diff --git a/Code/DanBias.sln b/Code/DanBias.sln index 0df8904e..f2bf5f98 100644 --- a/Code/DanBias.sln +++ b/Code/DanBias.sln @@ -5,14 +5,6 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "OysterGraphics", "OysterGra EndProject Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "OysterMath", "OysterMath\OysterMath.vcxproj", "{F10CBC03-9809-4CBA-95D8-327C287B18EE}" EndProject -Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "OysterPhysics3D", "OysterPhysics3D\OysterPhysics3D.vcxproj", "{4285BD3F-3C6C-4670-B7AF-A29AFEF5F6A8}" -EndProject -Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "Sound", "Sound\Sound.vcxproj", "{34D6295A-00DD-4B1A-8258-97DA2818EC26}" -EndProject -Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "WindowManager", "WindowManager\WindowManager.vcxproj", "{35AEA3C0-E0A7-4E1E-88CD-514AA5A442B1}" -EndProject -Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "Input", "Input\Input.vcxproj", "{7E3990D2-3D94-465C-B58D-64A74B3ECF9B}" -EndProject Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "Misc", "Misc\Misc.vcxproj", "{2EC4DDED-8F75-4C86-A10B-E1E8EB29F3EE}" EndProject Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "Network", "Network", "{C27B926E-B3EF-4990-8822-47580E43A0BE}" @@ -23,29 +15,35 @@ 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}") = "GamePhysics", "GamePhysics\GamePhysics.vcxproj", "{104FA3E9-94D9-4E1D-A941-28A03BC8A095}" +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "Tester", "Tester\Tester.vcxproj", "{1B3BEA4C-CF75-438A-9693-60FB8444BBF3}" +EndProject +Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "Game", "Game", "{B0AFF0DC-5C7E-43DC-9586-CD4E38EB037B}" +EndProject +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "aDanBiasGameLauncher", "Game\aDanBiasGameLauncher\aDanBiasGameLauncher.vcxproj", "{666FEA52-975F-41CD-B224-B19AF3C0ABBA}" EndProject Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "DanBiasGame", "Game\DanBiasGame\DanBiasGame.vcxproj", "{2A1BC987-AF42-4500-802D-89CD32FC1309}" EndProject -Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "Game", "Game", "{20720CA7-795C-45AD-A302-9383A6DD503A}" -EndProject -Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "GameLogic", "Game\GameLogic\GameLogic.vcxproj", "{B1195BB9-B3A5-47F0-906C-8DEA384D1520}" -EndProject Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "DanBiasLauncher", "Game\DanBiasLauncher\DanBiasLauncher.vcxproj", "{8690FDDF-C5B7-4C42-A337-BD5243F29B85}" EndProject -Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "NetworkAPI", "Network\NetworkAPI\NetworkAPI.vcxproj", "{460D625F-2AC9-4559-B809-0BA89CEAEDF4}" +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "DanBiasServerLauncher", "Game\DanBiasServerLauncher\DanBiasServerLauncher.vcxproj", "{060B1890-CBF3-4808-BA99-A4776222093B}" +EndProject +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "GameLogic", "Game\GameLogic\GameLogic.vcxproj", "{B1195BB9-B3A5-47F0-906C-8DEA384D1520}" EndProject Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "GameProtocols", "Game\GameProtocols\GameProtocols.vcxproj", "{DA2AA800-ED64-4649-8B3B-E7F1E3968B78}" EndProject Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "GameServer", "Game\GameServer\GameServer.vcxproj", "{143BD516-20A1-4890-A3E4-F8BFD02220E7}" +EndProject +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "NetworkAPI", "Network\NetworkAPI\NetworkAPI.vcxproj", "{460D625F-2AC9-4559-B809-0BA89CEAEDF4}" +EndProject +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "GamePhysics", "GamePhysics\GamePhysics.vcxproj", "{104FA3E9-94D9-4E1D-A941-28A03BC8A095}" +EndProject +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "Input", "Input\Input.vcxproj", "{7E3990D2-3D94-465C-B58D-64A74B3ECF9B}" +EndProject Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "OysterPhysics3D", "OysterPhysics3D\OysterPhysics3D.vcxproj", "{4285BD3F-3C6C-4670-B7AF-A29AFEF5F6A8}" EndProject Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "Sound", "Sound\Sound.vcxproj", "{34D6295A-00DD-4B1A-8258-97DA2818EC26}" -Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "DanBiasServerLauncher", "Game\DanBiasServerLauncher\DanBiasServerLauncher.vcxproj", "{060B1890-CBF3-4808-BA99-A4776222093B}" EndProject -Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "GameServer", "Game\GameServer\GameServer.vcxproj", "{143BD516-20A1-4890-A3E4-F8BFD02220E7}" -EndProject -Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "aDanBiasGameLauncher", "Game\aDanBiasGameLauncher\aDanBiasGameLauncher.vcxproj", "{666FEA52-975F-41CD-B224-B19AF3C0ABBA}" +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "WindowManager", "WindowManager\WindowManager.vcxproj", "{35AEA3C0-E0A7-4E1E-88CD-514AA5A442B1}" EndProject Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "Physics", "Physics", "{0D86E569-9C74-47F0-BDB2-390C0C9A084B}" EndProject @@ -65,23 +63,19 @@ Global RelWithDebInfo|x64 = RelWithDebInfo|x64 EndGlobalSection GlobalSection(ProjectConfigurationPlatforms) = postSolution - {0EC83E64-230E-48EF-B08C-6AC9651B4F82}.Debug|Mixed Platforms.ActiveCfg = Debug|Win32 - {0EC83E64-230E-48EF-B08C-6AC9651B4F82}.Debug|Mixed Platforms.Build.0 = Debug|Win32 + {0EC83E64-230E-48EF-B08C-6AC9651B4F82}.Debug|Mixed Platforms.ActiveCfg = Release|x64 + {0EC83E64-230E-48EF-B08C-6AC9651B4F82}.Debug|Mixed Platforms.Build.0 = Release|x64 {0EC83E64-230E-48EF-B08C-6AC9651B4F82}.Debug|Win32.ActiveCfg = Debug|Win32 {0EC83E64-230E-48EF-B08C-6AC9651B4F82}.Debug|Win32.Build.0 = Debug|Win32 - {0EC83E64-230E-48EF-B08C-6AC9651B4F82}.Debug|x64.ActiveCfg = Debug|x64 - {0EC83E64-230E-48EF-B08C-6AC9651B4F82}.Debug|x64.Build.0 = Debug|x64 + {0EC83E64-230E-48EF-B08C-6AC9651B4F82}.Debug|Win32.Deploy.0 = Debug|Win32 + {0EC83E64-230E-48EF-B08C-6AC9651B4F82}.Debug|x64.ActiveCfg = Release|x64 + {0EC83E64-230E-48EF-B08C-6AC9651B4F82}.Debug|x64.Build.0 = Release|x64 {0EC83E64-230E-48EF-B08C-6AC9651B4F82}.MinSizeRel|Mixed Platforms.ActiveCfg = Release|Win32 {0EC83E64-230E-48EF-B08C-6AC9651B4F82}.MinSizeRel|Mixed Platforms.Build.0 = Release|Win32 {0EC83E64-230E-48EF-B08C-6AC9651B4F82}.MinSizeRel|Win32.ActiveCfg = Release|Win32 {0EC83E64-230E-48EF-B08C-6AC9651B4F82}.MinSizeRel|Win32.Build.0 = Release|Win32 {0EC83E64-230E-48EF-B08C-6AC9651B4F82}.MinSizeRel|x64.ActiveCfg = Release|x64 {0EC83E64-230E-48EF-B08C-6AC9651B4F82}.MinSizeRel|x64.Build.0 = Release|x64 - {0EC83E64-230E-48EF-B08C-6AC9651B4F82}.Release|Mixed Platforms.ActiveCfg = Release|Win32 - {0EC83E64-230E-48EF-B08C-6AC9651B4F82}.Release|Mixed Platforms.Build.0 = Release|Win32 - {0EC83E64-230E-48EF-B08C-6AC9651B4F82}.Debug|Win32.Deploy.0 = Debug|Win32 - {0EC83E64-230E-48EF-B08C-6AC9651B4F82}.Debug|x64.ActiveCfg = Release|x64 - {0EC83E64-230E-48EF-B08C-6AC9651B4F82}.Debug|x64.Build.0 = Release|x64 {0EC83E64-230E-48EF-B08C-6AC9651B4F82}.Release|Mixed Platforms.ActiveCfg = Release|x64 {0EC83E64-230E-48EF-B08C-6AC9651B4F82}.Release|Mixed Platforms.Build.0 = Release|x64 {0EC83E64-230E-48EF-B08C-6AC9651B4F82}.Release|Win32.ActiveCfg = Release|Win32 @@ -94,20 +88,6 @@ Global {0EC83E64-230E-48EF-B08C-6AC9651B4F82}.RelWithDebInfo|Win32.Build.0 = Release|Win32 {0EC83E64-230E-48EF-B08C-6AC9651B4F82}.RelWithDebInfo|x64.ActiveCfg = Release|x64 {0EC83E64-230E-48EF-B08C-6AC9651B4F82}.RelWithDebInfo|x64.Build.0 = Release|x64 - {F10CBC03-9809-4CBA-95D8-327C287B18EE}.Debug|Mixed Platforms.ActiveCfg = Debug|Win32 - {F10CBC03-9809-4CBA-95D8-327C287B18EE}.Debug|Mixed Platforms.Build.0 = Debug|Win32 - {F10CBC03-9809-4CBA-95D8-327C287B18EE}.Debug|Win32.ActiveCfg = Debug|Win32 - {F10CBC03-9809-4CBA-95D8-327C287B18EE}.Debug|Win32.Build.0 = Debug|Win32 - {F10CBC03-9809-4CBA-95D8-327C287B18EE}.Debug|x64.ActiveCfg = Debug|x64 - {F10CBC03-9809-4CBA-95D8-327C287B18EE}.Debug|x64.Build.0 = Debug|x64 - {F10CBC03-9809-4CBA-95D8-327C287B18EE}.MinSizeRel|Mixed Platforms.ActiveCfg = Release|Win32 - {F10CBC03-9809-4CBA-95D8-327C287B18EE}.MinSizeRel|Mixed Platforms.Build.0 = Release|Win32 - {F10CBC03-9809-4CBA-95D8-327C287B18EE}.MinSizeRel|Win32.ActiveCfg = Release|Win32 - {F10CBC03-9809-4CBA-95D8-327C287B18EE}.MinSizeRel|Win32.Build.0 = Release|Win32 - {F10CBC03-9809-4CBA-95D8-327C287B18EE}.MinSizeRel|x64.ActiveCfg = Release|x64 - {F10CBC03-9809-4CBA-95D8-327C287B18EE}.MinSizeRel|x64.Build.0 = Release|x64 - {F10CBC03-9809-4CBA-95D8-327C287B18EE}.Release|Mixed Platforms.ActiveCfg = Release|Win32 - {F10CBC03-9809-4CBA-95D8-327C287B18EE}.Release|Mixed Platforms.Build.0 = Release|Win32 {F10CBC03-9809-4CBA-95D8-327C287B18EE}.Debug|Mixed Platforms.ActiveCfg = Release|x64 {F10CBC03-9809-4CBA-95D8-327C287B18EE}.Debug|Mixed Platforms.Build.0 = Release|x64 {F10CBC03-9809-4CBA-95D8-327C287B18EE}.Debug|Win32.ActiveCfg = Debug|Win32 @@ -115,6 +95,12 @@ Global {F10CBC03-9809-4CBA-95D8-327C287B18EE}.Debug|Win32.Deploy.0 = Debug|Win32 {F10CBC03-9809-4CBA-95D8-327C287B18EE}.Debug|x64.ActiveCfg = Release|x64 {F10CBC03-9809-4CBA-95D8-327C287B18EE}.Debug|x64.Build.0 = Release|x64 + {F10CBC03-9809-4CBA-95D8-327C287B18EE}.MinSizeRel|Mixed Platforms.ActiveCfg = Release|Win32 + {F10CBC03-9809-4CBA-95D8-327C287B18EE}.MinSizeRel|Mixed Platforms.Build.0 = Release|Win32 + {F10CBC03-9809-4CBA-95D8-327C287B18EE}.MinSizeRel|Win32.ActiveCfg = Release|Win32 + {F10CBC03-9809-4CBA-95D8-327C287B18EE}.MinSizeRel|Win32.Build.0 = Release|Win32 + {F10CBC03-9809-4CBA-95D8-327C287B18EE}.MinSizeRel|x64.ActiveCfg = Release|x64 + {F10CBC03-9809-4CBA-95D8-327C287B18EE}.MinSizeRel|x64.Build.0 = Release|x64 {F10CBC03-9809-4CBA-95D8-327C287B18EE}.Release|Mixed Platforms.ActiveCfg = Release|x64 {F10CBC03-9809-4CBA-95D8-327C287B18EE}.Release|Mixed Platforms.Build.0 = Release|x64 {F10CBC03-9809-4CBA-95D8-327C287B18EE}.Release|Win32.ActiveCfg = Release|Win32 @@ -127,6 +113,343 @@ Global {F10CBC03-9809-4CBA-95D8-327C287B18EE}.RelWithDebInfo|Win32.Build.0 = Release|Win32 {F10CBC03-9809-4CBA-95D8-327C287B18EE}.RelWithDebInfo|x64.ActiveCfg = Release|x64 {F10CBC03-9809-4CBA-95D8-327C287B18EE}.RelWithDebInfo|x64.Build.0 = Release|x64 + {2EC4DDED-8F75-4C86-A10B-E1E8EB29F3EE}.Debug|Mixed Platforms.ActiveCfg = Release|x64 + {2EC4DDED-8F75-4C86-A10B-E1E8EB29F3EE}.Debug|Mixed Platforms.Build.0 = Release|x64 + {2EC4DDED-8F75-4C86-A10B-E1E8EB29F3EE}.Debug|Win32.ActiveCfg = Debug|Win32 + {2EC4DDED-8F75-4C86-A10B-E1E8EB29F3EE}.Debug|Win32.Build.0 = Debug|Win32 + {2EC4DDED-8F75-4C86-A10B-E1E8EB29F3EE}.Debug|Win32.Deploy.0 = Debug|Win32 + {2EC4DDED-8F75-4C86-A10B-E1E8EB29F3EE}.Debug|x64.ActiveCfg = Release|x64 + {2EC4DDED-8F75-4C86-A10B-E1E8EB29F3EE}.Debug|x64.Build.0 = Release|x64 + {2EC4DDED-8F75-4C86-A10B-E1E8EB29F3EE}.MinSizeRel|Mixed Platforms.ActiveCfg = Release|Win32 + {2EC4DDED-8F75-4C86-A10B-E1E8EB29F3EE}.MinSizeRel|Mixed Platforms.Build.0 = Release|Win32 + {2EC4DDED-8F75-4C86-A10B-E1E8EB29F3EE}.MinSizeRel|Win32.ActiveCfg = Release|Win32 + {2EC4DDED-8F75-4C86-A10B-E1E8EB29F3EE}.MinSizeRel|Win32.Build.0 = Release|Win32 + {2EC4DDED-8F75-4C86-A10B-E1E8EB29F3EE}.MinSizeRel|x64.ActiveCfg = Release|x64 + {2EC4DDED-8F75-4C86-A10B-E1E8EB29F3EE}.MinSizeRel|x64.Build.0 = Release|x64 + {2EC4DDED-8F75-4C86-A10B-E1E8EB29F3EE}.Release|Mixed Platforms.ActiveCfg = Release|x64 + {2EC4DDED-8F75-4C86-A10B-E1E8EB29F3EE}.Release|Mixed Platforms.Build.0 = Release|x64 + {2EC4DDED-8F75-4C86-A10B-E1E8EB29F3EE}.Release|Win32.ActiveCfg = Release|Win32 + {2EC4DDED-8F75-4C86-A10B-E1E8EB29F3EE}.Release|Win32.Build.0 = Release|Win32 + {2EC4DDED-8F75-4C86-A10B-E1E8EB29F3EE}.Release|x64.ActiveCfg = Release|x64 + {2EC4DDED-8F75-4C86-A10B-E1E8EB29F3EE}.Release|x64.Build.0 = Release|x64 + {2EC4DDED-8F75-4C86-A10B-E1E8EB29F3EE}.RelWithDebInfo|Mixed Platforms.ActiveCfg 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GlobalSection(SolutionProperties) = preSolution HideSolutionNode = FALSE @@ -679,12 +531,12 @@ Global {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} - {8690FDDF-C5B7-4C42-A337-BD5243F29B85} = {20720CA7-795C-45AD-A302-9383A6DD503A} - {DA2AA800-ED64-4649-8B3B-E7F1E3968B78} = {20720CA7-795C-45AD-A302-9383A6DD503A} - {060B1890-CBF3-4808-BA99-A4776222093B} = {20720CA7-795C-45AD-A302-9383A6DD503A} - {143BD516-20A1-4890-A3E4-F8BFD02220E7} = {20720CA7-795C-45AD-A302-9383A6DD503A} - {666FEA52-975F-41CD-B224-B19AF3C0ABBA} = {20720CA7-795C-45AD-A302-9383A6DD503A} + {666FEA52-975F-41CD-B224-B19AF3C0ABBA} = {B0AFF0DC-5C7E-43DC-9586-CD4E38EB037B} + {2A1BC987-AF42-4500-802D-89CD32FC1309} = {B0AFF0DC-5C7E-43DC-9586-CD4E38EB037B} + {8690FDDF-C5B7-4C42-A337-BD5243F29B85} = {B0AFF0DC-5C7E-43DC-9586-CD4E38EB037B} + {060B1890-CBF3-4808-BA99-A4776222093B} = {B0AFF0DC-5C7E-43DC-9586-CD4E38EB037B} + {B1195BB9-B3A5-47F0-906C-8DEA384D1520} = {B0AFF0DC-5C7E-43DC-9586-CD4E38EB037B} + {DA2AA800-ED64-4649-8B3B-E7F1E3968B78} = {B0AFF0DC-5C7E-43DC-9586-CD4E38EB037B} + {143BD516-20A1-4890-A3E4-F8BFD02220E7} = {B0AFF0DC-5C7E-43DC-9586-CD4E38EB037B} EndGlobalSection EndGlobal diff --git a/Code/Game/DanBiasGame/GameClientRecieverFunc.h b/Code/Game/DanBiasGame/GameClientRecieverFunc.h index 348d28db..68b46d38 100644 --- a/Code/Game/DanBiasGame/GameClientRecieverFunc.h +++ b/Code/Game/DanBiasGame/GameClientRecieverFunc.h @@ -21,7 +21,7 @@ namespace DanBias // receiver function for server messages // parsing protocols and sending it to the gameState //void NetworkCallback(Oyster::Network::CustomNetProtocol& p) override - void GameRecieverObject::DataRecieved(Oyster::Network::NetEvent e) override + void GameRecieverObject::DataRecieved( Oyster::Network::NetEvent e ) override { Oyster::Network::CustomNetProtocol p = e.args.data.protocol; int pType = p[0].value.netInt; @@ -79,17 +79,16 @@ namespace DanBias // 2,3,4: position // 5,6,7,8: rotation quaternion - GameLogic::Protocol_ObjectPosition data; + GameLogic::Protocol_ObjectPosition data(p); Client::GameClientState::ObjPos protocolData; - protocolData.object_ID = p[1].value.netInt; + protocolData.object_ID = data.object_ID; + //protocolData.object_ID = p[1].value.netInt; for( int i = 0; i < 3; ++i ) { - protocolData.position[i] = p[i+2].value.netFloat; - protocolData.rotation[i] = p[i+5].value.netFloat; + protocolData.position[i] = data.position[i]; } - protocolData.rotation[3] = p[8].value.netFloat; //for(int i = 0; i< 16; i++) //{ diff --git a/Code/Game/DanBiasGame/GameClientState/Camera_FPS.cpp b/Code/Game/DanBiasGame/GameClientState/Camera_FPS.cpp index d1884cef..8c87970b 100644 --- a/Code/Game/DanBiasGame/GameClientState/Camera_FPS.cpp +++ b/Code/Game/DanBiasGame/GameClientState/Camera_FPS.cpp @@ -1,6 +1,8 @@ #include "Camera_FPS.h" +#include "Utilities.h" using namespace ::Oyster::Math3D; +using namespace ::Utility::Value; Camera_FPS::Camera_FPS() { // this->head is default set to identity uniformprojection at origo @@ -110,7 +112,7 @@ void Camera_FPS::StrafeLeft( Float distance ) void Camera_FPS::PitchUp( Float radian ) { - this->pitchUp += radian; + this->pitchUp = Clamp( this->pitchUp + radian, -0.48f * pi, 0.48f * pi ); this->head.SetAngular( this->body.angularAxis + this->pitchUp * this->body.direction.v[0] ); } diff --git a/Code/Game/DanBiasGame/GameClientState/GameClientState.h b/Code/Game/DanBiasGame/GameClientState/GameClientState.h index 444b8a3d..bab3ba57 100644 --- a/Code/Game/DanBiasGame/GameClientState/GameClientState.h +++ b/Code/Game/DanBiasGame/GameClientState/GameClientState.h @@ -7,62 +7,9 @@ namespace DanBias { namespace Client { - class GameClientState + class GameClientState : public ::Oyster::Network::NetworkClient { public: - struct ProtocolStruct - { - - }; - - struct ObjPos : public ProtocolStruct - { - int object_ID; - //float worldPos[16]; - float position[3]; - float rotation[4]; - }; - - struct NewObj : public ProtocolStruct - { - int object_ID; - char* path; - float worldPos[16]; - }; - - struct RemoveObj : public ProtocolStruct - { - int object_ID; - //particle effect - }; - - struct KeyInput : public ProtocolStruct - { - /* - * key[0] = - * - * - */ - bool key[6]; - }; - - struct PlayerPos : public ProtocolStruct - { - float position[3]; - float angularAxis[3]; - // float playerPos[3]; - }; - - struct PlayerMove : public ProtocolStruct - { - float playerPos[3]; - }; - - struct PlayerName : public ProtocolStruct - { - char name[255]; - }; - enum ClientState { ClientState_Login, @@ -80,8 +27,6 @@ namespace DanBias { namespace Client virtual ClientState Update(float deltaTime, InputClass* KeyInput) = 0; virtual bool Render() = 0; virtual bool Release() = 0; - virtual void Protocol(ProtocolStruct* protocolStruct) = 0; - }; } } #endif \ No newline at end of file diff --git a/Code/Game/DanBiasGame/GameClientState/GameState.cpp b/Code/Game/DanBiasGame/GameClientState/GameState.cpp index 2a9d6746..5dfabd6d 100644 --- a/Code/Game/DanBiasGame/GameClientState/GameState.cpp +++ b/Code/Game/DanBiasGame/GameClientState/GameState.cpp @@ -2,20 +2,18 @@ #include "DllInterfaces/GFXAPI.h" #include #include "NetworkClient.h" -#include "Camera.h" +#include "Camera_FPS.h" #include using namespace DanBias::Client; -using namespace Oyster::Math; +using namespace Oyster::Math3D; + struct GameState::myData { myData(){} - //std::vector object; int modelCount; Oyster::Network::NetworkClient* nwClient; gameStateState state; - - }privData; GameState::GameState(void) @@ -26,21 +24,17 @@ GameState::GameState(void) key_strafeLeft = false; } - GameState::~GameState(void) { - delete this->camera; delete this->privData; } bool GameState::Init(Oyster::Network::NetworkClient* nwClient) { // load models - camera = new Camera; privData = new myData(); privData->state = gameStateState_loading; privData->nwClient = nwClient; privData->state = LoadGame(); - pitch = 0; //tELL SERver ready nwClient->Send(GameLogic::Protocol_General_Status(GameLogic::Protocol_General_Status::States_ready)); @@ -50,34 +44,34 @@ bool GameState::Init(Oyster::Network::NetworkClient* nwClient) GameState::gameStateState GameState::LoadGame() { Oyster::Graphics::Definitions::Pointlight plight; - plight.Pos = Oyster::Math::Float3(315.0f, 0.0f ,5.0f); - plight.Color = Oyster::Math::Float3(0.9f,0.7f,0.2f); + plight.Pos = Float3(315.0f, 0.0f ,5.0f); + plight.Color = Float3(0.9f,0.7f,0.2f); plight.Radius = 100.0f; plight.Bright = 0.9f; Oyster::Graphics::API::AddLight(plight); - plight.Pos = Oyster::Math::Float3(10.0f,350.0f,5.0f); - plight.Color = Oyster::Math::Float3(0.9f,0.7f,0.3f); + plight.Pos = Float3(10.0f,350.0f,5.0f); + plight.Color = Float3(0.9f,0.7f,0.3f); plight.Radius = 200.0f; plight.Bright = 0.7f; Oyster::Graphics::API::AddLight(plight); - plight.Pos = Oyster::Math::Float3(350.0f,350.0f,5.0f); - plight.Color = Oyster::Math::Float3(0.9f,0.7f,0.3f); + plight.Pos = Float3(350.0f,350.0f,5.0f); + plight.Color = Float3(0.9f,0.7f,0.3f); plight.Radius = 200.0f; plight.Bright = 0.7f; Oyster::Graphics::API::AddLight(plight); - plight.Pos = Oyster::Math::Float3(10.0f,350.0f,350.0f); - plight.Color = Oyster::Math::Float3(0.9f,0.7f,0.3f); + plight.Pos = Float3(10.0f,350.0f,350.0f); + plight.Color = Float3(0.9f,0.7f,0.3f); plight.Radius = 200.0f; plight.Bright = 0.7f; Oyster::Graphics::API::AddLight(plight); - plight.Pos = Oyster::Math::Float3(10.0f,-15.0f,5.0f); - plight.Color = Oyster::Math::Float3(0.0f,0.0f,1.0f); + plight.Pos = Float3(10.0f,-15.0f,5.0f); + plight.Color = Float3(0.0f,0.0f,1.0f); plight.Radius = 50.0f; plight.Bright = 2.0f; Oyster::Graphics::API::AddLight(plight); LoadModels(); - InitCamera(Oyster::Math::Float3(0.0f,0.0f,20.0f)); + InitCamera(Float3(0.0f,0.0f,20.0f)); // hardcoded objects LoadModels(); Float3 startPos = Float3(0,0,20.0f); @@ -95,9 +89,9 @@ bool GameState::LoadModels() // add world model ModelInitData modelData; - modelData.position = Oyster::Math::Float3(0,0,0); - modelData.rotation = Oyster::Math::Quaternion::identity; - modelData.scale = Oyster::Math::Float3(2,2,2); + modelData.position = Float3(0,0,0); + modelData.rotation = Quaternion::identity; + modelData.scale = Float3(2,2,2); modelData.modelPath = L"world_earth.dan"; modelData.id = id++; @@ -107,15 +101,15 @@ bool GameState::LoadModels() /* // add box model - modelData.position = Oyster::Math::Float3(0,0,0); - modelData.rotation = Oyster::Math::Quaternion::identity; - modelData.scale = Oyster::Math::Float3(1,1,1); + modelData.position = Float3(0,0,0); + modelData.rotation = Quaternion::identity; + modelData.scale = Float3(1,1,1); modelData.modelPath = L"crate_colonists.dan"; for(int i =0; i< nrOfBoxex; i ++) { - modelData.position = Oyster::Math::Float3(4,320,0); + modelData.position = Float3(4,320,0); modelData.id = id++; this->dynamicObjects.Push(new C_DynamicObj()); @@ -124,7 +118,7 @@ bool GameState::LoadModels() // add crystal model - modelData.position = Oyster::Math::Float3(10, 301, 0); + modelData.position = Float3(10, 301, 0); modelData.modelPath = L"crystalformation_b.dan"; modelData.id = id++; // load models @@ -132,8 +126,8 @@ bool GameState::LoadModels() this->dynamicObjects[this->dynamicObjects.Size() -1 ]->Init(modelData); // add house model - modelData.position = Oyster::Math::Float3(-50, 290, 0); - //Oyster::Math3D::Float4x4 rot = Oyster::Math3D::RotationMatrix(Oyster::Math::Float3(0 ,Utility::Value::Radian(90.0f), 0)); + modelData.position = Float3(-50, 290, 0); + //Oyster::Math3D::Float4x4 rot = Oyster::Math3D::RotationMatrix(Float3(0 ,Utility::Value::Radian(90.0f), 0)); modelData.visible = true; modelData.modelPath = L"building_corporation.dan"; @@ -144,7 +138,7 @@ bool GameState::LoadModels() // add player model - modelData.position = Oyster::Math::Float3(0, 320, 0); + modelData.position = Float3(0, 320, 0); modelData.modelPath = L"char_still_sizeref.dan"; modelData.id = id++; // load models @@ -152,7 +146,7 @@ bool GameState::LoadModels() this->dynamicObjects[this->dynamicObjects.Size() -1 ]->Init(modelData); // add player model 2 - modelData.position = Oyster::Math::Float3(50, 320, 0); + modelData.position = Float3(50, 320, 0); modelData.modelPath = L"char_still_sizeref.dan"; modelData.id = id++; // load models @@ -160,7 +154,7 @@ bool GameState::LoadModels() this->dynamicObjects[this->dynamicObjects.Size() -1 ]->Init(modelData); // add jumppad - modelData.position = Oyster::Math::Float3(4, 300.3, 0); + modelData.position = Float3(4, 300.3, 0); modelData.modelPath = L"jumppad_round.dan"; modelData.id = id++; // load models @@ -168,8 +162,8 @@ bool GameState::LoadModels() this->dynamicObjects[this->dynamicObjects.Size() -1 ]->Init(modelData); // add sky sphere - modelData.position = Oyster::Math::Float3(0,0,0); - modelData.scale = Oyster::Math::Float3(800,800,800); + modelData.position = Float3(0,0,0); + modelData.scale = Float3(800,800,800); modelData.modelPath = L"skysphere.dan"; modelData.id = id++; // load models @@ -202,8 +196,8 @@ bool GameState::LoadModels(std::string mapFile) modelData.modelPath.assign(staticObjData->ModelFile.begin(), staticObjData->ModelFile.end()); modelData.visible = true; //modelData.position = ; - //modelData.rotation = Oyster::Math::Quaternion(Oyster::Math::Float3(2,2,-2), 1); - //modelData.scale = Oyster::Math::Float3(2,2,2); + //modelData.rotation = Quaternion(Float3(2,2,-2), 1); + //modelData.scale = Float3(2,2,2); modelData.id = modelId++; this->staticObjects.Push(new C_StaticObj()); @@ -214,8 +208,8 @@ bool GameState::LoadModels(std::string mapFile) { GameLogic::ObjectHeader* dynamicObjData = ((GameLogic::ObjectHeader*)obj); //modelData.position = ; - //modelData.rotation = Oyster::Math::Quaternion(Oyster::Math::Float3(2,2,-2), 1); - //modelData.scale = Oyster::Math::Float3(2,2,2); + //modelData.rotation = Quaternion(Float3(2,2,-2), 1); + //modelData.scale = Float3(2,2,2); modelData.modelPath.assign(dynamicObjData->ModelFile.begin(), dynamicObjData->ModelFile.end()); modelData.visible = true; modelData.id = modelId++; @@ -246,8 +240,8 @@ bool GameState::LoadModels(std::string mapFile) myId += modelId++; // add player model //modelData.position = ; - //modelData.rotation = Oyster::Math::Quaternion(Oyster::Math::Float3(2,2,-2), 1); - //modelData.scale = Oyster::Math::Float3(2,2,2); + //modelData.rotation = Quaternion(Float3(2,2,-2), 1); + //modelData.scale = Float3(2,2,2); modelData.visible = true; @@ -266,17 +260,14 @@ bool GameState::LoadModels(std::string mapFile) } bool GameState::InitCamera(Float3 startPos) { - Float3 dir = Float3(0,0,1); - Float3 up = Float3(0,1,0); - Float3 pos = Float3(0, 0, 20); - camera->LookAt(pos, dir, up); - camera->SetLens(pi/4, 1024/768, 1, 1000); - camera->UpdateViewMatrix(); - Oyster::Graphics::API::SetProjection(camera->Proj()); + camera.SetHeadOffset( Float3(0.0f, 1.0f, 1.0f) ); + camera.SetPerspectiveProjection( pi / 4.0f, 1024.0f/768.0f, 1.0f, 1000.0f ); + camera.UpdateOrientation(); + Oyster::Graphics::API::SetProjection(camera.GetProjectionMatrix()); return true; } -void GameState::InitiatePlayer(int id, std::wstring modelName, Oyster::Math::Float4x4 world) +void GameState::InitiatePlayer(int id, std::wstring modelName, Float4x4 world) { myId = id; @@ -284,44 +275,20 @@ void GameState::InitiatePlayer(int id, std::wstring modelName, Oyster::Math::Flo C_Object* obj; modelData.visible = true; //modelData.world = world; - modelData.position = Oyster::Math::Float3(world[12], world[13], world[14]); - modelData.rotation = Oyster::Math::Quaternion(Oyster::Math::Float3(0,0,0), 1); - modelData.scale = Oyster::Math::Float3(1,1,1); + modelData.position = Float3(world[12], world[13], world[14]); + modelData.rotation = Quaternion(Float3(0,0,0), 1); + modelData.scale = Float3(1,1,1); modelData.modelPath = modelName; modelData.id = myId; - obj = new C_Player(); + obj = new C_Player(); this->dynamicObjects.Push(obj); this->dynamicObjects[this->dynamicObjects.Size() -1 ]->Init(modelData); - - Oyster::Math::Float3 right = Oyster::Math::Float3(world[0], world[1], world[2]); - Oyster::Math::Float3 up = Oyster::Math::Float3(world[4], world[5], world[6]); - Oyster::Math::Float3 objForward = (Oyster::Math::Float3(world[8], world[9], world[10])); - Oyster::Math::Float3 pos = Oyster::Math::Float3(world[12], world[13], world[14]); + Float3 pos = Float3(world[12], world[13], world[14]); - Oyster::Math::Float3 cameraLook = camera->GetLook(); - Oyster::Math::Float3 cameraUp = camera->GetUp(); - - - - /*Oyster::Math::Float3 newUp = cameraUp.Dot(up); - up *= newUp; - up.Normalize(); - Oyster::Math::Float3 newLook = up.Cross(right); - newLook.Normalize();*/ - - camera->setRight(right); - camera->setUp(up); - camera->setLook(objForward); - - up *= 2; - objForward *= 3; - Oyster::Math::Float3 cameraPos = up + pos + objForward; - camera->SetPosition(cameraPos); - - camera->UpdateViewMatrix(); - + camera.SetPosition( pos ); + camera.UpdateOrientation(); } GameClientState::ClientState GameState::Update(float deltaTime, InputClass* KeyInput) { @@ -343,8 +310,7 @@ GameClientState::ClientState GameState::Update(float deltaTime, InputClass* KeyI // update objects { readKeyInput(KeyInput); - camera->UpdateViewMatrix(); - + camera.UpdateOrientation(); } break; case gameStateState_end: @@ -359,7 +325,7 @@ GameClientState::ClientState GameState::Update(float deltaTime, InputClass* KeyI } bool GameState::Render() { - Oyster::Graphics::API::SetView(camera->View()); + Oyster::Graphics::API::SetView( camera.GetViewMatrix() ); Oyster::Graphics::API::NewFrame(); for (unsigned int i = 0; i < staticObjects.Size(); i++) @@ -389,7 +355,6 @@ bool GameState::Release() } void GameState::readKeyInput(InputClass* KeyInput) { - if(KeyInput->IsKeyPressed(DIK_W)) { if(!key_forward) @@ -438,18 +403,18 @@ void GameState::readKeyInput(InputClass* KeyInput) //send delta mouse movement //if (KeyInput->IsMousePressed()) { - camera->Yaw(-KeyInput->GetYaw()); - camera->Pitch(KeyInput->GetPitch()); - pitch = KeyInput->GetPitch(); - camera->UpdateViewMatrix(); + camera.YawRight( -KeyInput->GetYaw() ); + camera.PitchUp( KeyInput->GetPitch() ); + camera.UpdateOrientation(); + GameLogic::Protocol_PlayerLook playerLookDir; - Oyster::Math::Float4 look = camera->GetLook(); + Float4 look = camera.GetLook(); playerLookDir.lookDirX = look.x; playerLookDir.lookDirY = look.y; playerLookDir.lookDirZ = look.z; playerLookDir.deltaX = -KeyInput->GetYaw(); - privData->nwClient->Send(playerLookDir); + privData->nwClient->Send( playerLookDir ); } // shoot @@ -514,112 +479,129 @@ void GameState::readKeyInput(InputClass* KeyInput) privData->state = GameState::gameStateState_end; } -void GameState::Protocol(ProtocolStruct* pos) +using namespace ::Oyster::Network; +using namespace ::Utility::DynamicMemory; + +// returns -1 if none found +int FindObject( const DynamicArray> &collection, int id ) { + int num = collection.Size(); + for( int i = 0; i < num; ++i ) if( id == collection[i]->GetId() ) + return i; + return -1; +} + +void GameState::DataRecieved( NetEvent e ) +{ + CustomNetProtocol data = e.args.data.protocol; + short ID = data[0].value.netShort; // fetching the id data. -} + // Block irrelevant messages. + if( !ProtocolIsGameplay(ID) ) + return; -void GameState::Protocol( PlayerPos* pos ) -{ - //Oyster::Math::Float4x4 world, translate; - - //world = Oyster::Math::Float4x4::identity; - //translate = Oyster::Math::Float4x4::identity; - //translate = Oyster::Math3D::TranslationMatrix(Oyster::Math::Float3(pos->playerPos[0],pos->playerPos[1],pos->playerPos[2])); - //world = world * translate; - ////privData->object[0]->setPos( world ); - //for (unsigned int i = 0; i < dynamicObjects.Size(); i++) - //{ - // dynamicObjects[i]->Render(); - //} -} - -void GameState::Protocol( ObjPos* pos ) -{ - Oyster::Math::Float4x4 world; - for(int i = 0; i<16; i++) + switch(ID) { - world[i] = pos->worldPos[i]; - } - //printf("pos for obj %d, ",pos->object_ID ); - for (unsigned int i = 0; i < dynamicObjects.Size(); i++) - { - if(dynamicObjects[i]->GetId() == pos->object_ID) + case protocol_Gameplay_ObjectPickup: break; /** @todo TODO: implement */ + case protocol_Gameplay_ObjectDamage: break; /** @todo TODO: implement */ + case protocol_Gameplay_ObjectHealthStatus: break; /** @todo TODO: implement */ + case protocol_Gameplay_ObjectPosition: { + GameLogic::Protocol_ObjectPosition decoded(data); - - //dynamicObjects[i]->setPos(Float3(world[12], world[13], world[14])); - dynamicObjects[i]->setWorld(world); + // if is this player. Remember to change camera + if( this->myId == decoded.object_ID ) + camera.SetPosition( decoded.position ); - if(dynamicObjects[i]->GetId() == myId) // playerobj + int i = FindObject( this->dynamicObjects, decoded.object_ID ); + if( i > -1 ) + this->dynamicObjects[i]->setPos( decoded.position ); + } + break; + case protocol_Gameplay_ObjectScale: + { + GameLogic::Protocol_ObjectScale decoded(data); + int i = FindObject( this->dynamicObjects, decoded.object_ID ); + if( i > -1 ) + this->dynamicObjects[i]->setScale( decoded.scale ); + } + break; + case protocol_Gameplay_ObjectRotation: + { + GameLogic::Protocol_ObjectRotation decoded(data); + Quaternion rotation = Quaternion( Float3(decoded.rotationQ), decoded.rotationQ[3] ); + + // if is this player. Remember to change camera + if( this->myId == decoded.object_ID ) + camera.SetAngular( QuaternionToAngularAxis(rotation).xyz ); + + int i = FindObject( this->dynamicObjects, decoded.object_ID ); + if( i > -1 ) + this->dynamicObjects[i]->setRot( rotation ); + } + break; + case protocol_Gameplay_ObjectPositionRotation: + { + GameLogic::Protocol_ObjectPositionRotation decoded(data); + Float3 position = decoded.position; + Quaternion rotation = Quaternion( Float3(decoded.rotationQ), decoded.rotationQ[3] ); + + // if is this player. Remember to change camera + if( this->myId == decoded.object_ID ) { - Float3 right = Float3(world[0], world[1], world[2]); - Float3 up = Float3(world[4], world[5], world[6]); - Float3 objForward = Float3(world[8], world[9], world[10]); - Float3 pos = Float3(world[12], world[13], world[14]); + camera.SetPosition( position ); + camera.SetAngular( QuaternionToAngularAxis(rotation).xyz ); + } - Float3 cameraLook = camera->GetLook(); - Float3 cameraUp = camera->GetUp(); - - - - /*Oyster::Math::Float3 newUp = cameraUp.Dot(up); - up *= newUp; - up.Normalize(); - Oyster::Math::Float3 newLook = up.Cross(right); - newLook.Normalize();*/ - - //camera->setRight(right); - //camera->setUp(up); - //camera->setLook(objForward); - - up *= 1; - objForward *= -2; - Oyster::Math::Float3 cameraPos = pos + up + objForward; - //camera->SetPosition(cameraPos); - //camera->UpdateViewMatrix(); - + int i = FindObject( this->dynamicObjects, decoded.object_ID ); + if( i > -1 ) + { + this->dynamicObjects[i]->setPos( position ); + this->dynamicObjects[i]->setRot( rotation ); } } - } -} - -void GameState::Protocol( NewObj* newObj ) -{ - - Oyster::Math::Float4x4 world; - for(int i = 0; i<16; i++) - { - world[i] = newObj->worldPos[i]; - } - ModelInitData modelData; - - //modelData.world = world; - modelData.visible = true; - modelData.id = newObj->object_ID; - //not sure if this is good parsing rom char* to wstring - const char* path = newObj->path; - modelData.modelPath = std::wstring(path, path + strlen(path)); - // load models - C_DynamicObj* player = new C_DynamicObj(); - player->Init(modelData); - - dynamicObjects.Push(player); - -} - -void DanBias::Client::GameState::Protocol( RemoveObj* obj ) -{ - for (unsigned int i = 0; i < dynamicObjects.Size(); i++) - { - if(dynamicObjects[i]->GetId() == obj->object_ID) + break; + case protocol_Gameplay_ObjectEnabled: break; /** @todo TODO: implement */ + case protocol_Gameplay_ObjectDisabled: { - //dynamicObjects[i]->Release(); - dynamicObjects[i].Release(); - //dynamicObjects.erase(privData->object.begin() + i ); - } - } - //privData->object[obj->object_ID]->Release( ); -} + GameLogic::Protocol_ObjectDisable decoded(data); -//void GameState::Protocol(LightPos pos); \ No newline at end of file + int i = FindObject( this->dynamicObjects, decoded.objectID ); + if( i > -1 ) + { + this->dynamicObjects[i].Release(); + this->dynamicObjects.Pop(i); + } + } + break; + case protocol_Gameplay_ObjectCreate: + { + GameLogic::Protocol_ObjectCreate decoded(data); + C_DynamicObj* object = new C_DynamicObj(); + + ModelInitData modelData; + { + modelData.position = Float3( decoded.position ); + modelData.rotation = Quaternion( Float3(decoded.rotationQ), decoded.rotationQ[3] ); + modelData.scale = Float3( decoded.scale ); + modelData.visible = true; + modelData.id = decoded.object_ID; + + ::Utility::String::StringToWstring( decoded.name, modelData.modelPath ); + } + object->Init(modelData); + + dynamicObjects.Push(object); + + } + break; + case protocol_Gameplay_ObjectCreatePlayer: break; /** @todo TODO: implement */ + case protocol_Gameplay_ObjectJoinTeam: break; /** @todo TODO: implement */ + case protocol_Gameplay_ObjectLeaveTeam: break; /** @todo TODO: implement */ + case protocol_Gameplay_ObjectWeaponCooldown: break; /** @todo TODO: implement */ + case protocol_Gameplay_ObjectWeaponEnergy: break; /** @todo TODO: implement */ + case protocol_Gameplay_ObjectRespawn: break; /** @todo TODO: implement */ + case protocol_Gameplay_ObjectDie: break; /** @todo TODO: implement */ + default: break; + } +} diff --git a/Code/Game/DanBiasGame/GameClientState/GameState.h b/Code/Game/DanBiasGame/GameClientState/GameState.h index b0e6e285..d4a60493 100644 --- a/Code/Game/DanBiasGame/GameClientState/GameState.h +++ b/Code/Game/DanBiasGame/GameClientState/GameState.h @@ -4,9 +4,7 @@ #include "OysterMath.h" #include -//#include "Camera.h" #include "Camera_FPS.h" - #include "LevelLoader/LevelLoader.h" #include "C_obj/C_Player.h" #include "C_obj/C_DynamicObj.h" @@ -16,53 +14,46 @@ namespace DanBias { namespace Client { -class GameState : public GameClientState -{ - enum gameStateState + class GameState : public GameClientState { - gameStateState_loading, - gameStateState_playing, - gameStateState_end, + enum gameStateState + { + gameStateState_loading, + gameStateState_playing, + gameStateState_end, + }; + private: + + bool key_forward; + bool key_backward; + bool key_strafeRight; + bool key_strafeLeft; + bool key_Shoot; + bool key_Jump; + Camera_FPS camera; + + int myId; + struct myData; + myData* privData; + Utility::DynamicMemory::DynamicArray> staticObjects; + Utility::DynamicMemory::DynamicArray> dynamicObjects; + //Utility::DynamicMemory::DynamicArray> playObjects; + public: + GameState(void); + ~GameState(void); + bool Init(Oyster::Network::NetworkClient* nwClient); + GameClientState::ClientState Update(float deltaTime, InputClass* KeyInput) override; + bool LoadModels(std::string mapFile); + bool LoadModels(); + bool InitCamera(Oyster::Math::Float3 startPos) ; + void InitiatePlayer(int id, std::wstring modelName, Oyster::Math::Float4x4 world); + gameStateState LoadGame(); + void readKeyInput(InputClass* KeyInput); + bool Render()override; + bool Release()override; + + void DataRecieved(::Oyster::Network::NetEvent e); }; -private: - - bool key_forward; - bool key_backward; - bool key_strafeRight; - bool key_strafeLeft; - bool key_Shoot; - bool key_Jump; - Camera_FPS camera; - //Camera* camera; - - int myId; - //float pitch; - struct myData; - myData* privData; - Utility::DynamicMemory::DynamicArray> staticObjects; - Utility::DynamicMemory::DynamicArray> dynamicObjects; - //Utility::DynamicMemory::DynamicArray> playObjects; -public: - GameState(void); - ~GameState(void); - bool Init(Oyster::Network::NetworkClient* nwClient); - GameClientState::ClientState Update(float deltaTime, InputClass* KeyInput) override; - bool LoadModels(std::string mapFile); - bool LoadModels(); - bool InitCamera(Oyster::Math::Float3 startPos) ; - void InitiatePlayer(int id, std::wstring modelName, Oyster::Math::Float4x4 world); - gameStateState LoadGame(); - void readKeyInput(InputClass* KeyInput); - bool Render()override; - bool Release()override; - - void Protocol(ProtocolStruct* pos)override; - void Protocol(PlayerPos* pos); - void Protocol(ObjPos* pos); - void Protocol( NewObj* pos ); - void Protocol(RemoveObj* obj); - //void Protocol(LightPos pos); -}; -}; -}; +} +} #endif \ No newline at end of file diff --git a/Code/Game/GameProtocols/ObjectProtocols.h b/Code/Game/GameProtocols/ObjectProtocols.h index 753d61e3..1baf2654 100644 --- a/Code/Game/GameProtocols/ObjectProtocols.h +++ b/Code/Game/GameProtocols/ObjectProtocols.h @@ -192,7 +192,7 @@ namespace GameLogic struct Protocol_ObjectScale :public Oyster::Network::CustomProtocolObject { short object_ID; - float position[3]; + float scale[3]; Protocol_ObjectScale() { @@ -204,14 +204,14 @@ namespace GameLogic this->protocol[4].type = Oyster::Network::NetAttributeType_Float; object_ID = 0; - memset(&position[0], 0, sizeof(float) * 3); + memset(&scale[0], 0, sizeof(float) * 3); } Protocol_ObjectScale(Oyster::Network::CustomNetProtocol& p) { object_ID = p[1].value.netShort; - position[0] = p[2].value.netFloat; - position[1] = p[3].value.netFloat; - position[2] = p[4].value.netFloat; + scale[0] = p[2].value.netFloat; + scale[1] = p[3].value.netFloat; + scale[2] = p[4].value.netFloat; } Protocol_ObjectScale(float v[3], int id) { @@ -223,14 +223,14 @@ namespace GameLogic this->protocol[4].type = Oyster::Network::NetAttributeType_Float; object_ID = id; - memcpy(&position[0], &v[0], sizeof(float) * 3); + memcpy(&scale[0], &v[0], sizeof(float) * 3); } Oyster::Network::CustomNetProtocol GetProtocol() override { this->protocol[1].value = object_ID; - this->protocol[2].value = position[0]; - this->protocol[3].value = position[1]; - this->protocol[4].value = position[2]; + this->protocol[2].value = scale[0]; + this->protocol[3].value = scale[1]; + this->protocol[4].value = scale[2]; return protocol; } @@ -242,7 +242,7 @@ namespace GameLogic struct Protocol_ObjectRotation :public Oyster::Network::CustomProtocolObject { short object_ID; - float position[3]; + float rotationQ[4]; Protocol_ObjectRotation() { @@ -252,18 +252,20 @@ namespace GameLogic 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; object_ID = 0; - memset(&position[0], 0, sizeof(float) * 3); + memset(&rotationQ[0], 0, sizeof(float) * 4); } Protocol_ObjectRotation(Oyster::Network::CustomNetProtocol& p) { object_ID = p[1].value.netShort; - position[0] = p[2].value.netFloat; - position[1] = p[3].value.netFloat; - position[2] = p[4].value.netFloat; + rotationQ[0] = p[2].value.netFloat; + rotationQ[1] = p[3].value.netFloat; + rotationQ[2] = p[4].value.netFloat; + rotationQ[3] = p[5].value.netFloat; } - Protocol_ObjectRotation(float v[3], int id) + Protocol_ObjectRotation(float v[4], int id) { this->protocol[0].value = protocol_Gameplay_ObjectRotation; this->protocol[0].type = Oyster::Network::NetAttributeType_Short; @@ -271,16 +273,18 @@ namespace GameLogic 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; object_ID = id; - memcpy(&position[0], &v[0], sizeof(float) * 3); + memcpy(&rotationQ[0], &v[0], sizeof(float) * 4); } Oyster::Network::CustomNetProtocol GetProtocol() override { this->protocol[1].value = object_ID; - this->protocol[2].value = position[0]; - this->protocol[3].value = position[1]; - this->protocol[4].value = position[2]; + this->protocol[2].value = rotationQ[0]; + this->protocol[3].value = rotationQ[1]; + this->protocol[4].value = rotationQ[2]; + this->protocol[5].value = rotationQ[3]; return protocol; } @@ -292,7 +296,7 @@ namespace GameLogic { short object_ID; float position[3]; - float rotation[3]; + float rotationQ[4]; Protocol_ObjectPositionRotation() { @@ -307,10 +311,11 @@ namespace GameLogic 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->object_ID = 0; memset(&this->position[0], 0, sizeof(float) * 3); - memset(&this->rotation[0], 0, sizeof(float) * 3); + memset(&this->rotationQ[0], 0, sizeof(float) * 4); } Protocol_ObjectPositionRotation(Oyster::Network::CustomNetProtocol& p) { @@ -320,11 +325,12 @@ namespace GameLogic this->position[1] = p[3].value.netFloat; this->position[2] = p[4].value.netFloat; //ROTATION - this->rotation[0] = p[5].value.netFloat; - this->rotation[1] = p[6].value.netFloat; - this->rotation[2] = p[7].value.netFloat; + this->rotationQ[0] = p[5].value.netFloat; + this->rotationQ[1] = p[6].value.netFloat; + this->rotationQ[2] = p[7].value.netFloat; + this->rotationQ[3] = p[8].value.netFloat; } - Protocol_ObjectPositionRotation(float p[3], float r[3], int id) + Protocol_ObjectPositionRotation(float p[3], float r[4], int id) { this->protocol[0].value = protocol_Gameplay_ObjectPositionRotation; this->protocol[0].type = Oyster::Network::NetAttributeType_Short; @@ -337,10 +343,11 @@ namespace GameLogic 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; object_ID = id; memcpy(&this->position[0], &p[0], sizeof(float) * 3); - memcpy(&this->rotation[0], &r[0], sizeof(float) * 3); + memcpy(&this->rotationQ[0], &r[0], sizeof(float) * 4); } Oyster::Network::CustomNetProtocol GetProtocol() override { @@ -348,9 +355,10 @@ namespace GameLogic this->protocol[2].value = this->position[0]; this->protocol[3].value = this->position[1]; this->protocol[4].value = this->position[2]; - this->protocol[5].value = this->rotation[0]; - this->protocol[6].value = this->rotation[1]; - this->protocol[7].value = this->rotation[2]; + this->protocol[5].value = this->rotationQ[0]; + this->protocol[6].value = this->rotationQ[1]; + this->protocol[7].value = this->rotationQ[2]; + this->protocol[8].value = this->rotationQ[3]; return protocol; } @@ -437,66 +445,81 @@ namespace GameLogic //ObjectType type; //ie player, box or whatever int object_ID; std::string name; - float worldMatrix[16]; + float position[3]; + float rotationQ[4]; + float scale[3]; Protocol_ObjectCreate() { this->protocol[0].value = protocol_Gameplay_ObjectCreate; this->protocol[0].type = Oyster::Network::NetAttributeType_Short; - + //NAME this->protocol[1].type = Oyster::Network::NetAttributeType_Int; - this->protocol[2].type = Oyster::Network::NetAttributeType_CharArray; - - for (int i = 3; i <= 18; i++) - { - this->protocol[i].type = Oyster::Network::NetAttributeType_Float; - } - } - Protocol_ObjectCreate(Oyster::Network::CustomNetProtocol& p) - { + this->protocol[2].type = Oyster::Network::NetAttributeType_CharArray; + //POSITION + this->protocol[3].type = Oyster::Network::NetAttributeType_Float; + this->protocol[4].type = Oyster::Network::NetAttributeType_Float; + this->protocol[5].type = Oyster::Network::NetAttributeType_Float; + //ROTATION + 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; + //SCALE + 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->object_ID = 0; + memset(this->position, 0, sizeof(float) * 3); + memset(this->rotationQ, 0, sizeof(float) * 4); } - Protocol_ObjectCreate(float m[16], int id, char *path) + Protocol_ObjectCreate( Oyster::Network::CustomNetProtocol& p ) + { + /** @todo TODO: not implemented */ + } + Protocol_ObjectCreate(float p[3], float r[4], int id, char *path) { this->protocol[0].value = protocol_Gameplay_ObjectCreate; this->protocol[0].type = Oyster::Network::NetAttributeType_Int; - + //NAME this->protocol[1].type = Oyster::Network::NetAttributeType_Int; this->protocol[2].type = Oyster::Network::NetAttributeType_CharArray; - - for (int i = 3; i <= 18; i++) - { - this->protocol[i].type = Oyster::Network::NetAttributeType_Float; - } + //POSITION + this->protocol[3].type = Oyster::Network::NetAttributeType_Float; + this->protocol[4].type = Oyster::Network::NetAttributeType_Float; + this->protocol[5].type = Oyster::Network::NetAttributeType_Float; + //ROTATION + 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; + //SCALE + this->protocol[10].type = Oyster::Network::NetAttributeType_Float; + this->protocol[11].type = Oyster::Network::NetAttributeType_Float; + this->protocol[12].type = Oyster::Network::NetAttributeType_Float; object_ID = id; this->name = path; - memcpy(&worldMatrix[0], &m[0], sizeof(float)*16); + + memset(this->position, 0, sizeof(float) * 3); + memset(this->rotationQ, 0, sizeof(float) * 4); } Oyster::Network::CustomNetProtocol GetProtocol() override { this->protocol[1].value = object_ID; this->protocol.Set(2, name); - this->protocol[3].value = worldMatrix[0]; - this->protocol[4].value = worldMatrix[1]; - this->protocol[5].value = worldMatrix[2]; - this->protocol[6].value = worldMatrix[3]; - this->protocol[7].value = worldMatrix[4]; - this->protocol[8].value = worldMatrix[5]; - this->protocol[9].value = worldMatrix[6]; - this->protocol[10].value = worldMatrix[7]; - this->protocol[11].value = worldMatrix[8]; - this->protocol[12].value = worldMatrix[9]; - this->protocol[13].value = worldMatrix[10]; - this->protocol[14].value = worldMatrix[11]; - this->protocol[15].value = worldMatrix[12]; - this->protocol[16].value = worldMatrix[13]; - this->protocol[17].value = worldMatrix[14]; - this->protocol[18].value = worldMatrix[15]; - - - + this->protocol[3].value = this->position[0]; + this->protocol[4].value = this->position[1]; + this->protocol[5].value = this->position[2]; + this->protocol[6].value = this->rotationQ[0]; + this->protocol[7].value = this->rotationQ[1]; + this->protocol[8].value = this->rotationQ[2]; + this->protocol[9].value = this->rotationQ[3]; + this->protocol[10].value = this->scale[0]; + this->protocol[11].value = this->scale[1]; + this->protocol[12].value = this->scale[2]; return protocol; } diff --git a/Code/Game/GameProtocols/ProtocolIdentificationID.h b/Code/Game/GameProtocols/ProtocolIdentificationID.h index c9418b4e..f9033d5b 100644 --- a/Code/Game/GameProtocols/ProtocolIdentificationID.h +++ b/Code/Game/GameProtocols/ProtocolIdentificationID.h @@ -73,6 +73,7 @@ /************************************/ /*********** PROTOCOL MACROS ***************************************************************************************************/ /************************************/ + inline bool ProtocolIsLobby(short ID) { return (ID >= protocol_LobbyMIN && ID <= protocol_LobbyMAX); } inline bool ProtocolIsGeneral(short ID) { return (ID >= protocol_GeneralMIN && ID <= protocol_GeneralMAX); } inline bool ProtocolIsGameplay(short ID) { return (ID >= protocol_GameplayMIN && ID <= protocol_GameplayMAX); } diff --git a/Code/Network/NetworkAPI/NetworkClient.cpp b/Code/Network/NetworkAPI/NetworkClient.cpp index 01ba495e..1178782c 100644 --- a/Code/Network/NetworkAPI/NetworkClient.cpp +++ b/Code/Network/NetworkAPI/NetworkClient.cpp @@ -32,10 +32,13 @@ using namespace std; *************************************/ typedef NetworkClient::ClientEventArgs CEA; +void OnRecieve_Default(NetEvent e) {} + struct NetworkClient::PrivateData : public IThreadObject { NetworkSession *owner; NetworkClient *parent; + ClientEventFunction OnRecieve; Connection connection; Translator translator; OysterThread thread; @@ -54,8 +57,8 @@ struct NetworkClient::PrivateData : public IThreadObject : ID(currID++) , parent(0) , owner(0) + , OnRecieve(OnRecieve_Default) { - InitWinSock(); this->thread.Create(this, false); this->thread.SetPriority(Oyster::Thread::OYSTER_THREAD_PRIORITY_1); @@ -319,6 +322,18 @@ void NetworkClient::SetOwner(NetworkSession* owner) this->privateData->owner = owner; } +void NetworkClient::SetMessagePump( NetworkClient::ClientEventFunction func ) +{ + if( func ) + { + this->privateData->OnRecieve = func; + } + else + { + this->privateData->OnRecieve = OnRecieve_Default; + } +} + bool NetworkClient::IsConnected() { if(!this->privateData) return false; @@ -336,6 +351,10 @@ void NetworkClient::DataRecieved(NetEvent e) { this->privateData->owner->ClientEventCallback(e); } + else + { + this->privateData->OnRecieve( e ); + } } //void NetworkClient::NetworkCallback(Oyster::Network::CustomNetProtocol& p) diff --git a/Code/Network/NetworkAPI/NetworkClient.h b/Code/Network/NetworkAPI/NetworkClient.h index a19f74e4..46eedf9b 100644 --- a/Code/Network/NetworkAPI/NetworkClient.h +++ b/Code/Network/NetworkAPI/NetworkClient.h @@ -108,6 +108,11 @@ namespace Oyster */ void SetOwner(NetworkSession* owner); + /** + * + */ + void SetMessagePump( ClientEventFunction func ); + /** * */