Merge branch 'GameLogic' of https://github.com/dean11/Danbias into GameLogic

This commit is contained in:
dean11 2013-12-17 00:47:06 +01:00
commit 3ffbb9525d
210 changed files with 7334 additions and 2108 deletions

233
Bin/Content/crate.obj Normal file
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@ -0,0 +1,233 @@
# This file uses centimeters as units for non-parametric coordinates.
mtllib crate.mtl
g default
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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
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s 7
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f 14/5/36 13/19/35 37/69/9
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f 16/17/37 14/5/36 40/72/11
f 40/72/11 14/5/36 37/69/9

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@ -0,0 +1,2 @@
port 15151
clients 200

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@ -0,0 +1,4 @@
ServerInit ..\Settings\ServerInit.ini
More a
more b
more c

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@ -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}"
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Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "DanBiasGame", "Game\DanBiasGame\DanBiasGame.vcxproj", "{2A1BC987-AF42-4500-802D-89CD32FC1309}"
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Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "Game", "Game", "{20720CA7-795C-45AD-A302-9383A6DD503A}"
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Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "GameLogic", "Game\GameLogic\GameLogic.vcxproj", "{B1195BB9-B3A5-47F0-906C-8DEA384D1520}"
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Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "DanBiasServer", "Game\DanBiasServer\DanBiasServer.vcxproj", "{52380DAA-0F4A-4D97-8E57-98DF39319CAF}"
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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
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Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
@ -41,139 +54,128 @@ Global
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HideSolutionNode = FALSE
@ -213,5 +272,11 @@ Global
{838B25C2-D19E-49FE-8CB0-9A977CA3C7E8} = {C27B926E-B3EF-4990-8822-47580E43A0BE}
{6A066806-F43F-4B31-A4E3-57179674F460} = {C27B926E-B3EF-4990-8822-47580E43A0BE}
{C5AA09D0-6594-4CD3-BD92-1D380C7B3B50} = {C27B926E-B3EF-4990-8822-47580E43A0BE}
{460D625F-2AC9-4559-B809-0BA89CEAEDF4} = {C27B926E-B3EF-4990-8822-47580E43A0BE}
{2A1BC987-AF42-4500-802D-89CD32FC1309} = {20720CA7-795C-45AD-A302-9383A6DD503A}
{B1195BB9-B3A5-47F0-906C-8DEA384D1520} = {20720CA7-795C-45AD-A302-9383A6DD503A}
{52380DAA-0F4A-4D97-8E57-98DF39319CAF} = {20720CA7-795C-45AD-A302-9383A6DD503A}
{8690FDDF-C5B7-4C42-A337-BD5243F29B85} = {20720CA7-795C-45AD-A302-9383A6DD503A}
{DA2AA800-ED64-4649-8B3B-E7F1E3968B78} = {20720CA7-795C-45AD-A302-9383A6DD503A}
EndGlobalSection
EndGlobal

View File

@ -0,0 +1,8 @@
#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;
}

View File

@ -0,0 +1,220 @@
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<Platform>Win32</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|x64">
<Configuration>Release</Configuration>
<Platform>x64</Platform>
</ProjectConfiguration>
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<PropertyGroup Label="Globals">
<ProjectGuid>{2A1BC987-AF42-4500-802D-89CD32FC1309}</ProjectGuid>
<Keyword>Win32Proj</Keyword>
<RootNamespace>DanBiasGame</RootNamespace>
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<PlatformToolset>v110</PlatformToolset>
<CharacterSet>Unicode</CharacterSet>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
<ConfigurationType>DynamicLibrary</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
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</ImportGroup>
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<LinkIncremental>true</LinkIncremental>
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<ClCompile>
<PrecompiledHeader>
</PrecompiledHeader>
<WarningLevel>Level3</WarningLevel>
<Optimization>Disabled</Optimization>
<PreprocessorDefinitions>DANBIAS_GAME_DLL_EXPORT;WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<SDLCheck>true</SDLCheck>
<AdditionalIncludeDirectories>$(SolutionDir)OysterMath;$(SolutionDir)Input;$(SolutionDir)OysterGraphics;$(SolutionDir)Misc;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
</ClCompile>
<Link>
<SubSystem>Windows</SubSystem>
<GenerateDebugInformation>true</GenerateDebugInformation>
<AdditionalDependencies>OysterGraphics_$(PlatformShortName)D.lib;Input_$(PlatformShortName)D.lib;%(AdditionalDependencies)</AdditionalDependencies>
<DelayLoadDLLs>NetworkAPI_$(PlatformShortName)D.dll;OysterGraphics_$(PlatformShortName)D.dll;%(DelayLoadDLLs)</DelayLoadDLLs>
</Link>
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<ClCompile>
<PrecompiledHeader>
</PrecompiledHeader>
<WarningLevel>Level3</WarningLevel>
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<PreprocessorDefinitions>DANBIAS_GAME_DLL_EXPORT;WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<SDLCheck>true</SDLCheck>
<AdditionalIncludeDirectories>$(SolutionDir)GameProtocols;$(SolutionDir)OysterMath;$(SolutionDir)Input;$(SolutionDir)OysterGraphics;$(SolutionDir)Misc;$(SolutionDir)OysterMath;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
</ClCompile>
<Link>
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<SDLCheck>true</SDLCheck>
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</ClCompile>
<Link>
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<GenerateDebugInformation>true</GenerateDebugInformation>
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<Project>{2ec4dded-8f75-4c86-a10b-e1e8eb29f3ee}</Project>
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<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>

View File

@ -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

View File

@ -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;
}
//--------------------------------------------------------------------------------------

View File

@ -0,0 +1,4 @@
#include "C_Object.h"
using namespace DanBias::Client;

View File

@ -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

View File

@ -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;
}

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#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

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#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;
}

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#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

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#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;
}

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#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

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#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;
}

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#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

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@ -0,0 +1,12 @@
#include "GameClientState.h"
using namespace DanBias::Client;
GameClientState::GameClientState(void)
{
}
GameClientState::~GameClientState(void)
{
}

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@ -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

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#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);

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@ -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

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@ -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)
{
}

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#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

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#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

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@ -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>
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@ -137,16 +139,15 @@
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@ -158,34 +159,24 @@
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@ -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;
}

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@ -0,0 +1,8 @@
#define NOMINMAX
#include <windows.h>
BOOL WINAPI DllMain( _In_ HINSTANCE hinstDLL, _In_ DWORD fdwReason, _In_ LPVOID lpvReserved )
{
return TRUE;
}

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@ -0,0 +1,214 @@
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<WarningLevel>Level3</WarningLevel>
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<ClCompile Include="ServerObjects\Lobby\MainLobby.cpp" />
<ClCompile Include="ServerObjects\NetworkSession.cpp" />
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</Project>

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@ -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

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@ -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

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@ -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

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@ -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

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@ -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

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@ -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);
}

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@ -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

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@ -0,0 +1,9 @@
namespace DanBias
{
}//End namespace DanBias

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@ -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

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@ -0,0 +1,18 @@
#include "GameLobby.h"
namespace DanBias
{
GameLobby::GameLobby()
{
}
GameLobby::~GameLobby()
{
}
void GameLobby::Release()
{
}
}//End namespace DanBias

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@ -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

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@ -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

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@ -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

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@ -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

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@ -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

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@ -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);
}

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@ -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

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@ -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;
}
}

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@ -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

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@ -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;
}
}
}

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@ -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

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@ -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)
{
}

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@ -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:
};

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@ -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();
}

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@ -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;
};

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@ -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" />

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@ -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

View File

@ -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

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@ -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;
}

View File

@ -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;
};
}

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@ -0,0 +1,13 @@
#include "IAttatchment.h"
#include "AttatchmentSocket.h"
using namespace GameLogic;
IAttatchment::IAttatchment(void)
{
}
IAttatchment::~IAttatchment(void)
{
}

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@ -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

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@ -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)
{
}

View File

@ -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;
};

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@ -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;
}

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@ -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

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@ -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;
}

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@ -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

View File

@ -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));
}

View File

@ -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
};

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@ -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)
{
}

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@ -15,9 +15,12 @@ namespace GameLogic
{
public:
StaticObject(void);
StaticObject();
StaticObject(void* collisionFunc, OBJECT_TYPE type);
~StaticObject(void);
private:
};
}

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@ -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;
}
}

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@ -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

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@ -0,0 +1,166 @@
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<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
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<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>{DA2AA800-ED64-4649-8B3B-E7F1E3968B78}</ProjectGuid>
<RootNamespace>GameProtocols</RootNamespace>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
<ConfigurationType>StaticLibrary</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
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<PlatformToolset>v110</PlatformToolset>
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<UseDebugLibraries>false</UseDebugLibraries>
<PlatformToolset>v110</PlatformToolset>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>Unicode</CharacterSet>
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<Import Project="$(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" />
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<Link>
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<Lib>
<AdditionalLibraryDirectories>$(SolutionDir)..\Bin\DLL\;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
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<AdditionalLibraryDirectories>$(SolutionDir)..\Bin\DLL\;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
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<SDLCheck>true</SDLCheck>
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<OptimizeReferences>true</OptimizeReferences>
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<ItemGroup>
<ClInclude Include="LobbyProtocols.h" />
<ClInclude Include="ObjectProtocols.h" />
<ClInclude Include="PlayerProtocols.h" />
<ClInclude Include="ProtocolIdentificationID.h" />
<ClInclude Include="TEST_PROTOCOLS.h" />
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@ -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

View File

@ -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

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/////////////////////////////////////////////////////////////////////
// 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

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#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

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@ -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;
}
}
}
}

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#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

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#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
}

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