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

This commit is contained in:
lindaandersson 2014-02-19 11:31:14 +01:00
commit ad37095a80
22 changed files with 279 additions and 64 deletions

View File

@ -45,6 +45,8 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "GameClient", "Game\GameClie
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "Utilities", "Misc\Utilities\Utilities.vcxproj", "{2EC4DDED-8F75-4C86-A10B-E1E8EB29F3EE}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "LevelLoader", "Game\LevelLoader\LevelLoader.vcxproj", "{6391E709-D9FA-4FEF-A3B9-4343DB5A0C63}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Any CPU = Debug|Any CPU
@ -679,6 +681,40 @@ Global
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@ -692,6 +728,7 @@ Global
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View File

@ -106,7 +106,7 @@
<Optimization>Disabled</Optimization>
<PreprocessorDefinitions>DANBIAS_GAME_DLL_EXPORT;WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<SDLCheck>true</SDLCheck>
<AdditionalIncludeDirectories>$(SolutionDir)Misc\OysterMath;$(SolutionDir)Misc\Input;$(SolutionDir)OysterGraphics;$(SolutionDir)Misc\Utilities;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>$(SolutionDir)Misc\OysterMath;$(SolutionDir)Misc\Input;$(SolutionDir)OysterGraphics;$(SolutionDir)Misc\Utilities;$(SolutionDir)Game\LevelLoader</AdditionalIncludeDirectories>
</ClCompile>
<Link>
<SubSystem>Windows</SubSystem>
@ -123,7 +123,7 @@
<Optimization>Disabled</Optimization>
<PreprocessorDefinitions>DANBIAS_GAME_DLL_EXPORT;WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<SDLCheck>true</SDLCheck>
<AdditionalIncludeDirectories>$(SolutionDir)Misc\OysterMath;$(SolutionDir)Misc\Input;$(SolutionDir)OysterGraphics;$(SolutionDir)Misc\Utilities;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>$(SolutionDir)Misc\OysterMath;$(SolutionDir)Misc\Input;$(SolutionDir)OysterGraphics;$(SolutionDir)Misc\Utilities;$(SolutionDir)Game\LevelLoader</AdditionalIncludeDirectories>
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@ -142,7 +142,7 @@
<IntrinsicFunctions>true</IntrinsicFunctions>
<PreprocessorDefinitions>DANBIAS_GAME_DLL_EXPORT;WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<SDLCheck>true</SDLCheck>
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<AdditionalIncludeDirectories>$(SolutionDir)Misc\OysterMath;$(SolutionDir)Misc\Input;$(SolutionDir)OysterGraphics;$(SolutionDir)Misc\Utilities;$(SolutionDir)Game\LevelLoader</AdditionalIncludeDirectories>
</ClCompile>
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<SubSystem>Windows</SubSystem>
@ -163,7 +163,7 @@
<IntrinsicFunctions>true</IntrinsicFunctions>
<PreprocessorDefinitions>DANBIAS_GAME_DLL_EXPORT;WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<SDLCheck>true</SDLCheck>
<AdditionalIncludeDirectories>$(SolutionDir)Misc\OysterMath;$(SolutionDir)Misc\Input;$(SolutionDir)OysterGraphics;$(SolutionDir)Misc\Utilities;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>$(SolutionDir)Misc\OysterMath;$(SolutionDir)Misc\Input;$(SolutionDir)OysterGraphics;$(SolutionDir)Misc\Utilities;$(SolutionDir)Game\LevelLoader</AdditionalIncludeDirectories>
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@ -196,6 +196,9 @@
<ProjectReference Include="..\GameServer\GameServer.vcxproj">
<Project>{143bd516-20a1-4890-a3e4-f8bfd02220e7}</Project>
</ProjectReference>
<ProjectReference Include="..\LevelLoader\LevelLoader.vcxproj">
<Project>{6391e709-d9fa-4fef-a3b9-4343db5a0c63}</Project>
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</ItemGroup>
<ItemGroup>
<ClCompile Include="DanBiasGame_Impl.cpp" />
@ -213,10 +216,6 @@
<ClCompile Include="GameClientState\GameClientState.cpp" />
<ClCompile Include="GameClientState\GameState.cpp" />
<ClCompile Include="GameClientState\LanMenuState.cpp" />
<ClCompile Include="GameClientState\LevelLoader\LevelLoader.cpp" />
<ClCompile Include="GameClientState\LevelLoader\LevelParser.cpp" />
<ClCompile Include="GameClientState\LevelLoader\Loader.cpp" />
<ClCompile Include="GameClientState\LevelLoader\ParseFunctions.cpp" />
<ClCompile Include="GameClientState\LobbyAdminState.cpp" />
<ClCompile Include="GameClientState\LobbyState.cpp" />
<ClCompile Include="GameClientState\C_Object.cpp" />
@ -240,11 +239,6 @@
<ClInclude Include="GameClientState\GameClientState.h" />
<ClInclude Include="GameClientState\GameState.h" />
<ClInclude Include="GameClientState\LanMenuState.h" />
<ClInclude Include="GameClientState\LevelLoader\LevelLoader.h" />
<ClInclude Include="GameClientState\LevelLoader\LevelParser.h" />
<ClInclude Include="GameClientState\LevelLoader\Loader.h" />
<ClInclude Include="GameClientState\LevelLoader\ObjectDefines.h" />
<ClInclude Include="GameClientState\LevelLoader\ParseFunctions.h" />
<ClInclude Include="GameClientState\LobbyAdminState.h" />
<ClInclude Include="GameClientState\MainState.h" />
<ClInclude Include="GameClientState\NetLoadState.h" />

View File

@ -126,6 +126,9 @@ void LanMenuState::ChangeState( ClientState next )
// attempt to connect to lobby
if( !this->privData->nwClient->Connect(this->privData->connectPort, (*this->privData->connectIP)[0]) )
return;
//this->privData->nwClient->Disconnect();
//if( !this->privData->nwClient->Reconnect() )
//return;
break;
default: break;
}

View File

@ -2,7 +2,7 @@
#include "NetworkClient.h"
#include "OysterMath.h"
#include "Protocols.h"
#include "LevelLoader\LevelLoader.h"
#include "LevelLoader.h"
#include "Utilities.h"
#include "C_obj\C_StaticObj.h"
#include "C_obj\C_DynamicObj.h"

View File

@ -12,7 +12,7 @@
#include "GameLogicDef.h"
#include "GameLogicStates.h"
#include <OysterMath.h>
#include "LevelLoader\ObjectDefines.h"
#include "..\LevelLoader\ObjectDefines.h"
#include "DynamicArray.h"

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@ -99,7 +99,7 @@
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<AdditionalIncludeDirectories>$(SolutionDir)Misc\Utilities;$(SolutionDir)Misc\OysterMath;$(SolutionDir)Physics\OysterPhysics3D;$(SolutionDir)Physics\GamePhysics;$(SolutionDir)Game\LevelLoader</AdditionalIncludeDirectories>
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@ -113,7 +113,7 @@
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@ -129,7 +129,7 @@
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@ -147,7 +147,7 @@
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@ -172,12 +172,7 @@
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<ClInclude Include="JumpPad.h" />
<ClInclude Include="Level.h" />
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<ClInclude Include="LevelLoader\Loader.h" />
<ClInclude Include="Object.h" />
<ClInclude Include="LevelLoader\ObjectDefines.h" />
<ClInclude Include="LevelLoader\LevelParser.h" />
<ClInclude Include="LevelLoader\ParseFunctions.h" />
<ClInclude Include="Player.h" />
<ClInclude Include="Portal.h" />
<ClInclude Include="StaticObject.h" />
@ -198,11 +193,7 @@
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<ClCompile Include="JumpPad.cpp" />
<ClCompile Include="Level.cpp" />
<ClCompile Include="LevelLoader\LevelLoader.cpp" />
<ClCompile Include="LevelLoader\Loader.cpp" />
<ClCompile Include="LevelLoader\LevelParser.cpp" />
<ClCompile Include="Object.cpp" />
<ClCompile Include="LevelLoader\ParseFunctions.cpp" />
<ClCompile Include="Player.cpp" />
<ClCompile Include="Portal.cpp" />
<ClCompile Include="StaticObject.cpp" />
@ -223,6 +214,9 @@
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<Project>{3ea5f14d-2a71-4588-a69d-87c4571c580f}</Project>
</ProjectReference>
<ProjectReference Include="..\LevelLoader\LevelLoader.vcxproj">
<Project>{6391e709-d9fa-4fef-a3b9-4343db5a0c63}</Project>
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@ -1,7 +1,7 @@
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@ -4,6 +4,10 @@
#include "JumpPad.h"
#include "ExplosiveCrate.h"
#include "Portal.h"
//Conversion from wstring to string
#include <codecvt>
using namespace GameLogic;
using namespace Utility::DynamicMemory;
using namespace Oyster::Physics;
@ -200,9 +204,16 @@ ICustomBody* Level::InitRigidBodySphere( const ObjectHeader* obj)
bool Level::InitiateLevel(std::wstring levelPath)
{
LevelLoader ll;
ll.SetFolderPath(L"..\\Content\\Worlds\\");
ll.SetFolderPath("..\\Content\\Worlds\\");
std::vector<Utility::DynamicMemory::SmartPointer<ObjectTypeHeader>> objects;
objects = ll.LoadLevel(levelPath);
//Convert from wstring to string
typedef std::codecvt_utf8<wchar_t> convert_typeX;
std::wstring_convert<convert_typeX, wchar_t> converterX;
std::string convertedLevelPath = converterX.to_bytes(levelPath);
objects = ll.LoadLevel(convertedLevelPath);
if(objects.size() == 0)
return false;

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@ -14,7 +14,7 @@
#include "PhysicsAPI.h"
#include "TeamManager.h"
#include "DynamicArray.h"
#include "LevelLoader/LevelLoader.h"
#include "LevelLoader.h"
namespace GameLogic
{

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@ -1,28 +0,0 @@
//////////////////////////////////
// Created by Sam Svensson 2013 //
//////////////////////////////////
#ifndef PARSERFUNCTIONS_H
#define PARSERFUNCTIONS_H
#include "ObjectDefines.h"
namespace GameLogic
{
namespace LevelFileLoader
{
/*
These functions will copy data from where the buffer pointer points.
header is the destination where the data will be copied.
size is either the size of the data to be copied (if it is NOT sent by reference).
Or the current index that is being used to parse the entire file (if it is sent by reference) this means you have to increase size with the appropiate size after you have copied.
*/
void ParseObject(char* buffer, void *header, int size);
void ParseObject(char* buffer, ObjectHeader& header, int& size , bool loadCgf);
void ParseLevelMetaData(char* buffer, LevelMetaData &header, int &size);
void ParseBoundingVolume(char* buffer, LevelLoaderInternal::BoundingVolume& volume, int &size);
}
}
#endif

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<ClInclude Include="ObjectDefines.h" />
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@ -0,0 +1,22 @@
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</Project>

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@ -98,7 +98,7 @@ std::vector<SmartPointer<ObjectTypeHeader>> LevelParser::Parse(std::string filen
case ObjectSpecialType_Spike:
case ObjectSpecialType_SpikeBox:
case ObjectSpecialType_RedExplosiveBox:
case ObjectSpecialType_StandarsBox:
case ObjectSpecialType_StandardBox:
case ObjectSpecialType_Stone:
case ObjectSpecialType_Building:
{

View File

@ -31,7 +31,7 @@ namespace GameLogic
ObjectSpecialType_World, //Always the main celestial body
ObjectSpecialType_Building,
ObjectSpecialType_Stone,
ObjectSpecialType_StandarsBox,
ObjectSpecialType_StandardBox,
ObjectSpecialType_RedExplosiveBox,
ObjectSpecialType_SpikeBox,
ObjectSpecialType_Spike,
@ -40,6 +40,7 @@ namespace GameLogic
ObjectSpecialType_JumpPad,
ObjectSpecialType_Portal,
ObjectSpecialType_Player,
ObjectSpecialType_Generic,
ObjectSpecialType_Count,

View File

@ -117,7 +117,7 @@ namespace GameLogic
int temp;
for(int i = 0; i < tempSize; i++)
for(int i = 0; i < (int)tempSize; i++)
{
memcpy(&temp, &buffer[start], 4);
start += 4;

View File

@ -319,7 +319,23 @@ bool NetworkClient::Connect(unsigned short port, std::wstring serverIP)
bool NetworkClient::Reconnect()
{
return this->privateData->connection.Reconnect();
if(this->IsConnected())
return false;
//if(this->privateData)
//return false;
if(!this->privateData) this->privateData = new PrivateData();
int result = this->privateData->connection.Reconnect();
if(result != 0)
{
return false;
}
this->privateData->owner = 0;
this->privateData->parent = this;
this->privateData->thread.Start();
return true;
}
void NetworkClient::Disconnect()