///////////////////////////////////////////////////////////////////// // Created by [Dennis Andersen] [2013] ///////////////////////////////////////////////////////////////////// #include "..\GameSession.h" #include "..\GameClient.h" #include #include #include #include #define NOMINMAX #include #define DELTA_TIME_20 0.05f #define DELTA_TIME_24 0.04166666666666666666666666666667f #define DELTA_TIME_30 0.03333333333333333333333333333333f #define DELTA_TIME_60 0.01666666666666666666666666666667f #define DELTA_TIME_120 0.00833333333333333333333333333333f using namespace Utility::DynamicMemory; using namespace Oyster; using namespace Oyster::Network; using namespace Oyster::Thread; using namespace GameLogic; namespace DanBias { bool GameSession::DoWork( ) { if(this->isRunning) { double dt = this->timer.getElapsedSeconds(); gameInstance.SetFrameTimeLength((float)dt); if(dt >= DELTA_TIME_20) { this->ProcessClients(); this->gameInstance.NewFrame(); this->timer.reset(); } } return this->isRunning; } void GameSession::ClientEventCallback(NetEvent e) { } void GameSession::ObjectMove(GameLogic::IObjectData* movedObject) { //GameLogic::IObjectData* obj = NULL; //if(dynamic_cast(movedObject)) // obj =((GameLogic::ILevelData*)movedObject)->GetObjectAt(0); //if(obj) //{ // if(obj->GetType() == OBJECT_TYPE_BOX) // { // obj->GetID(); // Oyster::Math::Float4x4 world =obj->GetOrientation(); // Protocol_ObjectPosition p(world, 1); // GameSession::gameSession->Send(p.GetProtocol()); // } //} } //*****************************************************// //****************** Protocol methods *****************// //******************************************************************************************************************// void GameSession::ParseProtocol(Oyster::Network::CustomNetProtocol& p, DanBias::GameClient* c) { switch (p[0].value.netShort) { case protocol_Gameplay_PlayerMovement: this->Gameplay_PlayerMovement ( Protocol_PlayerMovement (p), c ); break; case protocol_Gameplay_PlayerLookDir: this->Gameplay_PlayerLookDir ( Protocol_PlayerLook (p), c ); break; case protocol_Gameplay_PlayerChangeWeapon: this->Gameplay_PlayerChangeWeapon ( Protocol_PlayerChangeWeapon (p), c ); break; case protocol_Gameplay_PlayerShot: this->Gameplay_PlayerShot ( Protocol_PlayerShot (p), c ); break; case protocol_Gameplay_PlayerJump: this->Gameplay_PlayerJump ( Protocol_PlayerJump (p), c ); break; case protocol_Gameplay_ObjectPickup: this->Gameplay_ObjectPickup ( Protocol_ObjectPickup (p), c ); break; case protocol_Gameplay_ObjectDamage: this->Gameplay_ObjectDamage ( Protocol_ObjectDamage (p), c ); break; case protocol_Gameplay_ObjectPosition: this->Gameplay_ObjectPosition ( Protocol_ObjectPosition (p), c ); break; case protocol_Gameplay_ObjectEnabled: this->Gameplay_ObjectEnabled ( Protocol_ObjectEnable (p), c ); break; case protocol_Gameplay_ObjectDisabled: this->Gameplay_ObjectDisabled ( Protocol_ObjectDisable (p), c ); break; case protocol_Gameplay_ObjectCreate: this->Gameplay_ObjectCreate ( Protocol_ObjectCreate (p), c ); break; case protocol_General_Status: this->General_Status ( Protocol_General_Status (p), c ); break; case protocol_General_Text: this->General_Text ( Protocol_General_Text (p), c ); break; } } void GameSession::Gameplay_PlayerMovement ( Protocol_PlayerMovement& p, DanBias::GameClient* c ) { if(p.bForward) c->GetPlayer()->Move(GameLogic::PLAYER_MOVEMENT_FORWARD); if(p.bBackward) c->GetPlayer()->Move(GameLogic::PLAYER_MOVEMENT_BACKWARD); if(p.bLeft) c->GetPlayer()->Move(GameLogic::PLAYER_MOVEMENT_LEFT); if(p.bRight) c->GetPlayer()->Move(GameLogic::PLAYER_MOVEMENT_RIGHT); } void GameSession::Gameplay_PlayerLookDir ( Protocol_PlayerLook& p, DanBias::GameClient* c ) { Oyster::Math3D::Float3 lookDir; lookDir.x = p.lookDirX; lookDir.y = p.lookDirY; lookDir.z = p.lookDirZ; c->GetPlayer()->Rotate(lookDir); } void GameSession::Gameplay_PlayerChangeWeapon ( Protocol_PlayerChangeWeapon& p, DanBias::GameClient* c ) { } void GameSession::Gameplay_PlayerShot ( Protocol_PlayerShot& p, DanBias::GameClient* c ) { c->GetPlayer()->UseWeapon(GameLogic::WEAPON_USE_PRIMARY_PRESS); } void GameSession::Gameplay_PlayerJump ( Protocol_PlayerJump& p, DanBias::GameClient* c ) { if(p.hasJumped) c->GetPlayer()->Move(GameLogic::PLAYER_MOVEMENT_JUMP); } void GameSession::Gameplay_ObjectPickup ( Protocol_ObjectPickup& p, DanBias::GameClient* c ) { } void GameSession::Gameplay_ObjectDamage ( Protocol_ObjectDamage& p, DanBias::GameClient* c ) { } void GameSession::Gameplay_ObjectPosition ( Protocol_ObjectPosition& p, DanBias::GameClient* c ) { } void GameSession::Gameplay_ObjectEnabled ( Protocol_ObjectEnable& p, DanBias::GameClient* c ) { } void GameSession::Gameplay_ObjectDisabled ( Protocol_ObjectDisable& p, DanBias::GameClient* c ) { } void GameSession::Gameplay_ObjectCreate ( Protocol_ObjectCreate& p, DanBias::GameClient* c ) { } void GameSession::General_Status ( Protocol_General_Status& p, DanBias::GameClient* c ) { switch (p.status) { case GameLogic::Protocol_General_Status::States_disconected: printf("Client with ID [%i] dissconnected\n", c->GetClient()->GetID()); this->Detach(c->GetClient()->GetID()); break; case GameLogic::Protocol_General_Status::States_idle: break; case GameLogic::Protocol_General_Status::States_ready: break; case GameLogic::Protocol_General_Status::States_leave: break; } } void GameSession::General_Text ( Protocol_General_Text& p, DanBias::GameClient* c ) { printf("Message recieved from (%i):\t %s\n", c->GetID(), p.text.c_str()); } }//End namespace DanBias