///////////////////////////////////////////////////////////////////// // Created by [Dennis Andersen] [2013] ///////////////////////////////////////////////////////////////////// #include "GameSession.h" #include "GameClient.h" #include #include #include #include #include using namespace Utility::DynamicMemory; using namespace Oyster; using namespace Oyster::Network; using namespace Oyster::Thread; using namespace GameLogic; namespace DanBias { void GameSession::ParseEvents() { if( !this->box->IsEmpty() ) { NetworkSession::NetEvent &e = this->box->Fetch(); static int ii = 0; printf("%i - Message recieved! [%i]\n", ii++, e.protocol[0].value); if(e.protocol[0].type != Oyster::Network::NetAttributeType_Short) return; if( ProtocolIsGameplay(e.protocol[protocol_INDEX_ID].value.netShort) ) ParseGameplayEvent(e.protocol, e.gameClient); if( ProtocolIsGeneral(e.protocol[protocol_INDEX_ID].value.netShort) ) ParseGeneralEvent(e.protocol, e.gameClient); } } void GameSession::ParseGameplayEvent(Oyster::Network::CustomNetProtocol& p, DanBias::GameClient* c) { switch (p[protocol_INDEX_ID].value.netShort) { case protocol_Gameplay_PlayerMovement: { if(p[1].value.netBool) //bool bForward; c->GetPlayer()->Move(GameLogic::PLAYER_MOVEMENT_FORWARD); if(p[2].value.netBool) //bool bBackward; c->GetPlayer()->Move(GameLogic::PLAYER_MOVEMENT_BACKWARD); if(p[3].value.netBool) //bool bStrafeLeft; c->GetPlayer()->Move(GameLogic::PLAYER_MOVEMENT_LEFT); if(p[4].value.netBool) //bool bStrafeRight; c->GetPlayer()->Move(GameLogic::PLAYER_MOVEMENT_RIGHT); } break; case protocol_Gameplay_PlayerLookDir: { Protocol_PlayerLook m; m = p; Oyster::Math3D::Float3 lookDir; lookDir.x = p.Get(1).value.netFloat; lookDir.y = p.Get(2).value.netFloat; lookDir.z = p.Get(3).value.netFloat; c->GetPlayer()->Rotate(lookDir); } break; case protocol_Gameplay_PlayerChangeWeapon: break; case protocol_Gameplay_PlayerShot: c->GetPlayer()->UseWeapon(GameLogic::WEAPON_USE_PRIMARY_PRESS); case protocol_Gameplay_ObjectDamage: break; } } void GameSession::ParseGeneralEvent(Oyster::Network::CustomNetProtocol& p, DanBias::GameClient* c) { switch (p[protocol_INDEX_ID].value.netShort) { case protocol_General_Status: switch (p[1].value.netInt) { case GameLogic::Protocol_General_Status::States_disconected: printf("Client with ID [%i] dissconnected\n", c->GetClient()->GetID()); this->RemoveClient(c); 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; } break; case protocol_General_Text: { GameLogic::Protocol_General_Text temp(p); printf("Message recieved from (%i):\t %s\n", c->GetID(), temp.text.c_str()); } break; } } void GameSession::ObjectMove(GameLogic::IObjectData* movedObject) { /*int id= movedObject->GetID(); Oyster::Math::Float4x4 world = movedObject->GetOrientation(); Protocol_ObjectPosition p(world, 2); Send(p.GetProtocol());*/ } }//End namespace DanBias