540 lines
14 KiB
C++
540 lines
14 KiB
C++
#include "GameState.h"
|
|
#include "DllInterfaces/GFXAPI.h"
|
|
#include "C_obj/C_Player.h"
|
|
#include "C_obj/C_DynamicObj.h"
|
|
#include <Protocols.h>
|
|
#include "NetworkClient.h"
|
|
#include "Camera.h"
|
|
#include <GameServerAPI.h>
|
|
|
|
using namespace DanBias::Client;
|
|
|
|
struct GameState::myData
|
|
{
|
|
myData(){}
|
|
Oyster::Math3D::Float4x4 view;
|
|
Oyster::Math3D::Float4x4 proj;
|
|
std::vector<C_Object*> object;
|
|
int modelCount;
|
|
Oyster::Network::NetworkClient* nwClient;
|
|
gameStateState state;
|
|
|
|
|
|
}privData;
|
|
|
|
GameState::GameState(void)
|
|
{
|
|
key_forward = false;
|
|
key_backward = false;
|
|
key_strafeRight = false;
|
|
key_strafeLeft = false;
|
|
}
|
|
|
|
|
|
GameState::~GameState(void)
|
|
{
|
|
|
|
}
|
|
bool GameState::Init(Oyster::Network::NetworkClient* nwClient)
|
|
{
|
|
// load models
|
|
camera = new Camera;
|
|
privData = new myData();
|
|
privData->state = gameStateState_loading;
|
|
privData->nwClient = nwClient;
|
|
privData->state = LoadGame();
|
|
pitch = 0;
|
|
return true;
|
|
}
|
|
GameState::gameStateState GameState::LoadGame()
|
|
{
|
|
Oyster::Graphics::Definitions::Pointlight plight;
|
|
plight.Pos = Oyster::Math::Float3(315, 0 ,5);
|
|
plight.Color = Oyster::Math::Float3(0.9,0.7,0.2);
|
|
plight.Radius = 100;
|
|
plight.Bright = 0.9;
|
|
Oyster::Graphics::API::AddLight(plight);
|
|
plight.Pos = Oyster::Math::Float3(10,350,5);
|
|
plight.Color = Oyster::Math::Float3(0.9,0.7,0.3);
|
|
plight.Radius = 200;
|
|
plight.Bright = 0.7;
|
|
Oyster::Graphics::API::AddLight(plight);
|
|
plight.Pos = Oyster::Math::Float3(350,350,5);
|
|
plight.Color = Oyster::Math::Float3(0.9,0.7,0.3);
|
|
plight.Radius = 200;
|
|
plight.Bright = 0.7;
|
|
Oyster::Graphics::API::AddLight(plight);
|
|
plight.Pos = Oyster::Math::Float3(10,350,350);
|
|
plight.Color = Oyster::Math::Float3(0.9,0.7,0.3);
|
|
plight.Radius = 200;
|
|
plight.Bright = 0.7;
|
|
Oyster::Graphics::API::AddLight(plight);
|
|
plight.Pos = Oyster::Math::Float3(10,-15,5);
|
|
plight.Color = Oyster::Math::Float3(0,0,1);
|
|
plight.Radius = 50;
|
|
plight.Bright = 2;
|
|
|
|
Oyster::Graphics::API::AddLight(plight);
|
|
LoadModels(L"map");
|
|
InitCamera(Oyster::Math::Float3(0,0,20.0f));
|
|
return gameStateState_playing;
|
|
}
|
|
bool GameState::LoadModels(std::wstring mapFile)
|
|
{
|
|
// open file
|
|
// read file
|
|
// init models
|
|
int nrOfBoxex = 20;
|
|
privData->modelCount = 3+nrOfBoxex;
|
|
myId += privData->modelCount;
|
|
int id = 0;
|
|
// add world model
|
|
ModelInitData modelData;
|
|
Oyster::Math3D::Float4x4 translate;
|
|
C_Object* obj;
|
|
translate = Oyster::Math3D::TranslationMatrix(Oyster::Math::Float3(0,0,0));
|
|
modelData.world = translate ;//modelData.world * translate
|
|
modelData.world.v[0].x = 2;
|
|
modelData.world.v[1].y = 2;
|
|
modelData.world.v[2].z = 2;
|
|
modelData.modelPath = L"world_earth.dan";
|
|
modelData.id = id++;
|
|
|
|
obj = new C_Player();
|
|
privData->object.push_back(obj);
|
|
privData->object[privData->object.size() -1 ]->Init(modelData);
|
|
|
|
// add box model
|
|
modelData.world = Oyster::Math3D::Float4x4::identity;
|
|
modelData.modelPath = L"crate_colonists.dan";
|
|
|
|
|
|
for(int i =0; i< nrOfBoxex; i ++)
|
|
{
|
|
translate = Oyster::Math3D::TranslationMatrix(Oyster::Math::Float3(4,320,0));
|
|
modelData.world = modelData.world * translate;
|
|
modelData.id = id++;
|
|
|
|
obj = new C_Player();
|
|
privData->object.push_back(obj);
|
|
privData->object[privData->object.size() -1 ]->Init(modelData);
|
|
modelData.world = Oyster::Math3D::Float4x4::identity;
|
|
}
|
|
|
|
// add crystal model
|
|
modelData.world = Oyster::Math3D::Float4x4::identity;
|
|
translate = Oyster::Math3D::TranslationMatrix(Oyster::Math::Float3(10, 301, 0));
|
|
|
|
modelData.world = modelData.world * translate;
|
|
modelData.visible = true;
|
|
modelData.modelPath = L"crystalformation_b.dan";
|
|
modelData.id = id++;
|
|
// load models
|
|
obj = new C_Player();
|
|
privData->object.push_back(obj);
|
|
privData->object[privData->object.size() -1 ]->Init(modelData);
|
|
|
|
// add house model
|
|
modelData.world = Oyster::Math3D::Float4x4::identity;
|
|
translate = Oyster::Math3D::TranslationMatrix(Oyster::Math::Float3(-50, 290, 0));
|
|
Oyster::Math3D::Float4x4 rot = Oyster::Math3D::RotationMatrix(Oyster::Math::Float3(0 ,Utility::Value::Radian(90.0f), 0));
|
|
|
|
modelData.world = modelData.world * translate * rot;
|
|
modelData.visible = true;
|
|
modelData.modelPath = L"building_corporation.dan";
|
|
modelData.id = id++;
|
|
// load models
|
|
obj = new C_Player();
|
|
privData->object.push_back(obj);
|
|
privData->object[privData->object.size() -1 ]->Init(modelData);
|
|
|
|
|
|
// add player model
|
|
modelData.world = Oyster::Math3D::Float4x4::identity;
|
|
translate = Oyster::Math3D::TranslationMatrix(Oyster::Math::Float3(0, 320, 0));
|
|
|
|
modelData.world = modelData.world * translate;
|
|
modelData.visible = true;
|
|
modelData.modelPath = L"char_still_sizeref.dan";
|
|
modelData.id = id++;
|
|
// load models
|
|
obj = new C_Player();
|
|
privData->object.push_back(obj);
|
|
privData->object[privData->object.size() -1 ]->Init(modelData);
|
|
|
|
// add player model 2
|
|
modelData.world = Oyster::Math3D::Float4x4::identity;
|
|
translate = Oyster::Math3D::TranslationMatrix(Oyster::Math::Float3(50, 320, 0));
|
|
|
|
modelData.world = modelData.world * translate;
|
|
modelData.visible = true;
|
|
modelData.modelPath = L"char_still_sizeref.dan";
|
|
modelData.id = id++;
|
|
// load models
|
|
obj = new C_Player();
|
|
privData->object.push_back(obj);
|
|
privData->object[privData->object.size() -1 ]->Init(modelData);
|
|
|
|
// add jumppad
|
|
modelData.world = Oyster::Math3D::Float4x4::identity;
|
|
translate = Oyster::Math3D::TranslationMatrix(Oyster::Math::Float3(4, 300.3, 0));
|
|
//Oyster::Math3D::RotationMatrix_AxisZ()
|
|
modelData.world = modelData.world * translate;
|
|
modelData.visible = true;
|
|
modelData.modelPath = L"jumppad_round.dan";
|
|
modelData.id = id++;
|
|
// load models
|
|
obj = new C_Player();
|
|
privData->object.push_back(obj);
|
|
privData->object[privData->object.size() -1 ]->Init(modelData);
|
|
|
|
// add sky sphere
|
|
modelData.world = Oyster::Math3D::Float4x4::identity;
|
|
translate = Oyster::Math3D::TranslationMatrix(Oyster::Math::Float3(0, 0, 0));
|
|
//Oyster::Math3D::RotationMatrix_AxisZ()
|
|
modelData.world = modelData.world * translate;
|
|
modelData.world.v[0].x = 800;
|
|
modelData.world.v[1].y = 800;
|
|
modelData.world.v[2].z = 800;
|
|
modelData.visible = true;
|
|
modelData.modelPath = L"skysphere.dan";
|
|
modelData.id = id++;
|
|
// load models
|
|
obj = new C_Player();
|
|
privData->object.push_back(obj);
|
|
privData->object[privData->object.size() -1 ]->Init(modelData);
|
|
|
|
return true;
|
|
}
|
|
bool GameState::InitCamera(Oyster::Math::Float3 startPos)
|
|
{
|
|
Oyster::Math::Float3 dir = Oyster::Math::Float3(0,0,1);
|
|
Oyster::Math::Float3 up =Oyster::Math::Float3(0,1,0);
|
|
Oyster::Math::Float3 pos = Oyster::Math::Float3(0, 0, 20);
|
|
|
|
camera->LookAt(pos, dir, up);
|
|
camera->SetLens(3.14f/2, 1024/768, 1, 1000);
|
|
|
|
privData->proj = Oyster::Math3D::ProjectionMatrix_Perspective(Oyster::Math::pi/4,1024.0f/768.0f,.1f,1000);
|
|
//privData->proj = Oyster::Math3D::ProjectionMatrix_Orthographic(1024, 768, 1, 1000);
|
|
Oyster::Graphics::API::SetProjection(privData->proj);
|
|
camera->UpdateViewMatrix();
|
|
privData->view = camera->View();
|
|
privData->view = Oyster::Math3D::ViewMatrix_LookAtDirection(Oyster::Math::Float3(0,0,-1),Oyster::Math::Float3(0,1,0),startPos);
|
|
privData->view = Oyster::Math3D::OrientationMatrix_LookAtDirection(Oyster::Math::Float3(0,0,-1),Oyster::Math::Float3(0,1,0),startPos);
|
|
privData->view = Oyster::Math3D::InverseOrientationMatrix(privData->view);
|
|
return true;
|
|
}
|
|
void GameState::setClientId(int id)
|
|
{
|
|
myId = id;
|
|
}
|
|
GameClientState::ClientState GameState::Update(float deltaTime, InputClass* KeyInput)
|
|
{
|
|
switch (privData->state)
|
|
{
|
|
case gameStateState_loading:
|
|
{
|
|
// load map
|
|
// wait for all players
|
|
LoadGame();
|
|
GameLogic::Protocol_General_Status gameStatus;
|
|
gameStatus.status = GameLogic::Protocol_General_Status::States_ready;
|
|
privData->nwClient->Send(gameStatus);
|
|
privData->state = gameStateState_playing;
|
|
}
|
|
break;
|
|
case gameStateState_playing:
|
|
// read server data
|
|
// update objects
|
|
{
|
|
readKeyInput(KeyInput);
|
|
camera->UpdateViewMatrix();
|
|
|
|
}
|
|
break;
|
|
case gameStateState_end:
|
|
return ClientState_Lobby;
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
|
|
// send key input to server.
|
|
return ClientState_Same;
|
|
}
|
|
bool GameState::Render()
|
|
{
|
|
Oyster::Graphics::API::SetView(camera->View());
|
|
//Oyster::Graphics::API::SetProjection(camera->Proj());
|
|
//Oyster::Graphics::API::SetView(privData->view);
|
|
Oyster::Graphics::API::SetProjection(privData->proj);
|
|
Oyster::Graphics::API::NewFrame();
|
|
for (unsigned int i = 0; i < privData->object.size(); i++)
|
|
{
|
|
privData->object[i]->Render();
|
|
}
|
|
Oyster::Graphics::API::EndFrame();
|
|
return true;
|
|
}
|
|
bool GameState::Release()
|
|
{
|
|
for (unsigned int i = 0; i < privData->object.size(); i++)
|
|
{
|
|
privData->object[i]->Release();
|
|
delete privData->object[i];
|
|
privData->object[i] = NULL;
|
|
}
|
|
|
|
delete privData;
|
|
privData = NULL;
|
|
return true;
|
|
}
|
|
void GameState::readKeyInput(InputClass* KeyInput)
|
|
{
|
|
|
|
bool send = false;
|
|
GameLogic::Protocol_PlayerMovement movePlayer;
|
|
movePlayer.bForward = false;
|
|
movePlayer.bBackward = false;
|
|
movePlayer.bLeft = false;
|
|
movePlayer.bRight = false;
|
|
|
|
if(KeyInput->IsKeyPressed(DIK_W))
|
|
{
|
|
|
|
if(!key_forward)
|
|
{
|
|
movePlayer.bForward = true;
|
|
send = true;
|
|
key_forward = true;
|
|
}
|
|
}
|
|
else
|
|
key_forward = false;
|
|
|
|
if(KeyInput->IsKeyPressed(DIK_S))
|
|
{
|
|
if(!key_backward)
|
|
{
|
|
movePlayer.bBackward = true;
|
|
send = true;
|
|
key_backward = true;
|
|
}
|
|
}
|
|
else
|
|
key_backward = false;
|
|
|
|
if(KeyInput->IsKeyPressed(DIK_A))
|
|
{
|
|
if(!key_strafeLeft)
|
|
{
|
|
movePlayer.bLeft = true;
|
|
send = true;
|
|
key_strafeLeft = true;
|
|
}
|
|
}
|
|
else
|
|
key_strafeLeft = false;
|
|
|
|
if(KeyInput->IsKeyPressed(DIK_D))
|
|
{
|
|
if(!key_strafeRight)
|
|
{
|
|
movePlayer.bRight = true;
|
|
send = true;
|
|
key_strafeRight = true;
|
|
}
|
|
}
|
|
else
|
|
key_strafeRight = false;
|
|
|
|
|
|
if (privData->nwClient->IsConnected() && send)
|
|
{
|
|
privData->nwClient->Send(movePlayer);
|
|
}
|
|
|
|
//send delta mouse movement
|
|
//if (KeyInput->IsMousePressed())
|
|
{
|
|
camera->Yaw(-KeyInput->GetYaw());
|
|
camera->Pitch(KeyInput->GetPitch());
|
|
pitch = KeyInput->GetPitch();
|
|
camera->UpdateViewMatrix();
|
|
GameLogic::Protocol_PlayerLook playerLookDir;
|
|
Oyster::Math::Float4 look = camera->GetLook();
|
|
playerLookDir.lookDirX = look.x;
|
|
playerLookDir.lookDirY = look.y;
|
|
playerLookDir.lookDirZ = look.z;
|
|
playerLookDir.deltaX = -KeyInput->GetYaw();
|
|
|
|
privData->nwClient->Send(playerLookDir);
|
|
}
|
|
|
|
// shoot
|
|
if(KeyInput->IsKeyPressed(DIK_Z))
|
|
{
|
|
if(!key_Shoot)
|
|
{
|
|
GameLogic::Protocol_PlayerShot playerShot;
|
|
playerShot.primaryPressed = true;
|
|
playerShot.secondaryPressed = false;
|
|
playerShot.utilityPressed = false;
|
|
privData->nwClient->Send(playerShot);
|
|
key_Shoot = true;
|
|
}
|
|
}
|
|
else
|
|
key_Shoot = false;
|
|
if(KeyInput->IsKeyPressed(DIK_X))
|
|
{
|
|
if(!key_Shoot)
|
|
{
|
|
GameLogic::Protocol_PlayerShot playerShot;
|
|
playerShot.primaryPressed = false;
|
|
playerShot.secondaryPressed = true;
|
|
playerShot.utilityPressed = false;
|
|
privData->nwClient->Send(playerShot);
|
|
key_Shoot = true;
|
|
}
|
|
}
|
|
else
|
|
key_Shoot = false;
|
|
if(KeyInput->IsKeyPressed(DIK_C))
|
|
{
|
|
if(!key_Shoot)
|
|
{
|
|
GameLogic::Protocol_PlayerShot playerShot;
|
|
playerShot.primaryPressed = false;
|
|
playerShot.secondaryPressed = false;
|
|
playerShot.utilityPressed = true;
|
|
privData->nwClient->Send(playerShot);
|
|
key_Shoot = true;
|
|
}
|
|
}
|
|
else
|
|
key_Shoot = false;
|
|
|
|
// jump
|
|
if(KeyInput->IsKeyPressed(DIK_SPACE))
|
|
{
|
|
if(!key_Jump)
|
|
{
|
|
GameLogic::Protocol_PlayerJump playerJump;
|
|
playerJump.hasJumped = true;
|
|
privData->nwClient->Send(playerJump);
|
|
key_Jump = true;
|
|
}
|
|
}
|
|
else
|
|
key_Jump = false;
|
|
|
|
// send event data
|
|
//
|
|
if(KeyInput->IsKeyPressed(DIK_L))
|
|
privData->state = GameState::gameStateState_end;
|
|
}
|
|
|
|
void GameState::Protocol(ProtocolStruct* pos)
|
|
{
|
|
|
|
}
|
|
|
|
void GameState::Protocol( PlayerPos* pos )
|
|
{
|
|
Oyster::Math::Float4x4 world, translate;
|
|
|
|
world = Oyster::Math::Float4x4::identity;
|
|
translate = Oyster::Math::Float4x4::identity;
|
|
translate = Oyster::Math3D::TranslationMatrix(Oyster::Math::Float3(pos->playerPos[0],pos->playerPos[1],pos->playerPos[2]));
|
|
world = world * translate;
|
|
privData->object[0]->setPos( world );
|
|
}
|
|
|
|
void GameState::Protocol( ObjPos* pos )
|
|
{
|
|
Oyster::Math::Float4x4 world;
|
|
for(int i = 0; i<16; i++)
|
|
{
|
|
world[i] = pos->worldPos[i];
|
|
}
|
|
//printf("pos for obj %d, ",pos->object_ID );
|
|
for (unsigned int i = 0; i < privData->object.size(); i++)
|
|
{
|
|
if(privData->object[i]->GetId() == pos->object_ID)
|
|
{
|
|
privData->object[i]->setPos(world);
|
|
|
|
if(i == myId) // playerobj
|
|
{
|
|
Oyster::Math::Float3 right = Oyster::Math::Float3(world[0], world[1], world[2]);
|
|
Oyster::Math::Float3 up = Oyster::Math::Float3(world[4], world[5], world[6]);
|
|
Oyster::Math::Float3 objForward = (Oyster::Math::Float3(world[8], world[9], world[10]));
|
|
Oyster::Math::Float3 pos = Oyster::Math::Float3(world[12], world[13], world[14]);
|
|
|
|
|
|
Oyster::Math::Float3 cameraLook = camera->GetLook();
|
|
Oyster::Math::Float3 cameraUp = camera->GetUp();
|
|
|
|
|
|
|
|
/*Oyster::Math::Float3 newUp = cameraUp.Dot(up);
|
|
up *= newUp;
|
|
up.Normalize();
|
|
Oyster::Math::Float3 newLook = up.Cross(right);
|
|
newLook.Normalize();*/
|
|
|
|
camera->setRight(right);
|
|
camera->setUp(up);
|
|
//camera->setLook(objForward);
|
|
|
|
up *= 1;
|
|
objForward *= -2;
|
|
Oyster::Math::Float3 cameraPos = pos + up + objForward;
|
|
camera->SetPosition(cameraPos);
|
|
|
|
camera->UpdateViewMatrix();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void GameState::Protocol( NewObj* newObj )
|
|
{
|
|
|
|
Oyster::Math::Float4x4 world;
|
|
for(int i = 0; i<16; i++)
|
|
{
|
|
world[i] = newObj->worldPos[i];
|
|
}
|
|
ModelInitData modelData;
|
|
|
|
modelData.world = world;
|
|
modelData.visible = true;
|
|
modelData.id = newObj->object_ID;
|
|
//not sure if this is good parsing rom char* to wstring
|
|
const char* path = newObj->path;
|
|
modelData.modelPath = std::wstring(path, path + strlen(path));
|
|
// load models
|
|
C_Object* player = new C_Player();
|
|
player->Init(modelData);
|
|
|
|
privData->object.push_back(player);
|
|
|
|
}
|
|
|
|
void DanBias::Client::GameState::Protocol( RemoveObj* obj )
|
|
{
|
|
for (unsigned int i = 0; i < privData->object.size(); i++)
|
|
{
|
|
if(privData->object[i]->GetId() == obj->object_ID)
|
|
{
|
|
privData->object.at(i)->Release();
|
|
privData->object.erase(privData->object.begin() + i );
|
|
}
|
|
}
|
|
//privData->object[obj->object_ID]->Release( );
|
|
}
|
|
|
|
//void GameState::Protocol(LightPos pos);
|