput()
|
||||
{
|
||||
m_data->inputObj = new InputClass;
|
||||
if(!m_data->inputObj->Initialize(g_hInst, g_hWnd, 1024, 768))
|
||||
{
|
||||
MessageBox(0, L"Could not initialize the input object.", L"Error", MB_OK);
|
||||
return E_FAIL;
|
||||
}
|
||||
return S_OK;
|
||||
}
|
||||
|
||||
HRESULT DanBiasGame::Update(float deltaTime)
|
||||
{
|
||||
m_data->inputObj->Update();
|
||||
|
||||
DanBias::Client::GameClientState::ClientState state = DanBias::Client::GameClientState::ClientState_Same;
|
||||
state = m_data->gameClientState->Update(deltaTime, m_data->inputObj);
|
||||
|
||||
if(state != Client::GameClientState::ClientState_Same)
|
||||
{
|
||||
m_data->gameClientState->Release();
|
||||
delete m_data->gameClientState;
|
||||
m_data->gameClientState = NULL;
|
||||
|
||||
switch (state)
|
||||
{
|
||||
case Client::GameClientState::ClientState_Lobby:
|
||||
m_data->gameClientState = new Client::LobbyState();
|
||||
break;
|
||||
case Client::GameClientState::ClientState_Game:
|
||||
m_data->gameClientState = new Client::GameState();
|
||||
break;
|
||||
default:
|
||||
return E_FAIL;
|
||||
break;
|
||||
}
|
||||
m_data->gameClientState->Init(m_data->r->nwClient); // send game client
|
||||
|
||||
}
|
||||
return S_OK;
|
||||
}
|
||||
|
||||
HRESULT DanBiasGame::Render(float deltaTime)
|
||||
{
|
||||
int isPressed = 0;
|
||||
if(m_data->inputObj->IsKeyPressed(DIK_A))
|
||||
{
|
||||
isPressed = 1;
|
||||
}
|
||||
|
||||
wchar_t title[255];
|
||||
swprintf(title, sizeof(title), L"| Pressing A: %d | \n", (int)(isPressed));
|
||||
SetWindowText(g_hWnd, title);
|
||||
|
||||
m_data->gameClientState->Render();
|
||||
|
||||
return S_OK;
|
||||
}
|
||||
|
||||
HRESULT DanBiasGame::CleanUp()
|
||||
{
|
||||
m_data->gameClientState->Release();
|
||||
delete m_data->gameClientState;
|
||||
delete m_data->inputObj;
|
||||
delete m_data;
|
||||
|
||||
|
||||
Oyster::Graphics::API::Clean();
|
||||
return S_OK;
|
||||
}
|
||||
|
||||
//--------------------------------------------------------------------------------------
|
||||
// Called every time the application receives a message
|
||||
//--------------------------------------------------------------------------------------
|
||||
LRESULT CALLBACK WndProc( HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam )
|
||||
{
|
||||
PAINTSTRUCT ps;
|
||||
HDC hdc;
|
||||
|
||||
switch (message)
|
||||
{
|
||||
case WM_PAINT:
|
||||
hdc = BeginPaint(hWnd, &ps);
|
||||
EndPaint(hWnd, &ps);
|
||||
break;
|
||||
|
||||
case WM_DESTROY:
|
||||
PostQuitMessage(0);
|
||||
break;
|
||||
|
||||
case WM_KEYDOWN:
|
||||
|
||||
switch(wParam)
|
||||
{
|
||||
case VK_ESCAPE:
|
||||
PostQuitMessage(0);
|
||||
break;
|
||||
}
|
||||
break;
|
||||
|
||||
default:
|
||||
return DefWindowProc(hWnd, message, wParam, lParam);
|
||||
}
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
} //End namespace DanBias
|
|
@ -9,7 +9,7 @@
|
|||
#include <Windows.h>
|
||||
|
||||
#include "DllInterfaces/GFXAPI.h"
|
||||
#include "IGame.h"
|
||||
//#include "IGame.h"
|
||||
|
||||
#include "L_inputClass.h"
|
||||
|
||||
|
@ -28,7 +28,7 @@
|
|||
HINSTANCE g_hInst = NULL;
|
||||
HWND g_hWnd = NULL;
|
||||
|
||||
GameLogic::IGame* game;
|
||||
//GameLogic::IGame* game;
|
||||
InputClass* inputObj;
|
||||
|
||||
|
||||
|
@ -205,34 +205,34 @@ HRESULT InitGame()
|
|||
MessageBox(0, L"Could not initialize the input object.", L"Error", MB_OK);
|
||||
return false;
|
||||
}
|
||||
game = new GameLogic::IGame();
|
||||
/*game = new GameLogic::IGame();
|
||||
game->Init();
|
||||
game->StartGame();
|
||||
|
||||
*/
|
||||
return S_OK;
|
||||
}
|
||||
|
||||
HRESULT Update(float deltaTime)
|
||||
{
|
||||
inputObj->Update();
|
||||
GameLogic::keyInput key = GameLogic::keyInput_none;
|
||||
//GameLogic::keyInput key = GameLogic::keyInput_none;
|
||||
|
||||
if(inputObj->IsKeyPressed(DIK_W))
|
||||
{
|
||||
key = GameLogic::keyInput_W;
|
||||
}
|
||||
else if(inputObj->IsKeyPressed(DIK_A))
|
||||
{
|
||||
key = GameLogic::keyInput_A;
|
||||
}
|
||||
else if(inputObj->IsKeyPressed(DIK_S))
|
||||
{
|
||||
key = GameLogic::keyInput_S;
|
||||
}
|
||||
else if(inputObj->IsKeyPressed(DIK_D))
|
||||
{
|
||||
key = GameLogic::keyInput_D;
|
||||
}
|
||||
//if(inputObj->IsKeyPressed(DIK_W))
|
||||
//{
|
||||
// key = GameLogic::keyInput_W;
|
||||
//}
|
||||
//else if(inputObj->IsKeyPressed(DIK_A))
|
||||
//{
|
||||
// key = GameLogic::keyInput_A;
|
||||
//}
|
||||
//else if(inputObj->IsKeyPressed(DIK_S))
|
||||
//{
|
||||
// key = GameLogic::keyInput_S;
|
||||
//}
|
||||
//else if(inputObj->IsKeyPressed(DIK_D))
|
||||
//{
|
||||
// key = GameLogic::keyInput_D;
|
||||
//}
|
||||
|
||||
float pitch = 0;
|
||||
float yaw = 0;
|
||||
|
@ -243,7 +243,7 @@ HRESULT Update(float deltaTime)
|
|||
yaw = inputObj->GetYaw();
|
||||
//}
|
||||
|
||||
game->Update(key, pitch, yaw);
|
||||
//game->Update(key, pitch, yaw);
|
||||
|
||||
|
||||
return S_OK;
|
||||
|
@ -258,7 +258,7 @@ HRESULT Render(float deltaTime)
|
|||
//std::cout<<"test";
|
||||
}
|
||||
|
||||
game->Render();
|
||||
//game->Render();
|
||||
wchar_t title[255];
|
||||
swprintf(title, sizeof(title), L"| Pressing A: %d | \n", (int)(isPressed));
|
||||
SetWindowText(g_hWnd, title);
|
||||
|
@ -271,11 +271,11 @@ HRESULT Render(float deltaTime)
|
|||
HRESULT CleanUp()
|
||||
{
|
||||
|
||||
if(game)
|
||||
/*if(game)
|
||||
{
|
||||
delete game;
|
||||
game = NULL;
|
||||
}
|
||||
delete game;
|
||||
game = NULL;
|
||||
}*/
|
||||
return S_OK;
|
||||
}
|
||||
//--------------------------------------------------------------------------------------
|
|
@ -0,0 +1,4 @@
|
|||
#include "C_Object.h"
|
||||
using namespace DanBias::Client;
|
||||
|
||||
|
|
@ -0,0 +1,28 @@
|
|||
#ifndef DANBIAS_CLIENT_COBJECT_H
|
||||
#define DANBIAS_CLIENT_COBJECT_H
|
||||
#include "DllInterfaces/GFXAPI.h"
|
||||
namespace DanBias
|
||||
{
|
||||
namespace Client
|
||||
{
|
||||
|
||||
struct ModelInitData
|
||||
{
|
||||
std::wstring modelPath;
|
||||
Oyster::Math::Float4x4 world;
|
||||
bool visible;
|
||||
};
|
||||
|
||||
class C_Object
|
||||
{
|
||||
private:
|
||||
|
||||
public:
|
||||
|
||||
virtual void Init(ModelInitData modelInit) = 0;
|
||||
virtual void setPos() = 0;
|
||||
|
||||
virtual void Render() = 0;
|
||||
virtual void Release() = 0;
|
||||
};};};
|
||||
#endif
|
|
@ -0,0 +1,42 @@
|
|||
#include "C_DynamicObj.h"
|
||||
#include "DllInterfaces/GFXAPI.h"
|
||||
using namespace DanBias::Client;
|
||||
struct C_DynamicObj::myData
|
||||
{
|
||||
myData(){}
|
||||
Oyster::Graphics::Model::Model *model;
|
||||
// light
|
||||
// sound
|
||||
// effect
|
||||
}privData;
|
||||
C_DynamicObj::C_DynamicObj(void)
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
C_DynamicObj::~C_DynamicObj(void)
|
||||
{
|
||||
|
||||
}
|
||||
void C_DynamicObj::Init(ModelInitData modelInit)
|
||||
{
|
||||
// load models
|
||||
privData = new myData();
|
||||
privData->model = Oyster::Graphics::API::CreateModel(modelInit.modelPath);
|
||||
privData->model->WorldMatrix = modelInit.world;
|
||||
privData->model->Visible = modelInit.visible;
|
||||
}
|
||||
void C_DynamicObj::setPos()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void C_DynamicObj::Render()
|
||||
{
|
||||
Oyster::Graphics::API::RenderModel(*(privData->model));
|
||||
}
|
||||
void C_DynamicObj::Release()
|
||||
{
|
||||
Oyster::Graphics::API::DeleteModel(privData->model);
|
||||
delete privData;
|
||||
}
|
|
@ -0,0 +1,22 @@
|
|||
#ifndef DANBIAS_CLIENT_CDYNAMICOBJECT_H
|
||||
#define DANBIAS_CLIENT_CDYNAMICOBJECT_H
|
||||
#include "../C_Object.h"
|
||||
namespace DanBias
|
||||
{
|
||||
namespace Client
|
||||
{
|
||||
class C_DynamicObj : public C_Object
|
||||
{
|
||||
private:
|
||||
struct myData;
|
||||
myData* privData;
|
||||
public:
|
||||
C_DynamicObj(void);
|
||||
virtual ~C_DynamicObj(void);
|
||||
void Init(ModelInitData modelInit);
|
||||
void setPos();
|
||||
|
||||
void Render();
|
||||
void Release();
|
||||
};};};
|
||||
#endif
|
|
@ -0,0 +1,46 @@
|
|||
#include "C_Player.h"
|
||||
#include "DllInterfaces/GFXAPI.h"
|
||||
using namespace DanBias::Client;
|
||||
|
||||
struct C_Player::myData
|
||||
{
|
||||
myData(){}
|
||||
Oyster::Math3D::Float4x4 view;
|
||||
Oyster::Math3D::Float4x4 proj;
|
||||
Oyster::Graphics::Model::Model *model;
|
||||
}privData;
|
||||
|
||||
C_Player::C_Player(void)
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
C_Player::~C_Player(void)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void C_Player::Init(ModelInitData modelInit)
|
||||
{
|
||||
// load models
|
||||
privData = new myData();
|
||||
privData->model = Oyster::Graphics::API::CreateModel(modelInit.modelPath);
|
||||
privData->model->WorldMatrix = modelInit.world;
|
||||
privData->model->Visible = modelInit.visible;
|
||||
|
||||
|
||||
}
|
||||
void C_Player::setPos()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void C_Player::Render()
|
||||
{
|
||||
Oyster::Graphics::API::RenderModel(*(privData->model));
|
||||
}
|
||||
void C_Player::Release()
|
||||
{
|
||||
Oyster::Graphics::API::DeleteModel(privData->model);
|
||||
delete privData;
|
||||
}
|
|
@ -0,0 +1,25 @@
|
|||
#ifndef DANBIAS_CLIENT_CPLAYER_H
|
||||
#define DANBIAS_CLIENT_CPLAYER_H
|
||||
#include "../C_Object.h"
|
||||
namespace DanBias
|
||||
{
|
||||
namespace Client
|
||||
{
|
||||
class C_Player : public C_Object
|
||||
{
|
||||
private:
|
||||
struct myData;
|
||||
myData* privData;
|
||||
//Oyster::Graphics:: LIght
|
||||
public:
|
||||
C_Player(void);
|
||||
~C_Player(void);
|
||||
void Init(ModelInitData modelInit);
|
||||
void setPos();
|
||||
|
||||
void Render();
|
||||
void Release();
|
||||
|
||||
};};};
|
||||
#endif
|
||||
|
|
@ -0,0 +1,45 @@
|
|||
|
||||
#include "C_StaticObj.h"
|
||||
#include "DllInterfaces/GFXAPI.h"
|
||||
using namespace DanBias::Client;
|
||||
|
||||
struct C_StaticObj::myData
|
||||
{
|
||||
myData(){}
|
||||
Oyster::Graphics::Model::Model *model;
|
||||
// light
|
||||
// sound
|
||||
// effect
|
||||
}privData;
|
||||
C_StaticObj::C_StaticObj(void)
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
C_StaticObj::~C_StaticObj(void)
|
||||
{
|
||||
|
||||
}
|
||||
void C_StaticObj::Init(ModelInitData modelInit)
|
||||
{
|
||||
// load models
|
||||
privData = new myData();
|
||||
privData->model = Oyster::Graphics::API::CreateModel(modelInit.modelPath);
|
||||
privData->model->WorldMatrix = modelInit.world;
|
||||
privData->model->Visible = modelInit.visible;
|
||||
|
||||
}
|
||||
void C_StaticObj::setPos()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void C_StaticObj::Render()
|
||||
{
|
||||
Oyster::Graphics::API::RenderModel(*(privData->model));
|
||||
}
|
||||
void C_StaticObj::Release()
|
||||
{
|
||||
Oyster::Graphics::API::DeleteModel(privData->model);
|
||||
delete privData;
|
||||
}
|
|
@ -0,0 +1,22 @@
|
|||
#ifndef DANBIAS_CLIENT_CSTATICOBJECT_H
|
||||
#define DANBIAS_CLIENT_CSTATICOBJECT_H
|
||||
#include "../C_Object.h"
|
||||
namespace DanBias
|
||||
{
|
||||
namespace Client
|
||||
{
|
||||
class C_StaticObj : public C_Object
|
||||
{
|
||||
private:
|
||||
struct myData;
|
||||
myData* privData;
|
||||
public:
|
||||
C_StaticObj(void);
|
||||
virtual ~C_StaticObj(void);
|
||||
void Init(ModelInitData modelInit);
|
||||
void setPos();
|
||||
|
||||
void Render();
|
||||
void Release();
|
||||
};};};
|
||||
#endif
|
|
@ -0,0 +1,43 @@
|
|||
#include "C_UIobject.h"
|
||||
#include "DllInterfaces/GFXAPI.h"
|
||||
using namespace DanBias::Client;
|
||||
|
||||
struct C_UIobject::myData
|
||||
{
|
||||
myData(){}
|
||||
Oyster::Math3D::Float4x4 view;
|
||||
Oyster::Math3D::Float4x4 proj;
|
||||
Oyster::Graphics::Model::Model *model;
|
||||
}privData;
|
||||
|
||||
C_UIobject::C_UIobject(void)
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
C_UIobject::~C_UIobject(void)
|
||||
{
|
||||
}
|
||||
void C_UIobject::Init(ModelInitData modelInit)
|
||||
{
|
||||
// load models
|
||||
privData = new myData();
|
||||
privData->model = Oyster::Graphics::API::CreateModel(modelInit.modelPath);
|
||||
privData->model->WorldMatrix = modelInit.world;
|
||||
privData->model->Visible = modelInit.visible;
|
||||
|
||||
}
|
||||
void C_UIobject::setPos()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void C_UIobject::Render()
|
||||
{
|
||||
Oyster::Graphics::API::RenderModel(*(privData->model));
|
||||
}
|
||||
void C_UIobject::Release()
|
||||
{
|
||||
Oyster::Graphics::API::DeleteModel(privData->model);
|
||||
delete privData;
|
||||
}
|
|
@ -0,0 +1,22 @@
|
|||
#ifndef DANBIAS_CLIENT_CUIOBJECT_H
|
||||
#define DANBIAS_CLIENT_CUIOBJECT_H
|
||||
#include "../C_Object.h"
|
||||
namespace DanBias
|
||||
{
|
||||
namespace Client
|
||||
{
|
||||
class C_UIobject : public C_Object
|
||||
{
|
||||
private:
|
||||
struct myData;
|
||||
myData* privData;
|
||||
public:
|
||||
C_UIobject(void);
|
||||
virtual ~C_UIobject(void);
|
||||
void Init(ModelInitData modelInit);
|
||||
void setPos();
|
||||
|
||||
void Render();
|
||||
void Release();
|
||||
};};};
|
||||
#endif
|
|
@ -0,0 +1,12 @@
|
|||
#include "GameClientState.h"
|
||||
|
||||
using namespace DanBias::Client;
|
||||
|
||||
GameClientState::GameClientState(void)
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
GameClientState::~GameClientState(void)
|
||||
{
|
||||
}
|
|
@ -0,0 +1,55 @@
|
|||
#ifndef DANBIAS_CLIENT_GAMECLIENTSTATE_H
|
||||
#define DANBIAS_CLIENT_GAMECLIENTSTATE_H
|
||||
|
||||
#define NOMINMAX
|
||||
#include "L_inputClass.h"
|
||||
#include "NetworkClient.h"
|
||||
|
||||
namespace DanBias
|
||||
{
|
||||
namespace Client
|
||||
{
|
||||
|
||||
class GameClientState
|
||||
{
|
||||
public:
|
||||
struct ProtocolStruct
|
||||
{
|
||||
|
||||
};
|
||||
struct ObjPos :public ProtocolStruct
|
||||
{
|
||||
float worldPos[16];
|
||||
};
|
||||
struct PlayerPos :public ProtocolStruct
|
||||
{
|
||||
float playerPos[3];
|
||||
};
|
||||
struct PlayerMove :public ProtocolStruct
|
||||
{
|
||||
float playerPos[3];
|
||||
};
|
||||
struct PlayerName :public ProtocolStruct
|
||||
{
|
||||
char name[255];
|
||||
};
|
||||
enum ClientState
|
||||
{
|
||||
ClientState_Lobby,
|
||||
ClientState_Game,
|
||||
ClientState_Same,
|
||||
};
|
||||
|
||||
public:
|
||||
GameClientState(void);
|
||||
virtual ~GameClientState(void);
|
||||
virtual bool Init(Oyster::Network::NetworkClient* nwClient) = 0;
|
||||
virtual ClientState Update(float deltaTime, InputClass* KeyInput) = 0;
|
||||
virtual bool Render() = 0;
|
||||
virtual bool Release() = 0;
|
||||
virtual void Protocol(ProtocolStruct* protocolStruct) = 0;
|
||||
|
||||
};
|
||||
};
|
||||
};
|
||||
#endif
|
|
@ -0,0 +1,180 @@
|
|||
#include "GameState.h"
|
||||
#include "DllInterfaces/GFXAPI.h"
|
||||
#include "C_obj/C_Player.h"
|
||||
#include "C_obj/C_DynamicObj.h"
|
||||
#include "NetworkClient.h"
|
||||
#include "PlayerProtocols.h"
|
||||
|
||||
using namespace DanBias::Client;
|
||||
|
||||
struct GameState::myData
|
||||
{
|
||||
myData(){}
|
||||
Oyster::Math3D::Float4x4 view;
|
||||
Oyster::Math3D::Float4x4 proj;
|
||||
C_Object* object[3];
|
||||
int modelCount;
|
||||
Oyster::Network::NetworkClient* nwClient;
|
||||
gameStateState state;
|
||||
|
||||
}privData;
|
||||
|
||||
GameState::GameState(void)
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
GameState::~GameState(void)
|
||||
{
|
||||
|
||||
}
|
||||
bool GameState::Init(Oyster::Network::NetworkClient* nwClient)
|
||||
{
|
||||
// load models
|
||||
privData = new myData();
|
||||
privData->state = gameStateState_loading;
|
||||
privData->nwClient = nwClient;
|
||||
privData->state = LoadGame();
|
||||
return true;
|
||||
}
|
||||
GameState::gameStateState GameState::LoadGame()
|
||||
{
|
||||
LoadModels(L"map");
|
||||
InitCamera(Oyster::Math::Float3(0,0,5.4f));
|
||||
return gameStateState_playing;
|
||||
}
|
||||
bool GameState::LoadModels(std::wstring mapFile)
|
||||
{
|
||||
// open file
|
||||
// read file
|
||||
// init models
|
||||
privData->modelCount = 2;
|
||||
|
||||
ModelInitData modelData;
|
||||
|
||||
modelData.world = Oyster::Math3D::Float4x4::identity;
|
||||
modelData.visible = true;
|
||||
modelData.modelPath = L"worldDummy";
|
||||
// load models
|
||||
privData->object[0] = new C_Player();
|
||||
privData->object[0]->Init(modelData);
|
||||
|
||||
Oyster::Math3D::Float4x4 translate = Oyster::Math3D::TranslationMatrix(Oyster::Math::Float3(2,2,2));
|
||||
modelData.world = modelData.world * translate;
|
||||
modelData.modelPath = L"crate";
|
||||
|
||||
privData->object[1] = new C_DynamicObj();
|
||||
privData->object[1]->Init(modelData);
|
||||
return true;
|
||||
}
|
||||
bool GameState::InitCamera(Oyster::Math::Float3 startPos)
|
||||
{
|
||||
privData->proj = Oyster::Math3D::ProjectionMatrix_Perspective(Oyster::Math::pi/2,1024.0f/768.0f,.1f,1000);
|
||||
//privData->proj = Oyster::Math3D::ProjectionMatrix_Orthographic(1024, 768, 1, 1000);
|
||||
Oyster::Graphics::API::SetProjection(privData->proj);
|
||||
|
||||
privData->view = Oyster::Math3D::OrientationMatrix_LookAtDirection(Oyster::Math::Float3(0,0,-1),Oyster::Math::Float3(0,1,0),startPos);
|
||||
privData->view = Oyster::Math3D::InverseOrientationMatrix(privData->view);
|
||||
return true;
|
||||
}
|
||||
|
||||
GameClientState::ClientState GameState::Update(float deltaTime, InputClass* KeyInput)
|
||||
{
|
||||
switch (privData->state)
|
||||
{
|
||||
case gameStateState_loading:
|
||||
// load map
|
||||
// wait for all players
|
||||
LoadGame();
|
||||
privData->state = gameStateState_playing;
|
||||
break;
|
||||
case gameStateState_playing:
|
||||
// read server data
|
||||
// update objects
|
||||
// Client.send(obj);
|
||||
{
|
||||
GameLogic::Protocol_PlayerMovement movePlayer;
|
||||
movePlayer.bForward = false;
|
||||
movePlayer.bBackward = false;
|
||||
movePlayer.bStrafeLeft = false;
|
||||
movePlayer.bStrafeRight = false;
|
||||
movePlayer.bTurnLeft = false;
|
||||
movePlayer.bTurnRight = false;
|
||||
|
||||
|
||||
if(KeyInput->IsKeyPressed(DIK_W))
|
||||
{
|
||||
movePlayer.bForward = true;
|
||||
}
|
||||
if(KeyInput->IsKeyPressed(DIK_S))
|
||||
{
|
||||
movePlayer.bBackward = true;
|
||||
}
|
||||
if(KeyInput->IsKeyPressed(DIK_A))
|
||||
{
|
||||
movePlayer.bStrafeLeft = true;
|
||||
}
|
||||
if(KeyInput->IsKeyPressed(DIK_D))
|
||||
{
|
||||
movePlayer.bStrafeRight = true;
|
||||
}
|
||||
|
||||
|
||||
privData->nwClient->Send(movePlayer);
|
||||
|
||||
if(KeyInput->IsKeyPressed(DIK_L))
|
||||
privData->state = GameState::gameStateState_end;
|
||||
}
|
||||
break;
|
||||
case gameStateState_end:
|
||||
return ClientState_Lobby;
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
||||
// send key input to server.
|
||||
return ClientState_Same;
|
||||
}
|
||||
bool GameState::Render()
|
||||
{
|
||||
Oyster::Graphics::API::SetView(privData->view);
|
||||
Oyster::Graphics::API::SetProjection(privData->proj);
|
||||
Oyster::Graphics::API::NewFrame();
|
||||
for (int i = 0; i < privData->modelCount; i++)
|
||||
{
|
||||
privData->object[i]->Render();
|
||||
}
|
||||
Oyster::Graphics::API::EndFrame();
|
||||
return true;
|
||||
}
|
||||
bool GameState::Release()
|
||||
{
|
||||
for (int i = 0; i < privData->modelCount; i++)
|
||||
{
|
||||
privData->object[i]->Release();
|
||||
delete privData->object[i];
|
||||
privData->object[i] = NULL;
|
||||
}
|
||||
|
||||
delete privData;
|
||||
privData = NULL;
|
||||
return true;
|
||||
}
|
||||
|
||||
void GameState::Protocol(ProtocolStruct* pos)
|
||||
{
|
||||
if((ObjPos*)pos)
|
||||
ObjectPosProtocol((ObjPos*)pos);
|
||||
else if((PlayerPos*)pos)
|
||||
PlayerPosProtocol((PlayerPos*)pos);
|
||||
}
|
||||
void GameState::PlayerPosProtocol(PlayerPos* pos)
|
||||
{
|
||||
|
||||
}
|
||||
void GameState::ObjectPosProtocol(ObjPos* pos)
|
||||
{
|
||||
|
||||
}
|
||||
//void GameState::Protocol(LightPos pos);
|
|
@ -0,0 +1,41 @@
|
|||
#ifndef DANBIAS_CLIENT_GAMESTATE_H
|
||||
#define DANBIAS_CLIENT_GAMESTATE_H
|
||||
#include "GameClientState.h"
|
||||
#include "OysterMath.h"
|
||||
#include <string>
|
||||
namespace DanBias
|
||||
{
|
||||
namespace Client
|
||||
{
|
||||
class GameState : public GameClientState
|
||||
{
|
||||
enum gameStateState
|
||||
{
|
||||
gameStateState_loading,
|
||||
gameStateState_playing,
|
||||
gameStateState_end,
|
||||
};
|
||||
private:
|
||||
|
||||
struct myData;
|
||||
myData* privData;
|
||||
public:
|
||||
GameState(void);
|
||||
~GameState(void);
|
||||
bool Init(Oyster::Network::NetworkClient* nwClient);
|
||||
GameClientState::ClientState Update(float deltaTime, InputClass* KeyInput) override;
|
||||
bool LoadModels(std::wstring mapFile) ;
|
||||
bool InitCamera(Oyster::Math::Float3 startPos) ;
|
||||
gameStateState LoadGame();
|
||||
|
||||
bool Render()override;
|
||||
bool Release()override;
|
||||
|
||||
void Protocol(ProtocolStruct* pos)override;
|
||||
void PlayerPosProtocol(PlayerPos* pos);
|
||||
void ObjectPosProtocol(ObjPos* pos);
|
||||
//void Protocol(LightPos pos);
|
||||
};
|
||||
};
|
||||
};
|
||||
#endif
|
|
@ -0,0 +1,131 @@
|
|||
#include "LobbyState.h"
|
||||
#include "DllInterfaces/GFXAPI.h"
|
||||
#include "OysterMath.h"
|
||||
#include "C_obj/C_Player.h"
|
||||
#include "C_obj/C_StaticObj.h"
|
||||
#include "C_obj/C_DynamicObj.h"
|
||||
|
||||
using namespace DanBias::Client;
|
||||
|
||||
struct LobbyState::myData
|
||||
{
|
||||
myData(){}
|
||||
Oyster::Math3D::Float4x4 view;
|
||||
Oyster::Math3D::Float4x4 proj;
|
||||
C_Object* object[2];
|
||||
int modelCount;
|
||||
// UI object
|
||||
// game client*
|
||||
}privData;
|
||||
|
||||
LobbyState::LobbyState(void)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
LobbyState::~LobbyState(void)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
bool LobbyState::Init(Oyster::Network::NetworkClient* nwClient)
|
||||
{
|
||||
privData = new myData();
|
||||
|
||||
// load models
|
||||
LoadModels(L"UImodels.txt");
|
||||
InitCamera(Oyster::Math::Float3(0,0,5.4f));
|
||||
return true;
|
||||
}
|
||||
bool LobbyState::LoadModels(std::wstring file)
|
||||
{
|
||||
// open file
|
||||
// read file
|
||||
// init models
|
||||
privData->modelCount = 2;
|
||||
|
||||
ModelInitData modelData;
|
||||
|
||||
modelData.world = Oyster::Math3D::Float4x4::identity;
|
||||
modelData.visible = true;
|
||||
modelData.modelPath = L"crate";
|
||||
// load models
|
||||
privData->object[0] = new C_StaticObj();
|
||||
privData->object[0]->Init(modelData);
|
||||
|
||||
Oyster::Math3D::Float4x4 translate = Oyster::Math3D::TranslationMatrix(Oyster::Math::Float3(2,2,2));
|
||||
modelData.world = modelData.world * translate;
|
||||
|
||||
privData->object[1] = new C_DynamicObj();
|
||||
privData->object[1]->Init(modelData);
|
||||
return true;
|
||||
}
|
||||
|
||||
bool LobbyState::InitCamera(Oyster::Math::Float3 startPos)
|
||||
{
|
||||
privData->proj = Oyster::Math3D::ProjectionMatrix_Perspective(Oyster::Math::pi/2,1024.0f/768.0f,.1f,1000);
|
||||
//privData->proj = Oyster::Math3D::ProjectionMatrix_Orthographic(1024, 768, 1, 1000);
|
||||
Oyster::Graphics::API::SetProjection(privData->proj);
|
||||
|
||||
privData->view = Oyster::Math3D::OrientationMatrix_LookAtDirection(Oyster::Math::Float3(0,0,-1),Oyster::Math::Float3(0,1,0),startPos);
|
||||
privData->view = Oyster::Math3D::InverseOrientationMatrix(privData->view);
|
||||
return true;
|
||||
}
|
||||
GameClientState::ClientState LobbyState::Update(float deltaTime, InputClass* KeyInput)
|
||||
{
|
||||
// picking
|
||||
// mouse events
|
||||
// different menus
|
||||
// play sounds
|
||||
// update animation
|
||||
// send data to server
|
||||
// check data from server
|
||||
|
||||
if( KeyInput->IsKeyPressed(DIK_G))
|
||||
return ClientState_Game;
|
||||
return ClientState_Same;
|
||||
}
|
||||
bool LobbyState::Render()
|
||||
{
|
||||
|
||||
Oyster::Graphics::API::SetView(privData->view);
|
||||
Oyster::Graphics::API::SetProjection( privData->proj);
|
||||
|
||||
|
||||
Oyster::Graphics::API::NewFrame();
|
||||
// render objects
|
||||
for (int i = 0; i < privData->modelCount; i++)
|
||||
{
|
||||
privData->object[i]->Render();
|
||||
}
|
||||
|
||||
// render effects
|
||||
|
||||
// render lights
|
||||
|
||||
Oyster::Graphics::API::EndFrame();
|
||||
return true;
|
||||
}
|
||||
bool LobbyState::Release()
|
||||
{
|
||||
for (int i = 0; i < privData->modelCount; i++)
|
||||
{
|
||||
privData->object[i]->Release();
|
||||
delete privData->object[i];
|
||||
privData->object[i] = NULL;
|
||||
}
|
||||
|
||||
delete privData;
|
||||
privData = NULL;
|
||||
return true;
|
||||
}
|
||||
void LobbyState::Protocol(ProtocolStruct* protocol)
|
||||
{
|
||||
if((PlayerName*)protocol)
|
||||
PlayerJoinProtocol((PlayerName*)protocol);
|
||||
|
||||
}
|
||||
void LobbyState::PlayerJoinProtocol(PlayerName* name)
|
||||
{
|
||||
|
||||
}
|
|
@ -0,0 +1,39 @@
|
|||
#ifndef DANBIAS_CLIENT_LOBBYSTATE_H
|
||||
#define DANBIAS_CLIENT_LOBBYSTATE_H
|
||||
|
||||
#include "GameClientState.h"
|
||||
#include "OysterMath.h"
|
||||
#include <string>
|
||||
namespace DanBias
|
||||
{
|
||||
namespace Client
|
||||
{
|
||||
|
||||
class LobbyState : public GameClientState
|
||||
{
|
||||
private:
|
||||
struct myData;
|
||||
myData* privData;
|
||||
public:
|
||||
LobbyState(void);
|
||||
~LobbyState(void);
|
||||
bool Init(Oyster::Network::NetworkClient* nwClient);
|
||||
bool LoadModels(std::wstring file);
|
||||
bool InitCamera(Oyster::Math::Float3 startPos);
|
||||
ClientState Update(float deltaTime, InputClass* KeyInput);
|
||||
// create session lobby
|
||||
// join session lobby
|
||||
// set name
|
||||
// set rules
|
||||
// set map
|
||||
// ready
|
||||
// chat
|
||||
// kick
|
||||
|
||||
bool Render();
|
||||
bool Release();
|
||||
void Protocol(ProtocolStruct* protocol)override;
|
||||
void PlayerJoinProtocol(PlayerName* name);
|
||||
|
||||
};};};
|
||||
#endif // ! DANBIAS_CLIENT_GAMECLIENTSTATE_H
|
|
@ -0,0 +1,73 @@
|
|||
#ifndef DANBIASGAME_DANBIASGAME_H
|
||||
#define DANBIASGAME_DANBIASGAME_H
|
||||
|
||||
#define DANBIAS_CLIENT
|
||||
|
||||
#if defined (DANBIAS_GAME_DLL_EXPORT)
|
||||
#define DANBIAS_GAME_DLL __declspec(dllexport)
|
||||
#else
|
||||
#define DANBIAS_GAME_DLL __declspec(dllimport)
|
||||
#endif
|
||||
|
||||
#define NOMINMAX
|
||||
#include <Windows.h>
|
||||
|
||||
|
||||
|
||||
namespace DanBias
|
||||
{
|
||||
extern "C"
|
||||
{
|
||||
|
||||
enum DanBiasClientReturn
|
||||
{
|
||||
DanBiasClientReturn_Error,
|
||||
DanBiasClientReturn_Sucess,
|
||||
};
|
||||
|
||||
struct DanBiasGameDesc
|
||||
{
|
||||
//Stuff goes here...
|
||||
int port;
|
||||
const char* IP;
|
||||
HINSTANCE hinst;
|
||||
int nCmdShow;
|
||||
|
||||
};
|
||||
LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);
|
||||
class DanBiasGamePrivateData;
|
||||
class DANBIAS_GAME_DLL DanBiasGame
|
||||
{
|
||||
public:
|
||||
//--------------------------------------------------------------------------------------
|
||||
// Interface API functions
|
||||
//--------------------------------------------------------------------------------------
|
||||
static DanBiasClientReturn Initiate(DanBiasGameDesc& desc);
|
||||
static DanBiasClientReturn Run();
|
||||
static void Release();
|
||||
|
||||
private:
|
||||
|
||||
static HRESULT InitWindow( HINSTANCE hInstance, int nCmdShow);
|
||||
static HRESULT InitDirect3D();
|
||||
static HRESULT InitInput();
|
||||
|
||||
static HRESULT Update(float deltaTime);
|
||||
static HRESULT Render(float deltaTime);
|
||||
static HRESULT CleanUp();
|
||||
|
||||
private:
|
||||
static __int64 cntsPerSec;
|
||||
static __int64 prevTimeStamp;
|
||||
static float secsPerCnt;
|
||||
|
||||
static HINSTANCE g_hInst;
|
||||
static HWND g_hWnd;
|
||||
static DanBiasGamePrivateData* m_data;
|
||||
};
|
||||
|
||||
|
||||
}//End Extern "C"
|
||||
} //End namespace DanBias
|
||||
|
||||
#endif // !DANBIASGAME_DANBIASGAME_H
|
|
@ -19,9 +19,9 @@
|
|||
</ProjectConfiguration>
|
||||
</ItemGroup>
|
||||
<PropertyGroup Label="Globals">
|
||||
<ProjectGuid>{2A1BC987-AF42-4500-802D-89CD32FC1309}</ProjectGuid>
|
||||
<ProjectGuid>{8690FDDF-C5B7-4C42-A337-BD5243F29B85}</ProjectGuid>
|
||||
<Keyword>Win32Proj</Keyword>
|
||||
<RootNamespace>DanBiasGame</RootNamespace>
|
||||
<RootNamespace>DanBiasLauncher</RootNamespace>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
|
||||
|
@ -71,28 +71,32 @@
|
|||
<OutDir>$(SolutionDir)..\Bin\Executable\</OutDir>
|
||||
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
|
||||
<TargetName>$(ProjectName)_$(PlatformShortName)D</TargetName>
|
||||
<LibraryPath>C:\Program Files %28x86%29\Visual Leak Detector\lib\Win32;$(LibraryPath)$(SolutionDir)..\External\Lib\Input;$(SolutionDir)..\Bin\DLL;</LibraryPath>
|
||||
<IncludePath>$(SolutionDir)..\External\Include\;C:\Program Files %28x86%29\Visual Leak Detector\include;$(IncludePath)</IncludePath>
|
||||
<LibraryPath>$(OutDir)..\DLL\;C:\Program Files %28x86%29\Visual Leak Detector\lib\Win32;$(LibraryPath)</LibraryPath>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
|
||||
<LinkIncremental>true</LinkIncremental>
|
||||
<OutDir>$(SolutionDir)..\Bin\Executable\</OutDir>
|
||||
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
|
||||
<TargetName>$(ProjectName)_$(PlatformShortName)D</TargetName>
|
||||
<LibraryPath>C:\Program Files %28x86%29\Visual Leak Detector\lib\Win64;$(LibraryPath)$(SolutionDir)..\External\Lib\Input;$(SolutionDir)..\Bin\DLL;</LibraryPath>
|
||||
<IncludePath>$(SolutionDir)..\External\Include\;C:\Program Files %28x86%29\Visual Leak Detector\include;$(IncludePath)</IncludePath>
|
||||
<LibraryPath>$(OutDir)..\DLL\;C:\Program Files %28x86%29\Visual Leak Detector\lib\Win64;$(LibraryPath)</LibraryPath>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||
<LinkIncremental>false</LinkIncremental>
|
||||
<OutDir>$(SolutionDir)..\Bin\Executable\</OutDir>
|
||||
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
|
||||
<TargetName>$(ProjectName)_$(PlatformShortName)</TargetName>
|
||||
<LibraryPath>C:\Program Files %28x86%29\Visual Leak Detector\lib\Win32;$(LibraryPath)$(SolutionDir)..\External\Lib\Input;$(SolutionDir)..\Bin\DLL;</LibraryPath>
|
||||
<IncludePath>$(SolutionDir)..\External\Include\;C:\Program Files %28x86%29\Visual Leak Detector\include;$(IncludePath)</IncludePath>
|
||||
<LibraryPath>$(OutDir)..\DLL\;C:\Program Files %28x86%29\Visual Leak Detector\lib\Win32;$(LibraryPath)</LibraryPath>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
|
||||
<LinkIncremental>false</LinkIncremental>
|
||||
<OutDir>$(SolutionDir)..\Bin\Executable\</OutDir>
|
||||
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
|
||||
<TargetName>$(ProjectName)_$(PlatformShortName)</TargetName>
|
||||
<LibraryPath>C:\Program Files %28x86%29\Visual Leak Detector\lib\Win64;$(LibraryPath)$(SolutionDir)..\External\Lib\Input;$(SolutionDir)..\Bin\DLL;</LibraryPath>
|
||||
<IncludePath>$(SolutionDir)..\External\Include\;C:\Program Files %28x86%29\Visual Leak Detector\include;$(IncludePath)</IncludePath>
|
||||
<LibraryPath>$(OutDir)..\DLL\;C:\Program Files %28x86%29\Visual Leak Detector\lib\Win64;$(LibraryPath)</LibraryPath>
|
||||
</PropertyGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||
<ClCompile>
|
||||
|
@ -101,14 +105,13 @@
|
|||
<WarningLevel>Level3</WarningLevel>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<PreprocessorDefinitions>WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<SDLCheck>true</SDLCheck>
|
||||
<AdditionalIncludeDirectories>$(SolutionDir)GameLogic;$(SolutionDir)Input;$(SolutionDir)OysterGraphics;$(SolutionDir)Misc;$(SolutionDir)OysterMath;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalIncludeDirectories>$(SolutionDir)Game\DanBiasServer\Include;$(SolutionDir)Game\DanBiasGame\Include</AdditionalIncludeDirectories>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<SubSystem>Windows</SubSystem>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<AdditionalDependencies>OysterGraphics_$(PlatformShortName)D.lib;Input_$(PlatformShortName)D.lib;GameLogic_$(PlatformShortName)D.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<DelayLoadDLLs>OysterGraphics_$(PlatformShortName)D.dll;GameLogic_$(PlatformShortName)D.dll;%(DelayLoadDLLs)</DelayLoadDLLs>
|
||||
<DelayLoadDLLs>DanBiasGame_$(PlatformShortName)D.dll;DanBiasServer_$(PlatformShortName)D.dll;%(DelayLoadDLLs)</DelayLoadDLLs>
|
||||
<AdditionalDependencies>DanBiasGame_$(PlatformShortName)D.lib;DanBiasServer_$(PlatformShortName)D.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
|
||||
|
@ -118,14 +121,13 @@
|
|||
<WarningLevel>Level3</WarningLevel>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<PreprocessorDefinitions>WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<SDLCheck>true</SDLCheck>
|
||||
<AdditionalIncludeDirectories>$(SolutionDir)GameLogic;$(SolutionDir)Input;$(SolutionDir)OysterGraphics;$(SolutionDir)Misc;$(SolutionDir)OysterMath;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalIncludeDirectories>$(SolutionDir)Game\DanBiasServer\Include;$(SolutionDir)Game\DanBiasGame\Include</AdditionalIncludeDirectories>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<SubSystem>Windows</SubSystem>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<AdditionalDependencies>OysterGraphics_$(PlatformShortName)D.lib;Input_$(PlatformShortName)D.lib;GameLogic_$(PlatformShortName)D.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<DelayLoadDLLs>OysterGraphics_$(PlatformShortName)D.dll;GameLogic_$(PlatformShortName)D.dll;%(DelayLoadDLLs)</DelayLoadDLLs>
|
||||
<DelayLoadDLLs>DanBiasServer_$(PlatformShortName)D.dll;DanBiasGame_$(PlatformShortName)D.dll;%(DelayLoadDLLs)</DelayLoadDLLs>
|
||||
<AdditionalDependencies>DanBiasGame_$(PlatformShortName)D.lib;DanBiasServer_$(PlatformShortName)D.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||
|
@ -137,16 +139,15 @@
|
|||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<PreprocessorDefinitions>WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<SDLCheck>true</SDLCheck>
|
||||
<AdditionalIncludeDirectories>$(SolutionDir)GameLogic;$(SolutionDir)Input;$(SolutionDir)OysterGraphics;$(SolutionDir)Misc;$(SolutionDir)OysterMath;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalIncludeDirectories>$(SolutionDir)Game\DanBiasServer\Include;$(SolutionDir)Game\DanBiasGame\Include</AdditionalIncludeDirectories>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<SubSystem>Windows</SubSystem>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||
<OptimizeReferences>true</OptimizeReferences>
|
||||
<AdditionalDependencies>OysterGraphics_$(PlatformShortName).lib;Input_$(PlatformShortName).lib;GameLogic_$(PlatformShortName).lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<DelayLoadDLLs>OysterGraphics_$(PlatformShortName)D.dll;GameLogic_$(PlatformShortName)D.dll;%(DelayLoadDLLs)</DelayLoadDLLs>
|
||||
<DelayLoadDLLs>DanBiasServer_$(PlatformShortName).dll;DanBiasGame_$(PlatformShortName).dll;%(DelayLoadDLLs)</DelayLoadDLLs>
|
||||
<AdditionalDependencies>DanBiasServer_$(PlatformShortName).lib;DanBiasGame_$(PlatformShortName).lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
|
||||
|
@ -158,34 +159,24 @@
|
|||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<PreprocessorDefinitions>WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<SDLCheck>true</SDLCheck>
|
||||
<AdditionalIncludeDirectories>$(SolutionDir)GameLogic;$(SolutionDir)Input;$(SolutionDir)OysterGraphics;$(SolutionDir)Misc;$(SolutionDir)OysterMath;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalIncludeDirectories>$(SolutionDir)Game\DanBiasServer\Include;$(SolutionDir)Game\DanBiasGame\Include</AdditionalIncludeDirectories>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<SubSystem>Windows</SubSystem>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||
<OptimizeReferences>true</OptimizeReferences>
|
||||
<AdditionalDependencies>OysterGraphics_$(PlatformShortName).lib;Input_$(PlatformShortName).lib;GameLogic_$(PlatformShortName).lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<DelayLoadDLLs>OysterGraphics_$(PlatformShortName)D.dll;GameLogic_$(PlatformShortName)D.dll;%(DelayLoadDLLs)</DelayLoadDLLs>
|
||||
<DelayLoadDLLs>DanBiasServer_$(PlatformShortName).dll;DanBiasGame_$(PlatformShortName).dll;%(DelayLoadDLLs)</DelayLoadDLLs>
|
||||
<AdditionalDependencies>DanBiasServer_$(PlatformShortName).lib;DanBiasGame_$(PlatformShortName).lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemGroup>
|
||||
<ProjectReference Include="..\GameLogic\GameLogic.vcxproj">
|
||||
<Project>{b1195bb9-b3a5-47f0-906c-8dea384d1520}</Project>
|
||||
</ProjectReference>
|
||||
<ProjectReference Include="..\Input\Input.vcxproj">
|
||||
<Project>{7e3990d2-3d94-465c-b58d-64a74b3ecf9b}</Project>
|
||||
</ProjectReference>
|
||||
<ProjectReference Include="..\OysterMath\OysterMath.vcxproj">
|
||||
<Project>{f10cbc03-9809-4cba-95d8-327c287b18ee}</Project>
|
||||
</ProjectReference>
|
||||
<ProjectReference Include="..\OysterPhysics3D\OysterPhysics3D.vcxproj">
|
||||
<Project>{4285bd3f-3c6c-4670-b7af-a29afef5f6a8}</Project>
|
||||
</ProjectReference>
|
||||
<ClCompile Include="Launcher.cpp" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="DanBiasMaincpp.cpp" />
|
||||
<ProjectReference Include="..\DanBiasGame\DanBiasGame.vcxproj">
|
||||
<Project>{2a1bc987-af42-4500-802d-89cd32fc1309}</Project>
|
||||
</ProjectReference>
|
||||
</ItemGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
||||
<ImportGroup Label="ExtensionTargets">
|
|
@ -0,0 +1,45 @@
|
|||
/////////////////////////////////////////////////
|
||||
// Launcher to launch Danbias server or client //
|
||||
/////////////////////////////////////////////////
|
||||
#define NOMINMAX
|
||||
#include <Windows.h>
|
||||
#include <vld.h>
|
||||
|
||||
|
||||
//#include "DanBiasServerAPI.h"
|
||||
#include "DanBiasGame.h"
|
||||
|
||||
|
||||
int WINAPI WinMain( HINSTANCE hinst, HINSTANCE prevInst, PSTR cmdLine, int cmdShow)
|
||||
{
|
||||
#if defined(DANBIAS_SERVER)
|
||||
if(SetDllDirectory(L"..\\DLL") == FALSE)
|
||||
{
|
||||
return cmdShow;
|
||||
}
|
||||
if( DanBias::DanBiasServerAPI::Initiate() == DanBias::DanBiasServerReturn_Sucess)
|
||||
{
|
||||
DanBias::DanBiasServerAPI::Run();
|
||||
DanBias::DanBiasServerAPI::Release();
|
||||
}
|
||||
#elif defined(DANBIAS_CLIENT)
|
||||
if(SetDllDirectory(L"..\\DLL") == FALSE)
|
||||
{
|
||||
return cmdShow;
|
||||
}
|
||||
// Game client starter code goes here
|
||||
DanBias::DanBiasGameDesc gameDesc;
|
||||
gameDesc.port = 1;
|
||||
gameDesc.IP = "10.1010.303";
|
||||
gameDesc.hinst = hinst;
|
||||
gameDesc.nCmdShow = cmdShow;
|
||||
|
||||
if( DanBias::DanBiasGame::Initiate(gameDesc) == DanBias::DanBiasClientReturn_Sucess)
|
||||
{
|
||||
DanBias::DanBiasGame::Run();
|
||||
DanBias::DanBiasGame::Release();
|
||||
}
|
||||
#endif
|
||||
|
||||
return cmdShow;
|
||||
}
|
|
@ -0,0 +1,8 @@
|
|||
#define NOMINMAX
|
||||
#include <windows.h>
|
||||
|
||||
BOOL WINAPI DllMain( _In_ HINSTANCE hinstDLL, _In_ DWORD fdwReason, _In_ LPVOID lpvReserved )
|
||||
{
|
||||
|
||||
return TRUE;
|
||||
}
|
|
@ -0,0 +1,214 @@
|
|||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<ItemGroup Label="ProjectConfigurations">
|
||||
<ProjectConfiguration Include="Debug|Win32">
|
||||
<Configuration>Debug</Configuration>
|
||||
<Platform>Win32</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Debug|x64">
|
||||
<Configuration>Debug</Configuration>
|
||||
<Platform>x64</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Release|Win32">
|
||||
<Configuration>Release</Configuration>
|
||||
<Platform>Win32</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Release|x64">
|
||||
<Configuration>Release</Configuration>
|
||||
<Platform>x64</Platform>
|
||||
</ProjectConfiguration>
|
||||
</ItemGroup>
|
||||
<PropertyGroup Label="Globals">
|
||||
<ProjectGuid>{52380DAA-0F4A-4D97-8E57-98DF39319CAF}</ProjectGuid>
|
||||
<Keyword>Win32Proj</Keyword>
|
||||
<RootNamespace>DanBiasServer</RootNamespace>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
|
||||
<ConfigurationType>DynamicLibrary</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<PlatformToolset>v110</PlatformToolset>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
<WholeProgramOptimization>false</WholeProgramOptimization>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
|
||||
<ConfigurationType>DynamicLibrary</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<PlatformToolset>v110</PlatformToolset>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
|
||||
<ConfigurationType>DynamicLibrary</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<PlatformToolset>v110</PlatformToolset>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
|
||||
<ConfigurationType>DynamicLibrary</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<PlatformToolset>v110</PlatformToolset>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
|
||||
<ImportGroup Label="ExtensionSettings">
|
||||
</ImportGroup>
|
||||
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||
</ImportGroup>
|
||||
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="PropertySheets">
|
||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||
</ImportGroup>
|
||||
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||
</ImportGroup>
|
||||
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="PropertySheets">
|
||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||
</ImportGroup>
|
||||
<PropertyGroup Label="UserMacros" />
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||
<LinkIncremental>true</LinkIncremental>
|
||||
<OutDir>$(SolutionDir)..\Bin\DLL\</OutDir>
|
||||
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
|
||||
<TargetName>$(ProjectName)_$(PlatformShortName)D</TargetName>
|
||||
<IncludePath>$(SolutionDir)..\External\Include\;$(SolutionDir)Game\GameProtocols\;$(SolutionDir)Game\GameLogic\;$(SolutionDir)Network\NetworkAPI\;$(SolutionDir)OysterMath\;$(SolutionDir)GamePhysics\;$(SolutionDir)Misc\;$(SolutionDir)WindowManager\;C:\Program Files %28x86%29\Visual Leak Detector\include;$(SolutionDir)OysterPhysics3D\;$(IncludePath)</IncludePath>
|
||||
<LibraryPath>$(OutDir);$(SolutionDir)..\External\Lib\WindowManager\;C:\Program Files %28x86%29\Visual Leak Detector\lib\Win32;$(LibraryPath)</LibraryPath>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
|
||||
<LinkIncremental>true</LinkIncremental>
|
||||
<OutDir>$(SolutionDir)..\Bin\DLL\</OutDir>
|
||||
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
|
||||
<TargetName>$(ProjectName)_$(PlatformShortName)D</TargetName>
|
||||
<IncludePath>$(SolutionDir)..\External\Include\;$(SolutionDir)Game\GameProtocols\;$(SolutionDir)Game\GameLogic\;$(SolutionDir)Network\NetworkAPI\;$(SolutionDir)OysterMath\;$(SolutionDir)GamePhysics\;$(SolutionDir)Misc\;$(SolutionDir)WindowManager\;C:\Program Files %28x86%29\Visual Leak Detector\include;$(SolutionDir)OysterPhysics3D\;$(IncludePath)</IncludePath>
|
||||
<LibraryPath>$(OutDir);$(SolutionDir)..\External\Lib\WindowManager\;C:\Program Files %28x86%29\Visual Leak Detector\lib\Win32;$(LibraryPath)</LibraryPath>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||
<LinkIncremental>false</LinkIncremental>
|
||||
<OutDir>$(SolutionDir)..\Bin\DLL\</OutDir>
|
||||
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
|
||||
<TargetName>$(ProjectName)_$(PlatformShortName)</TargetName>
|
||||
<IncludePath>$(SolutionDir)..\External\Include\;$(SolutionDir)Game\GameProtocols\;$(SolutionDir)Game\GameLogic\;$(SolutionDir)Network\NetworkAPI\;$(SolutionDir)OysterMath\;$(SolutionDir)GamePhysics\;$(SolutionDir)Misc\;$(SolutionDir)WindowManager\;C:\Program Files %28x86%29\Visual Leak Detector\include;$(SolutionDir)OysterPhysics3D\;$(IncludePath)</IncludePath>
|
||||
<LibraryPath>$(OutDir);$(SolutionDir)..\External\Lib\WindowManager\;C:\Program Files %28x86%29\Visual Leak Detector\lib\Win32;$(LibraryPath)</LibraryPath>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
|
||||
<LinkIncremental>false</LinkIncremental>
|
||||
<OutDir>$(SolutionDir)..\Bin\DLL\</OutDir>
|
||||
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
|
||||
<TargetName>$(ProjectName)_$(PlatformShortName)</TargetName>
|
||||
<IncludePath>$(SolutionDir)..\External\Include\;$(SolutionDir)Game\GameProtocols\;$(SolutionDir)Game\GameLogic\;$(SolutionDir)Network\NetworkAPI\;$(SolutionDir)OysterMath\;$(SolutionDir)GamePhysics\;$(SolutionDir)Misc\;$(SolutionDir)WindowManager\;C:\Program Files %28x86%29\Visual Leak Detector\include;$(SolutionDir)OysterPhysics3D\;$(IncludePath)</IncludePath>
|
||||
<LibraryPath>$(OutDir);$(SolutionDir)..\External\Lib\WindowManager\;C:\Program Files %28x86%29\Visual Leak Detector\lib\Win32;$(LibraryPath)</LibraryPath>
|
||||
</PropertyGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||
<ClCompile>
|
||||
<PrecompiledHeader>
|
||||
</PrecompiledHeader>
|
||||
<WarningLevel>Level3</WarningLevel>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<PreprocessorDefinitions>DANBIAS_SERVER_DLL_EXPORT;WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<AdditionalIncludeDirectories>
|
||||
</AdditionalIncludeDirectories>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<SubSystem>Windows</SubSystem>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<DelayLoadDLLs>GameLogic_$(PlatformShortName)D.dll;%(DelayLoadDLLs);NetworkAPI_$(PlatformShortName)D.dll</DelayLoadDLLs>
|
||||
<AdditionalDependencies>NetworkAPI_$(PlatformShortName)D.lib;WindowManager_$(PlatformShortName)D.lib;GameLogic_$(PlatformShortName)D.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
|
||||
<ClCompile>
|
||||
<PrecompiledHeader>
|
||||
</PrecompiledHeader>
|
||||
<WarningLevel>Level3</WarningLevel>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<PreprocessorDefinitions>DANBIAS_SERVER_DLL_EXPORT;WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<AdditionalIncludeDirectories>
|
||||
</AdditionalIncludeDirectories>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<SubSystem>Windows</SubSystem>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<DelayLoadDLLs>GameLogic_$(PlatformShortName)D.dll;%(DelayLoadDLLs);NetworkAPI_$(PlatformShortName)D.dll</DelayLoadDLLs>
|
||||
<AdditionalDependencies>NetworkAPI_$(PlatformShortName)D.lib;WindowManager_$(PlatformShortName)D.lib;GameLogic_$(PlatformShortName)D.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||
<ClCompile>
|
||||
<WarningLevel>Level3</WarningLevel>
|
||||
<PrecompiledHeader>
|
||||
</PrecompiledHeader>
|
||||
<Optimization>MaxSpeed</Optimization>
|
||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<PreprocessorDefinitions>DANBIAS_SERVER_DLL_EXPORT;WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<AdditionalIncludeDirectories>
|
||||
</AdditionalIncludeDirectories>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<SubSystem>Windows</SubSystem>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||
<OptimizeReferences>true</OptimizeReferences>
|
||||
<DelayLoadDLLs>GameLogic_$(PlatformShortName).dll;%(DelayLoadDLLs);NetworkAPI_$(PlatformShortName).dll</DelayLoadDLLs>
|
||||
<AdditionalDependencies>NetworkAPI_$(PlatformShortName).lib;WindowManager_$(PlatformShortName).lib;GameLogic_$(PlatformShortName).lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
|
||||
<ClCompile>
|
||||
<WarningLevel>Level3</WarningLevel>
|
||||
<PrecompiledHeader>
|
||||
</PrecompiledHeader>
|
||||
<Optimization>MaxSpeed</Optimization>
|
||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<PreprocessorDefinitions>DANBIAS_SERVER_DLL_EXPORT;WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<AdditionalIncludeDirectories>
|
||||
</AdditionalIncludeDirectories>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<SubSystem>Windows</SubSystem>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||
<OptimizeReferences>true</OptimizeReferences>
|
||||
<DelayLoadDLLs>GameLogic_$(PlatformShortName).dll;%(DelayLoadDLLs);NetworkAPI_$(PlatformShortName).dll</DelayLoadDLLs>
|
||||
<AdditionalDependencies>NetworkAPI_$(PlatformShortName).lib;WindowManager_$(PlatformShortName).lib;GameLogic_$(PlatformShortName).lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="Include\DanBiasServerAPI.cpp" />
|
||||
<ClCompile Include="DLLMain.cpp" />
|
||||
<ClCompile Include="GameServer.cpp" />
|
||||
<ClCompile Include="ServerObjects\ClientObject.cpp" />
|
||||
<ClCompile Include="ServerObjects\Lobby\GameLobby.cpp" />
|
||||
<ClCompile Include="ServerObjects\GameSession.cpp" />
|
||||
<ClCompile Include="ServerObjects\Lobby\MainLobby.cpp" />
|
||||
<ClCompile Include="ServerObjects\NetworkSession.cpp" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="Event\EventManager.h" />
|
||||
<ClInclude Include="GameServer.h" />
|
||||
<ClInclude Include="Include\DanBiasServerAPI.h" />
|
||||
<ClInclude Include="ServerInitReader.h" />
|
||||
<ClInclude Include="ServerObjects\ClientObject.h" />
|
||||
<ClInclude Include="ServerObjects\GameSession.h" />
|
||||
<ClInclude Include="ServerObjects\Lobby\GameLobby.h" />
|
||||
<ClInclude Include="ServerObjects\Lobby\MainLobby.h" />
|
||||
<ClInclude Include="ServerObjects\NetworkSession.h" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ProjectReference Include="..\..\GamePhysics\GamePhysics.vcxproj">
|
||||
<Project>{104fa3e9-94d9-4e1d-a941-28a03bc8a095}</Project>
|
||||
</ProjectReference>
|
||||
<ProjectReference Include="..\..\Misc\Misc.vcxproj">
|
||||
<Project>{2ec4dded-8f75-4c86-a10b-e1e8eb29f3ee}</Project>
|
||||
</ProjectReference>
|
||||
<ProjectReference Include="..\..\OysterMath\OysterMath.vcxproj">
|
||||
<Project>{f10cbc03-9809-4cba-95d8-327c287b18ee}</Project>
|
||||
</ProjectReference>
|
||||
</ItemGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
||||
<ImportGroup Label="ExtensionTargets">
|
||||
</ImportGroup>
|
||||
</Project>
|
|
@ -0,0 +1,113 @@
|
|||
/////////////////////////////////////////////////////////////////////
|
||||
// Created by [Dennis Andersen] [2013]
|
||||
/////////////////////////////////////////////////////////////////////
|
||||
#define NOMINMAX
|
||||
#include <Windows.h>
|
||||
#include <WindowShell.h>
|
||||
#include <iostream>
|
||||
|
||||
#include "GameServer.h"
|
||||
#include "Utilities.h"
|
||||
#include "ServerInitReader.h"
|
||||
#include <TEST_PROTOCOLS.h>
|
||||
#include <Thread\OysterThread.h>
|
||||
#include "ServerObjects\ClientObject.h"
|
||||
|
||||
namespace DanBias
|
||||
{
|
||||
using namespace Oyster::Network;
|
||||
|
||||
|
||||
void GameServer::ClientConnectCallback(NetworkClient& client)
|
||||
{
|
||||
printf("Client connected!\n");
|
||||
|
||||
Utility::DynamicMemory::SmartPointer<ClientObject> c = new ClientObject(client);
|
||||
this->mainLobby->AttachClient(c);
|
||||
}
|
||||
GameServer::GameServer()
|
||||
: initiated(0)
|
||||
, running(0)
|
||||
, released(0)
|
||||
, maxClients(0)
|
||||
, mainLobby(0)
|
||||
, server(0)
|
||||
{
|
||||
}
|
||||
GameServer::~GameServer()
|
||||
{
|
||||
|
||||
}
|
||||
DanBiasServerReturn GameServer::Create()
|
||||
{
|
||||
this->server = new NetworkServer();
|
||||
this->mainLobby = new MainLobby();
|
||||
|
||||
InitData data;
|
||||
if(!LoadIniFile(data)) return DanBiasServerReturn_Error;
|
||||
|
||||
NetworkServer::INIT_DESC serverDesc;
|
||||
this->maxClients = data.clients;
|
||||
serverDesc.port = data.port;
|
||||
serverDesc.recvObj = this;
|
||||
serverDesc.callbackType = Oyster::Network::NetworkClientCallbackType_Object;
|
||||
|
||||
if(!this->server->Init(serverDesc)) return DanBiasServerReturn_Error;
|
||||
if(!WindowShell::CreateConsoleWindow()) return DanBiasServerReturn_Error;
|
||||
|
||||
this->initiated = true;
|
||||
return DanBiasServerReturn_Sucess;
|
||||
}
|
||||
DanBiasServerReturn GameServer::Run()
|
||||
{
|
||||
if(this->running) return DanBiasServerReturn_Error;
|
||||
if(this->released) return DanBiasServerReturn_Error;
|
||||
if(!this->initiated) return DanBiasServerReturn_Error;
|
||||
|
||||
if(!this->server->Start()) return DanBiasServerReturn_Error;
|
||||
|
||||
while (true)
|
||||
{
|
||||
if(!WindowShell::Frame()) break;
|
||||
|
||||
this->mainLobby->Frame();
|
||||
}
|
||||
|
||||
return DanBiasServerReturn_Sucess;
|
||||
}
|
||||
DanBiasServerReturn GameServer::Release()
|
||||
{
|
||||
this->server->Shutdown();
|
||||
delete this->server;
|
||||
delete this->mainLobby;
|
||||
this->released = true;
|
||||
return DanBiasServerReturn_Sucess;
|
||||
}
|
||||
|
||||
bool GameServer::LoadIniFile(InitData& ini)
|
||||
{
|
||||
std::ifstream in;
|
||||
std::string f = GetInitPath(InitPath_ServerIni);
|
||||
in.open(f, std::ios::in);
|
||||
if(!in.is_open()) return false;
|
||||
|
||||
std::string buffer;
|
||||
while (!in.eof())
|
||||
{
|
||||
in >> buffer;
|
||||
|
||||
if(buffer == "port")
|
||||
{
|
||||
in >> ini.port;
|
||||
}
|
||||
else if(buffer == "clients")
|
||||
{
|
||||
in >> ini.clients;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
in.close();
|
||||
return true;
|
||||
}
|
||||
}//End namespace DanBias
|
|
@ -0,0 +1,44 @@
|
|||
/////////////////////////////////////////////////////////////////////
|
||||
// Created by [Dennis Andersen] [2013]
|
||||
/////////////////////////////////////////////////////////////////////
|
||||
#ifndef DANBIASSERVER_GAME_SERVER_H
|
||||
#define DANBIASSERVER_GAME_SERVER_H
|
||||
|
||||
#include "Include\DanBiasServerAPI.h"
|
||||
#include "ServerObjects\Lobby\MainLobby.h"
|
||||
#include <NetworkServer.h>
|
||||
#include <NetworkCallbackHelper.h>
|
||||
|
||||
namespace DanBias
|
||||
{
|
||||
class GameServer :public Oyster::Network::ClientConnectedObject
|
||||
{
|
||||
public:
|
||||
GameServer();
|
||||
~GameServer();
|
||||
|
||||
DanBiasServerReturn Create();
|
||||
DanBiasServerReturn Run();
|
||||
DanBiasServerReturn Release();
|
||||
|
||||
private:
|
||||
//static void ClientConnectCallbackFunction(Oyster::Network::NetworkClient& connectedClient);
|
||||
void ClientConnectCallback(Oyster::Network::NetworkClient& client) override;
|
||||
|
||||
bool initiated;
|
||||
bool running;
|
||||
bool released;
|
||||
int maxClients;
|
||||
MainLobby *mainLobby;
|
||||
Oyster::Network::NetworkServer *server;
|
||||
|
||||
private:
|
||||
struct InitData
|
||||
{
|
||||
int port;
|
||||
int clients;
|
||||
};
|
||||
bool LoadIniFile(InitData&);
|
||||
};
|
||||
}// End namspace DanBias
|
||||
#endif // !DANBIASSERVER_DBSERVER_H
|
|
@ -0,0 +1,28 @@
|
|||
/////////////////////////////////////////////////////////////////////
|
||||
// Created by [Dennis Andersen] [2013]
|
||||
/////////////////////////////////////////////////////////////////////
|
||||
#include "DanBiasServerAPI.h"
|
||||
#include "..\GameServer.h"
|
||||
|
||||
namespace DanBias
|
||||
{
|
||||
|
||||
#pragma region Server Data
|
||||
static GameServer server;
|
||||
#pragma endregion
|
||||
|
||||
|
||||
DanBiasServerReturn DanBiasServerAPI::Initiate()
|
||||
{
|
||||
return server.Create();
|
||||
}
|
||||
DanBiasServerReturn DanBiasServerAPI::Run()
|
||||
{
|
||||
return server.Run();
|
||||
}
|
||||
DanBiasServerReturn DanBiasServerAPI::Release()
|
||||
{
|
||||
return server.Release();
|
||||
}
|
||||
|
||||
} //End namspace DanBias
|
|
@ -0,0 +1,37 @@
|
|||
/////////////////////////////////////////////////////////////////////
|
||||
// Created by [Dennis Andersen] [2013]
|
||||
/////////////////////////////////////////////////////////////////////
|
||||
#ifndef DANBIAS_SERVER_DANBIAS_SERVER_H
|
||||
#define DANBIAS_SERVER_DANBIAS_SERVER_H
|
||||
|
||||
#include <vld.h>
|
||||
|
||||
#define DANBIAS_SERVER
|
||||
|
||||
#ifdef DANBIAS_SERVER_DLL_EXPORT
|
||||
#define DANBIAS_SERVER_DLL __declspec(dllexport)
|
||||
#else
|
||||
#define DANBIAS_SERVER_DLL __declspec(dllimport)
|
||||
#endif
|
||||
|
||||
namespace DanBias
|
||||
{
|
||||
enum DanBiasServerReturn
|
||||
{
|
||||
DanBiasServerReturn_Error,
|
||||
DanBiasServerReturn_Sucess,
|
||||
};
|
||||
|
||||
extern "C"
|
||||
{
|
||||
class DANBIAS_SERVER_DLL DanBiasServerAPI
|
||||
{
|
||||
public:
|
||||
static DanBiasServerReturn Initiate();
|
||||
static DanBiasServerReturn Run();
|
||||
static DanBiasServerReturn Release();
|
||||
};//End class DanBiasServer
|
||||
}//End Extern "C"
|
||||
} //End namspace DanBias
|
||||
|
||||
#endif // !DANBIAS_SERVER_DANBIAS_SERVER_H
|
|
@ -0,0 +1,41 @@
|
|||
#ifndef DANBIASSERVER_SERVER_INIT_READER_H
|
||||
#define DANBIASSERVER_SERVER_INIT_READER_H
|
||||
|
||||
#include <fstream>
|
||||
#include <string>
|
||||
|
||||
namespace DanBias
|
||||
{
|
||||
enum InitPath
|
||||
{
|
||||
InitPath_ServerIni,
|
||||
};
|
||||
std::string GetInitPath(InitPath file)
|
||||
{
|
||||
std::string type = "";
|
||||
std::string path = "";
|
||||
std::string flag = "";
|
||||
|
||||
switch (file)
|
||||
{
|
||||
case DanBias::InitPath_ServerIni:
|
||||
flag = "ServerInit";
|
||||
break;
|
||||
}
|
||||
|
||||
std::fstream in;
|
||||
in.open("..\\Settings\\serversearchpath.ini", std::ios::in);
|
||||
if(!in.is_open()) return "";
|
||||
|
||||
while (!in.eof() && type != flag)
|
||||
{
|
||||
in >> type;
|
||||
in >> path;
|
||||
}
|
||||
|
||||
in.close();
|
||||
return path;
|
||||
}
|
||||
}
|
||||
|
||||
#endif // !DANBIASSERVER_SERVER_INIT_READER_H
|
|
@ -0,0 +1,39 @@
|
|||
#include "ClientObject.h"
|
||||
|
||||
using namespace DanBias;
|
||||
|
||||
ClientObject::ClientObject(const Oyster::Network::NetworkClient& client)
|
||||
{
|
||||
this->client = client;
|
||||
this->client.SetRecieverObject(this, Oyster::Network::NetworkProtocolCallbackType_Object);
|
||||
this->box = 0;
|
||||
}
|
||||
ClientObject::~ClientObject()
|
||||
{
|
||||
this->client.Disconnect();
|
||||
}
|
||||
|
||||
void ClientObject::SetPostbox(Oyster::PostBox<NetworkSession::NetEvent>* box)
|
||||
{
|
||||
this->box = box;
|
||||
}
|
||||
GameLogic::Player* ClientObject::Logic_Object()
|
||||
{
|
||||
return &this->logicPlayer;
|
||||
}
|
||||
Oyster::Network::NetworkClient* ClientObject::NetClient_Object()
|
||||
{
|
||||
return &this->client;
|
||||
}
|
||||
|
||||
void ClientObject::ProtocolRecievedCallback(Oyster::Network::CustomNetProtocol& protocol)
|
||||
{
|
||||
if(!this->box) return;
|
||||
|
||||
NetworkSession::NetEvent _event;
|
||||
_event.protocol = protocol;
|
||||
_event.reciever = this;
|
||||
|
||||
this->box->Post(_event);
|
||||
}
|
||||
|
|
@ -0,0 +1,34 @@
|
|||
#ifndef DANBIASSERVER_CLIENT_OBJECT_H
|
||||
#define DANBIASSERVER_CLIENT_OBJECT_H
|
||||
|
||||
|
||||
#include "NetworkSession.h"
|
||||
#include "NetworkClient.h"
|
||||
#include <PostBox\PostBox.h>
|
||||
#include <Player.h>
|
||||
|
||||
namespace DanBias
|
||||
{
|
||||
class ClientObject
|
||||
:public Oyster::Network::ProtocolRecieverObject
|
||||
{
|
||||
public:
|
||||
ClientObject(const Oyster::Network::NetworkClient& client);
|
||||
~ClientObject();
|
||||
|
||||
void SetPostbox(Oyster::PostBox<NetworkSession::NetEvent>* box);
|
||||
|
||||
GameLogic::Player* Logic_Object();
|
||||
Oyster::Network::NetworkClient* NetClient_Object();
|
||||
|
||||
/** This method is NOT threadsafe. */
|
||||
virtual void ProtocolRecievedCallback(Oyster::Network::CustomNetProtocol& protocol) override;
|
||||
|
||||
private:
|
||||
GameLogic::Player logicPlayer;
|
||||
Oyster::Network::NetworkClient client;
|
||||
Oyster::IPostBox<DanBias::NetworkSession::NetEvent>* box;
|
||||
};
|
||||
|
||||
}//End namespace DanBias
|
||||
#endif // !DANBIASSERVER_CLIENT_OBJECT_H
|
|
@ -0,0 +1,9 @@
|
|||
|
||||
|
||||
|
||||
|
||||
namespace DanBias
|
||||
{
|
||||
|
||||
|
||||
}//End namespace DanBias
|
|
@ -0,0 +1,19 @@
|
|||
#ifndef DANBIASSERVER_GAME_SESSION_H
|
||||
#define DANBIASSERVER_GAME_SESSION_H
|
||||
|
||||
#include "NetworkSession.h"
|
||||
|
||||
namespace DanBias
|
||||
{
|
||||
class GameSession :public NetworkSession
|
||||
{
|
||||
public:
|
||||
GameSession();
|
||||
~GameSession();
|
||||
|
||||
private:
|
||||
|
||||
|
||||
};//End GameSession
|
||||
}//End namespace DanBias
|
||||
#endif // !DANBIASSERVER_GAME_SESSION_H
|
|
@ -0,0 +1,18 @@
|
|||
#include "GameLobby.h"
|
||||
|
||||
|
||||
namespace DanBias
|
||||
{
|
||||
GameLobby::GameLobby()
|
||||
{
|
||||
|
||||
}
|
||||
GameLobby::~GameLobby()
|
||||
{
|
||||
|
||||
}
|
||||
void GameLobby::Release()
|
||||
{
|
||||
|
||||
}
|
||||
}//End namespace DanBias
|
|
@ -0,0 +1,21 @@
|
|||
#ifndef DANBIASSERVER_GAMELOBBY_H
|
||||
#define DANBIASSERVER_GAMELOBBY_H
|
||||
|
||||
#include "..\NetworkSession.h"
|
||||
|
||||
namespace DanBias
|
||||
{
|
||||
class GameLobby :public NetworkSession
|
||||
{
|
||||
public:
|
||||
GameLobby();
|
||||
~GameLobby();
|
||||
void Release();
|
||||
|
||||
private:
|
||||
|
||||
|
||||
};
|
||||
}//End namespace DanBias
|
||||
|
||||
#endif // !DANBIASSERVER_GAME_LOBBY_H
|
|
@ -0,0 +1,44 @@
|
|||
#include "MainLobby.h"
|
||||
#include <PlayerProtocols.h>
|
||||
|
||||
namespace DanBias
|
||||
{
|
||||
MainLobby::MainLobby()
|
||||
{
|
||||
|
||||
}
|
||||
MainLobby::~MainLobby()
|
||||
{
|
||||
|
||||
}
|
||||
void MainLobby::Release()
|
||||
{
|
||||
this->DetachClient();
|
||||
}
|
||||
|
||||
void MainLobby::Frame()
|
||||
{
|
||||
ParseEvents();
|
||||
}
|
||||
|
||||
//////// Private
|
||||
void MainLobby::ParseEvents()
|
||||
{
|
||||
if(!this->box.IsEmpty())
|
||||
{
|
||||
NetEvent &e = this->box.Fetch();
|
||||
|
||||
if(e.protocol[0].type != Oyster::Network::NetAttributeType_Short) return;
|
||||
|
||||
short f = e.protocol[0].value.netShort;
|
||||
|
||||
switch (f)
|
||||
{
|
||||
default:
|
||||
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}//End namespace DanBias
|
|
@ -0,0 +1,22 @@
|
|||
#ifndef DANBIASSERVER_MAINLOBBY_H
|
||||
#define DANBIASSERVER_MAINLOBBY_H
|
||||
|
||||
#include "..\NetworkSession.h"
|
||||
|
||||
namespace DanBias
|
||||
{
|
||||
class MainLobby :public NetworkSession
|
||||
{
|
||||
public:
|
||||
MainLobby();
|
||||
~MainLobby();
|
||||
void Release();
|
||||
|
||||
void Frame();
|
||||
|
||||
private:
|
||||
void ParseEvents();
|
||||
|
||||
};
|
||||
}//End namespace DanBias
|
||||
#endif // !DANBIASGAME_GAMELOBBY_H
|
|
@ -0,0 +1,73 @@
|
|||
|
||||
#include "ClientObject.h"
|
||||
#include "NetworkSession.h"
|
||||
#include <mutex>
|
||||
|
||||
namespace DanBias
|
||||
{
|
||||
NetworkSession::NetworkSession()
|
||||
{
|
||||
|
||||
}
|
||||
NetworkSession::~NetworkSession()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void NetworkSession::AttachClient(Utility::DynamicMemory::SmartPointer<ClientObject> client)
|
||||
{
|
||||
for (unsigned int i = 0; i < this->clients.size(); i++)
|
||||
{
|
||||
if(!this->clients[i])
|
||||
{
|
||||
this->clients[i] = client;
|
||||
this->clients[i]->SetPostbox(&this->box);
|
||||
return;
|
||||
}
|
||||
}
|
||||
this->clients.push_back(client);
|
||||
}
|
||||
|
||||
void NetworkSession::DetachClient(Oyster::Network::NetworkClient* client)
|
||||
{
|
||||
for (unsigned int i = 0; i < this->clients.size(); i++)
|
||||
{
|
||||
if(this->clients[0]->NetClient_Object()->Id() == client->Id())
|
||||
this->clients[i] = 0;
|
||||
}
|
||||
}
|
||||
void NetworkSession::DetachClient(ClientObject* client)
|
||||
{
|
||||
for (unsigned int i = 0; i < this->clients.size(); i++)
|
||||
{
|
||||
if(this->clients[0]->NetClient_Object()->Id() == client->NetClient_Object()->Id())
|
||||
this->clients[i] = 0;
|
||||
}
|
||||
|
||||
}
|
||||
void NetworkSession::DetachClient(short ID)
|
||||
{
|
||||
for (unsigned int i = 0; i < this->clients.size(); i++)
|
||||
{
|
||||
if(this->clients[0]->NetClient_Object()->Id() == ID)
|
||||
this->clients[i] = 0;
|
||||
}
|
||||
|
||||
}
|
||||
void NetworkSession::DetachClient()
|
||||
{
|
||||
for (unsigned int i = 0; i < this->clients.size(); i++)
|
||||
{
|
||||
this->clients[i] = 0;
|
||||
}
|
||||
}
|
||||
|
||||
void NetworkSession::Kick()
|
||||
{
|
||||
for (unsigned int i = 0; i < this->clients.size(); i++)
|
||||
{
|
||||
this->clients[i]->NetClient_Object()->Disconnect();
|
||||
this->clients[i] = 0;
|
||||
}
|
||||
}
|
||||
}//End namespace DanBias
|
|
@ -0,0 +1,50 @@
|
|||
/////////////////////////////////////////////////////////////////////
|
||||
// Created by [Dennis Andersen] [2013]
|
||||
/////////////////////////////////////////////////////////////////////
|
||||
#ifndef DANBIASSERVER_NETWORK_SESSION_H
|
||||
#define DANBIASSERVER_NETWORK_SESSION_H
|
||||
|
||||
#define NOMINMAX
|
||||
#include "Utilities.h"
|
||||
#include <PostBox\PostBox.h>
|
||||
#include <CustomNetProtocol.h>
|
||||
#include <NetworkClient.h>
|
||||
#include <vector>
|
||||
|
||||
namespace DanBias
|
||||
{
|
||||
class ClientObject;
|
||||
class NetworkSession
|
||||
{
|
||||
public:
|
||||
struct NetEvent
|
||||
{
|
||||
ClientObject* reciever;
|
||||
Oyster::Network::CustomNetProtocol protocol;
|
||||
};
|
||||
|
||||
public:
|
||||
NetworkSession();
|
||||
~NetworkSession();
|
||||
|
||||
void AttachClient(Utility::DynamicMemory::SmartPointer<ClientObject> client);
|
||||
|
||||
void DetachClient(Oyster::Network::NetworkClient* client);
|
||||
void DetachClient(ClientObject* client);
|
||||
void DetachClient(short ID);
|
||||
void DetachClient();
|
||||
|
||||
void Kick();
|
||||
|
||||
void Send(Oyster::Network::CustomNetProtocol& protocol);
|
||||
void Send(Oyster::Network::CustomNetProtocol& protocol, int ID);
|
||||
|
||||
//TODO: Do more lobby features
|
||||
//virtual void
|
||||
|
||||
protected:
|
||||
std::vector<Utility::DynamicMemory::SmartPointer<ClientObject>> clients;
|
||||
Oyster::PostBox<DanBias::NetworkSession::NetEvent> box;
|
||||
};
|
||||
}//End namespace DanBias
|
||||
#endif // !DANBIASSERVER_NETWORK_SESSION_H
|
|
@ -0,0 +1,73 @@
|
|||
#include "AttatchmentMassDriver.h"
|
||||
#include "PhysicsAPI.h"
|
||||
|
||||
using namespace GameLogic;
|
||||
|
||||
struct AttatchmentMassDriver::PrivateData
|
||||
{
|
||||
PrivateData()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
~PrivateData()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
}myData;
|
||||
|
||||
|
||||
AttatchmentMassDriver::AttatchmentMassDriver(void)
|
||||
{
|
||||
myData = new PrivateData();
|
||||
this->owner = 0;
|
||||
}
|
||||
|
||||
AttatchmentMassDriver::AttatchmentMassDriver(Player &owner)
|
||||
{
|
||||
myData = new PrivateData();
|
||||
this->owner = &owner;
|
||||
}
|
||||
|
||||
|
||||
AttatchmentMassDriver::~AttatchmentMassDriver(void)
|
||||
{
|
||||
delete myData;
|
||||
}
|
||||
|
||||
/********************************************************
|
||||
* Uses the attatchment and will from here switch case the different WEAPON_FIRE's that are to be used
|
||||
********************************************************/
|
||||
void AttatchmentMassDriver::UseAttatchment(const GameLogic::WEAPON_FIRE &fireInput)
|
||||
{
|
||||
//switch case to determin what functionallity to use in the attatchment
|
||||
switch (fireInput)
|
||||
{
|
||||
case WEAPON_FIRE::WEAPON_USE_PRIMARY_PRESS:
|
||||
ForcePush(fireInput);
|
||||
break;
|
||||
case WEAPON_FIRE::WEAPON_USE_SECONDARY_PRESS:
|
||||
ForcePull(fireInput);
|
||||
break;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
/********************************************************
|
||||
* Pushes objects in a cone in front of the weapon when fired
|
||||
********************************************************/
|
||||
void AttatchmentMassDriver::ForcePush(const GameLogic::WEAPON_FIRE &fireInput)
|
||||
{
|
||||
//create coneRigidBody that will then collide with object and push them in the aimed direction
|
||||
}
|
||||
|
||||
/********************************************************
|
||||
* Pulls the player in the direction he is looking, used for fast movement(kinda like a jetpack)
|
||||
********************************************************/
|
||||
void AttatchmentMassDriver::ForcePull(const WEAPON_FIRE &fireInput)
|
||||
{
|
||||
Oyster::Physics::API::Instance().ApplyForceAt(owner->GetRigidBody(), owner->GetRigidBody()->GetCenter(), owner->GetLookDir() * 100);
|
||||
}
|
||||
|
||||
|
|
@ -0,0 +1,30 @@
|
|||
//////////////////////////////////////////////////
|
||||
//Created by Erik of the GameLogic team
|
||||
//////////////////////////////////////////////////
|
||||
#ifndef ATTATCHMENTMASSDRIVER_H
|
||||
#define ATTATCHMENTMASSDRIVER_H
|
||||
#include "IAttatchment.h"
|
||||
namespace GameLogic
|
||||
{
|
||||
|
||||
class AttatchmentMassDriver : public IAttatchment
|
||||
{
|
||||
public:
|
||||
AttatchmentMassDriver(void);
|
||||
AttatchmentMassDriver(Player &owner);
|
||||
~AttatchmentMassDriver(void);
|
||||
|
||||
|
||||
void UseAttatchment(const WEAPON_FIRE &fireInput);
|
||||
|
||||
private:
|
||||
void ForcePush(const WEAPON_FIRE &fireInput);
|
||||
void ForcePull(const WEAPON_FIRE &fireInput);
|
||||
|
||||
private:
|
||||
struct PrivateData;
|
||||
PrivateData *myData;
|
||||
};
|
||||
}
|
||||
#endif
|
||||
|
|
@ -0,0 +1,52 @@
|
|||
#include "AttatchmentSocket.h"
|
||||
#include "IAttatchment.h"
|
||||
using namespace GameLogic;
|
||||
|
||||
struct AttatchmentSocket::PrivateData
|
||||
{
|
||||
PrivateData()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
~PrivateData()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
IAttatchment *attatchment;
|
||||
|
||||
|
||||
}myData;
|
||||
|
||||
AttatchmentSocket::AttatchmentSocket(void)
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
AttatchmentSocket::~AttatchmentSocket(void)
|
||||
{
|
||||
}
|
||||
|
||||
IAttatchment* AttatchmentSocket::GetAttatchment()
|
||||
{
|
||||
return myData->attatchment;
|
||||
}
|
||||
|
||||
void AttatchmentSocket::SetAttatchment(IAttatchment *attatchment)
|
||||
{
|
||||
if (myData->attatchment)
|
||||
{
|
||||
delete myData->attatchment;
|
||||
}
|
||||
|
||||
myData->attatchment = attatchment;
|
||||
}
|
||||
|
||||
void AttatchmentSocket::RemoveAttatchment()
|
||||
{
|
||||
if (myData->attatchment)
|
||||
{
|
||||
delete myData->attatchment;
|
||||
}
|
||||
}
|
|
@ -0,0 +1,26 @@
|
|||
//////////////////////////////////////////////////
|
||||
//Created by Erik of the GameLogic team
|
||||
//////////////////////////////////////////////////
|
||||
|
||||
#ifndef ATTATCHMENTSOCKET_H
|
||||
#define ATTATCHMENTSOCKET_H
|
||||
#include "IAttatchment.h"
|
||||
namespace GameLogic
|
||||
{
|
||||
|
||||
class AttatchmentSocket
|
||||
{
|
||||
public:
|
||||
AttatchmentSocket(void);
|
||||
~AttatchmentSocket(void);
|
||||
|
||||
IAttatchment* GetAttatchment();
|
||||
void SetAttatchment(IAttatchment *attatchment);
|
||||
void RemoveAttatchment();
|
||||
|
||||
private:
|
||||
struct PrivateData;
|
||||
PrivateData *myData;
|
||||
};
|
||||
}
|
||||
#endif
|
|
@ -0,0 +1,59 @@
|
|||
#include "CollisionManager.h"
|
||||
#include "PhysicsAPI.h"
|
||||
#include "Object.h"
|
||||
#include "DynamicObject.h"
|
||||
#include "Player.h"
|
||||
|
||||
using namespace Oyster;
|
||||
|
||||
namespace GameLogic
|
||||
{
|
||||
|
||||
namespace CollisionManager
|
||||
{
|
||||
|
||||
void PlayerVBox(Player &player, DynamicObject &box);
|
||||
|
||||
|
||||
Physics::ICustomBody::SubscriptMessage PlayerCollision(const Oyster::Physics::ICustomBody *rigidBodyPlayer, const Oyster::Physics::ICustomBody *obj)
|
||||
{
|
||||
Player *player = ((Player*)(rigidBodyPlayer->gameObjectRef));
|
||||
Object *realObj = (Object*)obj->gameObjectRef;
|
||||
|
||||
switch (realObj->GetType())
|
||||
{
|
||||
case OBJECT_TYPE_BOX:
|
||||
PlayerVBox(*player,(*(DynamicObject*) realObj));
|
||||
break;
|
||||
case OBJECT_TYPE_PLAYER:
|
||||
|
||||
break;
|
||||
}
|
||||
|
||||
return Physics::ICustomBody::SubscriptMessage_none;
|
||||
}
|
||||
|
||||
void PlayerVBox(Player &player, DynamicObject &box)
|
||||
{
|
||||
player.DamageLife(20);
|
||||
}
|
||||
|
||||
Physics::ICustomBody::SubscriptMessage BoxCollision(const Oyster::Physics::ICustomBody *rigidBodyBox, const Oyster::Physics::ICustomBody *obj)
|
||||
{
|
||||
DynamicObject *box = (DynamicObject*)rigidBodyBox->gameObjectRef;
|
||||
Object *realObj = (Object*)obj->gameObjectRef;
|
||||
|
||||
switch (realObj->GetType())
|
||||
{
|
||||
case OBJECT_TYPE_BOX:
|
||||
|
||||
break;
|
||||
case OBJECT_TYPE_PLAYER:
|
||||
//PlayerVBox(*(Player*)realObj,*box);
|
||||
break;
|
||||
}
|
||||
|
||||
return Physics::ICustomBody::SubscriptMessage_none;
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,25 @@
|
|||
#ifndef COLLISIONMANAGER_H
|
||||
#define COLLISIONMANAGER_H
|
||||
|
||||
#include "Object.h"
|
||||
#include "PhysicsAPI.h"
|
||||
|
||||
namespace GameLogic
|
||||
{
|
||||
|
||||
namespace CollisionManager
|
||||
{
|
||||
//these are the main collision functions
|
||||
//typedef SubscriptMessage (*EventAction_Collision)( const ICustomBody *proto, const ICustomBody *deuter );
|
||||
Oyster::Physics::ICustomBody::SubscriptMessage PlayerCollision(const Oyster::Physics::ICustomBody *rigidBodyPlayer, const Oyster::Physics::ICustomBody *obj);
|
||||
Oyster::Physics::ICustomBody::SubscriptMessage BoxCollision(const Oyster::Physics::ICustomBody *rigidBodyBox, const Oyster::Physics::ICustomBody *obj);
|
||||
|
||||
//these are the specific collision case functions
|
||||
//void PlayerVBox(Player &player, DynamicObject &box);
|
||||
//void BoxVBox(DynamicObject &box1, DynamicObject &box2);
|
||||
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
#endif
|
|
@ -0,0 +1,23 @@
|
|||
#include "DynamicObject.h"
|
||||
#include "CollisionManager.h"
|
||||
|
||||
using namespace GameLogic;
|
||||
|
||||
|
||||
DynamicObject::DynamicObject()
|
||||
:Object()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
DynamicObject::DynamicObject(void* collisionFunc, OBJECT_TYPE type)
|
||||
:Object(collisionFunc, type)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
|
||||
DynamicObject::~DynamicObject(void)
|
||||
{
|
||||
|
||||
}
|
|
@ -1,11 +1,8 @@
|
|||
//////////////////////////////////////////////////
|
||||
//Created by Erik and Linda of the GameLogic team
|
||||
//////////////////////////////////////////////////
|
||||
|
||||
|
||||
#ifndef DYNAMICOBJECT_H
|
||||
#define DYNAMICOBJECT_H
|
||||
|
||||
#include "Object.h"
|
||||
|
||||
namespace GameLogic
|
||||
|
@ -16,10 +13,11 @@ namespace GameLogic
|
|||
{
|
||||
|
||||
public:
|
||||
DynamicObject(void);
|
||||
DynamicObject();
|
||||
DynamicObject(void* collisionFunc, OBJECT_TYPE type);
|
||||
~DynamicObject(void);
|
||||
|
||||
void Update();
|
||||
private:
|
||||
|
||||
};
|
||||
|
|
@ -1,4 +1,5 @@
|
|||
#include "Game.h"
|
||||
|
||||
using namespace GameLogic;
|
||||
|
||||
Game::Game(void)
|
||||
|
@ -26,7 +27,13 @@ Game::~Game(void)
|
|||
|
||||
void Game::Init()
|
||||
{
|
||||
player = new Player();
|
||||
//Oyster::Physics::API::SetSubscription("remove object");
|
||||
|
||||
player = new Player(L"worldDummy");
|
||||
|
||||
box = new DynamicObject(L"crate");
|
||||
//poi
|
||||
//box = new physcTestObj("box");
|
||||
camera = new Camera();
|
||||
}
|
||||
void Game::StartGame()
|
||||
|
@ -60,9 +67,13 @@ void Game::Update(keyInput keyPressed, float pitch, float yaw)
|
|||
camera->Walk(0.1);
|
||||
}
|
||||
camera->UpdateViewMatrix();
|
||||
//poi Oyster::Physics::API::Update();
|
||||
}
|
||||
void Game::Render()
|
||||
{
|
||||
Oyster::Graphics::API::NewFrame(camera->View(), camera->Proj());
|
||||
Oyster::Graphics::API::SetView(camera->View());
|
||||
Oyster::Graphics::API::SetProjection(camera->Proj());
|
||||
Oyster::Graphics::API::NewFrame();
|
||||
player->Render();
|
||||
box->Render();
|
||||
}
|
|
@ -5,6 +5,7 @@
|
|||
#include "Player.h"
|
||||
#include "IGame.h"
|
||||
#include "Camera.h"
|
||||
#include "DynamicObject.h"
|
||||
|
||||
namespace GameLogic
|
||||
{
|
||||
|
@ -21,6 +22,7 @@ namespace GameLogic
|
|||
|
||||
private:
|
||||
Level* level;
|
||||
DynamicObject* box;
|
||||
Player* player;
|
||||
Camera* camera;
|
||||
};
|
|
@ -69,38 +69,39 @@
|
|||
<OutDir>$(SolutionDir)..\Bin\DLL\</OutDir>
|
||||
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
|
||||
<TargetName>$(ProjectName)_$(PlatformShortName)D</TargetName>
|
||||
<LibraryPath>$(SolutionDir)..\External\Lib\Input;$(SolutionDir)..\Bin\DLL;$(LibraryPath)</LibraryPath>
|
||||
<LibraryPath>$(SolutionDir)..\Bin\DLL;$(LibraryPath)</LibraryPath>
|
||||
<TargetExt>.dll</TargetExt>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||
<OutDir>$(SolutionDir)..\Bin\DLL\</OutDir>
|
||||
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
|
||||
<TargetName>$(ProjectName)_$(PlatformShortName)</TargetName>
|
||||
<LibraryPath>$(SolutionDir)..\External\Lib\Input;$(SolutionDir)..\Bin\DLL;$(LibraryPath)</LibraryPath>
|
||||
<LibraryPath>$(SolutionDir)..\Bin\DLL;$(LibraryPath)</LibraryPath>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
|
||||
<OutDir>$(SolutionDir)..\Bin\DLL\</OutDir>
|
||||
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
|
||||
<TargetName>$(ProjectName)_$(PlatformShortName)D</TargetName>
|
||||
<LibraryPath>$(SolutionDir)..\External\Lib\Input;$(SolutionDir)..\Bin\DLL;$(LibraryPath)</LibraryPath>
|
||||
<LibraryPath>$(SolutionDir)..\Bin\DLL;$(LibraryPath)</LibraryPath>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
|
||||
<OutDir>$(SolutionDir)..\Bin\DLL\</OutDir>
|
||||
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
|
||||
<TargetName>$(ProjectName)_$(PlatformShortName)</TargetName>
|
||||
<LibraryPath>$(SolutionDir)..\External\Lib\Input;$(SolutionDir)..\Bin\DLL;$(LibraryPath)</LibraryPath>
|
||||
<LibraryPath>$(SolutionDir)..\Bin\DLL;$(LibraryPath)</LibraryPath>
|
||||
</PropertyGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||
<ClCompile>
|
||||
<WarningLevel>Level3</WarningLevel>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<SDLCheck>true</SDLCheck>
|
||||
<AdditionalIncludeDirectories>$(SolutionDir)Input;$(SolutionDir)OysterGraphics;$(SolutionDir)Misc;$(SolutionDir)OysterMath;$(SolutionDir)OysterPhysics3D;$(SolutionDir)GamePhysics;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<PreprocessorDefinitions>GAME_DLL_EXPORT;_WINDLL;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<AdditionalIncludeDirectories>$(SolutionDir)Misc;$(SolutionDir)OysterMath;$(SolutionDir)OysterPhysics3D;$(SolutionDir)GamePhysics;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<PreprocessorDefinitions>DANBIAS_GAMELOGIC_DLL_EXPORT;_WINDLL;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<AdditionalDependencies>OysterGraphics_$(PlatformShortName)D.lib;Input_$(PlatformShortName)D.lib;GamePhysics_$(PlatformShortName)D.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<AdditionalDependencies>GamePhysics_$(PlatformShortName)D.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<DelayLoadDLLs>GamePhysics_$(PlatformShortName)D.dll;%(DelayLoadDLLs)</DelayLoadDLLs>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
|
||||
|
@ -108,12 +109,13 @@
|
|||
<WarningLevel>Level3</WarningLevel>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<SDLCheck>true</SDLCheck>
|
||||
<AdditionalIncludeDirectories>$(SolutionDir)Input;$(SolutionDir)OysterGraphics;$(SolutionDir)Misc;$(SolutionDir)OysterMath;$(SolutionDir)OysterPhysics3D;$(SolutionDir)GamePhysics;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<PreprocessorDefinitions>GAME_DLL_EXPORT;_WINDLL;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<AdditionalIncludeDirectories>$(SolutionDir)Misc;$(SolutionDir)OysterMath;$(SolutionDir)OysterPhysics3D;$(SolutionDir)GamePhysics;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<PreprocessorDefinitions>DANBIAS_GAMELOGIC_DLL_EXPORT;_WINDLL;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<AdditionalDependencies>OysterGraphics_$(PlatformShortName)D.lib;Input_$(PlatformShortName)D.lib;GamePhysics_$(PlatformShortName)D.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<AdditionalDependencies>GamePhysics_$(PlatformShortName)D.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<DelayLoadDLLs>GamePhysics_$(PlatformShortName)D.dll;%(DelayLoadDLLs)</DelayLoadDLLs>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||
|
@ -123,14 +125,15 @@
|
|||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<SDLCheck>true</SDLCheck>
|
||||
<AdditionalIncludeDirectories>$(SolutionDir)Input;$(SolutionDir)OysterGraphics;$(SolutionDir)Misc;$(SolutionDir)OysterMath;$(SolutionDir)OysterPhysics3D;$(SolutionDir)GamePhysics;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<PreprocessorDefinitions>GAME_DLL_EXPORT;_WINDLL;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<AdditionalIncludeDirectories>$(SolutionDir)Misc;$(SolutionDir)OysterMath;$(SolutionDir)OysterPhysics3D;$(SolutionDir)GamePhysics;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<PreprocessorDefinitions>DANBIAS_GAMELOGIC_DLL_EXPORT;_WINDLL;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||
<OptimizeReferences>true</OptimizeReferences>
|
||||
<AdditionalDependencies>OysterGraphics_$(PlatformShortName).lib;Input_$(PlatformShortName).lib;GamePhysics_$(PlatformShortName).lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<AdditionalDependencies>GamePhysics_$(PlatformShortName).lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<DelayLoadDLLs>GamePhysics_$(PlatformShortName).dll;%(DelayLoadDLLs)</DelayLoadDLLs>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
|
||||
|
@ -140,68 +143,56 @@
|
|||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<SDLCheck>true</SDLCheck>
|
||||
<AdditionalIncludeDirectories>$(SolutionDir)Input;$(SolutionDir)OysterGraphics;$(SolutionDir)Misc;$(SolutionDir)OysterMath;$(SolutionDir)OysterPhysics3D;$(SolutionDir)GamePhysics;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<PreprocessorDefinitions>GAME_DLL_EXPORT;_WINDLL;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<AdditionalIncludeDirectories>$(SolutionDir)Misc;$(SolutionDir)OysterMath;$(SolutionDir)OysterPhysics3D;$(SolutionDir)GamePhysics;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<PreprocessorDefinitions>DANBIAS_GAMELOGIC_DLL_EXPORT;_WINDLL;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||
<OptimizeReferences>true</OptimizeReferences>
|
||||
<AdditionalDependencies>OysterGraphics_$(PlatformShortName).lib;Input_$(PlatformShortName).lib;GamePhysics_$(PlatformShortName).lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<AdditionalDependencies>GamePhysics_$(PlatformShortName).lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<DelayLoadDLLs>GamePhysics_$(PlatformShortName).dll;%(DelayLoadDLLs)</DelayLoadDLLs>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemGroup>
|
||||
<ProjectReference Include="..\GamePhysics\GamePhysics.vcxproj">
|
||||
<ProjectReference Include="..\..\GamePhysics\GamePhysics.vcxproj">
|
||||
<Project>{104fa3e9-94d9-4e1d-a941-28a03bc8a095}</Project>
|
||||
<Private>false</Private>
|
||||
<ReferenceOutputAssembly>true</ReferenceOutputAssembly>
|
||||
<CopyLocalSatelliteAssemblies>false</CopyLocalSatelliteAssemblies>
|
||||
<LinkLibraryDependencies>false</LinkLibraryDependencies>
|
||||
<UseLibraryDependencyInputs>false</UseLibraryDependencyInputs>
|
||||
</ProjectReference>
|
||||
<ProjectReference Include="..\Input\Input.vcxproj">
|
||||
<Project>{7e3990d2-3d94-465c-b58d-64a74b3ecf9b}</Project>
|
||||
</ProjectReference>
|
||||
<ProjectReference Include="..\Misc\Misc.vcxproj">
|
||||
<ProjectReference Include="..\..\Misc\Misc.vcxproj">
|
||||
<Project>{2ec4dded-8f75-4c86-a10b-e1e8eb29f3ee}</Project>
|
||||
</ProjectReference>
|
||||
<ProjectReference Include="..\OysterGraphics\OysterGraphics.vcxproj">
|
||||
<Project>{0ec83e64-230e-48ef-b08c-6ac9651b4f82}</Project>
|
||||
</ProjectReference>
|
||||
<ProjectReference Include="..\OysterMath\OysterMath.vcxproj">
|
||||
<ProjectReference Include="..\..\OysterMath\OysterMath.vcxproj">
|
||||
<Project>{f10cbc03-9809-4cba-95d8-327c287b18ee}</Project>
|
||||
</ProjectReference>
|
||||
<ProjectReference Include="..\OysterPhysics3D\OysterPhysics3D.vcxproj">
|
||||
<ProjectReference Include="..\..\OysterPhysics3D\OysterPhysics3D.vcxproj">
|
||||
<Project>{4285bd3f-3c6c-4670-b7af-a29afef5f6a8}</Project>
|
||||
</ProjectReference>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="Camera.h" />
|
||||
<ClInclude Include="AttatchmentMassDriver.h" />
|
||||
<ClInclude Include="AttatchmentSocket.h" />
|
||||
<ClInclude Include="CollisionManager.h" />
|
||||
<ClInclude Include="DynamicObject.h" />
|
||||
<ClInclude Include="Game.h" />
|
||||
<ClInclude Include="GameLogicDef.h" />
|
||||
<ClInclude Include="GameMode.h" />
|
||||
<ClInclude Include="IGame.h" />
|
||||
<ClInclude Include="IAttatchment.h" />
|
||||
<ClInclude Include="Level.h" />
|
||||
<ClInclude Include="Object.h" />
|
||||
<ClInclude Include="Player.h" />
|
||||
<ClInclude Include="RefManager.h" />
|
||||
<ClInclude Include="StaticObject.h" />
|
||||
<ClInclude Include="Weapon.h" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="Camera.cpp" />
|
||||
<ClCompile Include="AttatchmentMassDriver.cpp" />
|
||||
<ClCompile Include="AttatchmentSocket.cpp" />
|
||||
<ClCompile Include="CollisionManager.cpp" />
|
||||
<ClCompile Include="DynamicObject.cpp" />
|
||||
<ClCompile Include="Game.cpp" />
|
||||
<ClCompile Include="GameMode.cpp" />
|
||||
<ClCompile Include="IGame.cpp" />
|
||||
<ClCompile Include="IAttatchment.cpp" />
|
||||
<ClCompile Include="Level.cpp" />
|
||||
<ClCompile Include="Object.cpp" />
|
||||
<ClCompile Include="Player.cpp" />
|
||||
<ClCompile Include="RefManager.cpp" />
|
||||
<ClCompile Include="StaticObject.cpp" />
|
||||
<ClCompile Include="TestGLMain.cpp" />
|
||||
<ClCompile Include="Weapon.cpp" />
|
||||
</ItemGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
|
@ -0,0 +1,14 @@
|
|||
#ifndef GAMELOGIC_GAMELOGICDEF_H
|
||||
#define GAMELOGIC_GAMELOGICDEF_H
|
||||
|
||||
#ifndef DANBIAS_GAMELOGIC
|
||||
#define DANBIAS_GAMELOGIC
|
||||
#endif
|
||||
|
||||
#ifdef DANBIAS_GAMELOGIC_DLL_EXPORT
|
||||
#define DANBIAS_GAMELOGIC_DLL __declspec(dllexport)
|
||||
#else
|
||||
#define DANBIAS_GAMELOGIC_DLL __declspec(dllimport)
|
||||
#endif
|
||||
|
||||
#endif // !GAMELOGIC_GAMELOGICDEF_H
|
|
@ -0,0 +1,48 @@
|
|||
#ifndef GAMELOGICSTATES_H
|
||||
#define GAMELOGICSTATES_H
|
||||
|
||||
|
||||
namespace GameLogic
|
||||
{
|
||||
enum PLAYER_STATE
|
||||
{
|
||||
PLAYER_STATE_JUMPING = 0,
|
||||
PLAYER_STATE_WALKING = 1,
|
||||
PLAYER_STATE_IDLE = 2,
|
||||
};
|
||||
|
||||
enum PLAYER_MOVEMENT
|
||||
{
|
||||
PLAYER_MOVEMENT_FORWARD = 0,
|
||||
PLAYER_MOVEMENT_BACKWARD = 1,
|
||||
PLAYER_MOVEMENT_LEFT = 2,
|
||||
PLAYER_MOVEMENT_RIGHT = 4,
|
||||
PLAYER_MOVEMENT_JUMP = 8,
|
||||
};
|
||||
|
||||
enum WEAPON_FIRE
|
||||
{
|
||||
WEAPON_USE_PRIMARY_PRESS = 0,
|
||||
WEAPON_USE_PRIMARY_RELEASE = 1,
|
||||
WEAPON_USE_SECONDARY_PRESS = 2,
|
||||
WEAPON_USE_SECONDARY_RELEASE = 4,
|
||||
WEAPON_USE_UTILLITY_PRESS = 8,
|
||||
WEAPON_USE_UTILLITY_RELEASE = 16,
|
||||
};
|
||||
|
||||
enum WEAPON_STATE
|
||||
{
|
||||
WEAPON_STATE_FIREING = 0,
|
||||
WEAPON_STATE_IDLE = 1,
|
||||
WEAPON_STATE_RELOADING = 2,
|
||||
};
|
||||
|
||||
enum OBJECT_TYPE
|
||||
{
|
||||
OBJECT_TYPE_PLAYER = 0,
|
||||
OBJECT_TYPE_BOX = 1,
|
||||
OBJECT_TYPE_UNKNOWN = 2,
|
||||
};
|
||||
};
|
||||
|
||||
#endif
|
|
@ -0,0 +1,30 @@
|
|||
#include "GameMode.h"
|
||||
|
||||
using namespace GameLogic;
|
||||
|
||||
|
||||
struct GameMode::PrivateData
|
||||
{
|
||||
PrivateData()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
~PrivateData()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
}myData;
|
||||
|
||||
|
||||
GameMode::GameMode()
|
||||
{
|
||||
myData = new PrivateData();
|
||||
}
|
||||
|
||||
|
||||
GameMode::~GameMode(void)
|
||||
{
|
||||
delete myData;
|
||||
}
|
|
@ -15,7 +15,8 @@ namespace GameLogic
|
|||
GameMode(void);
|
||||
~GameMode(void);
|
||||
private:
|
||||
//variabels that control what game rules the level runs on
|
||||
struct PrivateData;
|
||||
PrivateData *myData;
|
||||
};
|
||||
|
||||
}
|
|
@ -0,0 +1,13 @@
|
|||
#include "IAttatchment.h"
|
||||
#include "AttatchmentSocket.h"
|
||||
|
||||
using namespace GameLogic;
|
||||
|
||||
IAttatchment::IAttatchment(void)
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
IAttatchment::~IAttatchment(void)
|
||||
{
|
||||
}
|
|
@ -0,0 +1,31 @@
|
|||
//////////////////////////////////////////////////
|
||||
//Created by Erik of the GameLogic team
|
||||
//////////////////////////////////////////////////
|
||||
|
||||
#ifndef IATTATCHMENT_H
|
||||
#define IATTATCHMENT_H
|
||||
#include "GameLogicStates.h"
|
||||
#include "Player.h"
|
||||
|
||||
namespace GameLogic
|
||||
{
|
||||
|
||||
|
||||
class IAttatchment
|
||||
{
|
||||
|
||||
public:
|
||||
|
||||
IAttatchment(void);
|
||||
~IAttatchment(void);
|
||||
|
||||
virtual void UseAttatchment(const WEAPON_FIRE &fireInput) = 0;
|
||||
|
||||
private:
|
||||
|
||||
protected:
|
||||
Player *owner;
|
||||
|
||||
};
|
||||
}
|
||||
#endif
|
|
@ -0,0 +1,48 @@
|
|||
#include "Level.h"
|
||||
#include "StaticObject.h"
|
||||
#include "DynamicObject.h"
|
||||
#include "GameMode.h"
|
||||
#include "Player.h"
|
||||
|
||||
using namespace GameLogic;
|
||||
|
||||
struct Level::PrivateData
|
||||
{
|
||||
PrivateData()
|
||||
{
|
||||
|
||||
}
|
||||
~PrivateData()
|
||||
{
|
||||
}
|
||||
|
||||
Player *players;
|
||||
int nrOfPlayers;
|
||||
|
||||
StaticObject** staticObjects;
|
||||
int nrOfStaticObjects;
|
||||
|
||||
DynamicObject** dynamicObjects;
|
||||
int nrOfDynamicObjects;
|
||||
|
||||
GameMode* gameMode;
|
||||
|
||||
}myData;
|
||||
|
||||
Level::Level(void)
|
||||
{
|
||||
myData = new PrivateData();
|
||||
}
|
||||
|
||||
|
||||
Level::~Level(void)
|
||||
{
|
||||
delete myData;
|
||||
}
|
||||
|
||||
void Level::InitiateLevel(std::string levelPath)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
|
|
@ -1,14 +1,9 @@
|
|||
//////////////////////////////////////////////////
|
||||
//Created by Erik and Linda of the GameLogic team
|
||||
//////////////////////////////////////////////////
|
||||
|
||||
|
||||
#ifndef LEVEL_H
|
||||
#define LEVEL_H
|
||||
|
||||
#include "StaticObject.h"
|
||||
#include "DynamicObject.h"
|
||||
#include "GameMode.h"
|
||||
#include <string>
|
||||
|
||||
namespace GameLogic
|
||||
{
|
||||
|
@ -20,16 +15,11 @@ namespace GameLogic
|
|||
Level(void);
|
||||
~Level(void);
|
||||
|
||||
void InitiateLevel(std::string levelPath);
|
||||
|
||||
private:
|
||||
StaticObject** staticObjects;
|
||||
int nrOfStaticObjects;
|
||||
|
||||
DynamicObject** dynamicObjects;
|
||||
int nrOfDynamicObjects;
|
||||
|
||||
GameMode* gameMode;
|
||||
|
||||
|
||||
struct PrivateData;
|
||||
PrivateData *myData;
|
||||
|
||||
};
|
||||
|
|
@ -0,0 +1,55 @@
|
|||
#include "Object.h"
|
||||
#include "OysterMath.h"
|
||||
#include "CollisionManager.h"
|
||||
|
||||
|
||||
using namespace GameLogic;
|
||||
|
||||
using namespace Oyster::Math;
|
||||
using namespace Oyster::Physics;
|
||||
|
||||
Object::Object()
|
||||
{
|
||||
API::SimpleBodyDescription sbDesc;
|
||||
//sbDesc.centerPosition =
|
||||
|
||||
//poi
|
||||
ICustomBody* temp = rigidBody = API::Instance().CreateRigidBody(sbDesc).Release();
|
||||
|
||||
rigidBody->gameObjectRef = this;
|
||||
|
||||
this->type = OBJECT_TYPE_UNKNOWN;
|
||||
|
||||
}
|
||||
|
||||
Object::Object(void* collisionFunc, OBJECT_TYPE type)
|
||||
{
|
||||
API::SimpleBodyDescription sbDesc;
|
||||
//sbDesc.centerPosition =
|
||||
|
||||
//poi
|
||||
ICustomBody* temp = rigidBody = API::Instance().CreateRigidBody(sbDesc).Release();
|
||||
|
||||
rigidBody->SetSubscription((Oyster::Physics::ICustomBody::EventAction_Collision)(collisionFunc));
|
||||
|
||||
rigidBody->gameObjectRef = this;
|
||||
|
||||
this->type = type;
|
||||
}
|
||||
|
||||
|
||||
Object::~Object(void)
|
||||
{
|
||||
|
||||
|
||||
}
|
||||
|
||||
OBJECT_TYPE Object::GetType()
|
||||
{
|
||||
return this->type;
|
||||
}
|
||||
|
||||
Oyster::Physics::ICustomBody* Object::GetRigidBody()
|
||||
{
|
||||
return this->rigidBody;
|
||||
}
|
|
@ -0,0 +1,35 @@
|
|||
//////////////////////////////////////////////////
|
||||
//Created by Erik and Linda of the GameLogic team
|
||||
//////////////////////////////////////////////////
|
||||
|
||||
|
||||
#ifndef OBJECT_H
|
||||
#define OBJECT_H
|
||||
|
||||
#include "PhysicsAPI.h"
|
||||
#include "GameLogicStates.h"
|
||||
#include "GameLogicDef.h"
|
||||
|
||||
|
||||
namespace GameLogic
|
||||
{
|
||||
class DANBIAS_GAMELOGIC_DLL Object
|
||||
{
|
||||
public:
|
||||
Object();
|
||||
Object(void* collisionFunc, OBJECT_TYPE type);
|
||||
~Object(void);
|
||||
|
||||
OBJECT_TYPE GetType();
|
||||
|
||||
Oyster::Physics::ICustomBody* GetRigidBody();
|
||||
|
||||
private:
|
||||
OBJECT_TYPE type;
|
||||
protected:
|
||||
Oyster::Physics::ICustomBody *rigidBody;
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
#endif
|
|
@ -0,0 +1,139 @@
|
|||
#include "Player.h"
|
||||
#include "OysterMath.h"
|
||||
#include "CollisionManager.h"
|
||||
#include "Weapon.h"
|
||||
|
||||
using namespace GameLogic;
|
||||
using namespace Oyster::Physics;
|
||||
|
||||
struct Player::PrivateData
|
||||
{
|
||||
PrivateData()
|
||||
{
|
||||
weapon = new Weapon();
|
||||
|
||||
life = 100;
|
||||
playerState = PLAYER_STATE_IDLE;
|
||||
|
||||
lookDir = Oyster::Math::Float3(1,0,0);
|
||||
}
|
||||
|
||||
~PrivateData()
|
||||
{
|
||||
if (weapon)
|
||||
{
|
||||
delete weapon;
|
||||
}
|
||||
}
|
||||
|
||||
int life;
|
||||
Weapon *weapon;
|
||||
PLAYER_STATE playerState;
|
||||
Oyster::Math::Float3 lookDir;
|
||||
|
||||
}myData;
|
||||
|
||||
Player::Player()
|
||||
:Object(CollisionManager::PlayerCollision, OBJECT_TYPE_PLAYER)
|
||||
{
|
||||
myData = new PrivateData();
|
||||
}
|
||||
|
||||
Player::~Player(void)
|
||||
{
|
||||
delete myData;
|
||||
}
|
||||
|
||||
/********************************************************
|
||||
* Updates the player(is this function needed?)
|
||||
********************************************************/
|
||||
|
||||
void Player::Update()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
/********************************************************
|
||||
* Moves the player based on client input
|
||||
* Uses the physics to move the player by adding a force in the chosen direction
|
||||
* Uses the Jump() function if the player is to jump, this is becuase jumping requires additional logic compared to normal movement
|
||||
********************************************************/
|
||||
void Player::Move(const PLAYER_MOVEMENT &movement)
|
||||
{
|
||||
Oyster::Math::Float3 currentVelocity = rigidBody->GetRigidLinearVelocity();
|
||||
|
||||
switch(movement)
|
||||
{
|
||||
case PLAYER_MOVEMENT_FORWARD:
|
||||
API::Instance().ApplyForceAt(rigidBody,rigidBody->GetCenter(),myData->lookDir * 100);
|
||||
break;
|
||||
|
||||
case PLAYER_MOVEMENT_BACKWARD:
|
||||
API::Instance().ApplyForceAt(rigidBody,rigidBody->GetCenter(),-myData->lookDir * 100);
|
||||
break;
|
||||
|
||||
case PLAYER_MOVEMENT_LEFT:
|
||||
break;
|
||||
|
||||
case PLAYER_MOVEMENT_RIGHT:
|
||||
break;
|
||||
|
||||
case PLAYER_MOVEMENT_JUMP:
|
||||
Jump();
|
||||
break;
|
||||
}
|
||||
}
|
||||
/********************************************************
|
||||
* Uses the players weapon based on user input
|
||||
********************************************************/
|
||||
void Player::UseWeapon(const WEAPON_FIRE &fireInput)
|
||||
{
|
||||
myData->weapon->Use(fireInput);
|
||||
}
|
||||
|
||||
/********************************************************
|
||||
* Jumps if the player is currently not in a state of jumping
|
||||
* Applies a force upwards(current upwards)
|
||||
********************************************************/
|
||||
void Player::Jump()
|
||||
{
|
||||
API::Instance().ApplyForceAt(rigidBody,rigidBody->GetCenter(),-Oyster::Math::Float3(0,1,0) * 100);
|
||||
}
|
||||
|
||||
bool Player::IsWalking()
|
||||
{
|
||||
return (myData->playerState == PLAYER_STATE_WALKING);
|
||||
}
|
||||
bool Player::IsJumping()
|
||||
{
|
||||
return (myData->playerState == PLAYER_STATE_JUMPING);
|
||||
}
|
||||
bool Player::IsIdle()
|
||||
{
|
||||
return (myData->playerState == PLAYER_STATE_IDLE);
|
||||
}
|
||||
|
||||
Oyster::Math::Float3 Player::GetPos()
|
||||
{
|
||||
return rigidBody->GetCenter();
|
||||
}
|
||||
|
||||
Oyster::Math::Float3 Player::GetLookDir()
|
||||
{
|
||||
return myData->lookDir;
|
||||
}
|
||||
|
||||
/********************************************************
|
||||
* Respawns the player on a new chosen position
|
||||
* This resets a set of variables such as life, ammo etcetc
|
||||
********************************************************/
|
||||
void Player::Respawn()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
|
||||
void Player::DamageLife(int damage)
|
||||
{
|
||||
myData->life -= damage;
|
||||
}
|
|
@ -0,0 +1,41 @@
|
|||
//////////////////////////////////////////////////
|
||||
//Created by Erik and Linda of the GameLogic team
|
||||
//////////////////////////////////////////////////
|
||||
#ifndef PLAYER_H
|
||||
#define PLAYER_H
|
||||
#include "GameLogicStates.h"
|
||||
#include "OysterMath.h"
|
||||
#include "Object.h"
|
||||
#include "GameLogicDef.h"
|
||||
|
||||
namespace GameLogic
|
||||
{
|
||||
class DANBIAS_GAMELOGIC_DLL Player : public Object
|
||||
{
|
||||
|
||||
public:
|
||||
Player(void);
|
||||
~Player(void);
|
||||
|
||||
void Update();
|
||||
void Move(const PLAYER_MOVEMENT &movement);
|
||||
void UseWeapon(const WEAPON_FIRE &fireInput);
|
||||
void Jump();
|
||||
|
||||
bool IsWalking();
|
||||
bool IsJumping();
|
||||
bool IsIdle();
|
||||
|
||||
Oyster::Math::Float3 GetPos();
|
||||
Oyster::Math::Float3 GetLookDir();
|
||||
|
||||
void Respawn();
|
||||
|
||||
void DamageLife(int damage);
|
||||
|
||||
private:
|
||||
struct PrivateData;
|
||||
PrivateData *myData;
|
||||
};
|
||||
}
|
||||
#endif
|
|
@ -2,7 +2,7 @@
|
|||
|
||||
using namespace GameLogic;
|
||||
|
||||
typedef std::pair<Oyster::Physics::ICustomBody*, Object*> mapData;
|
||||
typedef std::pair<const Oyster::Physics::ICustomBody*, Object*> mapData;
|
||||
|
||||
RefManager* RefManager::instance = 0;
|
||||
|
||||
|
@ -34,12 +34,12 @@ RefManager* RefManager::getInstance( )
|
|||
return instance;
|
||||
}
|
||||
|
||||
Object* RefManager::GetMap(Oyster::Physics::ICustomBody &body)
|
||||
Object* RefManager::GetMap(const Oyster::Physics::ICustomBody &body)
|
||||
{
|
||||
return mapper[&body];
|
||||
}
|
||||
|
||||
void RefManager::AddMapping(Oyster::Physics::ICustomBody &body, Object &obj)
|
||||
void RefManager::AddMapping( const Oyster::Physics::ICustomBody &body, Object &obj)
|
||||
{
|
||||
mapper.insert(mapData(&body,&obj));
|
||||
}
|
|
@ -8,7 +8,6 @@
|
|||
|
||||
#include<map>
|
||||
#include "Object.h"
|
||||
#include "PhysicsAPI.h"
|
||||
|
||||
namespace GameLogic
|
||||
{
|
||||
|
@ -23,13 +22,13 @@ namespace GameLogic
|
|||
void Release();
|
||||
|
||||
|
||||
Object* GetMap(Oyster::Physics::ICustomBody &body); //returns the object of an rigidBody, mainly used for CollisionHandler
|
||||
void AddMapping(Oyster::Physics::ICustomBody &body, Object &obj); //adds a mapping with body as key and the object as a value
|
||||
Object* GetMap(const Oyster::Physics::ICustomBody &body); //returns the object of an rigidBody, mainly used for CollisionHandler
|
||||
void AddMapping(const Oyster::Physics::ICustomBody &body, Object &obj); //adds a mapping with body as key and the object as a value
|
||||
|
||||
|
||||
private:
|
||||
static RefManager* instance;
|
||||
std::map<Oyster::Physics::ICustomBody*,Object*> mapper; //mapper points a rigidBody to an actual game object
|
||||
std::map<const Oyster::Physics::ICustomBody*,Object*> mapper; //mapper points a rigidBody to an actual game object
|
||||
|
||||
|
||||
};
|
|
@ -0,0 +1,23 @@
|
|||
#include "StaticObject.h"
|
||||
|
||||
using namespace GameLogic;
|
||||
|
||||
|
||||
|
||||
StaticObject::StaticObject()
|
||||
:Object()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
StaticObject::StaticObject(void* collisionFunc, OBJECT_TYPE type)
|
||||
:Object(collisionFunc,type)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
|
||||
StaticObject::~StaticObject(void)
|
||||
{
|
||||
|
||||
}
|
|
@ -15,9 +15,12 @@ namespace GameLogic
|
|||
{
|
||||
|
||||
public:
|
||||
StaticObject(void);
|
||||
StaticObject();
|
||||
StaticObject(void* collisionFunc, OBJECT_TYPE type);
|
||||
~StaticObject(void);
|
||||
|
||||
private:
|
||||
|
||||
};
|
||||
|
||||
}
|
|
@ -0,0 +1,137 @@
|
|||
#include "Weapon.h"
|
||||
#include "AttatchmentSocket.h"
|
||||
#include "AttatchmentMassDriver.h"
|
||||
|
||||
using namespace GameLogic;
|
||||
|
||||
struct Weapon::PrivateData
|
||||
{
|
||||
PrivateData()
|
||||
{
|
||||
weaponState = WEAPON_STATE_IDLE;
|
||||
selectedAttatchment = 0;
|
||||
currentNrOfAttatchments = 0;
|
||||
selectedSocketID = 0;
|
||||
maxNrOfSockets = 0;
|
||||
}
|
||||
|
||||
~PrivateData()
|
||||
{
|
||||
}
|
||||
|
||||
WEAPON_STATE weaponState;
|
||||
|
||||
AttatchmentSocket **attatchmentSockets;
|
||||
int maxNrOfSockets;
|
||||
int currentNrOfAttatchments;
|
||||
|
||||
IAttatchment *selectedAttatchment;
|
||||
int selectedSocketID;
|
||||
|
||||
}myData;
|
||||
|
||||
Weapon::Weapon()
|
||||
{
|
||||
myData = new PrivateData();
|
||||
}
|
||||
|
||||
Weapon::Weapon(int MaxNrOfSockets)
|
||||
{
|
||||
myData = new PrivateData();
|
||||
myData->maxNrOfSockets = MaxNrOfSockets;
|
||||
myData->attatchmentSockets = new AttatchmentSocket*[MaxNrOfSockets];
|
||||
for (int i = 0; i < MaxNrOfSockets; i++)
|
||||
{
|
||||
myData->attatchmentSockets[i] = new AttatchmentSocket();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
Weapon::~Weapon(void)
|
||||
{
|
||||
delete myData;
|
||||
}
|
||||
|
||||
/********************************************************
|
||||
* Uses the weapon based on the input given and the current chosen attatchment
|
||||
********************************************************/
|
||||
void Weapon::Use(const WEAPON_FIRE &fireInput)
|
||||
{
|
||||
myData->selectedAttatchment->UseAttatchment(fireInput);
|
||||
}
|
||||
|
||||
/********************************************************
|
||||
* Specific weapon usage implementation
|
||||
********************************************************/
|
||||
|
||||
/********************************************************
|
||||
* Get functions for states
|
||||
********************************************************/
|
||||
bool Weapon::IsFireing()
|
||||
{
|
||||
return (myData->weaponState == WEAPON_STATE::WEAPON_STATE_FIREING);
|
||||
}
|
||||
|
||||
bool Weapon::IsIdle()
|
||||
{
|
||||
return (myData->weaponState == WEAPON_STATE::WEAPON_STATE_IDLE);
|
||||
}
|
||||
|
||||
bool Weapon::IsReloading()
|
||||
{
|
||||
return (myData->weaponState == WEAPON_STATE::WEAPON_STATE_RELOADING);
|
||||
}
|
||||
|
||||
bool Weapon::IsValidSocket(int socketID)
|
||||
{
|
||||
if(socketID < myData->maxNrOfSockets && socketID >= 0)
|
||||
{
|
||||
if (myData->attatchmentSockets[socketID]->GetAttatchment() != 0)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
int Weapon::GetCurrentSocketID()
|
||||
{
|
||||
return myData->selectedSocketID;
|
||||
}
|
||||
|
||||
|
||||
void Weapon::AddNewAttatchment(IAttatchment *attatchment, Player *owner)
|
||||
{
|
||||
if(myData->currentNrOfAttatchments < myData->maxNrOfSockets)
|
||||
{
|
||||
myData->attatchmentSockets[myData->currentNrOfAttatchments]->SetAttatchment(attatchment);
|
||||
myData->currentNrOfAttatchments++;
|
||||
}
|
||||
}
|
||||
|
||||
void Weapon::SwitchAttatchment(IAttatchment *attatchment, int socketID, Player *owner)
|
||||
{
|
||||
if (IsValidSocket(socketID))
|
||||
{
|
||||
myData->attatchmentSockets[socketID]->SetAttatchment(attatchment);
|
||||
}
|
||||
}
|
||||
|
||||
void Weapon::RemoveAttatchment(int socketID)
|
||||
{
|
||||
if (IsValidSocket(socketID))
|
||||
{
|
||||
myData->attatchmentSockets[socketID]->RemoveAttatchment();
|
||||
}
|
||||
}
|
||||
|
||||
void Weapon::SelectAttatchment(int socketID)
|
||||
{
|
||||
if (IsValidSocket(socketID))
|
||||
{
|
||||
myData->selectedAttatchment = myData->attatchmentSockets[socketID]->GetAttatchment();
|
||||
myData->selectedSocketID = socketID;
|
||||
}
|
||||
|
||||
}
|
|
@ -0,0 +1,46 @@
|
|||
//////////////////////////////////////////////////
|
||||
//Created by Erik and Linda of the GameLogic team
|
||||
//////////////////////////////////////////////////
|
||||
#ifndef WEAPON_H
|
||||
#define WEAPON_H
|
||||
#include "GameLogicStates.h"
|
||||
#include "IAttatchment.h"
|
||||
#include "Player.h"
|
||||
|
||||
namespace GameLogic
|
||||
{
|
||||
|
||||
class Weapon
|
||||
{
|
||||
|
||||
public:
|
||||
|
||||
|
||||
Weapon(void);
|
||||
Weapon(int nrOfAttatchmentSockets);
|
||||
~Weapon(void);
|
||||
|
||||
void Use(const WEAPON_FIRE &fireInput);
|
||||
|
||||
void AddNewAttatchment(IAttatchment *attatchment, Player *owner);
|
||||
void SwitchAttatchment(IAttatchment *attatchment, int socketID, Player *owner);
|
||||
void RemoveAttatchment(int socketID);
|
||||
|
||||
void SelectAttatchment(int socketID);
|
||||
|
||||
bool IsFireing();
|
||||
bool IsIdle();
|
||||
bool IsReloading();
|
||||
bool IsValidSocket(int socketID);
|
||||
|
||||
int GetCurrentSocketID();
|
||||
|
||||
|
||||
|
||||
private:
|
||||
struct PrivateData;
|
||||
PrivateData *myData;
|
||||
};
|
||||
|
||||
}
|
||||
#endif
|
|
@ -0,0 +1,166 @@
|
|||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
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<ItemGroup Label="ProjectConfigurations">
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||||
<ProjectConfiguration Include="Debug|Win32">
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||||
<Configuration>Debug</Configuration>
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||||
<Platform>Win32</Platform>
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||||
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||||
<ProjectConfiguration Include="Debug|x64">
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||||
<Configuration>Debug</Configuration>
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||||
<Platform>x64</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Release|Win32">
|
||||
<Configuration>Release</Configuration>
|
||||
<Platform>Win32</Platform>
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||||
</ProjectConfiguration>
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||||
<ProjectConfiguration Include="Release|x64">
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||||
<Configuration>Release</Configuration>
|
||||
<Platform>x64</Platform>
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||||
</ProjectConfiguration>
|
||||
</ItemGroup>
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||||
<PropertyGroup Label="Globals">
|
||||
<ProjectGuid>{DA2AA800-ED64-4649-8B3B-E7F1E3968B78}</ProjectGuid>
|
||||
<RootNamespace>GameProtocols</RootNamespace>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
|
||||
<ConfigurationType>StaticLibrary</ConfigurationType>
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||||
<UseDebugLibraries>true</UseDebugLibraries>
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<PlatformToolset>v110</PlatformToolset>
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<CharacterSet>Unicode</CharacterSet>
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</PropertyGroup>
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||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
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||||
<ConfigurationType>StaticLibrary</ConfigurationType>
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||||
<UseDebugLibraries>true</UseDebugLibraries>
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<PlatformToolset>v110</PlatformToolset>
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||||
<CharacterSet>Unicode</CharacterSet>
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</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
|
||||
<ConfigurationType>StaticLibrary</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
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||||
<PlatformToolset>v110</PlatformToolset>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
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||||
<CharacterSet>Unicode</CharacterSet>
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</PropertyGroup>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
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<ConfigurationType>StaticLibrary</ConfigurationType>
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<UseDebugLibraries>false</UseDebugLibraries>
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<PlatformToolset>v110</PlatformToolset>
|
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<WholeProgramOptimization>true</WholeProgramOptimization>
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<CharacterSet>Unicode</CharacterSet>
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
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<ImportGroup Label="ExtensionSettings">
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</ImportGroup>
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<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
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<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
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</ImportGroup>
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<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="PropertySheets">
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<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
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||||
</ImportGroup>
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||||
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
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<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
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</ImportGroup>
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<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="PropertySheets">
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<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
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<OutDir>$(SolutionDir)..\External\Lib\$(ProjectName)\</OutDir>
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<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
|
||||
<TargetName>$(ProjectName)_$(PlatformShortName)D</TargetName>
|
||||
<IncludePath>$(SolutionDir)Network\NetworkAPI\;$(IncludePath)</IncludePath>
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</PropertyGroup>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
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<OutDir>$(SolutionDir)..\External\Lib\$(ProjectName)\</OutDir>
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<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
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<TargetName>$(ProjectName)_$(PlatformShortName)</TargetName>
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<IncludePath>$(SolutionDir)Network\NetworkAPI\;$(IncludePath)</IncludePath>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
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<OutDir>$(SolutionDir)..\External\Lib\$(ProjectName)\</OutDir>
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<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
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||||
<TargetName>$(ProjectName)_$(PlatformShortName)D</TargetName>
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<IncludePath>$(SolutionDir)Network\NetworkAPI\;$(IncludePath)</IncludePath>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
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<OutDir>$(SolutionDir)..\External\Lib\$(ProjectName)\</OutDir>
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<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
|
||||
<TargetName>$(ProjectName)_$(PlatformShortName)</TargetName>
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||||
<IncludePath>$(SolutionDir)Network\NetworkAPI\;$(IncludePath)</IncludePath>
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<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
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<ClCompile>
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<WarningLevel>Level3</WarningLevel>
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<Optimization>Disabled</Optimization>
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<SDLCheck>true</SDLCheck>
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</ClCompile>
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<Link>
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<GenerateDebugInformation>true</GenerateDebugInformation>
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||||
</Link>
|
||||
<Lib>
|
||||
<AdditionalLibraryDirectories>$(SolutionDir)..\Bin\DLL\;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalDependencies>NetworkAPI_$(PlatformShortName)D.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
</Lib>
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||||
</ItemDefinitionGroup>
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<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
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<ClCompile>
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<WarningLevel>Level3</WarningLevel>
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<Optimization>Disabled</Optimization>
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<SDLCheck>true</SDLCheck>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
</Link>
|
||||
<Lib>
|
||||
<AdditionalLibraryDirectories>$(SolutionDir)..\Bin\DLL\;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalDependencies>NetworkAPI_$(PlatformShortName)D.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
</Lib>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||
<ClCompile>
|
||||
<WarningLevel>Level3</WarningLevel>
|
||||
<Optimization>MaxSpeed</Optimization>
|
||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<SDLCheck>true</SDLCheck>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||
<OptimizeReferences>true</OptimizeReferences>
|
||||
</Link>
|
||||
<Lib>
|
||||
<AdditionalLibraryDirectories>$(SolutionDir)..\Bin\DLL\;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalDependencies>NetworkAPI_$(PlatformShortName).lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
</Lib>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
|
||||
<ClCompile>
|
||||
<WarningLevel>Level3</WarningLevel>
|
||||
<Optimization>MaxSpeed</Optimization>
|
||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<SDLCheck>true</SDLCheck>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||
<OptimizeReferences>true</OptimizeReferences>
|
||||
</Link>
|
||||
<Lib>
|
||||
<AdditionalLibraryDirectories>$(SolutionDir)..\Bin\DLL\;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalDependencies>NetworkAPI_$(PlatformShortName).lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
</Lib>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="LobbyProtocols.h" />
|
||||
<ClInclude Include="ObjectProtocols.h" />
|
||||
<ClInclude Include="PlayerProtocols.h" />
|
||||
<ClInclude Include="ProtocolIdentificationID.h" />
|
||||
<ClInclude Include="TEST_PROTOCOLS.h" />
|
||||
</ItemGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
||||
<ImportGroup Label="ExtensionTargets">
|
||||
</ImportGroup>
|
||||
</Project>
|
|
@ -0,0 +1,67 @@
|
|||
#ifndef GAMELOGIC_PLAYER_PROTOCOLS_H
|
||||
#define GAMELOGIC_PLAYER_PROTOCOLS_H
|
||||
|
||||
#include <CustomNetProtocol.h>
|
||||
#include "ProtocolIdentificationID.h"
|
||||
|
||||
|
||||
|
||||
namespace GameLogic
|
||||
{
|
||||
struct Protocol_ObjectPosition :public Oyster::Network::CustomProtocolObject
|
||||
{
|
||||
float worldMatrix[16];
|
||||
// look at dir
|
||||
|
||||
Protocol_ObjectPosition()
|
||||
{
|
||||
this->protocol[0].value = protocol_PlayerPosition;
|
||||
this->protocol[0].type = Oyster::Network::NetAttributeType_Int;
|
||||
|
||||
this->protocol[1].type = Oyster::Network::NetAttributeType_Float;
|
||||
this->protocol[2].type = Oyster::Network::NetAttributeType_Float;
|
||||
this->protocol[3].type = Oyster::Network::NetAttributeType_Float;
|
||||
this->protocol[4].type = Oyster::Network::NetAttributeType_Float;
|
||||
this->protocol[5].type = Oyster::Network::NetAttributeType_Float;
|
||||
this->protocol[6].type = Oyster::Network::NetAttributeType_Float;
|
||||
this->protocol[7].type = Oyster::Network::NetAttributeType_Float;
|
||||
this->protocol[8].type = Oyster::Network::NetAttributeType_Float;
|
||||
this->protocol[9].type = Oyster::Network::NetAttributeType_Float;
|
||||
this->protocol[10].type = Oyster::Network::NetAttributeType_Float;
|
||||
this->protocol[11].type = Oyster::Network::NetAttributeType_Float;
|
||||
this->protocol[12].type = Oyster::Network::NetAttributeType_Float;
|
||||
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->protocol[16].type = Oyster::Network::NetAttributeType_Float;
|
||||
|
||||
}
|
||||
Oyster::Network::CustomNetProtocol* GetProtocol() override
|
||||
{
|
||||
|
||||
this->protocol[1].value = worldMatrix[0];
|
||||
this->protocol[2].value = worldMatrix[1];
|
||||
this->protocol[3].value = worldMatrix[2]; //Forgot?
|
||||
this->protocol[4].value = worldMatrix[4]; //Forgot?
|
||||
this->protocol[5].value = worldMatrix[5];
|
||||
this->protocol[6].value = worldMatrix[6];
|
||||
this->protocol[7].value = worldMatrix[7];
|
||||
this->protocol[8].value = worldMatrix[8];
|
||||
this->protocol[9].value = worldMatrix[9];
|
||||
this->protocol[10].value = worldMatrix[10];
|
||||
this->protocol[11].value = worldMatrix[11];
|
||||
this->protocol[12].value = worldMatrix[12];
|
||||
this->protocol[13].value = worldMatrix[13];
|
||||
this->protocol[14].value = worldMatrix[14];
|
||||
this->protocol[15].value = worldMatrix[15];
|
||||
this->protocol[16].value = worldMatrix[16];
|
||||
return &protocol;
|
||||
}
|
||||
|
||||
private:
|
||||
Oyster::Network::CustomNetProtocol protocol;
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
#endif // !GAMELOGIC_PLAYER_PROTOCOLS_H
|
|
@ -0,0 +1,84 @@
|
|||
//////////////////////////////////////////////////////////
|
||||
// Created 2013 //
|
||||
// Dennis Andersen, Linda Andersson //
|
||||
//////////////////////////////////////////////////////////
|
||||
|
||||
#ifndef GAMELOGIC_PLAYER_PROTOCOLS_H
|
||||
#define GAMELOGIC_PLAYER_PROTOCOLS_H
|
||||
|
||||
#include <CustomNetProtocol.h>
|
||||
#include "ProtocolIdentificationID.h"
|
||||
|
||||
|
||||
|
||||
namespace GameLogic
|
||||
{
|
||||
struct Protocol_PlayerMovement :public Oyster::Network::CustomProtocolObject
|
||||
{
|
||||
int ProtocolID;
|
||||
bool bForward;
|
||||
bool bBackward;
|
||||
bool bTurnLeft;
|
||||
bool bTurnRight;
|
||||
bool bStrafeRight;
|
||||
bool bStrafeLeft;
|
||||
|
||||
Protocol_PlayerMovement()
|
||||
{
|
||||
this->protocol[0].value = ProtocolID = protocol_Gamplay_PlayerNavigation;
|
||||
|
||||
this->protocol[0].type = Oyster::Network::NetAttributeType_Int;
|
||||
this->protocol[1].type = Oyster::Network::NetAttributeType_Bool;
|
||||
this->protocol[2].type = Oyster::Network::NetAttributeType_Bool;
|
||||
this->protocol[3].type = Oyster::Network::NetAttributeType_Bool;
|
||||
this->protocol[4].type = Oyster::Network::NetAttributeType_Bool;
|
||||
this->protocol[5].type = Oyster::Network::NetAttributeType_Bool;
|
||||
this->protocol[6].type = Oyster::Network::NetAttributeType_Bool;
|
||||
}
|
||||
Oyster::Network::CustomNetProtocol* GetProtocol() override
|
||||
{
|
||||
this->protocol[1].value = bForward;
|
||||
this->protocol[2].value = bBackward;
|
||||
this->protocol[3].value = bTurnLeft;
|
||||
this->protocol[4].value = bTurnRight;
|
||||
this->protocol[5].value = bStrafeRight;
|
||||
this->protocol[6].value = bStrafeRight;
|
||||
|
||||
return &protocol;
|
||||
}
|
||||
|
||||
private:
|
||||
Oyster::Network::CustomNetProtocol protocol;
|
||||
};
|
||||
|
||||
struct Protocol_PlayerPosition :public Oyster::Network::CustomProtocolObject
|
||||
{
|
||||
float position[3];
|
||||
// look at dir
|
||||
|
||||
Protocol_PlayerPosition()
|
||||
{
|
||||
this->protocol[0].value = protocol_Gamplay_PlayerPosition;
|
||||
this->protocol[0].type = Oyster::Network::NetAttributeType_Int;
|
||||
|
||||
this->protocol[1].type = Oyster::Network::NetAttributeType_Float;
|
||||
this->protocol[2].type = Oyster::Network::NetAttributeType_Float;
|
||||
this->protocol[3].type = Oyster::Network::NetAttributeType_Float;
|
||||
|
||||
}
|
||||
Oyster::Network::CustomNetProtocol* GetProtocol() override
|
||||
{
|
||||
|
||||
this->protocol[1].value = position[0];
|
||||
this->protocol[2].value = position[1];
|
||||
this->protocol[3].value = position[2];
|
||||
return &protocol;
|
||||
}
|
||||
|
||||
private:
|
||||
Oyster::Network::CustomNetProtocol protocol;
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
#endif // !GAMELOGIC_PLAYER_PROTOCOLS_H
|
|
@ -0,0 +1,21 @@
|
|||
/////////////////////////////////////////////////////////////////////
|
||||
// Created 2013 by:
|
||||
// [Dennis Andersen], [Linda Andersson]
|
||||
/////////////////////////////////////////////////////////////////////
|
||||
#ifndef GAMEPROTOCOL_PROTOCOL_DEFINITION_ID_H
|
||||
#define GAMEPROTOCOL_PROTOCOL_DEFINITION_ID_H
|
||||
|
||||
/* THERE CAN ABSOLUTLEY NOT BE TWO DEFINITIONS WITH THE SAME ID!! */
|
||||
|
||||
#define protocol_Gamplay_PlayerNavigation 0
|
||||
#define protocol_Gamplay_PlayerPosition 1
|
||||
#define protocol_Gamplay_ObjectPosition 2
|
||||
|
||||
#define protocol_Lobby_Msg 100
|
||||
|
||||
#define protocol_General_Disconnect 200
|
||||
#define protocol_General_Ping 201
|
||||
|
||||
#define PROTOCOL_TEST 1000
|
||||
|
||||
#endif // !GAMEPROTOCOL_PROTOCOL_DEFINITION_ID_H
|
|
@ -0,0 +1,35 @@
|
|||
#ifndef GAMESERVER_TEST_H
|
||||
#define GAMESERVER_TEST_H
|
||||
|
||||
#include <CustomNetProtocol.h>
|
||||
#include "ProtocolIdentificationID.h"
|
||||
|
||||
|
||||
|
||||
namespace GameLogic
|
||||
{
|
||||
struct Protocol_TEST :public Oyster::Network::CustomProtocolObject
|
||||
{
|
||||
int ProtocolID;
|
||||
char text;
|
||||
|
||||
Protocol_TEST()
|
||||
{
|
||||
this->protocol[0].value = ProtocolID = PROTOCOL_TEST;
|
||||
|
||||
this->protocol[0].type = Oyster::Network::NetAttributeType_Int;
|
||||
this->protocol[1].type = Oyster::Network::NetAttributeType_Char;
|
||||
}
|
||||
Oyster::Network::CustomNetProtocol* GetProtocol() override
|
||||
{
|
||||
this->protocol[1].value = text;
|
||||
|
||||
return &protocol;
|
||||
}
|
||||
|
||||
private:
|
||||
Oyster::Network::CustomNetProtocol protocol;
|
||||
};
|
||||
}
|
||||
|
||||
#endif // !GAMESERVER_TEST_H
|
|
@ -1,50 +0,0 @@
|
|||
#include "CollisionManager.h"
|
||||
|
||||
|
||||
|
||||
namespace GameLogic
|
||||
{
|
||||
|
||||
namespace CollisionManager
|
||||
{
|
||||
|
||||
void PlayerCollision(Oyster::Physics::ICustomBody &rigidBodyPlayer,Oyster::Physics::ICustomBody &obj)
|
||||
{
|
||||
Player *player = ((Player*)GameLogic::RefManager::getInstance()->GetMap(rigidBodyPlayer));
|
||||
Object *realObj = GameLogic::RefManager::getInstance()->GetMap(obj);
|
||||
|
||||
switch (realObj->GetType())
|
||||
{
|
||||
case Object::OBJECT_TYPE_BOX:
|
||||
PlayerVBox(*player,(*(DynamicObject*) realObj));
|
||||
break;
|
||||
case Object::OBJECT_TYPE_PLAYER:
|
||||
|
||||
break;
|
||||
}
|
||||
|
||||
//spela ljud? ta skada? etc etc
|
||||
}
|
||||
|
||||
void PlayerVBox(Player &player, DynamicObject &box)
|
||||
{
|
||||
//spela ljud? ta skada? etc etc
|
||||
}
|
||||
|
||||
void BoxCollision(Oyster::Physics::ICustomBody &rigidBodyBox, Oyster::Physics::ICustomBody &obj)
|
||||
{
|
||||
DynamicObject *box = ((DynamicObject*)GameLogic::RefManager::getInstance()->GetMap(rigidBodyBox));
|
||||
Object *realObj = GameLogic::RefManager::getInstance()->GetMap(obj);
|
||||
|
||||
switch (realObj->GetType())
|
||||
{
|
||||
case Object::OBJECT_TYPE_BOX:
|
||||
|
||||
break;
|
||||
case Object::OBJECT_TYPE_PLAYER:
|
||||
PlayerVBox(*(Player*)realObj,*box);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
|
@ -1,27 +0,0 @@
|
|||
#ifndef COLLISIONMANAGER_H
|
||||
#define COLLISIONMANAGER_H
|
||||
|
||||
#include "Object.h"
|
||||
#include "PhysicsAPI.h"
|
||||
#include "RefManager.h"
|
||||
#include "DynamicObject.h"
|
||||
#include "Player.h"
|
||||
|
||||
namespace GameLogic
|
||||
{
|
||||
|
||||
namespace CollisionManager
|
||||
{
|
||||
//these are the main collision functions
|
||||
void PlayerCollision(Oyster::Physics::ICustomBody &rigidBodyPlayer,Oyster::Physics::ICustomBody &obj);
|
||||
void BoxCollision(Oyster::Physics::ICustomBody &rigidBodyBox, Oyster::Physics::ICustomBody &obj);
|
||||
|
||||
//these are the specific collision case functions
|
||||
void PlayerVBox(Player &player, DynamicObject &box);
|
||||
void BoxVBox(DynamicObject &box1, DynamicObject &box2);
|
||||
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
#endif
|
|
@ -1,20 +0,0 @@
|
|||
#include "DynamicObject.h"
|
||||
|
||||
using namespace GameLogic;
|
||||
using namespace Oyster::Physics;
|
||||
using namespace Utility::DynamicMemory;
|
||||
|
||||
DynamicObject::DynamicObject(void)
|
||||
:Object()
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
DynamicObject::~DynamicObject(void)
|
||||
{
|
||||
}
|
||||
|
||||
void DynamicObject::Update()
|
||||
{
|
||||
//update object
|
||||
}
|
|
@ -1,96 +0,0 @@
|
|||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<ItemGroup>
|
||||
<Filter Include="Source Files">
|
||||
<UniqueIdentifier>{4FC737F1-C7A5-4376-A066-2A32D752A2FF}</UniqueIdentifier>
|
||||
<Extensions>cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx</Extensions>
|
||||
</Filter>
|
||||
<Filter Include="Header Files">
|
||||
<UniqueIdentifier>{93995380-89BD-4b04-88EB-625FBE52EBFB}</UniqueIdentifier>
|
||||
<Extensions>h;hpp;hxx;hm;inl;inc;xsd</Extensions>
|
||||
</Filter>
|
||||
<Filter Include="Resource Files">
|
||||
<UniqueIdentifier>{67DA6AB6-F800-4c08-8B7A-83BB121AAD01}</UniqueIdentifier>
|
||||
<Extensions>rc;ico;cur;bmp;dlg;rc2;rct;bin;rgs;gif;jpg;jpeg;jpe;resx;tiff;tif;png;wav;mfcribbon-ms</Extensions>
|
||||
</Filter>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="Game.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="Level.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="Object.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="Player.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="IGame.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="StaticObject.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="Weapon.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="DynamicObject.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="RefManager.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="GameMode.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="CollisionManager.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="Camera.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="Game.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="Level.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="Object.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="Player.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="IGame.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="StaticObject.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="Weapon.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="DynamicObject.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="RefManager.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="TestGLMain.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="GameMode.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="CollisionManager.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="Camera.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
</ItemGroup>
|
||||
</Project>
|
Some files were not shown because too many files have changed in this diff Show More
Loading…
Reference in New Issue