946 lines
24 KiB
C++
946 lines
24 KiB
C++
#include "GameState.h"
|
|
#include "DllInterfaces/GFXAPI.h"
|
|
#include <Protocols.h>
|
|
#include "NetworkClient.h"
|
|
#include "Camera_FPSV2.h"
|
|
#include <GameServerAPI.h>
|
|
#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 <ObjectDefines.h>
|
|
|
|
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<int, ::Utility::DynamicMemory::UniquePointer<::DanBias::Client::C_StaticObj>> *staticObjects;
|
|
::std::map<int, ::Utility::DynamicMemory::UniquePointer<::DanBias::Client::C_DynamicObj>> *dynamicObjects;
|
|
::std::map<int, ::Utility::DynamicMemory::UniquePointer<::DanBias::Client::C_Light>> *lights;
|
|
|
|
//C_Player player;
|
|
::std::map<int, ::Utility::DynamicMemory::UniquePointer<::DanBias::Client::C_Player>> 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, 0.5f, 1000.0f );
|
|
|
|
Graphics::API::SetProjection( this->privData->camera.GetProjectionMatrix() );
|
|
|
|
// 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();
|
|
}
|
|
}
|
|
else
|
|
{
|
|
int i = 0;
|
|
// some error loading model
|
|
}
|
|
}
|
|
|
|
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);
|
|
C_Player *player;
|
|
player = (this->privData->players)[decoded.objectID];
|
|
|
|
if( player )
|
|
{
|
|
if( this->privData->myId == decoded.objectID )
|
|
{
|
|
// dont delete my player
|
|
}
|
|
if( player )
|
|
{
|
|
player->SetVisible(false);
|
|
(this->privData->players)[decoded.objectID].Release();
|
|
}
|
|
}
|
|
}
|
|
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;
|
|
}
|
|
}
|
|
|
|
}
|
|
*/
|
|
|