Merge branch 'GameServer' of https://github.com/dean11/Danbias into GameClient
This commit is contained in:
commit
957d73f0f7
|
@ -224,8 +224,11 @@
|
|||
<ClCompile Include="GameClientState\MainState.cpp" />
|
||||
<ClCompile Include="GameClientState\NetLoadState.cpp" />
|
||||
<ClCompile Include="GameClientState\RespawnUI.cpp" />
|
||||
<ClCompile Include="GameClientState\StatsUI.cpp" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="GameClientState\Buttons\Plane_UI.h" />
|
||||
<ClInclude Include="GameClientState\Buttons\Text_UI.h" />
|
||||
<ClInclude Include="GameClientState\Camera_Basic.h" />
|
||||
<ClInclude Include="GameClientState\Buttons\ButtonEllipse.h" />
|
||||
<ClInclude Include="GameClientState\Buttons\EventButtonGUI.h" />
|
||||
|
@ -249,6 +252,7 @@
|
|||
<ClInclude Include="GameClientState\NetLoadState.h" />
|
||||
<ClInclude Include="GameClientState\RespawnUI.h" />
|
||||
<ClInclude Include="GameClientState\SharedStateContent.h" />
|
||||
<ClInclude Include="GameClientState\StatsUI.h" />
|
||||
<ClInclude Include="Include\GameClient.h" />
|
||||
<ClInclude Include="GameClientState\LobbyState.h" />
|
||||
<ClInclude Include="GameClientState\C_Object.h" />
|
||||
|
|
|
@ -1,7 +1,7 @@
|
|||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<PropertyGroup>
|
||||
<ShowAllFiles>false</ShowAllFiles>
|
||||
<ShowAllFiles>true</ShowAllFiles>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||
<LocalDebuggerWorkingDirectory>$(OutDir)</LocalDebuggerWorkingDirectory>
|
||||
|
|
|
@ -113,7 +113,7 @@ namespace DanBias
|
|||
{
|
||||
if(buttonText.size() > 0)
|
||||
{
|
||||
Oyster::Graphics::API::RenderText(buttonText, pos - Float3(size.x * 0.5f, size.y * 0.25f, -0.001f), size, size.y * 0.5f, textColor);
|
||||
Oyster::Graphics::API::RenderText(buttonText, pos - Float3(size.x * 0.5f, size.y * 0.25f, +0.001f), size, size.y * 0.5f, textColor);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -0,0 +1,51 @@
|
|||
#ifndef DANBIAS_CLIENT_PLANE_UI_H
|
||||
#define DANBIAS_CLIENT_PLANE_UI_H
|
||||
|
||||
#include "DllInterfaces/GFXAPI.h"
|
||||
|
||||
namespace DanBias
|
||||
{
|
||||
namespace Client
|
||||
{
|
||||
class Plane_UI
|
||||
{
|
||||
public:
|
||||
Plane_UI( )
|
||||
{
|
||||
pos = Oyster::Math::Float3::null;
|
||||
size = Oyster::Math::Float2::null;
|
||||
tintColor = Oyster::Math::Float4(1);
|
||||
texture = NULL;
|
||||
}
|
||||
Plane_UI( std::wstring textureName, Oyster::Math::Float3 pos, Oyster::Math::Float2 size, Oyster::Math::Float4 tintColor = Oyster::Math::Float4(1))
|
||||
: pos(pos), size(size), tintColor(tintColor)
|
||||
{
|
||||
CreateTexture(textureName);
|
||||
}
|
||||
virtual ~Plane_UI()
|
||||
{
|
||||
Oyster::Graphics::API::DeleteTexture(texture);
|
||||
texture = NULL;
|
||||
}
|
||||
void CreateTexture(std::wstring textureName)
|
||||
{
|
||||
//Create texture
|
||||
texture = Oyster::Graphics::API::CreateTexture(textureName);
|
||||
}
|
||||
|
||||
virtual void RenderTexture() const
|
||||
{
|
||||
if(texture)
|
||||
Oyster::Graphics::API::RenderGuiElement(texture, pos, size, tintColor);
|
||||
}
|
||||
private:
|
||||
Oyster::Math::Float3 pos;
|
||||
Oyster::Math::Float2 size;
|
||||
|
||||
Oyster::Graphics::API::Texture texture;
|
||||
Oyster::Math::Float4 tintColor;
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
#endif
|
|
@ -0,0 +1,45 @@
|
|||
#ifndef DANBIAS_CLIENT_TEXT_UI_H
|
||||
#define DANBIAS_CLIENT_TEXT_UI_H
|
||||
|
||||
#include "DllInterfaces/GFXAPI.h"
|
||||
|
||||
namespace DanBias
|
||||
{
|
||||
namespace Client
|
||||
{
|
||||
class Text_UI
|
||||
{
|
||||
public:
|
||||
Text_UI( )
|
||||
{
|
||||
pos = Oyster::Math::Float3::null;
|
||||
size = Oyster::Math::Float2::null;
|
||||
text = L"";
|
||||
textColor = Oyster::Math::Float4(1);
|
||||
}
|
||||
Text_UI(std::wstring text, Oyster::Math::Float3 pos, Oyster::Math::Float2 size, Oyster::Math::Float4 textColor = Oyster::Math::Float4(1))
|
||||
: pos(pos), size(size), text(text), textColor(textColor)
|
||||
{
|
||||
}
|
||||
void setText(std::wstring text)
|
||||
{
|
||||
this->text = text;
|
||||
}
|
||||
void RenderText() const
|
||||
{
|
||||
if(text.size() > 0)
|
||||
{
|
||||
Oyster::Graphics::API::RenderText(text, pos, size, size.y * 0.5f, textColor);
|
||||
}
|
||||
}
|
||||
private:
|
||||
Oyster::Math::Float3 pos;
|
||||
Oyster::Math::Float2 size;
|
||||
|
||||
std::wstring text;
|
||||
Oyster::Math::Float4 textColor;
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
#endif
|
|
@ -9,6 +9,9 @@
|
|||
#include "C_obj/C_DynamicObj.h"
|
||||
#include "C_obj/C_StaticObj.h"
|
||||
#include "Utilities.h"
|
||||
#include "GamingUI.h"
|
||||
#include "RespawnUI.h"
|
||||
#include "StatsUI.h"
|
||||
|
||||
using namespace ::DanBias::Client;
|
||||
using namespace ::Oyster;
|
||||
|
@ -30,19 +33,6 @@ struct GameState::MyData
|
|||
::std::map<int, ::Utility::DynamicMemory::UniquePointer<::DanBias::Client::C_DynamicObj>> *dynamicObjects;
|
||||
::std::map<int, ::Utility::DynamicMemory::UniquePointer<::DanBias::Client::C_Light>> *lights;
|
||||
|
||||
bool key_forward;
|
||||
bool key_backward;
|
||||
bool key_strafeRight;
|
||||
bool key_strafeLeft;
|
||||
bool key_Shoot;
|
||||
bool key_Jump;
|
||||
|
||||
// DEGUG KEYS
|
||||
bool key_Reload_Shaders;
|
||||
bool key_Wireframe_Toggle;
|
||||
bool renderWhireframe;
|
||||
// !DEGUG KEYS
|
||||
|
||||
C_Player player;
|
||||
Camera_FPSV2 camera;
|
||||
|
||||
|
@ -73,11 +63,6 @@ bool GameState::Init( SharedStateContent &shared )
|
|||
|
||||
this->privData = new MyData();
|
||||
|
||||
this->privData->key_forward = false;
|
||||
this->privData->key_backward = false;
|
||||
this->privData->key_strafeRight = false;
|
||||
this->privData->key_strafeLeft = false;
|
||||
|
||||
this->privData->nextState = GameClientState::ClientState_Same;
|
||||
this->privData->nwClient = shared.network;
|
||||
this->privData->input = shared.input;
|
||||
|
@ -98,9 +83,9 @@ bool GameState::Init( SharedStateContent &shared )
|
|||
this->privData->nwClient->Send( Protocol_General_Status(Protocol_General_Status::States_ready) );
|
||||
|
||||
// DEGUG KEYS
|
||||
this->privData->key_Reload_Shaders = false;
|
||||
this->privData->key_Wireframe_Toggle = false;
|
||||
this->privData->renderWhireframe = false;
|
||||
this->key_Reload_Shaders = false;
|
||||
this->key_Wireframe_Toggle = false;
|
||||
this->renderWhireframe = false;
|
||||
// !DEGUG KEYS
|
||||
|
||||
auto light = this->privData->lights->begin();
|
||||
|
@ -109,6 +94,14 @@ bool GameState::Init( SharedStateContent &shared )
|
|||
light->second->Render();
|
||||
}
|
||||
|
||||
// create UI states
|
||||
this->gameUI = new GamingUI(this->privData->input, this->privData->nwClient, &this->privData->camera);
|
||||
this->respawnUI = new RespawnUI(this->privData->nwClient, 20);
|
||||
this->statsUI = new StatsUI();
|
||||
this->currGameUI = gameUI;
|
||||
((GamingUI*)gameUI)->Init();
|
||||
((RespawnUI*)respawnUI)->Init();
|
||||
((StatsUI*)statsUI)->Init();
|
||||
|
||||
return true;
|
||||
}
|
||||
|
@ -165,7 +158,25 @@ void GameState::InitiatePlayer( int id, const std::string &modelName, const floa
|
|||
|
||||
GameClientState::ClientState GameState::Update( float deltaTime )
|
||||
{
|
||||
this->ReadKeyInput();
|
||||
GameStateUI::UIState UIstate = this->currGameUI->Update( deltaTime );
|
||||
switch (UIstate)
|
||||
{
|
||||
case DanBias::Client::GameStateUI::UIState_same:
|
||||
break;
|
||||
case DanBias::Client::GameStateUI::UIState_gaming:
|
||||
break;
|
||||
case DanBias::Client::GameStateUI::UIState_main_menu:
|
||||
//this->privData->nextState =
|
||||
break;
|
||||
case DanBias::Client::GameStateUI::UIState_shut_down:
|
||||
this->privData->nextState = ClientState_Quit;
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
// DEBUG keybindings
|
||||
ReadKeyInput();
|
||||
|
||||
return this->privData->nextState;
|
||||
}
|
||||
|
||||
|
@ -190,19 +201,13 @@ bool GameState::Render()
|
|||
if( dynamicObject->second )
|
||||
{
|
||||
dynamicObject->second->Render();
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/*auto light = this->privData->lights->begin();
|
||||
for( ; light != this->privData->lights->end(); ++light )
|
||||
{
|
||||
light->second->Render();
|
||||
}*/
|
||||
|
||||
#ifdef _DEBUG
|
||||
//RB DEBUG render wire frame
|
||||
if(this->privData->renderWhireframe)
|
||||
if(this->renderWhireframe)
|
||||
{
|
||||
Oyster::Graphics::API::StartRenderWireFrame();
|
||||
|
||||
|
@ -244,6 +249,24 @@ bool GameState::Render()
|
|||
//!RB DEBUG
|
||||
#endif
|
||||
|
||||
Oyster::Graphics::API::StartGuiRender();
|
||||
// render gui elemnts
|
||||
if(currGameUI->HaveGUIRender())
|
||||
currGameUI->RenderGUI();
|
||||
if(renderStats)
|
||||
{
|
||||
if(statsUI->HaveGUIRender())
|
||||
statsUI->RenderGUI();
|
||||
}
|
||||
Oyster::Graphics::API::StartTextRender();
|
||||
if(currGameUI->HaveTextRender())
|
||||
currGameUI->RenderText();
|
||||
if(renderStats)
|
||||
{
|
||||
if(statsUI->HaveTextRender())
|
||||
statsUI->RenderText();
|
||||
}
|
||||
|
||||
Oyster::Graphics::API::EndFrame();
|
||||
return true;
|
||||
}
|
||||
|
@ -277,6 +300,27 @@ bool GameState::Release()
|
|||
|
||||
privData = NULL;
|
||||
}
|
||||
|
||||
if(respawnUI)
|
||||
{
|
||||
respawnUI->Release();
|
||||
delete respawnUI;
|
||||
respawnUI = NULL;
|
||||
}
|
||||
if(gameUI)
|
||||
{
|
||||
gameUI->Release();
|
||||
delete gameUI;
|
||||
gameUI = NULL;
|
||||
}
|
||||
if(statsUI)
|
||||
{
|
||||
statsUI->Release();
|
||||
delete statsUI;
|
||||
statsUI = NULL;
|
||||
}
|
||||
currGameUI = NULL;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
|
@ -284,152 +328,59 @@ void GameState::ChangeState( ClientState next )
|
|||
{
|
||||
this->privData->nextState = next;
|
||||
}
|
||||
|
||||
void GameState::ReadKeyInput()
|
||||
{
|
||||
if( this->privData->input->IsKeyPressed(DIK_W) )
|
||||
{
|
||||
//if(!this->privData->key_forward)
|
||||
{
|
||||
this->privData->nwClient->Send( Protocol_PlayerMovementForward() );
|
||||
this->privData->key_forward = true;
|
||||
}
|
||||
}
|
||||
else
|
||||
this->privData->key_forward = false;
|
||||
|
||||
if( this->privData->input->IsKeyPressed(DIK_S) )
|
||||
{
|
||||
//if( !this->privData->key_backward )
|
||||
{
|
||||
this->privData->nwClient->Send( Protocol_PlayerMovementBackward() );
|
||||
this->privData->key_backward = true;
|
||||
}
|
||||
}
|
||||
else
|
||||
this->privData->key_backward = false;
|
||||
|
||||
if( this->privData->input->IsKeyPressed(DIK_A) )
|
||||
{
|
||||
//if( !this->privData->key_strafeLeft )
|
||||
{
|
||||
this->privData->nwClient->Send( Protocol_PlayerMovementLeft() );
|
||||
this->privData->key_strafeLeft = true;
|
||||
}
|
||||
}
|
||||
else
|
||||
this->privData->key_strafeLeft = false;
|
||||
|
||||
if( this->privData->input->IsKeyPressed(DIK_D) )
|
||||
{
|
||||
//if( !this->privData->key_strafeRight )
|
||||
{
|
||||
this->privData->nwClient->Send( Protocol_PlayerMovementRight() );
|
||||
this->privData->key_strafeRight = true;
|
||||
}
|
||||
}
|
||||
else
|
||||
this->privData->key_strafeRight = false;
|
||||
|
||||
//send delta mouse movement
|
||||
{
|
||||
static const float mouseSensitivity = Radian( 1.0f );
|
||||
this->privData->camera.PitchDown( this->privData->input->GetPitch() * mouseSensitivity );
|
||||
float yaw = this->privData->input->GetYaw();
|
||||
//if( yaw != 0.0f ) //This made the camera reset to a specific rotation.
|
||||
{
|
||||
this->privData->nwClient->Send( Protocol_PlayerLeftTurn(yaw * mouseSensitivity) );
|
||||
}
|
||||
}
|
||||
|
||||
// shoot
|
||||
if( this->privData->input->IsKeyPressed(DIK_Z) )
|
||||
{
|
||||
if( !this->privData->key_Shoot )
|
||||
{
|
||||
Protocol_PlayerShot playerShot;
|
||||
playerShot.primaryPressed = true;
|
||||
playerShot.secondaryPressed = false;
|
||||
playerShot.utilityPressed = false;
|
||||
this->privData->nwClient->Send( playerShot );
|
||||
this->privData->key_Shoot = true;
|
||||
}
|
||||
}
|
||||
else
|
||||
this->privData->key_Shoot = false;
|
||||
if( this->privData->input->IsKeyPressed(DIK_X) )
|
||||
{
|
||||
if( !this->privData->key_Shoot )
|
||||
{
|
||||
Protocol_PlayerShot playerShot;
|
||||
playerShot.primaryPressed = false;
|
||||
playerShot.secondaryPressed = true;
|
||||
playerShot.utilityPressed = false;
|
||||
this->privData->nwClient->Send( playerShot );
|
||||
this->privData->key_Shoot = true;
|
||||
}
|
||||
}
|
||||
else
|
||||
this->privData->key_Shoot = false;
|
||||
if( this->privData->input->IsKeyPressed(DIK_C) )
|
||||
{
|
||||
if( !this->privData->key_Shoot )
|
||||
{
|
||||
Protocol_PlayerShot playerShot;
|
||||
playerShot.primaryPressed = false;
|
||||
playerShot.secondaryPressed = false;
|
||||
playerShot.utilityPressed = true;
|
||||
this->privData->nwClient->Send( playerShot );
|
||||
this->privData->key_Shoot = true;
|
||||
}
|
||||
}
|
||||
else
|
||||
this->privData->key_Shoot = false;
|
||||
|
||||
// jump
|
||||
if( this->privData->input->IsKeyPressed(DIK_SPACE) )
|
||||
{
|
||||
if(!this->privData->key_Jump)
|
||||
{
|
||||
this->privData->nwClient->Send( Protocol_PlayerJump() );
|
||||
this->privData->key_Jump = true;
|
||||
}
|
||||
}
|
||||
else
|
||||
this->privData->key_Jump = false;
|
||||
|
||||
|
||||
// DEGUG KEYS
|
||||
|
||||
// Reload shaders
|
||||
if( this->privData->input->IsKeyPressed(DIK_R) )
|
||||
{
|
||||
if( !this->privData->key_Reload_Shaders )
|
||||
if( !this->key_Reload_Shaders )
|
||||
{
|
||||
#ifdef _DEBUG
|
||||
Graphics::API::ReloadShaders();
|
||||
Oyster::Graphics::API::ReloadShaders();
|
||||
#endif
|
||||
this->privData->key_Reload_Shaders = true;
|
||||
this->key_Reload_Shaders = true;
|
||||
}
|
||||
}
|
||||
else
|
||||
this->privData->key_Reload_Shaders = false;
|
||||
this->key_Reload_Shaders = false;
|
||||
|
||||
// toggle wire frame render
|
||||
if( this->privData->input->IsKeyPressed(DIK_T) )
|
||||
{
|
||||
if( !this->privData->key_Wireframe_Toggle )
|
||||
if( !this->key_Wireframe_Toggle )
|
||||
{
|
||||
this->privData->renderWhireframe = !this->privData->renderWhireframe;
|
||||
this->privData->key_Wireframe_Toggle = true;
|
||||
this->renderWhireframe = !this->renderWhireframe;
|
||||
this->key_Wireframe_Toggle = true;
|
||||
// DEBUG set you as dead when render wireframe
|
||||
this->currGameUI = respawnUI;
|
||||
// !DEBUG
|
||||
}
|
||||
}
|
||||
else
|
||||
this->privData->key_Wireframe_Toggle = false;
|
||||
// !DEGUG KEYS
|
||||
// TODO: implement sub-menu
|
||||
}
|
||||
{
|
||||
this->key_Wireframe_Toggle = false;
|
||||
// DEBUG set you as dead when render wireframe
|
||||
this->currGameUI = gameUI;
|
||||
// !DEBUG
|
||||
}
|
||||
|
||||
// toggle wire frame render
|
||||
if( this->privData->input->IsKeyPressed(DIK_TAB) )
|
||||
{
|
||||
if( !this->key_showStats )
|
||||
{
|
||||
this->renderStats = true;
|
||||
this->key_showStats = true;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
this->renderStats = false;
|
||||
this->key_showStats = false;
|
||||
}
|
||||
}
|
||||
const GameClientState::NetEvent & GameState::DataRecieved( const GameClientState::NetEvent &message )
|
||||
{
|
||||
if( message.args.type == NetworkClient::ClientEventArgs::EventType_ProtocolFailedToSend )
|
||||
|
@ -449,8 +400,22 @@ const GameClientState::NetEvent & GameState::DataRecieved( const GameClientState
|
|||
switch(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_ObjectDamage:
|
||||
{
|
||||
Protocol_ObjectDamage decoded(data);
|
||||
if( this->privData->myId == decoded.object_ID )
|
||||
{
|
||||
if(currGameUI == gameUI)
|
||||
{
|
||||
((GamingUI*)currGameUI)->SetHPtext(std::to_wstring(decoded.healthLost));
|
||||
}
|
||||
}
|
||||
}
|
||||
return GameClientState::event_processed;
|
||||
case protocol_Gameplay_ObjectHealthStatus:
|
||||
{
|
||||
}
|
||||
return GameClientState::event_processed;
|
||||
case protocol_Gameplay_ObjectPosition:
|
||||
{
|
||||
Protocol_ObjectPosition decoded(data);
|
||||
|
@ -515,19 +480,21 @@ const GameClientState::NetEvent & GameState::DataRecieved( const GameClientState
|
|||
this->privData->player.updateRBWorld();
|
||||
// !RB DEBUG
|
||||
}
|
||||
|
||||
C_DynamicObj *object = (*this->privData->dynamicObjects)[decoded.object_ID];
|
||||
|
||||
if( object )
|
||||
else
|
||||
{
|
||||
object->setPos( position );
|
||||
object->setRot( rotation );
|
||||
object->updateWorld();
|
||||
// RB DEBUG
|
||||
object->setRBPos ( position );
|
||||
object->setRBRot ( rotation );
|
||||
object->updateRBWorld();
|
||||
// !RB DEBUG
|
||||
C_DynamicObj *object = (*this->privData->dynamicObjects)[decoded.object_ID];
|
||||
|
||||
if( object )
|
||||
{
|
||||
object->setPos( position );
|
||||
object->setRot( rotation );
|
||||
object->updateWorld();
|
||||
// RB DEBUG
|
||||
object->setRBPos ( position );
|
||||
object->setRBRot ( rotation );
|
||||
object->updateRBWorld();
|
||||
// !RB DEBUG
|
||||
}
|
||||
}
|
||||
}
|
||||
return GameClientState::event_processed;
|
||||
|
@ -584,8 +551,46 @@ const GameClientState::NetEvent & GameState::DataRecieved( const GameClientState
|
|||
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 */
|
||||
case protocol_Gameplay_ObjectRespawn:
|
||||
{
|
||||
// set player pos
|
||||
Protocol_ObjectRespawn decoded(data);
|
||||
// move player. Remember to change camera
|
||||
this->privData->camera.SetPosition( decoded.position );
|
||||
this->privData->player.setPos( decoded.position );
|
||||
this->privData->player.updateWorld();
|
||||
// RB DEBUG
|
||||
this->privData->player.setRBPos ( decoded.position );
|
||||
this->privData->player.updateRBWorld();
|
||||
// !RB DEBUG
|
||||
|
||||
this->currGameUI = this->gameUI;
|
||||
}
|
||||
return GameClientState::event_processed;
|
||||
case protocol_Gameplay_ObjectDie:
|
||||
{
|
||||
Protocol_ObjectDie decoded(data);
|
||||
// if is this player. Remember to change camera
|
||||
if( this->privData->myId == decoded.objectID )
|
||||
{
|
||||
this->currGameUI = this->respawnUI;
|
||||
// set countdown
|
||||
((RespawnUI*)currGameUI)->SetCountdown( decoded.seconds );
|
||||
}
|
||||
}
|
||||
return GameClientState::event_processed;
|
||||
case protocol_Gameplay_ObjectDisconnectPlayer:
|
||||
{
|
||||
//Remove the disconnected player
|
||||
Protocol_ObjectDisconnectPlayer decoded(data);
|
||||
auto object = this->privData->dynamicObjects->find( decoded.objectID );
|
||||
if( object != this->privData->dynamicObjects->end() )
|
||||
{
|
||||
object->second = nullptr;
|
||||
this->privData->dynamicObjects->erase( object );
|
||||
}
|
||||
}
|
||||
return GameClientState::event_processed;
|
||||
default: break;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -3,6 +3,7 @@
|
|||
#include "GameClientState.h"
|
||||
#include "OysterMath.h"
|
||||
#include <string>
|
||||
#include "GameStateUI.h"
|
||||
|
||||
namespace DanBias { namespace Client
|
||||
{
|
||||
|
@ -31,6 +32,16 @@ namespace DanBias { namespace Client
|
|||
private:
|
||||
struct MyData;
|
||||
::Utility::DynamicMemory::UniquePointer<MyData> privData;
|
||||
GameStateUI *currGameUI, *gameUI, *respawnUI, *statsUI;
|
||||
|
||||
// DEGUG KEYS
|
||||
bool key_Reload_Shaders;
|
||||
bool key_Wireframe_Toggle;
|
||||
bool renderWhireframe;
|
||||
bool key_showStats;
|
||||
bool renderStats;
|
||||
// !DEGUG KEYS
|
||||
|
||||
};
|
||||
} }
|
||||
#endif
|
|
@ -1,5 +1,5 @@
|
|||
#ifndef DANBIAS_CLIENT_GAMECLIENTSTATE_H
|
||||
#define DANBIAS_CLIENT_GAMECLIENTSTATE_H
|
||||
#ifndef DANBIAS_CLIENT_GAMESTATEUI_H
|
||||
#define DANBIAS_CLIENT_GAMESTATEUI_H
|
||||
|
||||
#include "Utilities.h"
|
||||
#include "NetworkClient.h"
|
||||
|
|
|
@ -6,6 +6,7 @@ using namespace ::DanBias::Client;
|
|||
using namespace ::Oyster::Network;
|
||||
using namespace ::GameLogic;
|
||||
using namespace ::Utility::Value;
|
||||
using namespace ::Oyster::Math;
|
||||
|
||||
GamingUI::GamingUI() :
|
||||
GameStateUI()
|
||||
|
@ -14,6 +15,8 @@ GamingUI::GamingUI() :
|
|||
this->input = nullptr;
|
||||
this->netClient = nullptr;
|
||||
this->camera = nullptr;
|
||||
this->plane = nullptr;
|
||||
this->text = nullptr;
|
||||
}
|
||||
|
||||
GamingUI::GamingUI( InputClass *input, NetworkClient *connection, Camera_FPSV2 *camera ) :
|
||||
|
@ -25,38 +28,54 @@ GamingUI::GamingUI( InputClass *input, NetworkClient *connection, Camera_FPSV2 *
|
|||
}
|
||||
|
||||
GamingUI::~GamingUI() { /* Do nothing */ }
|
||||
bool GamingUI::Init()
|
||||
{
|
||||
// z value should be between 0.5 - 0.9 so that it will be behind other states
|
||||
// add textures and text
|
||||
this->plane = new Plane_UI(L"box_tex.png", Float3(0.5f, 0.0f, 0.5f), Float2(0.3f, 0.1f));
|
||||
this->text = new Text_UI(L"hej", Float3(0.5f,0.0f,0.1f), Float2(0.1f,0.1f));
|
||||
|
||||
return true;
|
||||
}
|
||||
GameStateUI::UIState GamingUI::Update( float deltaTime )
|
||||
{
|
||||
ReadKeyInput();
|
||||
return this->nextState;
|
||||
}
|
||||
|
||||
bool GamingUI::HaveGUIRender() const
|
||||
{
|
||||
return false; // TODO: change to true when we want UI elements like a crosshair
|
||||
return true;
|
||||
}
|
||||
|
||||
bool GamingUI::HaveTextRender() const
|
||||
{
|
||||
return false; // TODO: change to true when we want UI elements like a chat window
|
||||
return true;
|
||||
}
|
||||
|
||||
void GamingUI::RenderGUI() const
|
||||
{
|
||||
// TODO: Render crosshairs and such here. Don't forget to adjust GamingUI::HaveGUIRender
|
||||
this->plane->RenderTexture();
|
||||
}
|
||||
|
||||
void GamingUI::RenderText() const
|
||||
{
|
||||
// TODO: Render chattext and such here. Don't forget to adjust GamingUI::HaveGUIRender
|
||||
this->text->RenderText();
|
||||
}
|
||||
|
||||
bool GamingUI::Release()
|
||||
{
|
||||
// TODO: Release UI components here.
|
||||
if(this->plane)
|
||||
delete this->plane;
|
||||
if(this->text)
|
||||
delete this->text;
|
||||
return true;
|
||||
}
|
||||
|
||||
void GamingUI::SetHPtext( std::wstring hp )
|
||||
{
|
||||
this->text->setText(hp);
|
||||
}
|
||||
void GamingUI::ReadKeyInput()
|
||||
{
|
||||
if( this->input->IsKeyPressed(DIK_W) )
|
||||
|
@ -79,75 +98,78 @@ void GamingUI::ReadKeyInput()
|
|||
this->netClient->Send( Protocol_PlayerMovementRight() );
|
||||
}
|
||||
|
||||
// if( this->input->IsKeyPressed(DIK_R) )
|
||||
// {
|
||||
// if( !this->key_Reload_Shaders )
|
||||
// {
|
||||
//#ifdef _DEBUG
|
||||
// Graphics::API::ReloadShaders();
|
||||
//#endif
|
||||
// this->key_Reload_Shaders = true;
|
||||
// }
|
||||
// }
|
||||
// else
|
||||
// this->key_Reload_Shaders = false;
|
||||
|
||||
//send delta mouse movement
|
||||
//send delta mouse movement
|
||||
{
|
||||
static const float mouseSensitivity = Radian( 1.0f );
|
||||
this->camera->PitchDown( this->input->GetPitch() * mouseSensitivity );
|
||||
this->netClient->Send( Protocol_PlayerLeftTurn(this->input->GetYaw() * mouseSensitivity) );
|
||||
float yaw = this->input->GetYaw();
|
||||
//if( yaw != 0.0f ) //This made the camera reset to a specific rotation.
|
||||
{
|
||||
this->netClient->Send( Protocol_PlayerLeftTurn(yaw * mouseSensitivity) );
|
||||
}
|
||||
}
|
||||
|
||||
// shoot
|
||||
//if( this->input->IsKeyPressed(DIK_Z) )
|
||||
//{
|
||||
// if( !this->key_Shoot )
|
||||
// {
|
||||
// Protocol_PlayerShot playerShot;
|
||||
// playerShot.primaryPressed = true;
|
||||
// playerShot.secondaryPressed = false;
|
||||
// playerShot.utilityPressed = false;
|
||||
// this->netClient->Send( playerShot );
|
||||
// this->key_Shoot = true;
|
||||
// }
|
||||
//}
|
||||
//else
|
||||
// this->key_Shoot = false;
|
||||
|
||||
//if( this->input->IsKeyPressed(DIK_X) )
|
||||
//{
|
||||
// if( !this->key_Shoot )
|
||||
// {
|
||||
// Protocol_PlayerShot playerShot;
|
||||
// playerShot.primaryPressed = false;
|
||||
// playerShot.secondaryPressed = true;
|
||||
// playerShot.utilityPressed = false;
|
||||
// this->netClient->Send( playerShot );
|
||||
// this->key_Shoot = true;
|
||||
// }
|
||||
//}
|
||||
//else
|
||||
// this->key_Shoot = false;
|
||||
|
||||
//if( this->input->IsKeyPressed(DIK_C) )
|
||||
//{
|
||||
// if( !this->key_Shoot )
|
||||
// {
|
||||
// Protocol_PlayerShot playerShot;
|
||||
// playerShot.primaryPressed = false;
|
||||
// playerShot.secondaryPressed = false;
|
||||
// playerShot.utilityPressed = true;
|
||||
// this->netClient->Send( playerShot );
|
||||
// this->key_Shoot = true;
|
||||
// }
|
||||
//}
|
||||
//else
|
||||
// this->key_Shoot = false;
|
||||
if( this->input->IsKeyPressed(DIK_Z) )
|
||||
{
|
||||
if( !this->key_Shoot )
|
||||
{
|
||||
Protocol_PlayerShot playerShot;
|
||||
playerShot.primaryPressed = true;
|
||||
playerShot.secondaryPressed = false;
|
||||
playerShot.utilityPressed = false;
|
||||
this->netClient->Send( playerShot );
|
||||
this->key_Shoot = true;
|
||||
}
|
||||
}
|
||||
else
|
||||
this->key_Shoot = false;
|
||||
if( this->input->IsKeyPressed(DIK_X) )
|
||||
{
|
||||
if( !this->key_Shoot )
|
||||
{
|
||||
Protocol_PlayerShot playerShot;
|
||||
playerShot.primaryPressed = false;
|
||||
playerShot.secondaryPressed = true;
|
||||
playerShot.utilityPressed = false;
|
||||
this->netClient->Send( playerShot );
|
||||
this->key_Shoot = true;
|
||||
}
|
||||
}
|
||||
else
|
||||
this->key_Shoot = false;
|
||||
if( this->input->IsKeyPressed(DIK_C) )
|
||||
{
|
||||
if( !this->key_Shoot )
|
||||
{
|
||||
Protocol_PlayerShot playerShot;
|
||||
playerShot.primaryPressed = false;
|
||||
playerShot.secondaryPressed = false;
|
||||
playerShot.utilityPressed = true;
|
||||
this->netClient->Send( playerShot );
|
||||
this->key_Shoot = true;
|
||||
}
|
||||
}
|
||||
else
|
||||
this->key_Shoot = false;
|
||||
|
||||
// jump
|
||||
if( this->input->IsKeyPressed(DIK_SPACE) )
|
||||
{
|
||||
this->netClient->Send( Protocol_PlayerJump() );
|
||||
if(!this->key_Jump)
|
||||
{
|
||||
this->netClient->Send( Protocol_PlayerJump() );
|
||||
this->key_Jump = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
this->key_Jump = false;
|
||||
|
||||
if( this->input->IsKeyPressed(DIK_ESCAPE) )
|
||||
{
|
||||
this->nextState = GameStateUI::UIState_shut_down;
|
||||
}
|
||||
// !DEGUG KEYS
|
||||
// TODO: implement sub-menu
|
||||
}
|
||||
|
||||
|
|
|
@ -4,6 +4,8 @@
|
|||
#include "GameStateUI.h"
|
||||
#include "L_inputClass.h"
|
||||
#include "Camera_FPSV2.h"
|
||||
#include "Buttons\Text_UI.h"
|
||||
#include "Buttons\Plane_UI.h"
|
||||
|
||||
namespace DanBias { namespace Client
|
||||
{
|
||||
|
@ -12,6 +14,7 @@ namespace DanBias { namespace Client
|
|||
public:
|
||||
GamingUI( InputClass *input, ::Oyster::Network::NetworkClient *connection, Camera_FPSV2 *camera );
|
||||
virtual ~GamingUI();
|
||||
bool Init();
|
||||
|
||||
UIState Update( float deltaTime );
|
||||
bool HaveGUIRender() const;
|
||||
|
@ -19,12 +22,24 @@ namespace DanBias { namespace Client
|
|||
void RenderGUI() const;
|
||||
void RenderText() const;
|
||||
bool Release();
|
||||
void SetHPtext( std::wstring hp );
|
||||
|
||||
private:
|
||||
InputClass *input;
|
||||
::Oyster::Network::NetworkClient *netClient;
|
||||
Camera_FPSV2 *camera;
|
||||
|
||||
// TODO add multiple UI elements
|
||||
Text_UI* text;
|
||||
Plane_UI* plane;
|
||||
|
||||
bool key_forward;
|
||||
bool key_backward;
|
||||
bool key_strafeRight;
|
||||
bool key_strafeLeft;
|
||||
bool key_Shoot;
|
||||
bool key_Jump;
|
||||
|
||||
GamingUI();
|
||||
void ReadKeyInput();
|
||||
};
|
||||
|
|
|
@ -3,6 +3,7 @@
|
|||
using namespace ::DanBias::Client;
|
||||
using namespace ::Oyster::Network;
|
||||
using namespace ::Utility::Value;
|
||||
using namespace ::Oyster::Math;
|
||||
|
||||
RespawnUI::RespawnUI() :
|
||||
GameStateUI()
|
||||
|
@ -17,13 +18,23 @@ RespawnUI::RespawnUI( NetworkClient *connection, float delay ) :
|
|||
{
|
||||
this->netClient = connection;
|
||||
this->countDown = delay;
|
||||
this->text = nullptr;
|
||||
}
|
||||
|
||||
RespawnUI::~RespawnUI() { /* Do nothing */ }
|
||||
|
||||
bool RespawnUI::Init()
|
||||
{
|
||||
// z value should be between 0.5 - 0.9 so that it will be behind other states
|
||||
// add textures and text
|
||||
this->text = new Text_UI(L"DEAD", Float3(0.5f,0.0f,0.5f), Float2(0.2f,0.2f));
|
||||
return true;
|
||||
}
|
||||
GameStateUI::UIState RespawnUI::Update( float deltaTime )
|
||||
{
|
||||
this->countDown = Max( this->countDown - deltaTime, 0.0f );
|
||||
// countDown == 0
|
||||
// return UIState_gaming state;
|
||||
return this->nextState;
|
||||
}
|
||||
|
||||
|
@ -34,25 +45,32 @@ bool RespawnUI::HaveGUIRender() const
|
|||
|
||||
bool RespawnUI::HaveTextRender() const
|
||||
{
|
||||
return false; // TODO: change to true when we want UI elements like a chat window
|
||||
return true; // TODO: change to true when we want UI elements like a chat window
|
||||
}
|
||||
|
||||
void RespawnUI::RenderGUI() const
|
||||
{
|
||||
// TODO: We need?
|
||||
// TODO:BLOODY SCREEN
|
||||
}
|
||||
|
||||
void RespawnUI::RenderText() const
|
||||
{
|
||||
this->text->RenderText();
|
||||
// TODO: Text countdown somewhere on screen would be nice
|
||||
}
|
||||
|
||||
bool RespawnUI::Release()
|
||||
{
|
||||
// TODO: Release UI components here.
|
||||
if(this->text)
|
||||
delete this->text;
|
||||
return true;
|
||||
}
|
||||
void RespawnUI::SetCountdown( float cd )
|
||||
{
|
||||
this->countDown = cd;
|
||||
// this text should be rendered
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
|
|
@ -2,6 +2,8 @@
|
|||
#define DANBIAS_CLIENT_RESPAWN_UI_H
|
||||
|
||||
#include "GameStateUI.h"
|
||||
#include "Buttons\Text_UI.h"
|
||||
#include "Buttons\Plane_UI.h"
|
||||
|
||||
namespace DanBias { namespace Client
|
||||
{
|
||||
|
@ -10,18 +12,23 @@ namespace DanBias { namespace Client
|
|||
public:
|
||||
RespawnUI( ::Oyster::Network::NetworkClient *connection, float delay );
|
||||
virtual ~RespawnUI();
|
||||
bool Init();
|
||||
|
||||
// TODO countdown
|
||||
UIState Update( float deltaTime );
|
||||
bool HaveGUIRender() const;
|
||||
bool HaveTextRender() const;
|
||||
void RenderGUI() const;
|
||||
void RenderText() const;
|
||||
bool Release();
|
||||
void SetCountdown( float cd );
|
||||
|
||||
private:
|
||||
::Oyster::Network::NetworkClient *netClient;
|
||||
float countDown;
|
||||
|
||||
// TODO add multiple UI elements
|
||||
Text_UI* text;
|
||||
RespawnUI();
|
||||
};
|
||||
} }
|
||||
|
|
|
@ -0,0 +1,65 @@
|
|||
#include "StatsUI.h"
|
||||
#include <Protocols.h>
|
||||
#include "Utilities.h"
|
||||
|
||||
using namespace ::DanBias::Client;
|
||||
using namespace ::GameLogic;
|
||||
using namespace ::Utility::Value;
|
||||
using namespace ::Oyster::Math;
|
||||
|
||||
StatsUI::StatsUI() :
|
||||
GameStateUI()
|
||||
{
|
||||
/* Should never be called! */
|
||||
this->plane = nullptr;
|
||||
this->text = nullptr;
|
||||
}
|
||||
|
||||
StatsUI::~StatsUI() { /* Do nothing */ }
|
||||
bool StatsUI::Init()
|
||||
{
|
||||
// z value should be between 0.1 - 0.5 so that it will be in front of other states
|
||||
// add textures and text for player stats
|
||||
this->plane = new Plane_UI(L"box_tex.png", Float3(0.0f, 0.0f, 0.5f), Float2(0.3f, 0.1f));
|
||||
this->text = new Text_UI(L"Stats", Float3(0.0f,0.0f,0.1f), Float2(0.1f,0.1f));
|
||||
|
||||
return true;
|
||||
}
|
||||
GameStateUI::UIState StatsUI::Update( float deltaTime )
|
||||
{
|
||||
return this->nextState;
|
||||
}
|
||||
|
||||
bool StatsUI::HaveGUIRender() const
|
||||
{
|
||||
// Set true if UIstate have any plane to render
|
||||
return true;
|
||||
}
|
||||
|
||||
bool StatsUI::HaveTextRender() const
|
||||
{
|
||||
// Set true if UIstate have any text to render
|
||||
return true;
|
||||
}
|
||||
|
||||
void StatsUI::RenderGUI() const
|
||||
{
|
||||
// render all the planes
|
||||
this->plane->RenderTexture();
|
||||
}
|
||||
|
||||
void StatsUI::RenderText() const
|
||||
{
|
||||
// render all the text
|
||||
this->text->RenderText();
|
||||
}
|
||||
|
||||
bool StatsUI::Release()
|
||||
{
|
||||
// TODO: Release UI components here.
|
||||
if(this->plane)
|
||||
delete this->plane;
|
||||
if(this->text)
|
||||
delete this->text;
|
||||
return true;
|
||||
}
|
|
@ -0,0 +1,34 @@
|
|||
#ifndef DANBIAS_CLIENT_STATS_UI_H
|
||||
#define DANBIAS_CLIENT_STATS_UI_H
|
||||
|
||||
#include "GameStateUI.h"
|
||||
#include "Buttons\Text_UI.h"
|
||||
#include "Buttons\Plane_UI.h"
|
||||
|
||||
namespace DanBias { namespace Client
|
||||
{
|
||||
class StatsUI : public GameStateUI
|
||||
{
|
||||
public:
|
||||
StatsUI();
|
||||
virtual ~StatsUI();
|
||||
bool Init();
|
||||
|
||||
UIState Update( float deltaTime );
|
||||
bool HaveGUIRender() const;
|
||||
bool HaveTextRender() const;
|
||||
void RenderGUI() const;
|
||||
void RenderText() const;
|
||||
bool Release();
|
||||
// TODO add function to add a new players statistics
|
||||
// TODO add function to remove a players statistics
|
||||
|
||||
private:
|
||||
// TODO add multiple UI elements
|
||||
// one for each player ingame
|
||||
Text_UI* text;
|
||||
Plane_UI* plane;
|
||||
};
|
||||
} }
|
||||
|
||||
#endif
|
|
@ -106,6 +106,8 @@ void AttatchmentMassDriver::ForcePush(const GameLogic::WEAPON_FIRE &usage, float
|
|||
args.pushForce = pushForce;
|
||||
|
||||
Oyster::Physics::API::Instance().ApplyEffect(hitCone,&args,ForcePushAction);
|
||||
|
||||
if(hitCone) delete hitCone;
|
||||
}
|
||||
|
||||
/********************************************************
|
||||
|
@ -141,6 +143,8 @@ void AttatchmentMassDriver::ForcePull(const WEAPON_FIRE &usage, float dt)
|
|||
args.pushForce = -pushForce;
|
||||
|
||||
Oyster::Physics::API::Instance().ApplyEffect(hitCone,&args,ForcePushAction);
|
||||
|
||||
if(hitCone) delete hitCone;
|
||||
}
|
||||
|
||||
void AttatchmentMassDriver::PickUpObject(const WEAPON_FIRE &usage, float dt)
|
||||
|
@ -150,5 +154,5 @@ void AttatchmentMassDriver::PickUpObject(const WEAPON_FIRE &usage, float dt)
|
|||
|
||||
Oyster::Physics::API::Instance().ApplyEffect(hitSphere,this,AttemptPickUp);
|
||||
|
||||
delete hitSphere;
|
||||
if(hitSphere) delete hitSphere;
|
||||
}
|
||||
|
|
|
@ -2,37 +2,76 @@
|
|||
#include "CollisionManager.h"
|
||||
|
||||
using namespace GameLogic;
|
||||
using namespace Oyster::Math;
|
||||
|
||||
|
||||
DynamicObject::DynamicObject()
|
||||
:Object()
|
||||
{
|
||||
|
||||
this->isReleased = false;
|
||||
this->isActive = true;
|
||||
}
|
||||
|
||||
DynamicObject::DynamicObject(Oyster::Physics::ICustomBody *rigidBody , void (*EventOnCollision)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID)
|
||||
:Object(rigidBody, EventOnCollision, type, objectID)
|
||||
{
|
||||
|
||||
this->isReleased = false;
|
||||
this->isActive = true;
|
||||
}
|
||||
DynamicObject::DynamicObject(Oyster::Physics::ICustomBody *rigidBody , Oyster::Physics::ICustomBody::SubscriptMessage (*EventOnCollision)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID)
|
||||
:Object(rigidBody, EventOnCollision, type, objectID)
|
||||
{
|
||||
|
||||
this->isReleased = false;
|
||||
this->isActive = true;
|
||||
}
|
||||
|
||||
DynamicObject::DynamicObject(Oyster::Physics::ICustomBody *rigidBody , void (*EventOnCollision)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID, Oyster::Math::Float extraDamageOnCollision)
|
||||
:Object(rigidBody, EventOnCollision, type, objectID)
|
||||
{
|
||||
this->extraDamageOnCollision = extraDamageOnCollision;
|
||||
this->isReleased = false;
|
||||
this->isActive = true;
|
||||
}
|
||||
|
||||
DynamicObject::DynamicObject(Oyster::Physics::ICustomBody *rigidBody , Oyster::Physics::ICustomBody::SubscriptMessage (*EventOnCollision)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID, Oyster::Math::Float extraDamageOnCollision)
|
||||
:Object(rigidBody, EventOnCollision, type, objectID)
|
||||
{
|
||||
this->extraDamageOnCollision = extraDamageOnCollision;
|
||||
this->isReleased = false;
|
||||
this->isActive = true;
|
||||
}
|
||||
DynamicObject::~DynamicObject(void)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void DynamicObject::ReleaseDynamicObject()
|
||||
{
|
||||
//TODO: Inactivate the physics object
|
||||
if(this->isReleased) return;
|
||||
|
||||
this->isReleased = true;
|
||||
this->isActive = false;
|
||||
this->lookDirection = Float3::null;
|
||||
this->forwardDirection = Float3::null;
|
||||
this->scale = Float3::null;
|
||||
this->extraDamageOnCollision = 0;
|
||||
|
||||
}
|
||||
bool DynamicObject::IsReleased()
|
||||
{
|
||||
return this->isReleased;
|
||||
}
|
||||
bool DynamicObject::IsActive()
|
||||
{
|
||||
return this->isActive;
|
||||
}
|
||||
void DynamicObject::Inactivate()
|
||||
{
|
||||
this->isActive = false;
|
||||
}
|
||||
void DynamicObject::Activate()
|
||||
{
|
||||
this->isActive = true;
|
||||
this->isReleased = false;
|
||||
}
|
|
@ -22,7 +22,15 @@ namespace GameLogic
|
|||
|
||||
~DynamicObject(void);
|
||||
|
||||
void ReleaseDynamicObject();
|
||||
bool IsReleased();
|
||||
bool IsActive();
|
||||
void Inactivate();
|
||||
void Activate();
|
||||
|
||||
private:
|
||||
bool isActive;
|
||||
bool isReleased;
|
||||
|
||||
};
|
||||
|
||||
|
|
|
@ -67,6 +67,17 @@ void Game::GetAllPlayerPositions() const
|
|||
|
||||
Game::PlayerData* Game::CreatePlayer()
|
||||
{
|
||||
//Se if there is a free player somewhere in our list
|
||||
for (unsigned int i = 0; i < this->players.Size(); i++)
|
||||
{
|
||||
if(this->players[i] && this->players[i]->player->IsReleased())
|
||||
{
|
||||
//We give the body to someone else
|
||||
this->players[i]->player->Activate();
|
||||
return this->players[i];
|
||||
}
|
||||
}
|
||||
|
||||
// Find a free space in array or insert at end
|
||||
int insert = InsertObject(this->players, (PlayerData*)0);
|
||||
int freeID = 0;
|
||||
|
|
|
@ -43,8 +43,8 @@ namespace GameLogic
|
|||
void Rotate(const Oyster::Math3D::Float3& lookDir, const Oyster::Math3D::Float3& right) override;
|
||||
void TurnLeft(Oyster::Math3D::Float deltaLeftRadians ) override;
|
||||
ObjectSpecialType GetObjectType() const override;
|
||||
|
||||
|
||||
void Inactivate() override;
|
||||
void Release() override;
|
||||
|
||||
Player *player;
|
||||
};
|
||||
|
|
|
@ -106,6 +106,9 @@ namespace GameLogic
|
|||
* @return The current player state
|
||||
********************************************************/
|
||||
virtual PLAYER_STATE GetState() const = 0;
|
||||
|
||||
virtual void Inactivate() = 0;
|
||||
virtual void Release() = 0;
|
||||
};
|
||||
|
||||
class ILevelData :public IObjectData
|
||||
|
|
|
@ -93,4 +93,12 @@ void Game::PlayerData::Rotate(const Oyster::Math3D::Float3& lookDir, const Oyste
|
|||
void Game::PlayerData::TurnLeft(Oyster::Math3D::Float deltaLeftRadians )
|
||||
{
|
||||
this->player->TurnLeft(deltaLeftRadians);
|
||||
}
|
||||
void Game::PlayerData::Inactivate()
|
||||
{
|
||||
this->player->Inactivate();
|
||||
}
|
||||
void Game::PlayerData::Release()
|
||||
{
|
||||
this->player->ReleaseDynamicObject();
|
||||
}
|
|
@ -293,6 +293,11 @@ bool Player::IsIdle()
|
|||
return (this->playerState == PLAYER_STATE::PLAYER_STATE_IDLE);
|
||||
}
|
||||
|
||||
void Player::Inactivate()
|
||||
{
|
||||
//this->
|
||||
}
|
||||
|
||||
Oyster::Math::Float3 Player::GetPosition() const
|
||||
{
|
||||
return (Oyster::Math::Float3) this->rigidBody->GetState().centerPos;
|
||||
|
|
|
@ -63,6 +63,8 @@ namespace GameLogic
|
|||
bool IsJumping();
|
||||
bool IsIdle();
|
||||
|
||||
void Inactivate();
|
||||
|
||||
Oyster::Math::Float3 GetPosition() const;
|
||||
Oyster::Math::Float3 GetLookDir() const;
|
||||
Oyster::Math::Float4x4 GetOrientation() const;
|
||||
|
|
|
@ -292,6 +292,7 @@ namespace GameLogic
|
|||
Oyster::Network::CustomNetProtocol protocol;
|
||||
};
|
||||
|
||||
//#define protocol_Gameplay_ObjectEnabled 356
|
||||
struct Protocol_ObjectPositionRotation :public Oyster::Network::CustomProtocolObject
|
||||
{
|
||||
short object_ID;
|
||||
|
@ -366,7 +367,7 @@ namespace GameLogic
|
|||
Oyster::Network::CustomNetProtocol protocol;
|
||||
};
|
||||
|
||||
//#define protocol_Gameplay_ObjectEnabled 356
|
||||
//#define protocol_Gameplay_ObjectEnabled 357
|
||||
struct Protocol_ObjectEnable :public Oyster::Network::CustomProtocolObject
|
||||
{
|
||||
int objectID;
|
||||
|
@ -399,7 +400,7 @@ namespace GameLogic
|
|||
Oyster::Network::CustomNetProtocol protocol;
|
||||
};
|
||||
|
||||
//#define protocol_Gameplay_ObjectDisabled 357
|
||||
//#define protocol_Gameplay_ObjectDisabled 358
|
||||
struct Protocol_ObjectDisable :public Oyster::Network::CustomProtocolObject
|
||||
{
|
||||
int objectID;
|
||||
|
@ -439,7 +440,7 @@ namespace GameLogic
|
|||
Oyster::Network::CustomNetProtocol protocol;
|
||||
};
|
||||
|
||||
//#define protocol_Gameplay_ObjectCreate 358
|
||||
//#define protocol_Gameplay_ObjectCreate 359
|
||||
struct Protocol_ObjectCreate :public Oyster::Network::CustomProtocolObject
|
||||
{
|
||||
//ObjectType type; //ie player, box or whatever
|
||||
|
@ -543,7 +544,7 @@ namespace GameLogic
|
|||
Oyster::Network::CustomNetProtocol protocol;
|
||||
};
|
||||
|
||||
//#define protocol_Gameplay_ObjectCreatePlayer 359
|
||||
//#define protocol_Gameplay_ObjectCreatePlayer 360
|
||||
struct Protocol_ObjectCreatePlayer :public Oyster::Network::CustomProtocolObject
|
||||
{
|
||||
/*1*/ int object_ID;
|
||||
|
@ -673,7 +674,7 @@ namespace GameLogic
|
|||
Oyster::Network::CustomNetProtocol protocol;
|
||||
};
|
||||
|
||||
//#define protocol_Gameplay_ObjectJoinTeam 360
|
||||
//#define protocol_Gameplay_ObjectJoinTeam 361
|
||||
struct Protocol_ObjectJoinTeam :public Oyster::Network::CustomProtocolObject
|
||||
{
|
||||
int objectID;
|
||||
|
@ -713,7 +714,7 @@ namespace GameLogic
|
|||
Oyster::Network::CustomNetProtocol protocol;
|
||||
};
|
||||
|
||||
//#define protocol_Gameplay_ObjectLeaveTeam 361
|
||||
//#define protocol_Gameplay_ObjectLeaveTeam 362
|
||||
struct Protocol_ObjectLeaveTeam :public Oyster::Network::CustomProtocolObject
|
||||
{
|
||||
int objectID;
|
||||
|
@ -745,7 +746,7 @@ namespace GameLogic
|
|||
Oyster::Network::CustomNetProtocol protocol;
|
||||
};
|
||||
|
||||
//#define protocol_Gameplay_ObjectWeaponCooldown 362
|
||||
//#define protocol_Gameplay_ObjectWeaponCooldown 363
|
||||
struct Protocol_ObjectWeaponCooldown :public Oyster::Network::CustomProtocolObject
|
||||
{
|
||||
float seconds;
|
||||
|
@ -777,7 +778,7 @@ namespace GameLogic
|
|||
Oyster::Network::CustomNetProtocol protocol;
|
||||
};
|
||||
|
||||
//#define protocol_Gameplay_ObjectWeaponEnergy 363
|
||||
//#define protocol_Gameplay_ObjectWeaponEnergy 364
|
||||
struct Protocol_ObjectWeaponEnergy :public Oyster::Network::CustomProtocolObject
|
||||
{
|
||||
float energy;
|
||||
|
@ -809,7 +810,7 @@ namespace GameLogic
|
|||
Oyster::Network::CustomNetProtocol protocol;
|
||||
};
|
||||
|
||||
//#define protocol_Gameplay_ObjectRespawn 364
|
||||
//#define protocol_Gameplay_ObjectRespawn 365
|
||||
struct Protocol_ObjectRespawn :public Oyster::Network::CustomProtocolObject
|
||||
{
|
||||
float position[3];
|
||||
|
@ -852,7 +853,7 @@ namespace GameLogic
|
|||
Oyster::Network::CustomNetProtocol protocol;
|
||||
};
|
||||
|
||||
//#define protocol_Gameplay_ObjectDie 365
|
||||
//#define protocol_Gameplay_ObjectDie 366
|
||||
struct Protocol_ObjectDie :public Oyster::Network::CustomProtocolObject
|
||||
{
|
||||
int objectID;
|
||||
|
@ -892,6 +893,38 @@ namespace GameLogic
|
|||
Oyster::Network::CustomNetProtocol protocol;
|
||||
};
|
||||
|
||||
//#define protocol_Gameplay_ObjectDisconnectPlayer 367
|
||||
struct Protocol_ObjectDisconnectPlayer :public Oyster::Network::CustomProtocolObject
|
||||
{
|
||||
int objectID;
|
||||
|
||||
Protocol_ObjectDisconnectPlayer()
|
||||
{
|
||||
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
|
||||
this->protocol[0].value.netShort = protocol_Gameplay_ObjectDisconnectPlayer;
|
||||
this->protocol[1].type = Oyster::Network::NetAttributeType_Int;
|
||||
this->objectID = 0;
|
||||
}
|
||||
Protocol_ObjectDisconnectPlayer(int objectID)
|
||||
{
|
||||
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
|
||||
this->protocol[0].value.netShort = protocol_Gameplay_ObjectDisconnectPlayer;
|
||||
this->protocol[1].type = Oyster::Network::NetAttributeType_Int;
|
||||
this->objectID = objectID;
|
||||
}
|
||||
Protocol_ObjectDisconnectPlayer(Oyster::Network::CustomNetProtocol& p)
|
||||
{
|
||||
this->objectID = p[1].value.netInt;
|
||||
}
|
||||
Oyster::Network::CustomNetProtocol GetProtocol() override
|
||||
{
|
||||
this->protocol[1].value = this->objectID;
|
||||
return protocol;
|
||||
}
|
||||
|
||||
private:
|
||||
Oyster::Network::CustomNetProtocol protocol;
|
||||
};
|
||||
}
|
||||
|
||||
#endif // !GAMELOGIC_PLAYER_PROTOCOLS_H
|
|
@ -69,6 +69,7 @@
|
|||
#define protocol_Gameplay_ObjectWeaponEnergy 364
|
||||
#define protocol_Gameplay_ObjectRespawn 365
|
||||
#define protocol_Gameplay_ObjectDie 366
|
||||
#define protocol_Gameplay_ObjectDisconnectPlayer 367
|
||||
#define protocol_GameplayMAX 399
|
||||
|
||||
|
||||
|
|
|
@ -55,6 +55,7 @@ namespace DanBias
|
|||
GameLogic::IPlayerData* ReleasePlayer();
|
||||
Oyster::Network::NetClient ReleaseClient();
|
||||
|
||||
bool IsInvalid();
|
||||
void Invalidate();
|
||||
int IncrementFailedProtocol();
|
||||
void ResetFailedProtocolCount();
|
||||
|
|
|
@ -25,12 +25,15 @@ GameClient::GameClient(Utility::DynamicMemory::SmartPointer<Oyster::Network::Net
|
|||
}
|
||||
GameClient::~GameClient()
|
||||
{
|
||||
this->client = 0;
|
||||
this->player = 0;
|
||||
if(this->player)
|
||||
this->player->Inactivate();
|
||||
|
||||
this->isReady = false;
|
||||
this->character = L"crate_colonists.dan";
|
||||
this->alias = L"Unknown";
|
||||
this->secondsSinceLastResponse = 0.0f;
|
||||
this->client = 0;
|
||||
this->player = 0;
|
||||
}
|
||||
|
||||
void GameClient::SetPlayer(GameLogic::IPlayerData* player)
|
||||
|
@ -58,8 +61,14 @@ void GameClient::SetState(ClientState state)
|
|||
this->state = state;
|
||||
}
|
||||
|
||||
bool GameClient::IsInvalid()
|
||||
{
|
||||
return this->isInvalid;
|
||||
}
|
||||
void GameClient::Invalidate()
|
||||
{
|
||||
this->player->Release();
|
||||
this->player = 0;
|
||||
this->isInvalid = true;
|
||||
this->isReady = false;
|
||||
this->state = ClientState_Invalid;
|
||||
|
|
|
@ -61,14 +61,32 @@ using namespace DanBias;
|
|||
switch (e.args.type)
|
||||
{
|
||||
case NetworkClient::ClientEventArgs::EventType_Disconnect:
|
||||
{
|
||||
printf("\t(%i : %s) - EventType_Disconnect\n", cl->GetClient()->GetID(), e.sender->GetIpAddress().c_str());
|
||||
Protocol_ObjectDisconnectPlayer prot(this->gClients[temp]->GetPlayer()->GetID());
|
||||
for (unsigned int i = 0; i < this->gClients.Size(); i++)
|
||||
{
|
||||
if(i != temp && this->gClients[i]) this->gClients[i]->GetClient()->Send(prot);
|
||||
}
|
||||
|
||||
this->gClients[temp]->Invalidate();
|
||||
}
|
||||
break;
|
||||
case NetworkClient::ClientEventArgs::EventType_ProtocolFailedToRecieve:
|
||||
break;
|
||||
case NetworkClient::ClientEventArgs::EventType_ProtocolFailedToSend:
|
||||
{
|
||||
if(this->gClients[temp]->IncrementFailedProtocol() >= 5/*client->threshold*/)
|
||||
{
|
||||
printf("\t(%i : %s) - EventType_Disconnect\n", cl->GetClient()->GetID(), e.sender->GetIpAddress().c_str());
|
||||
Protocol_ObjectDisconnectPlayer prot(this->gClients[temp]->GetPlayer()->GetID());
|
||||
for (unsigned int i = 0; i < this->gClients.Size(); i++)
|
||||
{
|
||||
if(i != temp && this->gClients[i]) this->gClients[i]->GetClient()->Send(prot);
|
||||
}
|
||||
this->gClients[temp]->Invalidate();
|
||||
}
|
||||
}
|
||||
break;
|
||||
case NetworkClient::ClientEventArgs::EventType_ProtocolRecieved:
|
||||
this->ParseProtocol(e.args.data.protocol, cl);
|
||||
|
@ -256,10 +274,17 @@ using namespace DanBias;
|
|||
switch (p.status)
|
||||
{
|
||||
case GameLogic::Protocol_General_Status::States_disconected:
|
||||
{
|
||||
printf("Client with ID [%i] dissconnected\n", c->GetClient()->GetID());
|
||||
//TODO: Tell other clients
|
||||
//Protocol_
|
||||
|
||||
Protocol_ObjectDisconnectPlayer prot(c->GetPlayer()->GetID());
|
||||
for (unsigned int i = 0; i < this->gClients.Size(); i++)
|
||||
{
|
||||
if( this->gClients[i] && c->GetClient()->GetID() != this->gClients[i]->GetClient()->GetID() ) this->gClients[i]->GetClient()->Send(prot);
|
||||
}
|
||||
c->Invalidate();
|
||||
this->Detach(c->GetClient()->GetID());
|
||||
}
|
||||
break;
|
||||
|
||||
case GameLogic::Protocol_General_Status::States_idle:
|
||||
|
|
|
@ -214,14 +214,21 @@ bool GameSession::Join(gClient gameClient)
|
|||
{
|
||||
for (unsigned int i = 0; i < this->gClients.Size(); i++)
|
||||
{
|
||||
if(this->gClients[i])
|
||||
if(this->gClients[i] && !this->gClients[i]->IsInvalid())
|
||||
{
|
||||
IPlayerData* temp = this->gClients[i]->GetPlayer();
|
||||
Protocol_ObjectCreatePlayer oc( temp->GetPosition(), temp->GetRotation(), temp->GetScale(),
|
||||
Protocol_ObjectCreatePlayer p1( temp->GetPosition(), temp->GetRotation(), temp->GetScale(),
|
||||
temp->GetID(), false, temp->GetTeamID(),
|
||||
Utility::String::WStringToString(this->gClients[i]->GetAlias(), std::string()),
|
||||
Utility::String::WStringToString(this->gClients[i]->GetCharacter(), std::string()));
|
||||
nwClient->Send(oc);
|
||||
nwClient->Send(p1);
|
||||
|
||||
temp = playerData;
|
||||
Protocol_ObjectCreatePlayer p2( temp->GetPosition(), temp->GetRotation(), temp->GetScale(),
|
||||
temp->GetID(), false, temp->GetTeamID(),
|
||||
Utility::String::WStringToString(gameClient->GetAlias(), std::string()),
|
||||
Utility::String::WStringToString(gameClient->GetCharacter(), std::string()));
|
||||
this->gClients[i]->GetClient()->Send(p2);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -234,7 +241,7 @@ bool GameSession::Join(gClient gameClient)
|
|||
{
|
||||
//Protocol_ObjectPosition p(movedObject->GetPosition(), id);
|
||||
Protocol_ObjectPositionRotation p(objects[i]->GetPosition(), objects[i]->GetRotation(), objects[i]->GetID());
|
||||
GameSession::gameSession->Send(p.GetProtocol());
|
||||
nwClient->Send(p.GetProtocol());
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -22,16 +22,16 @@ namespace Oyster
|
|||
{
|
||||
struct BroadcastOptions
|
||||
{
|
||||
//bool broadcast;
|
||||
//float broadcastInterval;
|
||||
//std::wstring subnetToBroadcast;
|
||||
//CustomNetProtocol broadcastMessage;
|
||||
//BroadcastOptions()
|
||||
//{
|
||||
// broadcast = true;
|
||||
// broadcastInterval = 1.0f;
|
||||
// subnetToBroadcast = L"192.168.0.1";
|
||||
//}
|
||||
bool broadcast;
|
||||
float broadcastInterval;
|
||||
std::wstring subnetToBroadcast;
|
||||
CustomNetProtocol broadcastMessage;
|
||||
BroadcastOptions()
|
||||
{
|
||||
broadcast = true;
|
||||
broadcastInterval = 1.0f;
|
||||
subnetToBroadcast = L"192.168.0.1";
|
||||
}
|
||||
} broadcastOptions;
|
||||
|
||||
struct MainOptions
|
||||
|
@ -117,6 +117,23 @@ namespace Oyster
|
|||
*/
|
||||
int NetworkServer::GetPort();
|
||||
|
||||
|
||||
|
||||
/***************************************
|
||||
Broadcast functions
|
||||
***************************************/
|
||||
//Set broadcast settings.
|
||||
void SetBroadcast(CustomNetProtocol& broadcastMessage, float interval = 1.0f, bool enable = true);
|
||||
|
||||
//Set broadcast settings.
|
||||
void SetBroadcastMessage(CustomNetProtocol& broadcastMessage);
|
||||
|
||||
//Enable/disable broadcast.
|
||||
void SetBroadcast(bool enable);
|
||||
|
||||
//Set interval between each broadcast message in seconds.
|
||||
void SetBroadcastInterval(float interval);
|
||||
|
||||
private:
|
||||
struct PrivateData;
|
||||
PrivateData* privateData;
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<PropertyGroup>
|
||||
<ShowAllFiles>true</ShowAllFiles>
|
||||
<ShowAllFiles>false</ShowAllFiles>
|
||||
</PropertyGroup>
|
||||
</Project>
|
|
@ -56,8 +56,8 @@ namespace Oyster
|
|||
//size.x = size.x / (text.length() * TEXT_SPACING /2);
|
||||
|
||||
|
||||
pos *= 2;
|
||||
pos -= 1;
|
||||
pos.xy *= 2;
|
||||
pos.xy -= 1;
|
||||
pos.y *= -1;
|
||||
|
||||
|
||||
|
|
|
@ -43,4 +43,5 @@ void main( uint3 DTid : SV_DispatchThreadID )
|
|||
|
||||
//Output[DTid.xy] = float4(Ambient[DTid.xy/2 + uint2(Output.Length*0.5f)].xyz,1);
|
||||
//Output[DTid.xy] = SSAO * float4(1,1,1,1);
|
||||
//Output[DTid.xy] = Ambient[DTid.xy];
|
||||
}
|
|
@ -412,4 +412,14 @@ void SimpleRigidBody::PreStep (const btCollisionWorld* collisionWorld)
|
|||
float SimpleRigidBody::GetLambda() const
|
||||
{
|
||||
return this->rayLambda[0];
|
||||
}
|
||||
|
||||
void SimpleRigidBody::MoveToLimbo()
|
||||
{
|
||||
this->rigidBody->setCollisionFlags(this->rigidBody->getCollisionFlags() | btCollisionObject::CF_NO_CONTACT_RESPONSE);
|
||||
}
|
||||
|
||||
void SimpleRigidBody::ReleaseFromLimbo()
|
||||
{
|
||||
this->rigidBody->setCollisionFlags(btCollisionObject::CF_KINEMATIC_OBJECT);
|
||||
}
|
|
@ -69,6 +69,9 @@ namespace Oyster
|
|||
|
||||
float GetLambda() const;
|
||||
|
||||
void MoveToLimbo();
|
||||
void ReleaseFromLimbo();
|
||||
|
||||
private:
|
||||
|
||||
btCollisionShape* collisionShape;
|
||||
|
|
|
@ -169,6 +169,9 @@ namespace Oyster
|
|||
virtual void CallSubscription_AfterCollisionResponse(ICustomBody* bodyA, ICustomBody* bodyB, Math::Float kineticEnergyLoss) = 0;
|
||||
virtual void CallSubscription_Move() = 0;
|
||||
|
||||
virtual void MoveToLimbo() = 0;
|
||||
virtual void ReleaseFromLimbo() = 0;
|
||||
|
||||
/********************************************************
|
||||
* @return the void pointer set by SetCustomTag.
|
||||
* nullptr if none is set.
|
||||
|
|
Loading…
Reference in New Issue