#include "GameState.h" #include "DllInterfaces/GFXAPI.h" #include #include "NetworkClient.h" #include "Camera.h" #include using namespace DanBias::Client; using namespace Oyster::Math; struct GameState::myData { myData(){} //std::vector object; int modelCount; Oyster::Network::NetworkClient* nwClient; gameStateState state; }privData; GameState::GameState(void) { key_forward = false; key_backward = false; key_strafeRight = false; key_strafeLeft = false; } GameState::~GameState(void) { delete this->camera; delete this->privData; } bool GameState::Init(Oyster::Network::NetworkClient* nwClient) { // load models camera = new Camera; privData = new myData(); privData->state = gameStateState_loading; privData->nwClient = nwClient; privData->state = LoadGame(); pitch = 0; //tELL SERver ready nwClient->Send(GameLogic::Protocol_General_Status(GameLogic::Protocol_General_Status::States_ready)); return true; } GameState::gameStateState GameState::LoadGame() { Oyster::Graphics::Definitions::Pointlight plight; plight.Pos = Float3(315, 0 ,5); plight.Color = Float3(0.9f,0.7f,0.2f); plight.Radius = 100; plight.Bright = 0.9f; Oyster::Graphics::API::AddLight(plight); plight.Pos = Float3(10,350,5); plight.Color = Float3(0.9f,0.7f,0.3f); plight.Radius = 200; plight.Bright = 0.7f; Oyster::Graphics::API::AddLight(plight); plight.Pos = Float3(350,350,5); plight.Color = Float3(0.9f,0.7f,0.3f); plight.Radius = 200; plight.Bright = 0.7f; Oyster::Graphics::API::AddLight(plight); plight.Pos = Float3(10,350,350); plight.Color = Float3(0.9f,0.7f,0.3f); plight.Radius = 200; plight.Bright = 0.7f; Oyster::Graphics::API::AddLight(plight); plight.Pos = Float3(10,-15,5); plight.Color = Float3(0,0,1); plight.Radius = 50; plight.Bright = 2; Oyster::Graphics::API::AddLight(plight); LoadModels("3bana.bias"); Float3 startPos = Float3(0,0,20.0f); InitCamera(startPos); return gameStateState_playing; } bool GameState::LoadModels(std::string mapFile) { GameLogic::LevelLoader levelLoader; std::vector> objects; objects = levelLoader.LoadLevel(mapFile); int objCount = objects.size(); int modelId = 0; ModelInitData modelData; for (int i = 0; i < objCount; i++) { GameLogic::ObjectTypeHeader* obj = objects.at(i); switch (obj->typeID) { case GameLogic::ObjectType::ObjectType_LevelMetaData: break; case GameLogic::ObjectType::ObjectType_Static: { GameLogic::ObjectHeader* staticObjData = ((GameLogic::ObjectHeader*)obj); modelData.modelPath.assign(staticObjData->ModelFile.begin(), staticObjData->ModelFile.end()); modelData.visible = true; //modelData.position = ; //modelData.rotation = Oyster::Math::Quaternion(Oyster::Math::Float3(2,2,-2), 1); //modelData.scale = Oyster::Math::Float3(2,2,2); modelData.id = modelId++; this->staticObjects.Push(new C_StaticObj()); this->staticObjects[this->staticObjects.Size() -1 ]->Init(modelData); } break; case GameLogic::ObjectType::ObjectType_Dynamic: { GameLogic::ObjectHeader* dynamicObjData = ((GameLogic::ObjectHeader*)obj); //modelData.position = ; //modelData.rotation = Oyster::Math::Quaternion(Oyster::Math::Float3(2,2,-2), 1); //modelData.scale = Oyster::Math::Float3(2,2,2); modelData.modelPath.assign(dynamicObjData->ModelFile.begin(), dynamicObjData->ModelFile.end()); modelData.visible = true; modelData.id = modelId++; this->dynamicObjects.Push(new C_DynamicObj()); this->dynamicObjects[this->dynamicObjects.Size() -1 ]->Init(modelData); } break; case GameLogic::ObjectType::ObjectType_Light: { GameLogic::BasicLight* lightData = ((GameLogic::BasicLight*)obj); if(lightData->lightType == GameLogic::LightType_PointLight) { Oyster::Graphics::Definitions::Pointlight plight; plight.Pos = ((GameLogic::PointLight*)lightData)->position; plight.Color = lightData->diffuseColor; plight.Radius = 100; plight.Bright = 0.9f; Oyster::Graphics::API::AddLight(plight); } } break; default: break; } } myId += modelId++; // add player model //modelData.position = ; //modelData.rotation = Oyster::Math::Quaternion(Oyster::Math::Float3(2,2,-2), 1); //modelData.scale = Oyster::Math::Float3(2,2,2); modelData.visible = true; modelData.modelPath = L"char_still_sizeref.dan"; modelData.id = myId; // load models this->dynamicObjects.Push(new C_DynamicObj()); this->dynamicObjects[this->dynamicObjects.Size() -1 ]->Init(modelData); /*C_Player* obj = new C_Player(); privData->object.push_back(obj); privData->object[privData->object.size() -1 ]->Init(modelData); */ return true; /*// open file // read file // init models int nrOfBoxex = 5; int id = 100; // add world model ModelInitData modelData; Oyster::Math3D::Float4x4 translate; C_Object* obj; translate = Oyster::Math3D::TranslationMatrix(Oyster::Math::Float3(0,0,0)); modelData.world = translate ;//modelData.world * translate modelData.world.v[0].x = 2; modelData.world.v[1].y = 2; modelData.world.v[2].z = 2; modelData.modelPath = L"world_earth.dan"; modelData.id = id++; obj = new C_Player(); privData->object.push_back(obj); privData->object[privData->object.size() -1 ]->Init(modelData); // add box model modelData.world = Oyster::Math3D::Float4x4::identity; modelData.modelPath = L"crate_colonists.dan"; for(int i =0; i< nrOfBoxex; i ++) { translate = Oyster::Math3D::TranslationMatrix(Oyster::Math::Float3(4,320,0)); modelData.world = modelData.world * translate; modelData.id = id++; obj = new C_Player(); privData->object.push_back(obj); privData->object[privData->object.size() -1 ]->Init(modelData); modelData.world = Oyster::Math3D::Float4x4::identity; } // add crystal model modelData.world = Oyster::Math3D::Float4x4::identity; translate = Oyster::Math3D::TranslationMatrix(Oyster::Math::Float3(10, 301, 0)); modelData.world = modelData.world * translate; modelData.visible = true; modelData.modelPath = L"crystalformation_b.dan"; modelData.id = id++; // load models obj = new C_Player(); privData->object.push_back(obj); privData->object[privData->object.size() -1 ]->Init(modelData); // add house model modelData.world = Oyster::Math3D::Float4x4::identity; translate = Oyster::Math3D::TranslationMatrix(Oyster::Math::Float3(-50, 290, 0)); Oyster::Math3D::Float4x4 rot = Oyster::Math3D::RotationMatrix(Oyster::Math::Float3(0 ,Utility::Value::Radian(90.0f), 0)); modelData.world = modelData.world * translate * rot; modelData.visible = true; modelData.modelPath = L"building_corporation.dan"; modelData.id = id++; // load models obj = new C_Player(); privData->object.push_back(obj); privData->object[privData->object.size() -1 ]->Init(modelData); // add player model modelData.world = Oyster::Math3D::Float4x4::identity; translate = Oyster::Math3D::TranslationMatrix(Oyster::Math::Float3(0, 320, 0)); modelData.world = modelData.world * translate; modelData.visible = true; modelData.modelPath = L"char_still_sizeref.dan"; modelData.id = id++; // load models obj = new C_Player(); privData->object.push_back(obj); privData->object[privData->object.size() -1 ]->Init(modelData); // add player model 2 modelData.world = Oyster::Math3D::Float4x4::identity; translate = Oyster::Math3D::TranslationMatrix(Oyster::Math::Float3(50, 320, 0)); modelData.world = modelData.world * translate; modelData.visible = true; modelData.modelPath = L"char_still_sizeref.dan"; modelData.id = id++; // load models obj = new C_Player(); privData->object.push_back(obj); privData->object[privData->object.size() -1 ]->Init(modelData); // add jumppad modelData.world = Oyster::Math3D::Float4x4::identity; translate = Oyster::Math3D::TranslationMatrix(Oyster::Math::Float3(4, 300.3, 0)); //Oyster::Math3D::RotationMatrix_AxisZ() modelData.world = modelData.world * translate; modelData.visible = true; modelData.modelPath = L"jumppad_round.dan"; modelData.id = id++; // load models obj = new C_Player(); privData->object.push_back(obj); privData->object[privData->object.size() -1 ]->Init(modelData); // add sky sphere modelData.world = Oyster::Math3D::Float4x4::identity; translate = Oyster::Math3D::TranslationMatrix(Oyster::Math::Float3(0, 0, 0)); //Oyster::Math3D::RotationMatrix_AxisZ() modelData.world = modelData.world * translate; modelData.world.v[0].x = 800; modelData.world.v[1].y = 800; modelData.world.v[2].z = 800; modelData.visible = true; modelData.modelPath = L"skysphere.dan"; modelData.id = id++; // load models obj = new C_Player(); privData->object.push_back(obj); privData->object[privData->object.size() -1 ]->Init(modelData); */ } bool GameState::InitCamera(Float3 startPos) { Float3 dir = Float3(0,0,1); Float3 up = Float3(0,1,0); Float3 pos = Float3(0, 0, 20); camera->LookAt(pos, dir, up); camera->SetLens(pi/4, 1024/768, 1, 1000); camera->UpdateViewMatrix(); Oyster::Graphics::API::SetProjection(camera->Proj()); return true; } void GameState::InitiatePlayer(int id, std::wstring modelName, Oyster::Math::Float4x4 world) { myId = id; ModelInitData modelData; C_Object* obj; modelData.visible = true; //modelData.world = world; //modelData.position = ; //modelData.rotation = Oyster::Math::Quaternion(Oyster::Math::Float3(2,2,-2), 1); //modelData.scale = Oyster::Math::Float3(2,2,2); modelData.modelPath = modelName; modelData.id = myId; obj = new C_Player(); this->dynamicObjects.Push(obj); this->dynamicObjects[this->dynamicObjects.Size() -1 ]->Init(modelData); Oyster::Math::Float3 right = Oyster::Math::Float3(world[0], world[1], world[2]); Oyster::Math::Float3 up = Oyster::Math::Float3(world[4], world[5], world[6]); Oyster::Math::Float3 objForward = (Oyster::Math::Float3(world[8], world[9], world[10])); Oyster::Math::Float3 pos = Oyster::Math::Float3(world[12], world[13], world[14]); Oyster::Math::Float3 cameraLook = camera->GetLook(); Oyster::Math::Float3 cameraUp = camera->GetUp(); /*Oyster::Math::Float3 newUp = cameraUp.Dot(up); up *= newUp; up.Normalize(); Oyster::Math::Float3 newLook = up.Cross(right); newLook.Normalize();*/ camera->setRight(right); camera->setUp(up); camera->setLook(objForward); up *= 2; objForward *= -3; Oyster::Math::Float3 cameraPos = up + pos + objForward; camera->SetPosition(cameraPos); camera->UpdateViewMatrix(); } GameClientState::ClientState GameState::Update(float deltaTime, InputClass* KeyInput) { switch (privData->state) { case gameStateState_loading: //Will this ever happen in this scope?? { // load map // wait for all players LoadGame(); GameLogic::Protocol_General_Status gameStatus; gameStatus.status = GameLogic::Protocol_General_Status::States_ready; privData->nwClient->Send(gameStatus); privData->state = gameStateState_playing; } break; case gameStateState_playing: // read server data // update objects { readKeyInput(KeyInput); camera->UpdateViewMatrix(); } break; case gameStateState_end: return ClientState_Lobby; break; default: break; } // send key input to server. return ClientState_Same; } bool GameState::Render() { Oyster::Graphics::API::SetView(camera->View()); Oyster::Graphics::API::NewFrame(); for (unsigned int i = 0; i < staticObjects.Size(); i++) { staticObjects[i]->Render(); } for (unsigned int i = 0; i < dynamicObjects.Size(); i++) { dynamicObjects[i]->Render(); } Oyster::Graphics::API::EndFrame(); return true; } bool GameState::Release() { /*for (unsigned int i = 0; i < privData->object.size(); i++) { privData->object[i]->Release(); delete privData->object[i]; privData->object[i] = NULL; }*/ delete privData; privData = NULL; return true; } void GameState::readKeyInput(InputClass* KeyInput) { bool send = false; GameLogic::Protocol_PlayerMovement movePlayer; movePlayer.bForward = false; movePlayer.bBackward = false; movePlayer.bLeft = false; movePlayer.bRight = false; if(KeyInput->IsKeyPressed(DIK_W)) { if(!key_forward) { movePlayer.bForward = true; send = true; key_forward = true; } } else key_forward = false; if(KeyInput->IsKeyPressed(DIK_S)) { if(!key_backward) { movePlayer.bBackward = true; send = true; key_backward = true; } } else key_backward = false; if(KeyInput->IsKeyPressed(DIK_A)) { if(!key_strafeLeft) { movePlayer.bLeft = true; send = true; key_strafeLeft = true; } } else key_strafeLeft = false; if(KeyInput->IsKeyPressed(DIK_D)) { if(!key_strafeRight) { movePlayer.bRight = true; send = true; key_strafeRight = true; } } else key_strafeRight = false; if (privData->nwClient->IsConnected() && send) { privData->nwClient->Send(movePlayer); } //send delta mouse movement //if (KeyInput->IsMousePressed()) { camera->Yaw(-KeyInput->GetYaw()); camera->Pitch(KeyInput->GetPitch()); pitch = KeyInput->GetPitch(); camera->UpdateViewMatrix(); GameLogic::Protocol_PlayerLook playerLookDir; Oyster::Math::Float4 look = camera->GetLook(); playerLookDir.lookDirX = look.x; playerLookDir.lookDirY = look.y; playerLookDir.lookDirZ = look.z; playerLookDir.deltaX = -KeyInput->GetYaw(); privData->nwClient->Send(playerLookDir); } // shoot if(KeyInput->IsKeyPressed(DIK_Z)) { if(!key_Shoot) { GameLogic::Protocol_PlayerShot playerShot; playerShot.primaryPressed = true; playerShot.secondaryPressed = false; playerShot.utilityPressed = false; privData->nwClient->Send(playerShot); key_Shoot = true; } } else key_Shoot = false; if(KeyInput->IsKeyPressed(DIK_X)) { if(!key_Shoot) { GameLogic::Protocol_PlayerShot playerShot; playerShot.primaryPressed = false; playerShot.secondaryPressed = true; playerShot.utilityPressed = false; privData->nwClient->Send(playerShot); key_Shoot = true; } } else key_Shoot = false; if(KeyInput->IsKeyPressed(DIK_C)) { if(!key_Shoot) { GameLogic::Protocol_PlayerShot playerShot; playerShot.primaryPressed = false; playerShot.secondaryPressed = false; playerShot.utilityPressed = true; privData->nwClient->Send(playerShot); key_Shoot = true; } } else key_Shoot = false; // jump if(KeyInput->IsKeyPressed(DIK_SPACE)) { if(!key_Jump) { GameLogic::Protocol_PlayerJump playerJump; playerJump.hasJumped = true; privData->nwClient->Send(playerJump); key_Jump = true; } } else key_Jump = false; // send event data // if(KeyInput->IsKeyPressed(DIK_L)) privData->state = GameState::gameStateState_end; } void GameState::Protocol(ProtocolStruct* pos) { } void GameState::Protocol( PlayerPos* pos ) { //Oyster::Math::Float4x4 world, translate; //world = Oyster::Math::Float4x4::identity; //translate = Oyster::Math::Float4x4::identity; //translate = Oyster::Math3D::TranslationMatrix(Oyster::Math::Float3(pos->playerPos[0],pos->playerPos[1],pos->playerPos[2])); //world = world * translate; ////privData->object[0]->setPos( world ); //for (unsigned int i = 0; i < dynamicObjects.Size(); i++) //{ // dynamicObjects[i]->Render(); //} } void GameState::Protocol( ObjPos* pos ) { Oyster::Math::Float4x4 world; for(int i = 0; i<16; i++) { world[i] = pos->worldPos[i]; } //printf("pos for obj %d, ",pos->object_ID ); for (unsigned int i = 0; i < dynamicObjects.Size(); i++) { if(dynamicObjects[i]->GetId() == pos->object_ID) { dynamicObjects[i]->setWorld(world); if(dynamicObjects[i]->GetId() == myId) // playerobj { Float3 right = Float3(world[0], world[1], world[2]); Float3 up = Float3(world[4], world[5], world[6]); Float3 objForward = Float3(world[8], world[9], world[10]); Float3 pos = Float3(world[12], world[13], world[14]); Float3 cameraLook = camera->GetLook(); Float3 cameraUp = camera->GetUp(); /*Oyster::Math::Float3 newUp = cameraUp.Dot(up); up *= newUp; up.Normalize(); Oyster::Math::Float3 newLook = up.Cross(right); newLook.Normalize();*/ camera->setRight(right); camera->setUp(up); //camera->setLook(objForward); up *= 1; objForward *= -2; Oyster::Math::Float3 cameraPos = pos + up + objForward; camera->SetPosition(cameraPos); camera->UpdateViewMatrix(); } } } } void GameState::Protocol( NewObj* newObj ) { Oyster::Math::Float4x4 world; for(int i = 0; i<16; i++) { world[i] = newObj->worldPos[i]; } ModelInitData modelData; //modelData.world = world; modelData.visible = true; modelData.id = newObj->object_ID; //not sure if this is good parsing rom char* to wstring const char* path = newObj->path; modelData.modelPath = std::wstring(path, path + strlen(path)); // load models C_DynamicObj* player = new C_DynamicObj(); player->Init(modelData); dynamicObjects.Push(player); } void DanBias::Client::GameState::Protocol( RemoveObj* obj ) { for (unsigned int i = 0; i < dynamicObjects.Size(); i++) { if(dynamicObjects[i]->GetId() == obj->object_ID) { //dynamicObjects[i]->Release(); dynamicObjects[i].Release(); //dynamicObjects.erase(privData->object.begin() + i ); } } //privData->object[obj->object_ID]->Release( ); } //void GameState::Protocol(LightPos pos);