Bunch of implementations
This commit is contained in:
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52301021f6
commit
b93e20e942
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@ -5,10 +5,16 @@
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#include "Camera_FPS.h"
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#include "Camera_FPS.h"
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#include <GameServerAPI.h>
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#include <GameServerAPI.h>
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#include "C_obj/C_Player.h"
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#include "C_obj/C_DynamicObj.h"
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#include "C_obj/C_StaticObj.h"
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using namespace ::DanBias::Client;
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using namespace ::DanBias::Client;
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using namespace ::Oyster;
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using namespace ::Oyster;
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using namespace ::Oyster::Network;
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using namespace ::Oyster::Network;
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using namespace ::Oyster::Math3D;
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using namespace ::Oyster::Math3D;
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using namespace ::GameLogic;
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using namespace ::Utility::DynamicMemory;
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struct GameState::MyData
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struct GameState::MyData
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{
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{
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@ -17,17 +23,26 @@ struct GameState::MyData
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NetworkClient *nwClient;
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NetworkClient *nwClient;
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InputClass *input;
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InputClass *input;
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::std::map<int, ::Utility::DynamicMemory::UniquePointer<::DanBias::Client::C_Object>> *staticObjects;
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::std::map<int, ::Utility::DynamicMemory::UniquePointer<::DanBias::Client::C_StaticObj>> *staticObjects;
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::std::map<int, ::Utility::DynamicMemory::UniquePointer<::DanBias::Client::C_Object>> *dynamicObjects;
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::std::map<int, ::Utility::DynamicMemory::UniquePointer<::DanBias::Client::C_DynamicObj>> *dynamicObjects;
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bool key_forward;
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bool key_backward;
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bool key_strafeRight;
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bool key_strafeLeft;
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bool key_Shoot;
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bool key_Jump;
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C_Player player;
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Camera_FPS camera;
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int myId;
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} privData;
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} privData;
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GameState::GameState()
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GameState::GameState()
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{
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{
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key_forward = false;
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this->privData = nullptr;
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key_backward = false;
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key_strafeRight = false;
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key_strafeLeft = false;
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}
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}
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GameState::~GameState()
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GameState::~GameState()
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@ -38,202 +53,69 @@ GameState::~GameState()
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bool GameState::Init( SharedStateContent &shared )
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bool GameState::Init( SharedStateContent &shared )
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{
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{
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// load models
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// we may assume that shared.network is properly connected
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privData = new MyData();
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// and there is content in shared.dynamicObjects and shared.staticObjects
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this->privData = new MyData();
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this->privData->key_forward = false;
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this->privData->key_backward = false;
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this->privData->key_strafeRight = false;
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this->privData->key_strafeLeft = false;
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this->privData->nextState = GameClientState::ClientState_Same;
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this->privData->nextState = GameClientState::ClientState_Same;
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this->privData->nwClient = shared.network;
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this->privData->nwClient = shared.network;
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this->privData->input = shared.input;
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this->privData->input = shared.input;
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this->privData->staticObjects = &shared.staticObjects;
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LoadGame();
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this->privData->dynamicObjects = &shared.dynamicObjects;
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//tell server ready
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//tell server ready
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this->privData->nwClient->Send( GameLogic::Protocol_General_Status(GameLogic::Protocol_General_Status::States_ready) );
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this->privData->nwClient->Send( Protocol_General_Status(Protocol_General_Status::States_ready) );
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return true;
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return true;
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}
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}
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GameState::gameStateState GameState::LoadGame()
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void GameState::InitiatePlayer( int id, std::wstring modelName, Float4x4 world )
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{
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{
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this->privData->myId = id;
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return gameStateState_playing;
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}
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bool GameState::LoadModels(std::string mapFile)
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{
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GameLogic::LevelLoader levelLoader;
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std::vector<Utility::DynamicMemory::SmartPointer<GameLogic::ObjectTypeHeader>> objects;
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objects = levelLoader.LoadLevel(mapFile);
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int objCount = objects.size();
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int modelId = 0;
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ModelInitData modelData;
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for (int i = 0; i < objCount; i++)
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{
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GameLogic::ObjectTypeHeader* obj = objects.at(i);
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switch (obj->typeID)
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{
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case GameLogic::ObjectType::ObjectType_LevelMetaData:
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break;
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case GameLogic::ObjectType::ObjectType_Static:
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{
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GameLogic::ObjectHeader* staticObjData = ((GameLogic::ObjectHeader*)obj);
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modelData.modelPath.assign(staticObjData->ModelFile.begin(), staticObjData->ModelFile.end());
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modelData.visible = true;
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//modelData.position = ;
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//modelData.rotation = Quaternion(Float3(2,2,-2), 1);
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//modelData.scale = Float3(2,2,2);
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modelData.id = modelId++;
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this->staticObjects.Push(new C_StaticObj());
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this->staticObjects[this->staticObjects.Size() -1 ]->Init(modelData);
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}
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break;
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case GameLogic::ObjectType::ObjectType_Dynamic:
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{
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GameLogic::ObjectHeader* dynamicObjData = ((GameLogic::ObjectHeader*)obj);
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//modelData.position = ;
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//modelData.rotation = Quaternion(Float3(2,2,-2), 1);
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//modelData.scale = Float3(2,2,2);
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modelData.modelPath.assign(dynamicObjData->ModelFile.begin(), dynamicObjData->ModelFile.end());
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modelData.visible = true;
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modelData.id = modelId++;
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this->dynamicObjects.Push(new C_DynamicObj());
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this->dynamicObjects[this->dynamicObjects.Size() -1 ]->Init(modelData);
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}
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break;
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case GameLogic::ObjectType::ObjectType_Light:
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{
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GameLogic::BasicLight* lightData = ((GameLogic::BasicLight*)obj);
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switch( lightData->lightType )
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{
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case GameLogic::LightType_PointLight:
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{
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//Oyster::Graphics::Definitions::Pointlight plight;
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//plight.Pos = ((GameLogic::PointLight*)lightData)->position;
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//plight.Color = lightData->diffuseColor;
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//plight.Radius = 100;
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//plight.Bright = 0.9f;
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//Oyster::Graphics::API::AddLight(plight);
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}
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break;
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default: break;
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}
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}
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break;
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default:
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break;
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}
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}
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myId += modelId++;
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// add player model
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//modelData.position = ;
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//modelData.rotation = Quaternion(Float3(2,2,-2), 1);
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//modelData.scale = Float3(2,2,2);
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modelData.visible = true;
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modelData.modelPath = L"char_still_sizeref.dan";
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modelData.id = myId;
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// load models
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this->dynamicObjects.Push(new C_DynamicObj());
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this->dynamicObjects[this->dynamicObjects.Size() -1 ]->Init(modelData);
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/*C_Player* obj = new C_Player();
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privData->object.push_back(obj);
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privData->object[privData->object.size() -1 ]->Init(modelData);
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*/
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return true;
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}
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bool GameState::InitCamera(Float3 startPos)
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{
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camera.SetHeadOffset( Float3(0.0f, 1.0f, 1.0f) );
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camera.SetPerspectiveProjection( pi / 4.0f, 1024.0f/768.0f, 1.0f, 1000.0f );
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camera.UpdateOrientation();
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Oyster::Graphics::API::SetProjection(camera.GetProjectionMatrix());
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return true;
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}
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void GameState::InitiatePlayer(int id, std::wstring modelName, Float4x4 world)
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{
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myId = id;
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ModelInitData modelData;
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ModelInitData modelData;
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C_Object* obj;
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modelData.visible = true;
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modelData.visible = true;
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//modelData.world = world;
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modelData.position = Float3(world[12], world[13], world[14]);
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modelData.position = Float3(world[12], world[13], world[14]);
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modelData.rotation = Quaternion(Float3(0,0,0), 1);
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modelData.rotation = Quaternion(Float3(0,0,0), 1);
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modelData.scale = Float3(1,1,1);
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modelData.scale = Float3(1,1,1);
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modelData.modelPath = modelName;
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modelData.modelPath = modelName;
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modelData.id = myId;
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modelData.id = this->privData->myId;
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this->privData->player.Init( modelData );
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obj = new C_Player();
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this->dynamicObjects.Push(obj);
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this->dynamicObjects[this->dynamicObjects.Size() -1 ]->Init(modelData);
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Float3 pos = Float3(world[12], world[13], world[14]);
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this->privData->camera.SetPosition( this->privData->player.getPos() );
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this->privData->camera.UpdateOrientation();
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camera.SetPosition( pos );
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camera.UpdateOrientation();
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}
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}
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GameClientState::ClientState GameState::Update( float deltaTime )
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GameClientState::ClientState GameState::Update( float deltaTime )
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{
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{
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//switch (privData->state)
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//{
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//case gameStateState_loading: //Will this ever happen in this scope??
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// {
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// // load map
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// // wait for all players
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// LoadGame();
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// GameLogic::Protocol_General_Status gameStatus;
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// gameStatus.status = GameLogic::Protocol_General_Status::States_ready;
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// privData->nwClient->Send(gameStatus);
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// privData->state = gameStateState_playing;
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// }
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// break;
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//case gameStateState_playing:
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// // read server data
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// // update objects
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// {
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// readKeyInput(KeyInput);
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// camera.UpdateOrientation();
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// }
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// break;
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//case gameStateState_end:
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// return ClientState_Lobby;
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// break;
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//default:
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// break;
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//}
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//
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//// send key input to server.
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//return ClientState_Same;
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return this->privData->nextState;
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return this->privData->nextState;
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}
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}
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bool GameState::Render()
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bool GameState::Render()
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{
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{
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Oyster::Graphics::API::SetView( camera.GetViewMatrix() );
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Oyster::Graphics::API::SetView( this->privData->camera.GetViewMatrix() );
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Oyster::Graphics::API::NewFrame();
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Oyster::Graphics::API::NewFrame();
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for (unsigned int i = 0; i < staticObjects.Size(); i++)
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// for debugging to be replaced with render weapon
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this->privData->player.Render();
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auto staticObject = this->privData->staticObjects->begin();
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for( ; staticObject != this->privData->staticObjects->end(); ++staticObject )
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{
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{
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staticObjects[i]->Render();
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staticObject->second->Render();
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}
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}
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for (unsigned int i = 0; i < dynamicObjects.Size(); i++)
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auto dynamicObject = this->privData->dynamicObjects->begin();
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for( ; dynamicObject != this->privData->dynamicObjects->end(); ++dynamicObject )
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{
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{
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dynamicObjects[i]->Render();
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dynamicObject->second->Render();
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}
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}
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Oyster::Graphics::API::EndFrame();
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Oyster::Graphics::API::EndFrame();
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@ -242,8 +124,25 @@ bool GameState::Render()
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bool GameState::Release()
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bool GameState::Release()
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{
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{
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if( privData )
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{
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auto staticObject = this->privData->staticObjects->begin();
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for( ; staticObject != this->privData->staticObjects->end(); ++staticObject )
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{
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staticObject->second = nullptr;
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}
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privData = NULL;
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auto dynamicObject = this->privData->dynamicObjects->begin();
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for( ; dynamicObject != this->privData->dynamicObjects->end(); ++dynamicObject )
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{
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dynamicObject->second = nullptr;
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}
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this->privData->staticObjects->clear();
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this->privData->dynamicObjects->clear();
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privData = NULL;
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}
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return true;
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return true;
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}
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}
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@ -252,138 +151,119 @@ void GameState::ChangeState( ClientState next )
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this->privData->nextState = next;
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this->privData->nextState = next;
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}
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}
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void GameState::readKeyInput(InputClass* KeyInput)
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void GameState::ReadKeyInput()
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{
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{
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if(KeyInput->IsKeyPressed(DIK_W))
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if( this->privData->input->IsKeyPressed(DIK_W) )
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{
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{
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if(!key_forward)
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if(!this->privData->key_forward)
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{
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{
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privData->nwClient->Send(GameLogic::Protocol_PlayerMovementForward());
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this->privData->nwClient->Send( Protocol_PlayerMovementForward() );
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key_forward = true;
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this->privData->key_forward = true;
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}
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}
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}
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}
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else
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else
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key_forward = false;
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this->privData->key_forward = false;
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if(KeyInput->IsKeyPressed(DIK_S))
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if( this->privData->input->IsKeyPressed(DIK_S) )
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{
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{
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if(!key_backward)
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if( !this->privData->key_backward )
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{
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{
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privData->nwClient->Send(GameLogic::Protocol_PlayerMovementBackward());
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this->privData->nwClient->Send( Protocol_PlayerMovementBackward() );
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key_backward = true;
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this->privData->key_backward = true;
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}
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}
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}
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}
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else
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else
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key_backward = false;
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this->privData->key_backward = false;
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if(KeyInput->IsKeyPressed(DIK_A))
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if( this->privData->input->IsKeyPressed(DIK_A) )
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{
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{
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if(!key_strafeLeft)
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if( !this->privData->key_strafeLeft )
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{
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{
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privData->nwClient->Send(GameLogic::Protocol_PlayerMovementLeft());
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this->privData->nwClient->Send( Protocol_PlayerMovementLeft() );
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key_strafeLeft = true;
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this->privData->key_strafeLeft = true;
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}
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}
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}
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}
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else
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else
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key_strafeLeft = false;
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this->privData->key_strafeLeft = false;
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if(KeyInput->IsKeyPressed(DIK_D))
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if( this->privData->input->IsKeyPressed(DIK_D) )
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{
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{
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if(!key_strafeRight)
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if( !this->privData->key_strafeRight )
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{
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{
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privData->nwClient->Send(GameLogic::Protocol_PlayerMovementRight());
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this->privData->nwClient->Send( Protocol_PlayerMovementRight() );
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key_strafeRight = true;
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this->privData->key_strafeRight = true;
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}
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}
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}
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}
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else
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else
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key_strafeRight = false;
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this->privData->key_strafeRight = false;
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//send delta mouse movement
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//send delta mouse movement
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//if (KeyInput->IsMousePressed())
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{
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{
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camera.YawRight( -KeyInput->GetYaw() );
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this->privData->camera.YawRight( -this->privData->input->GetYaw() );
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camera.PitchUp( KeyInput->GetPitch() );
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this->privData->camera.PitchUp( this->privData->input->GetPitch() );
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camera.UpdateOrientation();
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this->privData->camera.UpdateOrientation();
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GameLogic::Protocol_PlayerLook playerLookDir;
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privData->nwClient->Send( Protocol_PlayerLook(this->privData->camera.GetLook(), this->privData->camera.GetRight()) );
|
||||||
Float4 look = camera.GetLook();
|
|
||||||
|
|
||||||
privData->nwClient->Send( playerLookDir );
|
|
||||||
}
|
}
|
||||||
|
|
||||||
// shoot
|
// shoot
|
||||||
if(KeyInput->IsKeyPressed(DIK_Z))
|
if( this->privData->input->IsKeyPressed(DIK_Z) )
|
||||||
{
|
{
|
||||||
if(!key_Shoot)
|
if( !this->privData->key_Shoot )
|
||||||
{
|
{
|
||||||
GameLogic::Protocol_PlayerShot playerShot;
|
Protocol_PlayerShot playerShot;
|
||||||
playerShot.primaryPressed = true;
|
playerShot.primaryPressed = true;
|
||||||
playerShot.secondaryPressed = false;
|
playerShot.secondaryPressed = false;
|
||||||
playerShot.utilityPressed = false;
|
playerShot.utilityPressed = false;
|
||||||
privData->nwClient->Send(playerShot);
|
this->privData->nwClient->Send( playerShot );
|
||||||
key_Shoot = true;
|
this->privData->key_Shoot = true;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
key_Shoot = false;
|
this->privData->key_Shoot = false;
|
||||||
if(KeyInput->IsKeyPressed(DIK_X))
|
if( this->privData->input->IsKeyPressed(DIK_X) )
|
||||||
{
|
{
|
||||||
if(!key_Shoot)
|
if( !this->privData->key_Shoot )
|
||||||
{
|
{
|
||||||
GameLogic::Protocol_PlayerShot playerShot;
|
Protocol_PlayerShot playerShot;
|
||||||
playerShot.primaryPressed = false;
|
playerShot.primaryPressed = false;
|
||||||
playerShot.secondaryPressed = true;
|
playerShot.secondaryPressed = true;
|
||||||
playerShot.utilityPressed = false;
|
playerShot.utilityPressed = false;
|
||||||
privData->nwClient->Send(playerShot);
|
this->privData->nwClient->Send( playerShot );
|
||||||
key_Shoot = true;
|
this->privData->key_Shoot = true;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
key_Shoot = false;
|
this->privData->key_Shoot = false;
|
||||||
if(KeyInput->IsKeyPressed(DIK_C))
|
if( this->privData->input->IsKeyPressed(DIK_C) )
|
||||||
{
|
{
|
||||||
if(!key_Shoot)
|
if( !this->privData->key_Shoot )
|
||||||
{
|
{
|
||||||
GameLogic::Protocol_PlayerShot playerShot;
|
Protocol_PlayerShot playerShot;
|
||||||
playerShot.primaryPressed = false;
|
playerShot.primaryPressed = false;
|
||||||
playerShot.secondaryPressed = false;
|
playerShot.secondaryPressed = false;
|
||||||
playerShot.utilityPressed = true;
|
playerShot.utilityPressed = true;
|
||||||
privData->nwClient->Send(playerShot);
|
this->privData->nwClient->Send( playerShot );
|
||||||
key_Shoot = true;
|
this->privData->key_Shoot = true;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
key_Shoot = false;
|
this->privData->key_Shoot = false;
|
||||||
|
|
||||||
// jump
|
// jump
|
||||||
if(KeyInput->IsKeyPressed(DIK_SPACE))
|
if( this->privData->input->IsKeyPressed(DIK_SPACE) )
|
||||||
{
|
{
|
||||||
if(!key_Jump)
|
if(!this->privData->key_Jump)
|
||||||
{
|
{
|
||||||
privData->nwClient->Send(GameLogic::Protocol_PlayerJump());
|
this->privData->nwClient->Send( Protocol_PlayerJump() );
|
||||||
key_Jump = true;
|
this->privData->key_Jump = true;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
key_Jump = false;
|
this->privData->key_Jump = false;
|
||||||
|
|
||||||
// send event data
|
// TODO: implement sub-menu
|
||||||
//
|
|
||||||
//if(KeyInput->IsKeyPressed(DIK_L))
|
|
||||||
// privData->state = GameState::gameStateState_end;
|
|
||||||
}
|
|
||||||
|
|
||||||
using namespace ::Oyster::Network;
|
|
||||||
using namespace ::Utility::DynamicMemory;
|
|
||||||
|
|
||||||
// returns -1 if none found
|
|
||||||
int FindObject( const DynamicArray<SmartPointer<C_Object>> &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<NetworkClient*, NetworkClient::ClientEventArgs> e )
|
void GameState::DataRecieved( NetEvent<NetworkClient*, NetworkClient::ClientEventArgs> e )
|
||||||
|
@ -400,76 +280,67 @@ void GameState::DataRecieved( NetEvent<NetworkClient*, NetworkClient::ClientEven
|
||||||
case protocol_Gameplay_ObjectHealthStatus: break; /** @todo TODO: implement */
|
case protocol_Gameplay_ObjectHealthStatus: break; /** @todo TODO: implement */
|
||||||
case protocol_Gameplay_ObjectPosition:
|
case protocol_Gameplay_ObjectPosition:
|
||||||
{
|
{
|
||||||
GameLogic::Protocol_ObjectPosition decoded(data);
|
Protocol_ObjectPosition decoded(data);
|
||||||
|
|
||||||
// if is this player. Remember to change camera
|
// if is this player. Remember to change camera
|
||||||
if( this->myId == decoded.object_ID )
|
if( this->privData->myId == decoded.object_ID )
|
||||||
camera.SetPosition( decoded.position );
|
this->privData->camera.SetPosition( decoded.position );
|
||||||
|
|
||||||
int i = FindObject( this->dynamicObjects, decoded.object_ID );
|
(*this->privData->dynamicObjects)[decoded.object_ID]->setPos( decoded.position );
|
||||||
if( i > -1 )
|
|
||||||
this->dynamicObjects[i]->setPos( decoded.position );
|
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
case protocol_Gameplay_ObjectScale:
|
case protocol_Gameplay_ObjectScale:
|
||||||
{
|
{
|
||||||
GameLogic::Protocol_ObjectScale decoded(data);
|
Protocol_ObjectScale decoded(data);
|
||||||
int i = FindObject( this->dynamicObjects, decoded.object_ID );
|
(*this->privData->dynamicObjects)[decoded.object_ID]->setScale( decoded.scale );
|
||||||
if( i > -1 )
|
|
||||||
this->dynamicObjects[i]->setScale( decoded.scale );
|
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
case protocol_Gameplay_ObjectRotation:
|
case protocol_Gameplay_ObjectRotation:
|
||||||
{
|
{
|
||||||
GameLogic::Protocol_ObjectRotation decoded(data);
|
Protocol_ObjectRotation decoded(data);
|
||||||
Quaternion rotation = Quaternion( Float3(decoded.rotationQ), decoded.rotationQ[3] );
|
Quaternion rotation = Quaternion( Float3(decoded.rotationQ), decoded.rotationQ[3] );
|
||||||
|
|
||||||
// if is this player. Remember to change camera
|
// if is this player. Remember to change camera
|
||||||
if( this->myId == decoded.object_ID )
|
if( this->privData->myId == decoded.object_ID )
|
||||||
camera.SetAngular( AngularAxis(rotation) );
|
this->privData->camera.SetAngular( AngularAxis(rotation) );
|
||||||
|
|
||||||
int i = FindObject( this->dynamicObjects, decoded.object_ID );
|
(*this->privData->dynamicObjects)[decoded.object_ID]->setRot( rotation );
|
||||||
if( i > -1 )
|
|
||||||
this->dynamicObjects[i]->setRot( rotation );
|
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
case protocol_Gameplay_ObjectPositionRotation:
|
case protocol_Gameplay_ObjectPositionRotation:
|
||||||
{
|
{
|
||||||
GameLogic::Protocol_ObjectPositionRotation decoded(data);
|
Protocol_ObjectPositionRotation decoded(data);
|
||||||
Float3 position = decoded.position;
|
Float3 position = decoded.position;
|
||||||
Quaternion rotation = Quaternion( Float3(decoded.rotationQ), decoded.rotationQ[3] );
|
Quaternion rotation = Quaternion( Float3(decoded.rotationQ), decoded.rotationQ[3] );
|
||||||
|
|
||||||
// if is this player. Remember to change camera
|
// if is this player. Remember to change camera
|
||||||
if( this->myId == decoded.object_ID )
|
if( this->privData->myId == decoded.object_ID )
|
||||||
{
|
{
|
||||||
camera.SetPosition( position );
|
this->privData->camera.SetPosition( position );
|
||||||
camera.SetAngular( AngularAxis(rotation) );
|
this->privData->camera.SetAngular( AngularAxis(rotation) );
|
||||||
}
|
}
|
||||||
|
|
||||||
int i = FindObject( this->dynamicObjects, decoded.object_ID );
|
C_DynamicObj *object = (*this->privData->dynamicObjects)[decoded.object_ID];
|
||||||
if( i > -1 )
|
object->setPos( position );
|
||||||
{
|
object->setRot( rotation );
|
||||||
this->dynamicObjects[i]->setPos( position );
|
|
||||||
this->dynamicObjects[i]->setRot( rotation );
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
case protocol_Gameplay_ObjectEnabled: break; /** @todo TODO: implement */
|
case protocol_Gameplay_ObjectEnabled: break; /** @todo TODO: implement */
|
||||||
case protocol_Gameplay_ObjectDisabled:
|
case protocol_Gameplay_ObjectDisabled:
|
||||||
{
|
{
|
||||||
GameLogic::Protocol_ObjectDisable decoded(data);
|
Protocol_ObjectDisable decoded(data);
|
||||||
|
|
||||||
int i = FindObject( this->dynamicObjects, decoded.objectID );
|
auto object = this->privData->dynamicObjects->find( decoded.objectID );
|
||||||
if( i > -1 )
|
if( object != this->privData->dynamicObjects->end() )
|
||||||
{
|
{
|
||||||
this->dynamicObjects[i].Release();
|
object->second = nullptr;
|
||||||
this->dynamicObjects.Pop(i);
|
this->privData->dynamicObjects->erase( object );
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
case protocol_Gameplay_ObjectCreate:
|
case protocol_Gameplay_ObjectCreate:
|
||||||
{
|
{
|
||||||
GameLogic::Protocol_ObjectCreate decoded(data);
|
Protocol_ObjectCreate decoded(data);
|
||||||
C_DynamicObj* object = new C_DynamicObj();
|
C_DynamicObj* object = new C_DynamicObj();
|
||||||
|
|
||||||
ModelInitData modelData;
|
ModelInitData modelData;
|
||||||
|
@ -484,7 +355,7 @@ void GameState::DataRecieved( NetEvent<NetworkClient*, NetworkClient::ClientEven
|
||||||
}
|
}
|
||||||
object->Init(modelData);
|
object->Init(modelData);
|
||||||
|
|
||||||
dynamicObjects.Push(object);
|
(*this->privData->dynamicObjects)[decoded.object_ID] = object;
|
||||||
|
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
|
|
|
@ -4,13 +4,6 @@
|
||||||
#include "OysterMath.h"
|
#include "OysterMath.h"
|
||||||
#include <string>
|
#include <string>
|
||||||
|
|
||||||
#include "Camera_FPS.h"
|
|
||||||
#include "LevelLoader/LevelLoader.h"
|
|
||||||
#include "C_obj/C_Player.h"
|
|
||||||
#include "C_obj/C_DynamicObj.h"
|
|
||||||
#include "C_obj/C_StaticObj.h"
|
|
||||||
#include "DynamicArray.h"
|
|
||||||
|
|
||||||
namespace DanBias { namespace Client
|
namespace DanBias { namespace Client
|
||||||
{
|
{
|
||||||
class GameState : public GameClientState
|
class GameState : public GameClientState
|
||||||
|
@ -27,12 +20,8 @@ namespace DanBias { namespace Client
|
||||||
~GameState(void);
|
~GameState(void);
|
||||||
bool Init( SharedStateContent &shared );
|
bool Init( SharedStateContent &shared );
|
||||||
GameClientState::ClientState Update( float deltaTime ) override;
|
GameClientState::ClientState Update( float deltaTime ) override;
|
||||||
|
void InitiatePlayer( int id, std::wstring modelName, Oyster::Math::Float4x4 world );
|
||||||
bool LoadModels(std::string mapFile);
|
void ReadKeyInput();
|
||||||
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 Render()override;
|
||||||
bool Release()override;
|
bool Release()override;
|
||||||
|
@ -43,20 +32,6 @@ namespace DanBias { namespace Client
|
||||||
private:
|
private:
|
||||||
struct MyData;
|
struct MyData;
|
||||||
::Utility::DynamicMemory::UniquePointer<MyData> privData;
|
::Utility::DynamicMemory::UniquePointer<MyData> privData;
|
||||||
|
|
||||||
bool key_forward;
|
|
||||||
bool key_backward;
|
|
||||||
bool key_strafeRight;
|
|
||||||
bool key_strafeLeft;
|
|
||||||
bool key_Shoot;
|
|
||||||
bool key_Jump;
|
|
||||||
Camera_FPS camera;
|
|
||||||
|
|
||||||
int myId;
|
|
||||||
|
|
||||||
Utility::DynamicMemory::DynamicArray<Utility::DynamicMemory::SmartPointer<C_StaticObj>> staticObjects;
|
|
||||||
Utility::DynamicMemory::DynamicArray<Utility::DynamicMemory::SmartPointer<C_Object>> dynamicObjects;
|
|
||||||
//Utility::DynamicMemory::DynamicArray<Utility::DynamicMemory::SmartPointer<C_Player>> playObjects;
|
|
||||||
};
|
};
|
||||||
} }
|
} }
|
||||||
#endif
|
#endif
|
|
@ -123,8 +123,8 @@ void LanMenuState::ChangeState( ClientState next )
|
||||||
{
|
{
|
||||||
case GameClientState::ClientState_Lobby:
|
case GameClientState::ClientState_Lobby:
|
||||||
// attempt to connect to lobby
|
// attempt to connect to lobby
|
||||||
//if( !this->privData->nwClient->Connect(this->privData->connectPort, (*this->privData->connectIP)[0]) )
|
if( !this->privData->nwClient->Connect(this->privData->connectPort, (*this->privData->connectIP)[0]) )
|
||||||
// return; // TODO: temporary commented out
|
return;
|
||||||
break;
|
break;
|
||||||
default: break;
|
default: break;
|
||||||
}
|
}
|
||||||
|
|
|
@ -1,13 +1,18 @@
|
||||||
#include "NetLoadState.h"
|
#include "NetLoadState.h"
|
||||||
#include "NetworkClient.h"
|
#include "NetworkClient.h"
|
||||||
#include "OysterMath.h"
|
#include "OysterMath.h"
|
||||||
#include "../Game/GameProtocols/Protocols.h"
|
#include "Protocols.h"
|
||||||
|
#include "LevelLoader\LevelLoader.h"
|
||||||
|
#include "Utilities.h"
|
||||||
|
#include "C_obj\C_StaticObj.h"
|
||||||
|
#include "C_obj\C_DynamicObj.h"
|
||||||
|
|
||||||
using namespace ::DanBias::Client;
|
using namespace ::DanBias::Client;
|
||||||
using namespace ::Oyster;
|
using namespace ::Oyster;
|
||||||
using namespace ::Oyster::Math;
|
using namespace ::Oyster::Math;
|
||||||
using namespace ::Oyster::Network;
|
using namespace ::Oyster::Network;
|
||||||
using namespace ::GameLogic;
|
using namespace ::GameLogic;
|
||||||
|
using namespace ::Utility::String;
|
||||||
|
|
||||||
struct NetLoadState::MyData
|
struct NetLoadState::MyData
|
||||||
{
|
{
|
||||||
|
@ -16,9 +21,17 @@ struct NetLoadState::MyData
|
||||||
GameClientState::ClientState nextState;
|
GameClientState::ClientState nextState;
|
||||||
NetworkClient *nwClient;
|
NetworkClient *nwClient;
|
||||||
Graphics::API::Texture background;
|
Graphics::API::Texture background;
|
||||||
|
::std::map<int, ::Utility::DynamicMemory::UniquePointer<::DanBias::Client::C_StaticObj>> *staticObjects;
|
||||||
|
::std::map<int, ::Utility::DynamicMemory::UniquePointer<::DanBias::Client::C_DynamicObj>> *dynamicObjects;
|
||||||
|
|
||||||
bool loading;
|
bool loading;
|
||||||
};
|
};
|
||||||
|
|
||||||
|
inline Quaternion ArrayToQuaternion( float source[4] )
|
||||||
|
{
|
||||||
|
return Quaternion( Float3(source[0], source[1], source[2]), source[3] );
|
||||||
|
}
|
||||||
|
|
||||||
NetLoadState::NetLoadState(void) {}
|
NetLoadState::NetLoadState(void) {}
|
||||||
|
|
||||||
NetLoadState::~NetLoadState(void)
|
NetLoadState::~NetLoadState(void)
|
||||||
|
@ -31,9 +44,12 @@ bool NetLoadState::Init( SharedStateContent &shared )
|
||||||
{
|
{
|
||||||
this->privData = new MyData();
|
this->privData = new MyData();
|
||||||
|
|
||||||
this->privData->nextState = GameClientState::ClientState_Same;
|
this->privData->nextState = GameClientState::ClientState_Same;
|
||||||
this->privData->nwClient = shared.network;
|
this->privData->nwClient = shared.network;
|
||||||
this->privData->background = Graphics::API::CreateTexture( L"grass_md.png" );
|
this->privData->background = Graphics::API::CreateTexture( L"grass_md.png" );
|
||||||
|
this->privData->dynamicObjects = &shared.dynamicObjects;
|
||||||
|
this->privData->staticObjects = &shared.staticObjects;
|
||||||
|
|
||||||
this->privData->loading = false;
|
this->privData->loading = false;
|
||||||
|
|
||||||
// we may assume that nwClient is properly connected to the server
|
// we may assume that nwClient is properly connected to the server
|
||||||
|
@ -82,6 +98,7 @@ void NetLoadState::DataRecieved( NetEvent<NetworkClient*, NetworkClient::ClientE
|
||||||
if( ID == protocol_Lobby_CreateGame && !this->privData->loading )
|
if( ID == protocol_Lobby_CreateGame && !this->privData->loading )
|
||||||
{
|
{
|
||||||
this->LoadGame( Protocol_LobbyCreateGame(e.args.data.protocol).modelName );
|
this->LoadGame( Protocol_LobbyCreateGame(e.args.data.protocol).modelName );
|
||||||
|
this->ChangeState( ClientState_Game );
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -89,7 +106,69 @@ void NetLoadState::LoadGame( const ::std::string &fileName )
|
||||||
{
|
{
|
||||||
this->privData->loading = true;
|
this->privData->loading = true;
|
||||||
|
|
||||||
// TODO: ask Sam about level loader
|
LevelLoader loader;
|
||||||
|
auto objects = loader.LoadLevel( fileName );
|
||||||
|
auto object = objects.begin();
|
||||||
|
ObjectHeader *oh;
|
||||||
|
|
||||||
|
int objectID = 100; // first 100 is reserved for players. This is how the server does it.
|
||||||
|
|
||||||
|
for( ; object != objects.end(); ++object )
|
||||||
|
{
|
||||||
|
++objectID;
|
||||||
|
oh = (ObjectHeader*)&*object;
|
||||||
|
switch( oh->typeID )
|
||||||
|
{
|
||||||
|
case ObjectType::ObjectType_Static:
|
||||||
|
{
|
||||||
|
ModelInitData desc;
|
||||||
|
desc.id = objectID;
|
||||||
|
StringToWstring( oh->ModelFile, desc.modelPath );
|
||||||
|
desc.position = oh->position;
|
||||||
|
desc.rotation = ArrayToQuaternion( oh->rotation );
|
||||||
|
desc.scale = oh->scale;
|
||||||
|
desc.visible = true;
|
||||||
|
|
||||||
|
C_StaticObj *staticObject = new C_StaticObj();
|
||||||
|
if( staticObject->Init( desc ) )
|
||||||
|
{
|
||||||
|
(*this->privData->staticObjects)[objectID] = staticObject;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
delete staticObject;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
break;
|
||||||
|
case ObjectType::ObjectType_Dynamic:
|
||||||
|
{
|
||||||
|
ModelInitData desc;
|
||||||
|
desc.id = objectID;
|
||||||
|
StringToWstring( oh->ModelFile, desc.modelPath );
|
||||||
|
desc.position = oh->position;
|
||||||
|
desc.rotation = ArrayToQuaternion( oh->rotation );
|
||||||
|
desc.scale = oh->scale;
|
||||||
|
desc.visible = true;
|
||||||
|
|
||||||
|
C_DynamicObj *dynamicObject = new C_DynamicObj();
|
||||||
|
if( dynamicObject->Init( desc ) )
|
||||||
|
{
|
||||||
|
(*this->privData->dynamicObjects)[objectID] = dynamicObject;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
delete dynamicObject;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
break;
|
||||||
|
case ObjectType::ObjectType_Light:
|
||||||
|
{
|
||||||
|
/* TODO: implement light into the leveformat */
|
||||||
|
}
|
||||||
|
break;
|
||||||
|
default: break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
this->privData->nextState = ClientState::ClientState_Game;
|
this->privData->nextState = ClientState::ClientState_Game;
|
||||||
}
|
}
|
||||||
|
|
|
@ -11,6 +11,8 @@
|
||||||
#include <map>
|
#include <map>
|
||||||
#include "Utilities.h"
|
#include "Utilities.h"
|
||||||
#include "C_Object.h"
|
#include "C_Object.h"
|
||||||
|
#include "C_obj\C_StaticObj.h"
|
||||||
|
#include "C_obj\C_DynamicObj.h"
|
||||||
#include "NetworkClient.h"
|
#include "NetworkClient.h"
|
||||||
#include "L_inputClass.h"
|
#include "L_inputClass.h"
|
||||||
|
|
||||||
|
@ -19,8 +21,8 @@ namespace DanBias { namespace Client
|
||||||
struct SharedStateContent
|
struct SharedStateContent
|
||||||
{
|
{
|
||||||
public:
|
public:
|
||||||
::std::map<int, ::Utility::DynamicMemory::UniquePointer<::DanBias::Client::C_Object>> staticObjects;
|
::std::map<int, ::Utility::DynamicMemory::UniquePointer<::DanBias::Client::C_StaticObj>> staticObjects;
|
||||||
::std::map<int, ::Utility::DynamicMemory::UniquePointer<::DanBias::Client::C_Object>> dynamicObjects;
|
::std::map<int, ::Utility::DynamicMemory::UniquePointer<::DanBias::Client::C_DynamicObj>> dynamicObjects;
|
||||||
::Oyster::Network::NetworkClient *network;
|
::Oyster::Network::NetworkClient *network;
|
||||||
InputClass* input;
|
InputClass* input;
|
||||||
};
|
};
|
||||||
|
|
Loading…
Reference in New Issue