#include "GameState.h" #include "DllInterfaces/GFXAPI.h" #include #include "NetworkClient.h" //#include "Camera.h" #include using namespace ::DanBias::Client; using namespace ::Oyster::Math3D; 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(315.0f, 0.0f ,5.0f); plight.Color = Float3(0.9f, 0.7f, 0.2f); plight.Radius = 100.0f; plight.Bright = 0.9f; Oyster::Graphics::API::AddLight(plight); plight.Pos = Float3(10.0f, 350.0f, 5.0f); plight.Color = Float3(0.9f, 0.7f, 0.3f); plight.Radius = 200.0f; plight.Bright = 0.7f; Oyster::Graphics::API::AddLight(plight); plight.Pos = Float3(350.0f, 350.0f, 5.0f); plight.Color = Float3(0.9f, 0.7f, 0.3f); plight.Radius = 200.0f; plight.Bright = 0.7f; Oyster::Graphics::API::AddLight(plight); plight.Pos = Float3(10.0f, 350.0f, 350.0f); plight.Color = Float3(0.9f, 0.7f, 0.3f); plight.Radius = 200.0f; plight.Bright = 0.7f; Oyster::Graphics::API::AddLight(plight); plight.Pos = Float3(10.0f, -15.0f, 5.0f); plight.Color = Float3(0.0f, 0.0f, 1.0f); plight.Radius = 50.0f; plight.Bright = 2.0f; Oyster::Graphics::API::AddLight(plight); // use level loader InitCamera( Float3(0.0f, 0.0f, 20.0f) ); // hardcoded objects LoadModels(); Float3 startPos = Float3(0,0,20.0f); InitCamera(startPos); return gameStateState_playing; } bool GameState::LoadModels() { // open file // read file // init models int nrOfBoxex = 5; int id = 100; // add world model ModelInitData modelData; modelData.position = Float3(0,0,0); modelData.rotation = Quaternion::identity; modelData.scale = Float3(2,2,2); modelData.modelPath = L"world_earth.dan"; modelData.id = id++; this->staticObjects.Push(new C_StaticObj()); this->staticObjects[this->staticObjects.Size() -1 ]->Init(modelData); // add box model modelData.position = Float3(0,0,0); modelData.rotation = Quaternion::identity; modelData.scale = Float3(1,1,1); modelData.modelPath = L"crate_colonists.dan"; for(int i =0; i< nrOfBoxex; i ++) { modelData.position = Float3(4,320,0); modelData.id = id++; this->dynamicObjects.Push(new C_DynamicObj()); this->dynamicObjects[this->dynamicObjects.Size() -1 ]->Init(modelData); } // add crystal model modelData.position = Float3(10, 301, 0); modelData.modelPath = L"crystalformation_b.dan"; modelData.id = id++; // load models this->dynamicObjects.Push(new C_DynamicObj()); this->dynamicObjects[this->dynamicObjects.Size() -1 ]->Init(modelData); // add house model modelData.position = Float3(-50, 290, 0); //Oyster::Math3D::Float4x4 rot = Oyster::Math3D::RotationMatrix(Float3(0 ,Utility::Value::Radian(90.0f), 0)); modelData.visible = true; modelData.modelPath = L"building_corporation.dan"; modelData.id = id++; // load models this->dynamicObjects.Push(new C_DynamicObj()); this->dynamicObjects[this->dynamicObjects.Size() -1 ]->Init(modelData); // add player model modelData.position = Float3(0, 320, 0); modelData.modelPath = L"char_still_sizeref.dan"; modelData.id = id++; // load models this->dynamicObjects.Push(new C_DynamicObj()); this->dynamicObjects[this->dynamicObjects.Size() -1 ]->Init(modelData); // add player model 2 modelData.position = Float3(50, 320, 0); modelData.modelPath = L"char_still_sizeref.dan"; modelData.id = id++; // load models this->dynamicObjects.Push(new C_DynamicObj()); this->dynamicObjects[this->dynamicObjects.Size() -1 ]->Init(modelData); // add jumppad modelData.position = Float3(4.0f, 300.3f, 0.0f); modelData.modelPath = L"jumppad_round.dan"; modelData.id = id++; // load models this->dynamicObjects.Push(new C_DynamicObj()); this->dynamicObjects[this->dynamicObjects.Size() -1 ]->Init(modelData); // add sky sphere modelData.position = Float3(0,0,0); modelData.scale = Float3(800,800,800); modelData.modelPath = L"skysphere.dan"; modelData.id = id++; // load models this->dynamicObjects.Push(new C_DynamicObj()); this->dynamicObjects[this->dynamicObjects.Size() -1 ]->Init(modelData); return true; } 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 = Quaternion(Float3(2,2,-2), 1); //modelData.scale = 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 = Quaternion(Float3(2,2,-2), 1); //modelData.scale = 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 = Quaternion(Float3(2,2,-2), 1); //modelData.scale = 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; } bool GameState::InitCamera( Float3 startPos ) { camera.SetHeadOffset( Float3(0.0f, 1.0f, -2.0f) ); //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(3.14f/2, 1024/768, 1, 1000); camera.SetPerspectiveProjection( pi/2.0f, 1024.0f/768.0f, 1.0f, 1000.0f ); Oyster::Graphics::API::SetProjection( Float4x4(camera.GetProjectionMatrix()) ); // TODO: remove copy wrapper when no longer needed //camera->LookAt(pos, dir, up); //camera->SetLens(3.14f/2, 1024/768, 1, 1000); //privData->proj = Oyster::Math3D::ProjectionMatrix_Perspective(pi/4,1024.0f/768.0f,.1f,1000); //camera->UpdateViewMatrix(); //privData->view = camera->View(); //privData->view = Oyster::Math3D::ViewMatrix_LookAtDirection(Float3(0,0,-1),Float3(0,1,0),startPos); //privData->view = Oyster::Math3D::OrientationMatrix_LookAtDirection(Float3(0,0,-1),Float3(0,1,0),startPos); //Oyster::Graphics::API::SetProjection(camera->Proj()); //privData->view = Oyster::Math3D::InverseOrientationMatrix(privData->view); return true; } void GameState::InitiatePlayer(int id, std::wstring modelName, Float4x4 world) { myId = id; ModelInitData modelData; C_Object* obj; modelData.visible = true; //modelData.world = world; modelData.position = Float3(world[12], world[13], world[14]); modelData.rotation = Quaternion(Float3(0,0,0), 1); modelData.scale = Float3(1,1,1); modelData.modelPath = modelName; modelData.id = myId; obj = new C_Player(); this->dynamicObjects.Push(obj); this->dynamicObjects[this->dynamicObjects.Size() -1 ]->Init(modelData); 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(); /*Float3 newUp = cameraUp.Dot(up); up *= newUp; up.Normalize(); Float3 newLook = up.Cross(right); newLook.Normalize();*/ //camera->setRight(right); //camera->setUp(up); //camera->setLook(objForward); //up *= 2; //objForward *= -3; //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.UpdateOrientation(); //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.GetViewMatrix() ); //Oyster::Graphics::API::SetView(camera->View()); //Oyster::Graphics::API::SetProjection(camera->Proj()); //Oyster::Graphics::API::SetView(privData->view); //Oyster::Graphics::API::SetProjection(privData->proj); 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.YawRight( KeyInput->GetYaw() ); camera.PitchUp( KeyInput->GetPitch() ); camera.UpdateOrientation(); //camera->Yaw(-KeyInput->GetYaw()); //->Pitch(KeyInput->GetPitch()); //pitch = KeyInput->GetPitch(); //camera->UpdateViewMatrix(); GameLogic::Protocol_PlayerLook playerLookDir; Float4 look = Float4( camera.GetLook(), 0.0f ); //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 ) { camera.SetPosition( pos->position ); camera.SetAngular( pos->angularAxis ); //Float4x4 world, translate; //world = Float4x4::identity; //translate = Float4x4::identity; //translate = Oyster::Math3D::TranslationMatrix(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 ) { //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]->setPos( pos->position ); dynamicObjects[i]->setRot( Quaternion(Float3(pos->rotation), pos->rotation[3]) ); //dynamicObjects[i]->setPos(Float3(world[12], world[13], world[14])); if(dynamicObjects[i]->GetId() == myId) // playerobj { camera.SetPosition( pos->position ); camera.SetAngular( pos->angularAxis ); //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(); /*Float3 newUp = cameraUp.Dot(up); up *= newUp; up.Normalize(); Float3 newLook = up.Cross(right); newLook.Normalize();*/ //camera->setRight(right); //camera->setUp(up); //camera->setLook(objForward); //up *= 1; //objForward *= -2; //Float3 cameraPos = pos + up + objForward; //camera->SetPosition(cameraPos); //camera->UpdateViewMatrix(); } } } } void GameState::Protocol( NewObj* newObj ) { 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);