507 lines
13 KiB
C++
507 lines
13 KiB
C++
#include "GameState.h"
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#include "DllInterfaces/GFXAPI.h"
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#include <Protocols.h>
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#include "NetworkClient.h"
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#include "Camera_FPS.h"
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#include <GameServerAPI.h>
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using namespace ::DanBias::Client;
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using namespace ::Oyster;
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using namespace ::Oyster::Network;
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using namespace ::Oyster::Math3D;
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struct GameState::MyData
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{
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MyData(){}
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GameClientState::ClientState nextState;
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NetworkClient *nwClient;
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InputClass *input;
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} privData;
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GameState::GameState()
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{
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key_forward = false;
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key_backward = false;
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key_strafeRight = false;
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key_strafeLeft = false;
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}
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GameState::~GameState()
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{
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if( this->privData )
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this->Release();
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}
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bool GameState::Init( SharedStateContent &shared )
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{
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// load models
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privData = new MyData();
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this->privData->nextState = GameClientState::ClientState_Same;
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this->privData->nwClient = shared.network;
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this->privData->input = shared.input;
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LoadGame();
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//tell server ready
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this->privData->nwClient->Send( GameLogic::Protocol_General_Status(GameLogic::Protocol_General_Status::States_ready) );
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return true;
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}
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GameState::gameStateState GameState::LoadGame()
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{
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return gameStateState_playing;
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}
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bool GameState::LoadModels(std::string mapFile)
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{
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GameLogic::LevelLoader levelLoader;
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std::vector<Utility::DynamicMemory::SmartPointer<GameLogic::ObjectTypeHeader>> objects;
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objects = levelLoader.LoadLevel(mapFile);
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int objCount = objects.size();
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int modelId = 0;
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ModelInitData modelData;
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for (int i = 0; i < objCount; i++)
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{
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GameLogic::ObjectTypeHeader* obj = objects.at(i);
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switch (obj->typeID)
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{
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case GameLogic::ObjectType::ObjectType_LevelMetaData:
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break;
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case GameLogic::ObjectType::ObjectType_Static:
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{
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GameLogic::ObjectHeader* staticObjData = ((GameLogic::ObjectHeader*)obj);
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modelData.modelPath.assign(staticObjData->ModelFile.begin(), staticObjData->ModelFile.end());
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modelData.visible = true;
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//modelData.position = ;
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//modelData.rotation = Quaternion(Float3(2,2,-2), 1);
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//modelData.scale = Float3(2,2,2);
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modelData.id = modelId++;
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this->staticObjects.Push(new C_StaticObj());
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this->staticObjects[this->staticObjects.Size() -1 ]->Init(modelData);
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}
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break;
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case GameLogic::ObjectType::ObjectType_Dynamic:
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{
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GameLogic::ObjectHeader* dynamicObjData = ((GameLogic::ObjectHeader*)obj);
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//modelData.position = ;
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//modelData.rotation = Quaternion(Float3(2,2,-2), 1);
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//modelData.scale = Float3(2,2,2);
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modelData.modelPath.assign(dynamicObjData->ModelFile.begin(), dynamicObjData->ModelFile.end());
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modelData.visible = true;
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modelData.id = modelId++;
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this->dynamicObjects.Push(new C_DynamicObj());
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this->dynamicObjects[this->dynamicObjects.Size() -1 ]->Init(modelData);
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}
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break;
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case GameLogic::ObjectType::ObjectType_Light:
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{
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GameLogic::BasicLight* lightData = ((GameLogic::BasicLight*)obj);
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switch( lightData->lightType )
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{
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case GameLogic::LightType_PointLight:
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{
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//Oyster::Graphics::Definitions::Pointlight plight;
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//plight.Pos = ((GameLogic::PointLight*)lightData)->position;
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//plight.Color = lightData->diffuseColor;
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//plight.Radius = 100;
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//plight.Bright = 0.9f;
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//Oyster::Graphics::API::AddLight(plight);
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}
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break;
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default: break;
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}
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}
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break;
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default:
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break;
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}
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}
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myId += modelId++;
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// add player model
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//modelData.position = ;
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//modelData.rotation = Quaternion(Float3(2,2,-2), 1);
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//modelData.scale = Float3(2,2,2);
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modelData.visible = true;
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modelData.modelPath = L"char_still_sizeref.dan";
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modelData.id = myId;
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// load models
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this->dynamicObjects.Push(new C_DynamicObj());
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this->dynamicObjects[this->dynamicObjects.Size() -1 ]->Init(modelData);
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/*C_Player* obj = new C_Player();
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privData->object.push_back(obj);
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privData->object[privData->object.size() -1 ]->Init(modelData);
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*/
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return true;
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}
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bool GameState::InitCamera(Float3 startPos)
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{
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camera.SetHeadOffset( Float3(0.0f, 1.0f, 1.0f) );
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camera.SetPerspectiveProjection( pi / 4.0f, 1024.0f/768.0f, 1.0f, 1000.0f );
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camera.UpdateOrientation();
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Oyster::Graphics::API::SetProjection(camera.GetProjectionMatrix());
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return true;
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}
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void GameState::InitiatePlayer(int id, std::wstring modelName, Float4x4 world)
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{
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myId = id;
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ModelInitData modelData;
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C_Object* obj;
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modelData.visible = true;
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//modelData.world = world;
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modelData.position = Float3(world[12], world[13], world[14]);
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modelData.rotation = Quaternion(Float3(0,0,0), 1);
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modelData.scale = Float3(1,1,1);
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modelData.modelPath = modelName;
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modelData.id = myId;
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obj = new C_Player();
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this->dynamicObjects.Push(obj);
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this->dynamicObjects[this->dynamicObjects.Size() -1 ]->Init(modelData);
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Float3 pos = Float3(world[12], world[13], world[14]);
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camera.SetPosition( pos );
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camera.UpdateOrientation();
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}
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GameClientState::ClientState GameState::Update( float deltaTime )
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{
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//switch (privData->state)
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//{
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//case gameStateState_loading: //Will this ever happen in this scope??
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// {
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// // load map
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// // wait for all players
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// LoadGame();
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// GameLogic::Protocol_General_Status gameStatus;
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// gameStatus.status = GameLogic::Protocol_General_Status::States_ready;
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// privData->nwClient->Send(gameStatus);
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// privData->state = gameStateState_playing;
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// }
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// break;
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//case gameStateState_playing:
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// // read server data
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// // update objects
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// {
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// readKeyInput(KeyInput);
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// camera.UpdateOrientation();
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// }
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// break;
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//case gameStateState_end:
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// return ClientState_Lobby;
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// break;
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//default:
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// break;
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//}
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//
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//// send key input to server.
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//return ClientState_Same;
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return this->privData->nextState;
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}
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bool GameState::Render()
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{
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Oyster::Graphics::API::SetView( camera.GetViewMatrix() );
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Oyster::Graphics::API::NewFrame();
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for (unsigned int i = 0; i < staticObjects.Size(); i++)
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{
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staticObjects[i]->Render();
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}
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for (unsigned int i = 0; i < dynamicObjects.Size(); i++)
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{
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dynamicObjects[i]->Render();
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}
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Oyster::Graphics::API::EndFrame();
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return true;
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}
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bool GameState::Release()
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{
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privData = NULL;
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return true;
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}
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void GameState::ChangeState( ClientState next )
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{
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this->privData->nextState = next;
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}
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void GameState::readKeyInput(InputClass* KeyInput)
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{
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if(KeyInput->IsKeyPressed(DIK_W))
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{
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if(!key_forward)
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{
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privData->nwClient->Send(GameLogic::Protocol_PlayerMovementForward());
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key_forward = true;
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}
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}
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else
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key_forward = false;
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if(KeyInput->IsKeyPressed(DIK_S))
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{
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if(!key_backward)
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{
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privData->nwClient->Send(GameLogic::Protocol_PlayerMovementBackward());
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key_backward = true;
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}
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}
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else
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key_backward = false;
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if(KeyInput->IsKeyPressed(DIK_A))
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{
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if(!key_strafeLeft)
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{
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privData->nwClient->Send(GameLogic::Protocol_PlayerMovementLeft());
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key_strafeLeft = true;
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}
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}
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else
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key_strafeLeft = false;
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if(KeyInput->IsKeyPressed(DIK_D))
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{
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if(!key_strafeRight)
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{
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privData->nwClient->Send(GameLogic::Protocol_PlayerMovementRight());
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key_strafeRight = true;
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}
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}
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else
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key_strafeRight = false;
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//send delta mouse movement
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//if (KeyInput->IsMousePressed())
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{
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camera.YawRight( -KeyInput->GetYaw() );
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camera.PitchUp( KeyInput->GetPitch() );
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camera.UpdateOrientation();
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GameLogic::Protocol_PlayerLook playerLookDir;
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Float4 look = camera.GetLook();
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privData->nwClient->Send( playerLookDir );
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}
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// shoot
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if(KeyInput->IsKeyPressed(DIK_Z))
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{
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if(!key_Shoot)
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{
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GameLogic::Protocol_PlayerShot playerShot;
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playerShot.primaryPressed = true;
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playerShot.secondaryPressed = false;
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playerShot.utilityPressed = false;
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privData->nwClient->Send(playerShot);
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key_Shoot = true;
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}
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}
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else
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key_Shoot = false;
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if(KeyInput->IsKeyPressed(DIK_X))
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{
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if(!key_Shoot)
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{
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GameLogic::Protocol_PlayerShot playerShot;
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playerShot.primaryPressed = false;
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playerShot.secondaryPressed = true;
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playerShot.utilityPressed = false;
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privData->nwClient->Send(playerShot);
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key_Shoot = true;
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}
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}
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else
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key_Shoot = false;
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if(KeyInput->IsKeyPressed(DIK_C))
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{
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if(!key_Shoot)
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{
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GameLogic::Protocol_PlayerShot playerShot;
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playerShot.primaryPressed = false;
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playerShot.secondaryPressed = false;
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playerShot.utilityPressed = true;
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privData->nwClient->Send(playerShot);
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key_Shoot = true;
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}
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}
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else
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key_Shoot = false;
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// jump
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if(KeyInput->IsKeyPressed(DIK_SPACE))
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{
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if(!key_Jump)
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{
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privData->nwClient->Send(GameLogic::Protocol_PlayerJump());
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key_Jump = true;
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}
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}
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else
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key_Jump = false;
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// send event data
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//
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//if(KeyInput->IsKeyPressed(DIK_L))
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// privData->state = GameState::gameStateState_end;
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}
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using namespace ::Oyster::Network;
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using namespace ::Utility::DynamicMemory;
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// returns -1 if none found
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int FindObject( const DynamicArray<SmartPointer<C_Object>> &collection, int id )
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{
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int num = collection.Size();
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for( int i = 0; i < num; ++i ) if( id == collection[i]->GetId() )
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return i;
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return -1;
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}
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void GameState::DataRecieved( NetEvent<NetworkClient*, NetworkClient::ClientEventArgs> e )
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{
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CustomNetProtocol data = e.args.data.protocol;
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short ID = data[0].value.netShort; // fetching the id data.
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if( ProtocolIsGameplay(ID) )
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{
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switch(ID)
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{
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case protocol_Gameplay_ObjectPickup: break; /** @todo TODO: implement */
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case protocol_Gameplay_ObjectDamage: break; /** @todo TODO: implement */
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case protocol_Gameplay_ObjectHealthStatus: break; /** @todo TODO: implement */
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case protocol_Gameplay_ObjectPosition:
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{
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GameLogic::Protocol_ObjectPosition decoded(data);
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// if is this player. Remember to change camera
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if( this->myId == decoded.object_ID )
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camera.SetPosition( decoded.position );
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int i = FindObject( this->dynamicObjects, decoded.object_ID );
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if( i > -1 )
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this->dynamicObjects[i]->setPos( decoded.position );
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}
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break;
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case protocol_Gameplay_ObjectScale:
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{
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GameLogic::Protocol_ObjectScale decoded(data);
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int i = FindObject( this->dynamicObjects, decoded.object_ID );
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if( i > -1 )
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this->dynamicObjects[i]->setScale( decoded.scale );
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}
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break;
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case protocol_Gameplay_ObjectRotation:
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{
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GameLogic::Protocol_ObjectRotation decoded(data);
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Quaternion rotation = Quaternion( Float3(decoded.rotationQ), decoded.rotationQ[3] );
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// if is this player. Remember to change camera
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if( this->myId == decoded.object_ID )
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camera.SetAngular( AngularAxis(rotation) );
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int i = FindObject( this->dynamicObjects, decoded.object_ID );
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if( i > -1 )
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this->dynamicObjects[i]->setRot( rotation );
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}
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break;
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case protocol_Gameplay_ObjectPositionRotation:
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{
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GameLogic::Protocol_ObjectPositionRotation decoded(data);
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Float3 position = decoded.position;
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Quaternion rotation = Quaternion( Float3(decoded.rotationQ), decoded.rotationQ[3] );
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// if is this player. Remember to change camera
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if( this->myId == decoded.object_ID )
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{
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camera.SetPosition( position );
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camera.SetAngular( AngularAxis(rotation) );
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}
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int i = FindObject( this->dynamicObjects, decoded.object_ID );
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if( i > -1 )
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{
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this->dynamicObjects[i]->setPos( position );
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this->dynamicObjects[i]->setRot( rotation );
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}
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}
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break;
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case protocol_Gameplay_ObjectEnabled: break; /** @todo TODO: implement */
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case protocol_Gameplay_ObjectDisabled:
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{
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GameLogic::Protocol_ObjectDisable decoded(data);
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int i = FindObject( this->dynamicObjects, decoded.objectID );
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if( i > -1 )
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{
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this->dynamicObjects[i].Release();
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this->dynamicObjects.Pop(i);
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}
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}
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break;
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case protocol_Gameplay_ObjectCreate:
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{
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GameLogic::Protocol_ObjectCreate decoded(data);
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C_DynamicObj* object = new C_DynamicObj();
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ModelInitData modelData;
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{
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modelData.position = Float3( decoded.position );
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modelData.rotation = Quaternion( Float3(decoded.rotationQ), decoded.rotationQ[3] );
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modelData.scale = Float3( decoded.scale );
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modelData.visible = true;
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modelData.id = decoded.object_ID;
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::Utility::String::StringToWstring( decoded.name, modelData.modelPath );
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}
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object->Init(modelData);
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dynamicObjects.Push(object);
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}
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break;
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case protocol_Gameplay_ObjectCreatePlayer: break; /** @todo TODO: implement */
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case protocol_Gameplay_ObjectJoinTeam: break; /** @todo TODO: implement */
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case protocol_Gameplay_ObjectLeaveTeam: break; /** @todo TODO: implement */
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case protocol_Gameplay_ObjectWeaponCooldown: break; /** @todo TODO: implement */
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case protocol_Gameplay_ObjectWeaponEnergy: break; /** @todo TODO: implement */
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case protocol_Gameplay_ObjectRespawn: break; /** @todo TODO: implement */
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case protocol_Gameplay_ObjectDie: break; /** @todo TODO: implement */
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default: break;
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}
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}
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else if( ProtocolIsGeneral(ID) )
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{
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switch( ID )
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{
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case protocol_General_Status: break; /** @todo TODO: implement */
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case protocol_General_Text: break; /** @todo TODO: implement */
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default: break;
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}
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}
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}
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