#include "GameState.h" #include "DllInterfaces/GFXAPI.h" #include #include "NetworkClient.h" #include "Camera_FPSV2.h" #include #include "C_Light.h" #include "C_obj/C_Player.h" #include "C_obj/C_DynamicObj.h" #include "C_obj/C_StaticObj.h" #include "Utilities.h" #include "GamingUI.h" #include "RespawnUI.h" #include "StatsUI.h" #include using namespace ::DanBias::Client; using namespace ::Oyster; using namespace ::Oyster::Network; using namespace ::Oyster::Math3D; using namespace ::GameLogic; using namespace ::Utility::DynamicMemory; using namespace ::Utility::String; using namespace ::Utility::Value; struct GameState::MyData { MyData(){} GameClientState::ClientState nextState; NetworkClient *nwClient; ::Input::Mouse *mouseInput; ::Input::Keyboard *keyboardInput; ::std::map> *staticObjects; ::std::map> *dynamicObjects; ::std::map> *lights; //C_Player player; ::std::map> players; Camera_FPSV2 camera; int myId; } privData; inline Quaternion ArrayToQuaternion( const float source[4] ) { return Quaternion( Float3(source[0], source[1], source[2]), source[3] ); } GameState::GameState() { this->privData = nullptr; } GameState::~GameState() { if( this->privData ) this->Release(); } bool GameState::Init( SharedStateContent &shared ) { // we may assume that shared.network is properly connected // and there is content in shared.dynamicObjects and shared.staticObjects this->privData = new MyData(); this->privData->nextState = GameClientState::ClientState_Same; this->privData->nwClient = shared.network; this->privData->mouseInput = shared.mouseDevice; this->privData->keyboardInput = shared.keyboardDevice; this->privData->staticObjects = &shared.staticObjects; this->privData->dynamicObjects = &shared.dynamicObjects; this->privData->lights = &shared.lights; Graphics::API::Option gfxOp = Graphics::API::GetOption(); Float aspectRatio = gfxOp.Resolution.x / gfxOp.Resolution.y; this->privData->camera.SetPerspectiveProjection( Utility::Value::Radian(90.0f), aspectRatio, 0.1f, 1000.0f ); Graphics::API::SetProjection( this->privData->camera.GetProjectionMatrix() ); gfxOp.AmbientValue = 0.5f; gfxOp.GlobalGlowTint = Math::Float3(1,1,1); gfxOp.GlobalTint = Math::Float3(1,1,1); Graphics::API::SetOptions(gfxOp); // DEGUG KEYS this->key_Reload_Shaders = false; this->key_Wireframe_Toggle = false; this->renderWhireframe = false; // !DEGUG KEYS shared.keyboardDevice->ReleaseTextTarget(); //shared.mouseDevice->AddMouseEvent(this); auto light = this->privData->lights->begin(); for( ; light != this->privData->lights->end(); ++light ) { light->second->Render(); } // create UI states this->gameUI = new GamingUI(&shared, &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(); //tell server ready this->privData->nwClient->Send( Protocol_General_Status(Protocol_General_Status::States_ready) ); return true; } void GameState::InitiatePlayer( int id, const std::string &modelName, const float position[3], const float rotation[4], const float scale[3], bool isMyPlayer ) { ModelInitData modelData; modelData.visible = true; modelData.position = position; modelData.rotation = ArrayToQuaternion( rotation ); modelData.scale = scale; modelData.id = id; StringToWstring(modelName,modelData.modelPath); // RB DEBUG RBInitData RBData; RBData.position = position; RBData.rotation = ArrayToQuaternion( rotation ); RBData.scale = scale; RBData.type = RB_Type_Cube; // !RB DEBUG C_Player *p = new C_Player(); if( p->Init(modelData) ) { // RB DEBUG p->InitRB( RBData ); // !RB DEBUG // start with runing animation p->playAnimation( L"idle", true ); (this->privData->players)[id] = p; if( isMyPlayer ) { this->privData->myId = id; this->privData->camera.SetPosition( p->getPos() ); Float3 offset = Float3( 0.0f ); // DEBUG position of camera so we can see the player model //offset.y = p->getScale().y * 5.0f; //offset.z = p->getScale().z * -5.0f; // !DEBUG //this->privData->camera.SetHeadOffset( offset ); //this->privData->camera.UpdateOrientation(); } } } GameClientState::ClientState GameState::Update( float deltaTime ) { GameStateUI::UIState UIstate = this->gameUI->Update( deltaTime ); switch (UIstate) { case DanBias::Client::GameStateUI::UIState_shut_down: { this->privData->nextState = ClientState_Quit; // disconnect } break; case DanBias::Client::GameStateUI::UIState_same: break; case DanBias::Client::GameStateUI::UIState_gaming: break; case DanBias::Client::GameStateUI::UIState_main_menu: { this->privData->nextState = ClientState_Main; // disconnect } break; default: break; } // DEBUG keybindings ReadKeyInput(); return this->privData->nextState; } bool GameState::Render() { Oyster::Graphics::API::SetView( this->privData->camera.GetViewMatrix() ); Oyster::Graphics::API::NewFrame(); // for debugging to be replaced with render weapon auto playerObject = this->privData->players.begin(); for( ; playerObject != this->privData->players.end(); ++playerObject ) { if(playerObject->second) { if( this->privData->myId != playerObject->second->GetId() ) { playerObject->second->Render(); } } } auto staticObject = this->privData->staticObjects->begin(); for( ; staticObject != this->privData->staticObjects->end(); ++staticObject ) { staticObject->second->Render(); } auto dynamicObject = this->privData->dynamicObjects->begin(); for( ; dynamicObject != this->privData->dynamicObjects->end(); ++dynamicObject ) { if( dynamicObject->second ) { dynamicObject->second->Render(); } } #ifdef _DEBUG //RB DEBUG render wire frame if(this->renderWhireframe) { Oyster::Graphics::API::StartRenderWireFrame(); playerObject = this->privData->players.begin(); for( ; playerObject != this->privData->players.end(); ++playerObject ) { if(playerObject->second) { if( playerObject->second->getBRtype() == RB_Type_Cube) { Oyster::Graphics::API::RenderDebugCube( playerObject->second->getRBWorld()); } if( playerObject->second->getBRtype() == RB_Type_Sphere) { Oyster::Graphics::API::RenderDebugSphere( playerObject->second->getRBWorld()); } } } staticObject = this->privData->staticObjects->begin(); for( ; staticObject != this->privData->staticObjects->end(); ++staticObject ) { if( staticObject->second->getBRtype() == RB_Type_Cube) { Oyster::Graphics::API::RenderDebugCube( staticObject->second->getRBWorld()); } if( staticObject->second->getBRtype() == RB_Type_Sphere) { Oyster::Graphics::API::RenderDebugSphere( staticObject->second->getRBWorld()); } } dynamicObject = this->privData->dynamicObjects->begin(); for( ; dynamicObject != this->privData->dynamicObjects->end(); ++dynamicObject ) { if( dynamicObject->second ) { if( dynamicObject->second->getBRtype() == RB_Type_Cube) { Oyster::Graphics::API::RenderDebugCube( dynamicObject->second->getRBWorld()); } if( dynamicObject->second->getBRtype() == RB_Type_Sphere) { Oyster::Graphics::API::RenderDebugSphere( dynamicObject->second->getRBWorld()); } } } } #endif //!RB DEBUG 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; } bool GameState::Release() { Graphics::API::Option o = Graphics::API::GetOption(); if( privData ) { auto playerObject = this->privData->players.begin(); for( ; playerObject != this->privData->players.end(); ++playerObject ) { playerObject->second = nullptr; } auto staticObject = this->privData->staticObjects->begin(); for( ; staticObject != this->privData->staticObjects->end(); ++staticObject ) { staticObject->second = nullptr; } auto dynamicObject = this->privData->dynamicObjects->begin(); for( ; dynamicObject != this->privData->dynamicObjects->end(); ++dynamicObject ) { dynamicObject->second = nullptr; } auto light = this->privData->lights->begin(); for( ; light != this->privData->lights->end(); ++light ) { light->second->Render(); } this->privData->staticObjects->clear(); this->privData->dynamicObjects->clear(); this->privData->lights->clear(); 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; } void GameState::ChangeState( ClientState next ) { this->privData->nextState = next; } void GameState::ReadKeyInput() { #ifdef _DEBUG // DEGUG KEYS // Reload shaders if( this->privData->keyboardInput->IsKeyDown(::Input::Enum::SAKI_R) ) { if( !this->key_Reload_Shaders ) { Graphics::API::ReloadShaders(); this->key_Reload_Shaders = true; } } else this->key_Reload_Shaders = false; // toggle wire frame render if( this->privData->keyboardInput->IsKeyDown(::Input::Enum::SAKI_T) ) { if( !this->key_Wireframe_Toggle ) { this->renderWhireframe = !this->renderWhireframe; this->key_Wireframe_Toggle = true; // DEBUG set you as dead when render wireframe this->currGameUI = respawnUI; // !DEBUG } } else { this->key_Wireframe_Toggle = false; // DEBUG set you as dead when render wireframe this->currGameUI = gameUI; // !DEBUG } #endif // !DEGUG KEYS // toggle wire frame render if( this->privData->keyboardInput->IsKeyDown(::Input::Enum::SAKI_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 ) { // TODO: Reconnect const char *breakpoint = "temp trap"; this->privData->nwClient->Disconnect(); this->ChangeState( GameClientState::ClientState_Main ); } // fetching the id data. short ID = message.args.data.protocol[0].value.netShort; if( ProtocolIsGameplay(ID) ) { CustomNetProtocol data = message.args.data.protocol; switch(ID) { case protocol_Gameplay_ObjectPickup: { Protocol_ObjectPickup decoded(data); decoded.object_ID; C_Object *object; object = (this->privData->players)[decoded.object_ID]; if( !object) { // if it is not a player object = (*this->privData->dynamicObjects)[decoded.object_ID]; } if( object ) { if( this->privData->myId == decoded.object_ID ) { // I picked up the pickUp! } if (decoded.pickup_ID == GameLogic::PickupType::PickupType_Health) { // object->PickupHealth(); } else if (decoded.pickup_ID == GameLogic::PickupType::PickupType_SpeedBoost) { // object->PickupSpeed(); } } decoded.pickup_ID; } return GameClientState::event_processed; case protocol_Gameplay_ObjectDamage: { Protocol_ObjectDamage decoded(data); C_Object *object; object = (this->privData->players)[decoded.objectID]; if( !object) { // if it is not a player object = (*this->privData->dynamicObjects)[decoded.objectID]; } if( object ) { if( this->privData->myId == decoded.objectID ) { // show that you took dmg if(currGameUI == gameUI) { // set given players HP ((GamingUI*)currGameUI)->SetHPtext(std::to_wstring(decoded.healthLost)); } } } } return GameClientState::event_processed; case protocol_Gameplay_ObjectHealthStatus: { // don't know if needed } return GameClientState::event_processed; case protocol_Gameplay_ObjectPosition: { Protocol_ObjectPosition decoded(data); C_Object *object; object = (this->privData->players)[decoded.objectID]; if( !object) { // if it is not a player object = (*this->privData->dynamicObjects)[decoded.objectID]; } if( object ) { if( this->privData->myId == decoded.objectID ) { this->privData->camera.SetPosition( decoded.position ); } object->setPos( decoded.position ); // RB DEBUG object->setRBPos ( decoded.position ); // !RB DEBUG } } return GameClientState::event_processed; case protocol_Gameplay_ObjectScale: { Protocol_ObjectScale decoded(data); C_Object *object; object = (this->privData->players)[decoded.objectID]; if( !object) { // if it is not a player object = (*this->privData->dynamicObjects)[decoded.objectID]; } if( object ) { object->setScale( decoded.scale ); // RB DEBUG object->setRBScale ( decoded.scale ); // !RB DEBUG } } return GameClientState::event_processed; case protocol_Gameplay_ObjectRotation: { Protocol_ObjectRotation decoded(data); Quaternion rotation = Quaternion( Float3(decoded.rotationQ), decoded.rotationQ[3] ); C_Object *object; object = (this->privData->players)[decoded.objectID]; if( !object) { // if it is not a player object = (*this->privData->dynamicObjects)[decoded.objectID]; } if( object ) { if( this->privData->myId == decoded.objectID ) { this->privData->camera.SetRotation( rotation ); } object->setRot( rotation ); // RB DEBUG object->setRBRot( rotation ); // !RB DEBUG } } return GameClientState::event_processed; case protocol_Gameplay_ObjectPositionRotation: { Protocol_ObjectPositionRotation decoded(data); Float3 position = decoded.position; Quaternion rotation = Quaternion( Float3(decoded.rotationQ), decoded.rotationQ[3] ); C_Object *object; object = (this->privData->players)[decoded.objectID]; if( !object) { // if it is not a player object = (*this->privData->dynamicObjects)[decoded.objectID]; } if( object ) { if( this->privData->myId == decoded.objectID ) { this->privData->camera.SetPosition( position ); this->privData->camera.SetRotation( rotation ); } object->setPos( position ); object->setRot( rotation ); object->updateWorld(); // RB DEBUG object->setRBPos ( position ); object->setRBRot ( rotation ); object->updateRBWorld(); // !RB DEBUG } } return GameClientState::event_processed; case protocol_Gameplay_ObjectEnabled: { Protocol_ObjectEnable decoded(data); C_Object *object; object = (this->privData->players)[decoded.objectID]; if( !object) { // if it is not a player object = (*this->privData->dynamicObjects)[decoded.objectID]; if(!object) { //If it is a static object object = (*this->privData->staticObjects)[decoded.objectID]; } } if( object ) { object->SetVisible(true); } } return GameClientState::event_processed; case protocol_Gameplay_ObjectDisabled: { Protocol_ObjectDisable decoded(data); C_Object *object; object = (this->privData->players)[decoded.objectID]; if( !object) { // if it is not a player object = (*this->privData->dynamicObjects)[decoded.objectID]; if(!object) { //If it is a static object object = (*this->privData->staticObjects)[decoded.objectID]; } } if( object ) { object->SetVisible(false); } /*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; case protocol_Gameplay_ObjectCreate: { Protocol_ObjectCreate decoded(data); C_DynamicObj* object = new C_DynamicObj(); ModelInitData modelData; { modelData.position = Float3( decoded.position ); modelData.rotation = Quaternion( Float3(decoded.position), decoded.rotationQ[3] ); modelData.scale = Float3( decoded.scale ); modelData.visible = true; modelData.id = decoded.objectID; ::Utility::String::StringToWstring( decoded.name, modelData.modelPath ); } object->Init(modelData); // RB DEBUG // Is just using the model position since the rigid body data should never be sent to the client RBInitData RBData; RBData.position = decoded.position; RBData.rotation = ArrayToQuaternion( decoded.position ); RBData.scale = Float3( decoded.scale ); object->InitRB( RBData ); // !RB DEBUG (*this->privData->dynamicObjects)[decoded.objectID] = object; } return GameClientState::event_processed; case protocol_Gameplay_ObjectCreatePlayer: { Protocol_ObjectCreatePlayer decoded(data); this->InitiatePlayer( decoded.objectID, decoded.meshName, decoded.position, decoded.rotationQ, decoded.scale, decoded.owner ); } return GameClientState::event_processed; case protocol_Gameplay_ObjectJoinTeam: break; /** @todo TODO: implement */ case protocol_Gameplay_ObjectLeaveTeam: break; /** @todo TODO: implement */ case protocol_Gameplay_ObjectWeaponCooldown: break; /** @todo TODO: implement */ case protocol_Gameplay_ObjectWeaponEnergy: break; /** @todo TODO: implement */ case protocol_Gameplay_ObjectRespawn: { Protocol_ObjectRespawn decoded(data); C_Object *object; object = (this->privData->players)[decoded.objectID]; if( !object) { // if it is not a player object = (*this->privData->dynamicObjects)[decoded.objectID]; } if( object ) { if( this->privData->myId == decoded.objectID ) { this->privData->camera.SetPosition( decoded.position ); } object->setPos( decoded.position ); object->updateWorld(); // RB DEBUG object->setRBPos ( decoded.position ); object->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 int killerID = decoded.killerID; int victimID = decoded.objectID; 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; case protocol_Gameplay_ObjectAction: { Protocol_ObjectAction decoded(data); C_Player *player; player = (this->privData->players)[decoded.objectID]; if( player ) { if( this->privData->myId == decoded.objectID ) { // my player animation //} //else //{ // HACK for now animate my char switch (decoded.animationID) { case GameLogic::PlayerAction::PlayerAction_Walk: player->playAnimation(L"run_forwards", true); break; case GameLogic::PlayerAction::PlayerAction_Jump: player->playAnimation(L"movement", true); break; case GameLogic::PlayerAction::PlayerAction_Idle: player->playAnimation(L"idle", true); break; case GameLogic::WeaponAction::WeaponAction_PrimaryShoot: break; case GameLogic::WeaponAction::WeaponAction_SecondaryShoot: break; case GameLogic::WeaponAction::WeaponAction_Reload: break; default: break; } } } } return GameClientState::event_processed; case protocol_Gameplay_ObjectCollision: { Protocol_ObjectCollision decoded(data); C_Object *object; object = (this->privData->players)[decoded.objectID]; if( !object) { // if it is not a player object = (*this->privData->dynamicObjects)[decoded.objectID]; } if( object ) { switch (decoded.collisionID) { case GameLogic::CollisionEvent::CollisionEvent_BasicCollision: break; default: break; } } } return GameClientState::event_processed; default: break; } } else if( ProtocolIsGeneral(ID) ) { switch( ID ) { case protocol_General_Status: break; /** @todo TODO: implement */ case protocol_General_Text: break; /** @todo TODO: implement */ default: break; } } return message; } /* :HACK! */ // TODO: Fix camera movement on client /* void GameState::SetUp( DanBias::Client::C_Player* p) { Float3 up; auto it = this->privData->staticObjects->begin(); for (it; it != this->privData->staticObjects->end(); it++) { if(it->second->GetGameObjectType() == GameLogic::ObjectSpecialType_World) { up = - (p->getPos() - it->second->getPos()); break; } } Quaternion newRotation; Float3 v1 = this->privData->camera.GetUp(); Float3 v2(up.x, up.y, up.z); Quaternion q; Float3 a = v1.Cross(v2); if (v1.Dot(v2) < -0.999999) { Float3 xCrossPre = Float3(1, 0 ,0).Cross(v1); if(xCrossPre.GetLength() < 0.000001) xCrossPre = Float3(0, 1 ,0).Cross(v1); xCrossPre.Normalize(); //q.setRotation(xCrossPre, 3.1415); } else if (v1.Dot(v2) > 0.999999) { q = Quaternion(Float3(0.0f), 1); } else { q.imaginary.x = a.x; q.imaginary.y = a.y; q.imaginary.z = a.z; q.real = (1 + v1.Dot(v2)); q.Normalize(); } //Get Rotation from matrix //float trace = this->privData->camera..v[0].x + trans.v[1].y + trans.v[2].z; float trace = trans.v[0].x + trans.v[1].y + trans.v[2].z; float temp[4]; if (trace > float(0.0)) { float s = sqrt(trace + float(1.0)); temp[3]=(s * float(0.5)); s = float(0.5) / s; temp[0]=((trans.v[2].y - trans.v[1].z) * s); temp[1]=((trans.v[0].z - trans.v[2].x) * s); temp[2]=((trans.v[1].x - trans.v[0].y) * s); } else { int i = trans.v[0].x < trans.v[1].y ? (trans.v[1].y < trans.v[2].z ? 2 : 1) : (trans.v[0].x < trans.v[2].z ? 2 : 0); int j = (i + 1) % 3; int k = (i + 2) % 3; float s = sqrt(trans.v[i][i] - trans.v[j][j] - trans.v[k][k] + float(1.0)); temp[i] = s * float(0.5); s = float(0.5) / s; temp[3] = (trans.v[k][j] - trans.v[j][k]) * s; temp[j] = (trans.v[j][i] + trans.v[i][j]) * s; temp[k] = (trans.v[k][i] + trans.v[i][k]) * s; } Quaternion n = Quaternion(Float3(temp[0],temp[1],temp[2]),temp[3]); newRotation = q * n; this->privData->camera.SetRotation(newRotation); } void GameState::OnMouseMoveVelocity ( Input::Struct::SAIPointInt2D coordinate, Input::Mouse* sender ) { auto it = this->privData->players.begin(); for (it; it != this->privData->players.end(); it++) { if(it->second->GetId() == this->privData->myId) { this->SetUp(it->second); return; } } } */