569 lines
17 KiB
C++
569 lines
17 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_FPSV2.h"
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#include <GameServerAPI.h>
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#include "C_Light.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 "C_obj/C_StaticObj.h"
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#include "Utilities.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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using namespace ::GameLogic;
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using namespace ::Utility::DynamicMemory;
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using namespace ::Utility::String;
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using namespace ::Utility::Value;
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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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::Input::Mouse *mouseInput;
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::Input::Keyboard *keyboardInput_raw;
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::Input::ApplicationKeyboard *keyboardInput_app;
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::std::map<int, ::Utility::DynamicMemory::UniquePointer<::DanBias::Client::C_StaticObj>> *staticObjects;
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::std::map<int, ::Utility::DynamicMemory::UniquePointer<::DanBias::Client::C_DynamicObj>> *dynamicObjects;
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::std::map<int, ::Utility::DynamicMemory::UniquePointer<::DanBias::Client::C_Light>> *lights;
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bool key_forward;
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bool key_backward;
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bool key_strafeRight;
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bool key_strafeLeft;
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bool key_Shoot;
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bool key_Jump;
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// DEGUG KEYS
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bool key_Reload_Shaders;
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bool key_Wireframe_Toggle;
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bool renderWhireframe;
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// !DEGUG KEYS
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C_Player player;
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Camera_FPSV2 camera;
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int myId;
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} privData;
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inline Quaternion ArrayToQuaternion( const float source[4] )
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{
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return Quaternion( Float3(source[0], source[1], source[2]), source[3] );
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}
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GameState::GameState()
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{
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this->privData = nullptr;
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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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// we may assume that shared.network is properly connected
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// and there is content in shared.dynamicObjects and shared.staticObjects
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this->privData = new MyData();
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this->privData->key_forward = false;
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this->privData->key_backward = false;
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this->privData->key_strafeRight = false;
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this->privData->key_strafeLeft = false;
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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->mouseInput = shared.mouseDevice;
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this->privData->keyboardInput_raw = shared.keyboardDevice_raw;
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this->privData->keyboardInput_app = shared.keyboardDevice_application;
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this->privData->staticObjects = &shared.staticObjects;
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this->privData->dynamicObjects = &shared.dynamicObjects;
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this->privData->lights = &shared.lights;
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this->privData->keyboardInput_app->Deactivate();
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Graphics::API::Option gfxOp = Graphics::API::GetOption();
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Float aspectRatio = gfxOp.Resolution.x / gfxOp.Resolution.y;
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this->privData->camera.SetPerspectiveProjection( Utility::Value::Radian(90.0f), aspectRatio, 0.1f, 1000.0f );
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Graphics::API::SetProjection( this->privData->camera.GetProjectionMatrix() );
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gfxOp.AmbientValue = 1.0f;
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Graphics::API::SetOptions(gfxOp);
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//tell server ready
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this->privData->nwClient->Send( Protocol_General_Status(Protocol_General_Status::States_ready) );
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// DEGUG KEYS
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this->privData->key_Reload_Shaders = false;
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this->privData->key_Wireframe_Toggle = false;
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this->privData->renderWhireframe = false;
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// !DEGUG KEYS
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auto light = this->privData->lights->begin();
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for( ; light != this->privData->lights->end(); ++light )
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{
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light->second->Render();
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}
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return true;
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}
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void GameState::InitiatePlayer( int id, const std::string &modelName, const float position[3], const float rotation[4], const float scale[3], bool isMyPlayer )
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{
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ModelInitData modelData;
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modelData.visible = true;
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modelData.position = position;
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modelData.rotation = ArrayToQuaternion( rotation );
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modelData.scale = scale;
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StringToWstring( modelName, modelData.modelPath );
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modelData.id = id;
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// RB DEBUG
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RBInitData RBData;
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RBData.position = position;
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RBData.rotation = ArrayToQuaternion( rotation );
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RBData.scale = scale;
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RBData.type = RB_Type_Cube;
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// !RB DEBUG
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if( isMyPlayer )
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{
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if( this->privData->player.Init(modelData) )
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{
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// RB DEBUG
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this->privData->player.InitRB( RBData );
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// !RB DEBUG
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this->privData->myId = id;
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this->privData->camera.SetPosition( this->privData->player.getPos() );
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Float3 offset = Float3( 0.0f );
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// DEBUG position of camera so we can see the player model
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offset.y = this->privData->player.getScale().y * 5.0f;
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offset.z = this->privData->player.getScale().z * -5.0f;
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// !DEBUG
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this->privData->camera.SetHeadOffset( offset );
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this->privData->camera.UpdateOrientation();
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}
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}
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else
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{
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C_DynamicObj *p = new C_DynamicObj();
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if( p->Init(modelData) )
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{
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// RB DEBUG
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this->privData->player.InitRB( RBData );
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// !RB DEBUG
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(*this->privData->dynamicObjects)[id] = p;
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}
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}
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}
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GameClientState::ClientState GameState::Update( float deltaTime )
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{
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this->ReadKeyInput();
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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( this->privData->camera.GetViewMatrix() );
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Oyster::Graphics::API::NewFrame();
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// for debugging to be replaced with render weapon
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this->privData->player.Render();
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auto staticObject = this->privData->staticObjects->begin();
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for( ; staticObject != this->privData->staticObjects->end(); ++staticObject )
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{
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staticObject->second->Render();
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}
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auto dynamicObject = this->privData->dynamicObjects->begin();
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for( ; dynamicObject != this->privData->dynamicObjects->end(); ++dynamicObject )
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{
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if( dynamicObject->second )
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{
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dynamicObject->second->Render();
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}
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}
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/*auto light = this->privData->lights->begin();
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for( ; light != this->privData->lights->end(); ++light )
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{
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light->second->Render();
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}*/
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#ifdef _DEBUG
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//RB DEBUG render wire frame
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if(this->privData->renderWhireframe)
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{
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Oyster::Graphics::API::StartRenderWireFrame();
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Oyster::Math3D::Float4x4 translation = Oyster::Math3D::TranslationMatrix(Float3( 0,132, 20));
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Oyster::Math3D::Float4x4 scale = Oyster::Math3D::ScalingMatrix(Float3( 0.5f, 0.5f, 0.5f));
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Oyster::Math3D::Float4x4 world = translation * scale;
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Oyster::Graphics::API::RenderDebugCube( world );
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Oyster::Graphics::API::RenderDebugCube(this->privData->player.getRBWorld());
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staticObject = this->privData->staticObjects->begin();
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for( ; staticObject != this->privData->staticObjects->end(); ++staticObject )
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{
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if( staticObject->second->getBRtype() == RB_Type_Cube)
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{
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Oyster::Graphics::API::RenderDebugCube( staticObject->second->getRBWorld());
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}
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if( staticObject->second->getBRtype() == RB_Type_Sphere)
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{
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Oyster::Graphics::API::RenderDebugSphere( staticObject->second->getRBWorld());
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}
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}
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dynamicObject = this->privData->dynamicObjects->begin();
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for( ; dynamicObject != this->privData->dynamicObjects->end(); ++dynamicObject )
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{
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if( dynamicObject->second )
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{
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if( dynamicObject->second->getBRtype() == RB_Type_Cube)
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{
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Oyster::Graphics::API::RenderDebugCube( dynamicObject->second->getRBWorld());
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}
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if( dynamicObject->second->getBRtype() == RB_Type_Sphere)
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{
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Oyster::Graphics::API::RenderDebugSphere( dynamicObject->second->getRBWorld());
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}
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}
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}
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}
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//!RB DEBUG
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#endif
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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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Graphics::API::Option o = Graphics::API::GetOption();
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if( privData )
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{
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auto staticObject = this->privData->staticObjects->begin();
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for( ; staticObject != this->privData->staticObjects->end(); ++staticObject )
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{
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staticObject->second = nullptr;
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}
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auto dynamicObject = this->privData->dynamicObjects->begin();
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for( ; dynamicObject != this->privData->dynamicObjects->end(); ++dynamicObject )
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{
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dynamicObject->second = nullptr;
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}
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auto light = this->privData->lights->begin();
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for( ; light != this->privData->lights->end(); ++light )
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{
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light->second->Render();
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}
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this->privData->staticObjects->clear();
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this->privData->dynamicObjects->clear();
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this->privData->lights->clear();
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privData = NULL;
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}
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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()
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{
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if( this->privData->keyboardInput_raw->IsKeyDown(::Input::Enum::SAKI_W) )
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{ // move forward
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this->privData->nwClient->Send( Protocol_PlayerMovementForward() );
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this->privData->key_forward = true;
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}
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if( this->privData->keyboardInput_raw->IsKeyDown(::Input::Enum::SAKI_S) )
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{ // move backward
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this->privData->nwClient->Send( Protocol_PlayerMovementBackward() );
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this->privData->key_backward = true;
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}
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if( this->privData->keyboardInput_raw->IsKeyDown(::Input::Enum::SAKI_A) )
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{ // strafe left
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this->privData->nwClient->Send( Protocol_PlayerMovementLeft() );
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this->privData->key_strafeLeft = true;
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}
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if( this->privData->keyboardInput_raw->IsKeyDown(::Input::Enum::SAKI_D) )
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{ // strafe right
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this->privData->nwClient->Send( Protocol_PlayerMovementRight() );
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this->privData->key_strafeRight = true;
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}
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if( this->privData->keyboardInput_raw->IsKeyDown(::Input::Enum::SAKI_Space) )
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{ // jump
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this->privData->nwClient->Send( Protocol_PlayerJump() );
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this->privData->key_Jump = true;
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}
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//send delta mouse movement
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{
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static const float mouseSensitivity = Radian( 1.0f );
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::Input::Struct::SAIPoint2D deltaPos;
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this->privData->mouseInput->GetDeltaPosition( deltaPos );
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this->privData->camera.PitchDown( deltaPos.y * mouseSensitivity );;
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//if( deltaPos.x != 0.0f ) //This made the camera reset to a specific rotation. Why?
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{
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this->privData->nwClient->Send( Protocol_PlayerLeftTurn(deltaPos.x * mouseSensitivity) );
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}
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}
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// shoot
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if( this->privData->mouseInput->IsBtnDown(::Input::Enum::SAMI_MouseLeftBtn) )
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{
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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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this->privData->nwClient->Send( playerShot );
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this->privData->key_Shoot = true;
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}
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else if( this->privData->mouseInput->IsBtnDown(::Input::Enum::SAMI_MouseRightBtn) )
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{
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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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this->privData->nwClient->Send( playerShot );
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this->privData->key_Shoot = true;
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}
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else if( this->privData->mouseInput->IsBtnDown(::Input::Enum::SAMI_MouseMiddleBtn) )
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{
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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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this->privData->nwClient->Send( playerShot );
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this->privData->key_Shoot = true;
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}
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#ifdef _DEBUG // DEGUG KEYS
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// Reload shaders
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if( this->privData->keyboardInput_raw->IsKeyDown(::Input::Enum::SAKI_R) )
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{
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if( !this->privData->key_Reload_Shaders )
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{
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Graphics::API::ReloadShaders();
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this->privData->key_Reload_Shaders = true;
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}
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}
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else
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this->privData->key_Reload_Shaders = false;
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// toggle wire frame render
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if( this->privData->keyboardInput_raw->IsKeyDown(::Input::Enum::SAKI_T) )
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{
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if( !this->privData->key_Wireframe_Toggle )
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{
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this->privData->renderWhireframe = !this->privData->renderWhireframe;
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this->privData->key_Wireframe_Toggle = true;
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}
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}
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else
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this->privData->key_Wireframe_Toggle = false;
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#endif // !DEGUG KEYS
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}
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const GameClientState::NetEvent & GameState::DataRecieved( const GameClientState::NetEvent &message )
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{
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if( message.args.type == NetworkClient::ClientEventArgs::EventType_ProtocolFailedToSend )
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{ // TODO: Reconnect
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const char *breakpoint = "temp trap";
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this->privData->nwClient->Disconnect();
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this->ChangeState( GameClientState::ClientState_Main );
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}
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// fetching the id data.
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short ID = message.args.data.protocol[0].value.netShort;
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if( ProtocolIsGameplay(ID) )
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{
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CustomNetProtocol data = message.args.data.protocol;
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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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Protocol_ObjectPosition decoded(data);
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// if is this player. Remember to change camera
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if( this->privData->myId == decoded.object_ID )
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this->privData->camera.SetPosition( decoded.position );
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(*this->privData->dynamicObjects)[decoded.object_ID]->setPos( decoded.position );
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// RB DEBUG
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(*this->privData->dynamicObjects)[decoded.object_ID]->setRBPos ( decoded.position );
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// !RB DEBUG
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}
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return GameClientState::event_processed;
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case protocol_Gameplay_ObjectScale:
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{
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Protocol_ObjectScale decoded(data);
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(*this->privData->dynamicObjects)[decoded.object_ID]->setScale( decoded.scale );
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// RB DEBUG
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(*this->privData->dynamicObjects)[decoded.object_ID]->setRBScale ( decoded.scale );
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// !RB DEBUG
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}
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return GameClientState::event_processed;
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case protocol_Gameplay_ObjectRotation:
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{
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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->privData->myId == decoded.object_ID )
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this->privData->camera.SetRotation( rotation );
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(*this->privData->dynamicObjects)[decoded.object_ID]->setRot( rotation );
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// RB DEBUG
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(*this->privData->dynamicObjects)[decoded.object_ID]->setRBRot ( rotation );
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// !RB DEBUG
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}
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return GameClientState::event_processed;
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case protocol_Gameplay_ObjectPositionRotation:
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{
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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->privData->myId == decoded.object_ID )
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{
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if( !Within(position.Dot(position), 2500.0f, 90000.0f) )
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{ // HACK: bug trap
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const char *breakPoint = "Something is wrong.";
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position = Float3( 0.0f, 160.0f, 0.0f );
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}
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this->privData->camera.SetPosition( position );
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this->privData->camera.SetRotation( rotation );
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this->privData->player.setPos( position );
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this->privData->player.setRot( rotation );
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this->privData->player.updateWorld();
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// RB DEBUG
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this->privData->player.setRBPos ( position );
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this->privData->player.setRBRot ( rotation );
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this->privData->player.updateRBWorld();
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// !RB DEBUG
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}
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C_DynamicObj *object = (*this->privData->dynamicObjects)[decoded.object_ID];
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if( object )
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{
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object->setPos( position );
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object->setRot( rotation );
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object->updateWorld();
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// RB DEBUG
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object->setRBPos ( position );
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object->setRBRot ( rotation );
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object->updateRBWorld();
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// !RB DEBUG
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}
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}
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return GameClientState::event_processed;
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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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Protocol_ObjectDisable decoded(data);
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auto object = this->privData->dynamicObjects->find( decoded.objectID );
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if( object != this->privData->dynamicObjects->end() )
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{
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object->second = nullptr;
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this->privData->dynamicObjects->erase( object );
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}
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}
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return GameClientState::event_processed;
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case protocol_Gameplay_ObjectCreate:
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{
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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.object_ID;
|
|
|
|
::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 );
|
|
|
|
this->privData->player.InitRB( RBData );
|
|
// !RB DEBUG
|
|
|
|
(*this->privData->dynamicObjects)[decoded.object_ID] = object;
|
|
|
|
}
|
|
return GameClientState::event_processed;
|
|
case protocol_Gameplay_ObjectCreatePlayer:
|
|
{
|
|
Protocol_ObjectCreatePlayer decoded(data);
|
|
this->InitiatePlayer( decoded.object_ID, 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: 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;
|
|
}
|
|
}
|
|
|
|
return message;
|
|
}
|