Danbias/Code/Game/GameServer/Implementation/GameSession_Gameplay.cpp

193 lines
5.9 KiB
C++

/////////////////////////////////////////////////////////////////////
// Created by [Dennis Andersen] [2013]
/////////////////////////////////////////////////////////////////////
#include "..\GameSession.h"
#include "..\GameClient.h"
#include <Protocols.h>
#include <PostBox\PostBox.h>
#include <GameLogicStates.h>
#include <OysterMath.h>
#define NOMINMAX
#include <Windows.h>
#define DELTA_TIME_20 0.05f
#define DELTA_TIME_24 0.04166666666666666666666666666667f
#define DELTA_TIME_30 0.03333333333333333333333333333333f
#define DELTA_TIME_60 0.01666666666666666666666666666667f
#define DELTA_TIME_120 0.00833333333333333333333333333333f
using namespace Utility::DynamicMemory;
using namespace Oyster;
using namespace Oyster::Network;
using namespace Oyster::Thread;
using namespace GameLogic;
namespace DanBias
{
bool GameSession::DoWork( )
{
if(this->isRunning)
{
double dt = this->timer.getElapsedSeconds();
gameInstance.SetFrameTimeLength((float)dt);
if(dt >= DELTA_TIME_20)
{
this->ProcessClients();
this->gameInstance.NewFrame();
this->timer.reset();
}
}
return this->isRunning;
}
void GameSession::ClientEventCallback(NetEvent<NetworkClient*, NetworkClient::ClientEventArgs> e)
{
}
void GameSession::ObjectMove(GameLogic::IObjectData* movedObject)
{
//GameLogic::IObjectData* obj = NULL;
//if(dynamic_cast<GameLogic::ILevelData*>(movedObject))
// obj =((GameLogic::ILevelData*)movedObject)->GetObjectAt(0);
//if(obj)
//{
// if(obj->GetType() == OBJECT_TYPE_BOX)
// {
// obj->GetID();
// Oyster::Math::Float4x4 world =obj->GetOrientation();
// Protocol_ObjectPosition p(world, 1);
// GameSession::gameSession->Send(p.GetProtocol());
// }
//}
}
//*****************************************************//
//****************** Protocol methods *****************//
//******************************************************************************************************************//
void GameSession::ParseProtocol(Oyster::Network::CustomNetProtocol& p, DanBias::GameClient* c)
{
switch (p[0].value.netShort)
{
case protocol_Gameplay_PlayerMovement: this->Gameplay_PlayerMovement ( Protocol_PlayerMovement (p), c );
break;
case protocol_Gameplay_PlayerLookDir: this->Gameplay_PlayerLookDir ( Protocol_PlayerLook (p), c );
break;
case protocol_Gameplay_PlayerChangeWeapon: this->Gameplay_PlayerChangeWeapon ( Protocol_PlayerChangeWeapon (p), c );
break;
case protocol_Gameplay_PlayerShot: this->Gameplay_PlayerShot ( Protocol_PlayerShot (p), c );
break;
case protocol_Gameplay_PlayerJump: this->Gameplay_PlayerJump ( Protocol_PlayerJump (p), c );
break;
case protocol_Gameplay_ObjectPickup: this->Gameplay_ObjectPickup ( Protocol_ObjectPickup (p), c );
break;
case protocol_Gameplay_ObjectDamage: this->Gameplay_ObjectDamage ( Protocol_ObjectDamage (p), c );
break;
case protocol_Gameplay_ObjectPosition: this->Gameplay_ObjectPosition ( Protocol_ObjectPosition (p), c );
break;
case protocol_Gameplay_ObjectEnabled: this->Gameplay_ObjectEnabled ( Protocol_ObjectEnable (p), c );
break;
case protocol_Gameplay_ObjectDisabled: this->Gameplay_ObjectDisabled ( Protocol_ObjectDisable (p), c );
break;
case protocol_Gameplay_ObjectCreate: this->Gameplay_ObjectCreate ( Protocol_ObjectCreate (p), c );
break;
case protocol_General_Status: this->General_Status ( Protocol_General_Status (p), c );
break;
case protocol_General_Text: this->General_Text ( Protocol_General_Text (p), c );
break;
}
}
void GameSession::Gameplay_PlayerMovement ( Protocol_PlayerMovement& p, DanBias::GameClient* c )
{
if(p.bForward) c->GetPlayer()->Move(GameLogic::PLAYER_MOVEMENT_FORWARD);
if(p.bBackward) c->GetPlayer()->Move(GameLogic::PLAYER_MOVEMENT_BACKWARD);
if(p.bLeft) c->GetPlayer()->Move(GameLogic::PLAYER_MOVEMENT_LEFT);
if(p.bRight) c->GetPlayer()->Move(GameLogic::PLAYER_MOVEMENT_RIGHT);
}
void GameSession::Gameplay_PlayerLookDir ( Protocol_PlayerLook& p, DanBias::GameClient* c )
{
Oyster::Math3D::Float3 lookDir;
lookDir.x = p.lookDirX;
lookDir.y = p.lookDirY;
lookDir.z = p.lookDirZ;
c->GetPlayer()->Rotate(lookDir);
}
void GameSession::Gameplay_PlayerChangeWeapon ( Protocol_PlayerChangeWeapon& p, DanBias::GameClient* c )
{
}
void GameSession::Gameplay_PlayerShot ( Protocol_PlayerShot& p, DanBias::GameClient* c )
{
c->GetPlayer()->UseWeapon(GameLogic::WEAPON_USE_PRIMARY_PRESS);
}
void GameSession::Gameplay_PlayerJump ( Protocol_PlayerJump& p, DanBias::GameClient* c )
{
if(p.hasJumped) c->GetPlayer()->Move(GameLogic::PLAYER_MOVEMENT_JUMP);
}
void GameSession::Gameplay_ObjectPickup ( Protocol_ObjectPickup& p, DanBias::GameClient* c )
{
}
void GameSession::Gameplay_ObjectDamage ( Protocol_ObjectDamage& p, DanBias::GameClient* c )
{
}
void GameSession::Gameplay_ObjectPosition ( Protocol_ObjectPosition& p, DanBias::GameClient* c )
{
}
void GameSession::Gameplay_ObjectEnabled ( Protocol_ObjectEnable& p, DanBias::GameClient* c )
{
}
void GameSession::Gameplay_ObjectDisabled ( Protocol_ObjectDisable& p, DanBias::GameClient* c )
{
}
void GameSession::Gameplay_ObjectCreate ( Protocol_ObjectCreate& p, DanBias::GameClient* c )
{
}
void GameSession::General_Status ( Protocol_General_Status& p, DanBias::GameClient* c )
{
switch (p.status)
{
case GameLogic::Protocol_General_Status::States_disconected:
printf("Client with ID [%i] dissconnected\n", c->GetClient()->GetID());
this->Detach(c->GetClient()->GetID());
break;
case GameLogic::Protocol_General_Status::States_idle:
break;
case GameLogic::Protocol_General_Status::States_ready:
break;
case GameLogic::Protocol_General_Status::States_leave:
break;
}
}
void GameSession::General_Text ( Protocol_General_Text& p, DanBias::GameClient* c )
{
printf("Message recieved from (%i):\t %s\n", c->GetID(), p.text.c_str());
}
}//End namespace DanBias