Danbias/Code/Game/GameClient/GameClientState/GameState.cpp

511 lines
13 KiB
C++

#include "GameState.h"
#include "DllInterfaces/GFXAPI.h"
#include <Protocols.h>
#include "NetworkClient.h"
#include "Camera_FPS.h"
#include <GameServerAPI.h>
using namespace ::DanBias::Client;
using namespace ::Oyster;
using namespace ::Oyster::Network;
using namespace ::Oyster::Math3D;
struct GameState::MyData
{
MyData(){}
GameClientState::ClientState nextState;
NetworkClient *nwClient;
InputClass *input;
::std::map<int, ::Utility::DynamicMemory::UniquePointer<::DanBias::Client::C_Object>> *staticObjects;
::std::map<int, ::Utility::DynamicMemory::UniquePointer<::DanBias::Client::C_Object>> *dynamicObjects;
} privData;
GameState::GameState()
{
key_forward = false;
key_backward = false;
key_strafeRight = false;
key_strafeLeft = false;
}
GameState::~GameState()
{
if( this->privData )
this->Release();
}
bool GameState::Init( SharedStateContent &shared )
{
// load models
privData = new MyData();
this->privData->nextState = GameClientState::ClientState_Same;
this->privData->nwClient = shared.network;
this->privData->input = shared.input;
LoadGame();
//tell server ready
this->privData->nwClient->Send( GameLogic::Protocol_General_Status(GameLogic::Protocol_General_Status::States_ready) );
return true;
}
GameState::gameStateState GameState::LoadGame()
{
return gameStateState_playing;
}
bool GameState::LoadModels(std::string mapFile)
{
GameLogic::LevelLoader levelLoader;
std::vector<Utility::DynamicMemory::SmartPointer<GameLogic::ObjectTypeHeader>> 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);
switch( lightData->lightType )
{
case 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;
}
}
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, 1.0f) );
camera.SetPerspectiveProjection( pi / 4.0f, 1024.0f/768.0f, 1.0f, 1000.0f );
camera.UpdateOrientation();
Oyster::Graphics::API::SetProjection(camera.GetProjectionMatrix());
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 pos = Float3(world[12], world[13], world[14]);
camera.SetPosition( pos );
camera.UpdateOrientation();
}
GameClientState::ClientState GameState::Update( float deltaTime )
{
//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();
// }
// break;
//case gameStateState_end:
// return ClientState_Lobby;
// break;
//default:
// break;
//}
//
//// send key input to server.
//return ClientState_Same;
return this->privData->nextState;
}
bool GameState::Render()
{
Oyster::Graphics::API::SetView( camera.GetViewMatrix() );
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()
{
privData = NULL;
return true;
}
void GameState::ChangeState( ClientState next )
{
this->privData->nextState = next;
}
void GameState::readKeyInput(InputClass* KeyInput)
{
if(KeyInput->IsKeyPressed(DIK_W))
{
if(!key_forward)
{
privData->nwClient->Send(GameLogic::Protocol_PlayerMovementForward());
key_forward = true;
}
}
else
key_forward = false;
if(KeyInput->IsKeyPressed(DIK_S))
{
if(!key_backward)
{
privData->nwClient->Send(GameLogic::Protocol_PlayerMovementBackward());
key_backward = true;
}
}
else
key_backward = false;
if(KeyInput->IsKeyPressed(DIK_A))
{
if(!key_strafeLeft)
{
privData->nwClient->Send(GameLogic::Protocol_PlayerMovementLeft());
key_strafeLeft = true;
}
}
else
key_strafeLeft = false;
if(KeyInput->IsKeyPressed(DIK_D))
{
if(!key_strafeRight)
{
privData->nwClient->Send(GameLogic::Protocol_PlayerMovementRight());
key_strafeRight = true;
}
}
else
key_strafeRight = false;
//send delta mouse movement
//if (KeyInput->IsMousePressed())
{
camera.YawRight( -KeyInput->GetYaw() );
camera.PitchUp( KeyInput->GetPitch() );
camera.UpdateOrientation();
GameLogic::Protocol_PlayerLook playerLookDir;
Float4 look = camera.GetLook();
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)
{
privData->nwClient->Send(GameLogic::Protocol_PlayerJump());
key_Jump = true;
}
}
else
key_Jump = false;
// send event data
//
//if(KeyInput->IsKeyPressed(DIK_L))
// privData->state = GameState::gameStateState_end;
}
using namespace ::Oyster::Network;
using namespace ::Utility::DynamicMemory;
// returns -1 if none found
int FindObject( const DynamicArray<SmartPointer<C_Object>> &collection, int id )
{
int num = collection.Size();
for( int i = 0; i < num; ++i ) if( id == collection[i]->GetId() )
return i;
return -1;
}
void GameState::DataRecieved( NetEvent<NetworkClient*, NetworkClient::ClientEventArgs> e )
{
CustomNetProtocol data = e.args.data.protocol;
short ID = data[0].value.netShort; // fetching the id data.
if( ProtocolIsGameplay(ID) )
{
switch(ID)
{
case protocol_Gameplay_ObjectPickup: break; /** @todo TODO: implement */
case protocol_Gameplay_ObjectDamage: break; /** @todo TODO: implement */
case protocol_Gameplay_ObjectHealthStatus: break; /** @todo TODO: implement */
case protocol_Gameplay_ObjectPosition:
{
GameLogic::Protocol_ObjectPosition decoded(data);
// if is this player. Remember to change camera
if( this->myId == decoded.object_ID )
camera.SetPosition( decoded.position );
int i = FindObject( this->dynamicObjects, decoded.object_ID );
if( i > -1 )
this->dynamicObjects[i]->setPos( decoded.position );
}
break;
case protocol_Gameplay_ObjectScale:
{
GameLogic::Protocol_ObjectScale decoded(data);
int i = FindObject( this->dynamicObjects, decoded.object_ID );
if( i > -1 )
this->dynamicObjects[i]->setScale( decoded.scale );
}
break;
case protocol_Gameplay_ObjectRotation:
{
GameLogic::Protocol_ObjectRotation decoded(data);
Quaternion rotation = Quaternion( Float3(decoded.rotationQ), decoded.rotationQ[3] );
// if is this player. Remember to change camera
if( this->myId == decoded.object_ID )
camera.SetAngular( AngularAxis(rotation) );
int i = FindObject( this->dynamicObjects, decoded.object_ID );
if( i > -1 )
this->dynamicObjects[i]->setRot( rotation );
}
break;
case protocol_Gameplay_ObjectPositionRotation:
{
GameLogic::Protocol_ObjectPositionRotation decoded(data);
Float3 position = decoded.position;
Quaternion rotation = Quaternion( Float3(decoded.rotationQ), decoded.rotationQ[3] );
// if is this player. Remember to change camera
if( this->myId == decoded.object_ID )
{
camera.SetPosition( position );
camera.SetAngular( AngularAxis(rotation) );
}
int i = FindObject( this->dynamicObjects, decoded.object_ID );
if( i > -1 )
{
this->dynamicObjects[i]->setPos( position );
this->dynamicObjects[i]->setRot( rotation );
}
}
break;
case protocol_Gameplay_ObjectEnabled: break; /** @todo TODO: implement */
case protocol_Gameplay_ObjectDisabled:
{
GameLogic::Protocol_ObjectDisable decoded(data);
int i = FindObject( this->dynamicObjects, decoded.objectID );
if( i > -1 )
{
this->dynamicObjects[i].Release();
this->dynamicObjects.Pop(i);
}
}
break;
case protocol_Gameplay_ObjectCreate:
{
GameLogic::Protocol_ObjectCreate decoded(data);
C_DynamicObj* object = new C_DynamicObj();
ModelInitData modelData;
{
modelData.position = Float3( decoded.position );
modelData.rotation = Quaternion( Float3(decoded.rotationQ), decoded.rotationQ[3] );
modelData.scale = Float3( decoded.scale );
modelData.visible = true;
modelData.id = decoded.object_ID;
::Utility::String::StringToWstring( decoded.name, modelData.modelPath );
}
object->Init(modelData);
dynamicObjects.Push(object);
}
break;
case protocol_Gameplay_ObjectCreatePlayer: break; /** @todo TODO: implement */
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: break; /** @todo TODO: implement */
case protocol_Gameplay_ObjectDie: break; /** @todo TODO: implement */
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;
}
}
}