Danbias/Code/Game/DanBiasGame/DanBiasGame_Impl.cpp

309 lines
8.2 KiB
C++

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