453 lines
12 KiB
C++
453 lines
12 KiB
C++
#include "GameState.h"
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#include "DllInterfaces/GFXAPI.h"
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#include "C_obj/C_Player.h"
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#include "C_obj/C_DynamicObj.h"
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#include <Protocols.h>
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#include "NetworkClient.h"
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#include "Camera.h"
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#include <GameServerAPI.h>
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using namespace DanBias::Client;
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struct GameState::myData
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{
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myData(){}
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Oyster::Math3D::Float4x4 view;
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Oyster::Math3D::Float4x4 proj;
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std::vector<C_Object*> object;
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int modelCount;
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Oyster::Network::NetworkClient* nwClient;
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gameStateState state;
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}privData;
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GameState::GameState(void)
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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(void)
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{
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}
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bool GameState::Init(Oyster::Network::NetworkClient* nwClient)
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{
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// load models
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camera = new Camera;
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privData = new myData();
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privData->state = gameStateState_loading;
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privData->nwClient = nwClient;
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privData->state = LoadGame();
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pitch = 0;
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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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Oyster::Graphics::Definitions::Pointlight plight;
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plight.Pos = Oyster::Math::Float3(0,15,5);
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plight.Color = Oyster::Math::Float3(0,1,0);
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plight.Radius = 50;
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plight.Bright = 2;
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Oyster::Graphics::API::AddLight(plight);
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plight.Pos = Oyster::Math::Float3(10,15,5);
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plight.Color = Oyster::Math::Float3(1,0,0);
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plight.Radius = 50;
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plight.Bright = 2;
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Oyster::Graphics::API::AddLight(plight);
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plight.Pos = Oyster::Math::Float3(10,-15,5);
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plight.Color = Oyster::Math::Float3(0,0,1);
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plight.Radius = 50;
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plight.Bright = 2;
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Oyster::Graphics::API::AddLight(plight);
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LoadModels(L"map");
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InitCamera(Oyster::Math::Float3(0,0,20.0f));
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return gameStateState_playing;
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}
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bool GameState::LoadModels(std::wstring mapFile)
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{
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// open file
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// read file
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// init models
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privData->modelCount = 2;
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// add world model
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ModelInitData modelData;
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Oyster::Math3D::Float4x4 translate;
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C_Object* obj;
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translate = Oyster::Math3D::TranslationMatrix(Oyster::Math::Float3(0,0,0));
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modelData.world = translate ;//modelData.world * translate
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modelData.modelPath = L"world_earth.dan";
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modelData.id = 0;
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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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// add box model
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modelData.world = Oyster::Math3D::Float4x4::identity;
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translate = Oyster::Math3D::TranslationMatrix(Oyster::Math::Float3(4,320,0));
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modelData.world = modelData.world * translate;
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modelData.modelPath = L"..\\Content\\Models\\box.dan";
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modelData.id = 1;
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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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modelData.world = Oyster::Math3D::Float4x4::identity;
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// add player model
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modelData.world = Oyster::Math3D::Float4x4::identity;
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translate = Oyster::Math3D::TranslationMatrix(Oyster::Math::Float3(0, 320, 0));
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modelData.world = modelData.world * translate;
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modelData.visible = true;
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modelData.modelPath = L"char_renderTest.dan";
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modelData.id = 2;
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// load models
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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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// add player model 2
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modelData.world = Oyster::Math3D::Float4x4::identity;
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translate = Oyster::Math3D::TranslationMatrix(Oyster::Math::Float3(50, 320, 0));
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modelData.world = modelData.world * translate;
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modelData.visible = true;
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modelData.modelPath = L"char_renderTest.dan";
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modelData.id = 3;
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// load models
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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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// add house model
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modelData.world = Oyster::Math3D::Float4x4::identity;
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translate = Oyster::Math3D::TranslationMatrix(Oyster::Math::Float3(50, 300, 0));
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//Oyster::Math3D::RotationMatrix_AxisZ()
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modelData.world = modelData.world * translate;
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modelData.visible = true;
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modelData.modelPath = L"building_corporation.dan";
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modelData.id = 4;
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// load models
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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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// add crystal model
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modelData.world = Oyster::Math3D::Float4x4::identity;
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translate = Oyster::Math3D::TranslationMatrix(Oyster::Math::Float3(10, 305, 0));
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modelData.world = modelData.world * translate;
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modelData.visible = true;
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modelData.modelPath = L"crystalformation_b.dan";
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modelData.id = 5;
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// load models
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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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return true;
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}
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bool GameState::InitCamera(Oyster::Math::Float3 startPos)
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{
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Oyster::Math::Float3 dir = Oyster::Math::Float3(0,0,1);
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Oyster::Math::Float3 up =Oyster::Math::Float3(0,1,0);
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Oyster::Math::Float3 pos = Oyster::Math::Float3(0, 0, 20);
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camera->LookAt(pos, dir, up);
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camera->SetLens(3.14f/2, 1024/768, 1, 1000);
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privData->proj = Oyster::Math3D::ProjectionMatrix_Perspective(Oyster::Math::pi/4,1024.0f/768.0f,.1f,1000);
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//privData->proj = Oyster::Math3D::ProjectionMatrix_Orthographic(1024, 768, 1, 1000);
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Oyster::Graphics::API::SetProjection(privData->proj);
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camera->UpdateViewMatrix();
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privData->view = camera->View();
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privData->view = Oyster::Math3D::ViewMatrix_LookAtDirection(Oyster::Math::Float3(0,0,-1),Oyster::Math::Float3(0,1,0),startPos);
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privData->view = Oyster::Math3D::OrientationMatrix_LookAtDirection(Oyster::Math::Float3(0,0,-1),Oyster::Math::Float3(0,1,0),startPos);
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privData->view = Oyster::Math3D::InverseOrientationMatrix(privData->view);
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return true;
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}
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void GameState::setClientId(int id)
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{
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myId = id;
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}
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GameClientState::ClientState GameState::Update(float deltaTime, InputClass* KeyInput)
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{
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switch (privData->state)
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{
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case gameStateState_loading:
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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->UpdateViewMatrix();
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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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// send key input to server.
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return ClientState_Same;
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}
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bool GameState::Render()
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{
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Oyster::Graphics::API::SetView(camera->View());
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//Oyster::Graphics::API::SetProjection(camera->Proj());
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//Oyster::Graphics::API::SetView(privData->view);
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Oyster::Graphics::API::SetProjection(privData->proj);
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Oyster::Graphics::API::NewFrame();
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for (unsigned int i = 0; i < privData->object.size(); i++)
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{
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privData->object[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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for (unsigned int i = 0; i < privData->object.size(); i++)
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{
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privData->object[i]->Release();
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delete privData->object[i];
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privData->object[i] = NULL;
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}
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delete privData;
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privData = NULL;
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return true;
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}
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void GameState::readKeyInput(InputClass* KeyInput)
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{
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bool send = false;
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GameLogic::Protocol_PlayerMovement movePlayer;
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movePlayer.bForward = false;
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movePlayer.bBackward = false;
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movePlayer.bLeft = false;
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movePlayer.bRight = false;
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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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movePlayer.bForward = true;
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send = true;
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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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movePlayer.bBackward = true;
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send = true;
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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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movePlayer.bLeft = true;
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send = true;
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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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movePlayer.bRight = true;
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send = true;
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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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if (privData->nwClient->IsConnected() && send)
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{
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privData->nwClient->Send(movePlayer);
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}
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//send delta mouse movement
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if (KeyInput->IsMousePressed())
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{
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camera->Yaw(-KeyInput->GetYaw());
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//camera->Pitch(KeyInput->GetPitch());
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//pitch = KeyInput->GetPitch();
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camera->UpdateViewMatrix();
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GameLogic::Protocol_PlayerLook playerLookDir;
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Oyster::Math::Float4 look = camera->GetLook();
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playerLookDir.lookDirX = look.x;
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playerLookDir.lookDirY = look.y;
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playerLookDir.lookDirZ = look.z;
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playerLookDir.deltaX = -KeyInput->GetYaw();
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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.hasShot = 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_X))
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{
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if(!key_Jump)
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{
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GameLogic::Protocol_PlayerJump playerJump;
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playerJump.hasJumped = true;
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privData->nwClient->Send(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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void GameState::Protocol(ProtocolStruct* pos)
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{
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}
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void GameState::Protocol( PlayerPos* pos )
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{
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Oyster::Math::Float4x4 world, translate;
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world = Oyster::Math::Float4x4::identity;
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translate = Oyster::Math::Float4x4::identity;
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translate = Oyster::Math3D::TranslationMatrix(Oyster::Math::Float3(pos->playerPos[0],pos->playerPos[1],pos->playerPos[2]));
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world = world * translate;
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privData->object[0]->setPos( world );
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}
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void GameState::Protocol( ObjPos* pos )
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{
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Oyster::Math::Float4x4 world;
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for(int i = 0; i<16; i++)
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{
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world[i] = pos->worldPos[i];
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}
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//printf("pos for obj %d, ",pos->object_ID );
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for (unsigned int i = 0; i < privData->object.size(); i++)
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{
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if(privData->object[i]->GetId() == pos->object_ID)
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{
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privData->object[i]->setPos(world);
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//camera->setRight((Oyster::Math::Float3(world[0], world[1], world[2])));
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//
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//camera->setLook((Oyster::Math::Float3(world[8], world[9], world[10])));
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if(i == myId) // playerobj
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{
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camera->setRight((Oyster::Math::Float3(world[0], world[1], world[2])));
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camera->setUp(Oyster::Math::Float3(world[4], world[5], world[6]));
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Oyster::Math::Float3 cameraLook = camera->GetLook();
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Oyster::Math::Float3 objForward = (Oyster::Math::Float3(world[8], world[9], world[10]));
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camera->setLook(objForward);
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camera->UpdateViewMatrix();
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Oyster::Math::Float3 pos = Oyster::Math::Float3(world[12], world[13], world[14]);
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Oyster::Math::Float3 up = Oyster::Math::Float3(world[4], world[5], world[6]);
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up *= 2;
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objForward *= -3;
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Oyster::Math::Float3 cameraPos = up + pos + objForward;
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//camera->Pitch(pitch);
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camera->SetPosition(cameraPos);
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//camera->LookAt(pos, dir, up);
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//Oyster::Math::Float3 newLook = objForward;
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camera->UpdateViewMatrix();
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}
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}
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}
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}
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void GameState::Protocol( NewObj* newObj )
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{
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Oyster::Math::Float4x4 world;
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for(int i = 0; i<16; i++)
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{
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world[i] = newObj->worldPos[i];
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}
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ModelInitData modelData;
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modelData.world = world;
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modelData.visible = true;
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modelData.id = newObj->object_ID;
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//not sure if this is good parsing rom char* to wstring
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const char* path = newObj->path;
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modelData.modelPath = std::wstring(path, path + strlen(path));
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// load models
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C_Object* player = new C_Player();
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player->Init(modelData);
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privData->object.push_back(player);
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}
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void DanBias::Client::GameState::Protocol( RemoveObj* obj )
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{
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for (unsigned int i = 0; i < privData->object.size(); i++)
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{
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if(privData->object[i]->GetId() == obj->object_ID)
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{
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privData->object.at(i)->Release();
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privData->object.erase(privData->object.begin() + i );
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}
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}
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//privData->object[obj->object_ID]->Release( );
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}
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//void GameState::Protocol(LightPos pos);
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