309 lines
8.2 KiB
C++
309 lines
8.2 KiB
C++
#define NOMINMAX
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#include <Windows.h>
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#include "Include\DanBiasGame.h"
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#include "DllInterfaces/GFXAPI.h"
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#include "GameClientState/GameClientState.h"
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#include "GameClientState\GameState.h"
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#include "GameClientState\LobbyState.h"
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#include <Protocols.h>
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#include "NetworkClient.h"
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#include "../WindowManager/WindowShell.h"
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#include "L_inputClass.h"
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#include "WinTimer.h"
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#include "vld.h"
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namespace DanBias
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{
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#pragma region Game Data
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struct MyRecieverObject :public Oyster::Network::ProtocolRecieverObject
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{
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Oyster::Network::NetworkClient* nwClient;
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Client::GameClientState* gameClientState;
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void NetworkCallback(Oyster::Network::CustomNetProtocol& p) override
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{
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int pType = p[0].value.netInt;
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switch (pType)
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{
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case protocol_General_Status:
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{
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GameLogic::Protocol_General_Status::States state;
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state = (GameLogic::Protocol_General_Status::States)p[1].value.netShort;
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}
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break;
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case protocol_Gameplay_PlayerNavigation:
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{
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Client::GameClientState::KeyInput* protocolData = new Client::GameClientState::KeyInput;
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for(int i = 0; i< 6; i++)
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{
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protocolData->key[i] = p[i+1].value.netBool;
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}
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if(dynamic_cast<Client::GameState*>(gameClientState))
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((Client::GameState*)gameClientState)->Protocol(protocolData);
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delete protocolData;
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protocolData = NULL;
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}
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break;
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case protocol_Gameplay_PlayerPosition:
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{
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Client::GameClientState::PlayerPos* protocolData = new Client::GameClientState::PlayerPos;
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for(int i = 0; i< 3; i++)
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{
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protocolData->playerPos[i] = p[i].value.netFloat;
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}
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if(dynamic_cast<Client::GameState*>(gameClientState))
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((Client::GameState*)gameClientState)->Protocol(protocolData);
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delete protocolData;
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protocolData = NULL;
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}
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break;
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case protocol_Gameplay_CreateObject:
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{
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Client::GameClientState::NewObj* protocolData = new Client::GameClientState::NewObj;
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protocolData->object_ID = p[1].value.netInt;
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char k = p[2].value.netChar;
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protocolData->path = p[2].value.netCharPtr;
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for(int i = 0; i< 16; i++)
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{
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protocolData->worldPos[i] = p[i+3].value.netFloat;
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}
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if(dynamic_cast<Client::GameState*>(gameClientState))
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((Client::GameState*)gameClientState)->Protocol(protocolData);
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delete protocolData;
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protocolData = NULL;
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}
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break;
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case protocol_Gameplay_RemoveObject:
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{
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Client::GameClientState::RemoveObj* protocolData = new Client::GameClientState::RemoveObj;
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protocolData->object_ID = p[1].value.netInt;
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if(dynamic_cast<Client::GameState*>(gameClientState))
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((Client::GameState*)gameClientState)->Protocol(protocolData);
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delete protocolData;
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protocolData = NULL;
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}
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break;
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case protocol_Gameplay_ObjectPosition:
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{
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Client::GameClientState::ObjPos protocolData;
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protocolData.object_ID = p[1].value.netInt;
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for(int i = 0; i< 16; i++)
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{
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protocolData.worldPos[i] = p[i+2].value.netFloat;
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}
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if(dynamic_cast<Client::GameState*>(gameClientState))
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((Client::GameState*)gameClientState)->Protocol(&protocolData);
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//Why use dynamicly allocated memory when data dies after block?
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//Client::GameClientState::ObjPos* protocolData = new Client::GameClientState::ObjPos;
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//protocolData->object_ID = p[1].value.netInt;
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//for(int i = 0; i< 16; i++)
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//{
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// protocolData->worldPos[i] = p[i+2].value.netFloat;
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//}
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//
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//if(dynamic_cast<Client::GameState*>(gameClientState))
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// ((Client::GameState*)gameClientState)->Protocol(protocolData);
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//
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//delete protocolData;
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//protocolData = NULL;
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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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};
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class DanBiasGamePrivateData
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{
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public:
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DanBiasGamePrivateData()
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{
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}
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~DanBiasGamePrivateData()
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{
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}
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public:
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WindowShell* window;
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InputClass* inputObj;
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Utility::WinTimer* timer;
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MyRecieverObject* recieverObj;
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} data;
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#pragma endregion
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DanBiasGamePrivateData* DanBiasGame::m_data = new DanBiasGamePrivateData();
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float DanBiasGame::capFrame = 0;
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//--------------------------------------------------------------------------------------
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// Interface API functions
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//--------------------------------------------------------------------------------------
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DanBiasClientReturn DanBiasGame::Initiate(DanBiasGameDesc& desc)
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{
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if(! m_data->window->CreateWin(WindowShell::WINDOW_INIT_DESC()))
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return DanBiasClientReturn_Error;
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if( FAILED( InitDirect3D() ) )
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return DanBiasClientReturn_Error;
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if( FAILED( InitInput() ) )
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return DanBiasClientReturn_Error;
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m_data->recieverObj = new MyRecieverObject;
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m_data->recieverObj->nwClient = new Oyster::Network::NetworkClient(m_data->recieverObj, Oyster::Network::NetworkProtocolCallbackType_Object);
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m_data->recieverObj->nwClient->Connect(desc.port, desc.IP);
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if (!m_data->recieverObj->nwClient->IsConnected())
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{
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// failed to connect
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return DanBiasClientReturn_Error;
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}
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// Start in lobby state
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m_data->recieverObj->gameClientState = new Client::LobbyState();
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if(!m_data->recieverObj->gameClientState->Init(m_data->recieverObj->nwClient))
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return DanBiasClientReturn_Error;
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m_data->timer = new Utility::WinTimer();
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m_data->timer->reset();
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return DanBiasClientReturn_Sucess;
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}
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DanBiasClientReturn DanBiasGame::Run()
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{
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// Main message loop
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while(m_data->window->Frame())
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{
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float dt = (float)m_data->timer->getElapsedSeconds();
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m_data->timer->reset();
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capFrame += dt;
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if(capFrame > 0.03)
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{
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if(Update(dt) != S_OK)
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return DanBiasClientReturn_Error;
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if(Render(dt) != S_OK)
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return DanBiasClientReturn_Error;
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capFrame = 0;
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}
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}
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return DanBiasClientReturn_Sucess;
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}
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void DanBiasGame::Release()
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{
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CleanUp();
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}
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//--------------------------------------------------------------------------------------
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// Create Direct3D with Oyster Graphics
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//--------------------------------------------------------------------------------------
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HRESULT DanBiasGame::InitDirect3D()
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{
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if(Oyster::Graphics::API::Init(m_data->window->GetHWND(), false, false, Oyster::Math::Float2( 1024, 768)) != Oyster::Graphics::API::Sucsess)
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return E_FAIL;
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return S_OK;
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}
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//--------------------------------------------------------------------------------------
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// Init the input
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//-------------------------------------------------------------------------------------
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HRESULT DanBiasGame::InitInput()
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{
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m_data->inputObj = new InputClass;
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if(!m_data->inputObj->Initialize(m_data->window->GetHINSTANCE(), m_data->window->GetHWND(), m_data->window->GetHeight(), m_data->window->GetWidth()))
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{
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MessageBox(0, L"Could not initialize the input object.", L"Error", MB_OK);
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return E_FAIL;
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}
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return S_OK;
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}
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HRESULT DanBiasGame::Update(float deltaTime)
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{
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m_data->inputObj->Update();
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DanBias::Client::GameClientState::ClientState state = DanBias::Client::GameClientState::ClientState_Same;
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state = m_data->recieverObj->gameClientState->Update(deltaTime, m_data->inputObj);
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if(state != Client::GameClientState::ClientState_Same)
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{
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m_data->recieverObj->gameClientState->Release();
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delete m_data->recieverObj->gameClientState;
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m_data->recieverObj->gameClientState = NULL;
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switch (state)
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{
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case Client::GameClientState::ClientState_Lobby:
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m_data->recieverObj->gameClientState = new Client::LobbyState();
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break;
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case Client::GameClientState::ClientState_Game:
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m_data->recieverObj->gameClientState = new Client::GameState();
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break;
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default:
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return E_FAIL;
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break;
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}
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m_data->recieverObj->gameClientState->Init(m_data->recieverObj->nwClient); // send game client
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}
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return S_OK;
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}
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HRESULT DanBiasGame::Render(float deltaTime)
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{
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int isPressed = 0;
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if(m_data->inputObj->IsKeyPressed(DIK_A))
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{
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isPressed = 1;
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}
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wchar_t title[255];
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swprintf(title, sizeof(title), L"| Pressing A: %d | \n", (int)(isPressed));
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SetWindowText(m_data->window->GetHWND(), title);
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m_data->recieverObj->gameClientState->Render();
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return S_OK;
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}
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HRESULT DanBiasGame::CleanUp()
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{
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m_data->recieverObj->gameClientState->Release();
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delete m_data->recieverObj->gameClientState;
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m_data->recieverObj->nwClient->Disconnect();
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delete m_data->recieverObj->nwClient;
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delete m_data->timer;
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delete m_data->recieverObj;
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delete m_data->inputObj;
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delete m_data;
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Oyster::Graphics::API::Clean();
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return S_OK;
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}
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} //End namespace DanBias
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