266 lines
6.3 KiB
C++
266 lines
6.3 KiB
C++
#include "GameState.h"
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#include "DllInterfaces/GFXAPI.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 "NetworkClient.h"
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#include "PlayerProtocols.h"
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#include "ControlProtocols.h"
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using namespace DanBias::Client;
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struct GameState::myData
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{
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myData(){}
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Oyster::Math3D::Float4x4 view;
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Oyster::Math3D::Float4x4 proj;
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C_Object* object[3];
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int modelCount;
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Oyster::Network::NetworkClient* nwClient;
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gameStateState state;
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}privData;
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GameState::GameState(void)
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{
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}
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GameState::~GameState(void)
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{
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}
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bool GameState::Init(Oyster::Network::NetworkClient* nwClient)
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{
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// load models
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privData = new myData();
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privData->state = gameStateState_loading;
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privData->nwClient = nwClient;
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privData->state = LoadGame();
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return true;
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}
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GameState::gameStateState GameState::LoadGame()
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{
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LoadModels(L"map");
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InitCamera(Oyster::Math::Float3(0,0,5.4f));
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return gameStateState_playing;
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}
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bool GameState::LoadModels(std::wstring mapFile)
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{
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// open file
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// read file
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// init models
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privData->modelCount = 2;
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ModelInitData modelData;
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modelData.world = Oyster::Math3D::Float4x4::identity;
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modelData.visible = true;
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modelData.modelPath = L"worldDummy";
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// load models
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privData->object[0] = new C_Player();
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privData->object[0]->Init(modelData);
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Oyster::Math3D::Float4x4 translate = Oyster::Math3D::TranslationMatrix(Oyster::Math::Float3(2,2,2));
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modelData.world = modelData.world * translate;
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modelData.modelPath = L"crate";
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privData->object[1] = new C_DynamicObj();
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privData->object[1]->Init(modelData);
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return true;
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}
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bool GameState::InitCamera(Oyster::Math::Float3 startPos)
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{
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privData->proj = Oyster::Math3D::ProjectionMatrix_Perspective(Oyster::Math::pi/2,1024.0f/768.0f,.1f,1000);
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//privData->proj = Oyster::Math3D::ProjectionMatrix_Orthographic(1024, 768, 1, 1000);
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Oyster::Graphics::API::SetProjection(privData->proj);
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privData->view = Oyster::Math3D::OrientationMatrix_LookAtDirection(Oyster::Math::Float3(0,0,-1),Oyster::Math::Float3(0,1,0),startPos);
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privData->view = Oyster::Math3D::InverseOrientationMatrix(privData->view);
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return true;
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}
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GameClientState::ClientState GameState::Update(float deltaTime, InputClass* KeyInput)
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{
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switch (privData->state)
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{
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case gameStateState_loading:
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{
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// load map
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// wait for all players
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LoadGame();
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GameLogic::Protocol_Status gameStatus;
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gameStatus.status = GameLogic::Protocol_Status::States_ready;
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privData->nwClient->Send(gameStatus);
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privData->state = gameStateState_playing;
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}
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break;
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case gameStateState_playing:
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// read server data
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// update objects
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{
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bool send = false;
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GameLogic::Protocol_PlayerMovement movePlayer;
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movePlayer.bForward = false;
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movePlayer.bBackward = false;
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movePlayer.bStrafeLeft = false;
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movePlayer.bStrafeRight = false;
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movePlayer.bTurnLeft = false;
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movePlayer.bTurnRight = false;
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if(KeyInput->IsKeyPressed(DIK_W))
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{
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movePlayer.bForward = true;
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send = true;
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}
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if(KeyInput->IsKeyPressed(DIK_S))
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{
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movePlayer.bBackward = true;
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send = true;
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}
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if(KeyInput->IsKeyPressed(DIK_A))
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{
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movePlayer.bStrafeLeft = true;
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send = true;
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}
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if(KeyInput->IsKeyPressed(DIK_D))
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{
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movePlayer.bStrafeRight = true;
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send = true;
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}
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if (privData->nwClient->IsConnected() && send)
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{
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privData->nwClient->Send(movePlayer);
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}
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//send delta mouse movement
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if (KeyInput->IsMousePressed())
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{
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GameLogic::Protocol_PlayerMouse deltaMouseMove;
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deltaMouseMove.dxMouse = KeyInput->GetYaw();
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deltaMouseMove.dyMouse = KeyInput->GetPitch();
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//privData->nwClient->Send(deltaMouseMove);
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}
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// send event data
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//
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if(KeyInput->IsKeyPressed(DIK_L))
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privData->state = GameState::gameStateState_end;
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}
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break;
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case gameStateState_end:
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return ClientState_Lobby;
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break;
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default:
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break;
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}
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// send key input to server.
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return ClientState_Same;
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}
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bool GameState::Render()
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{
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Oyster::Graphics::API::SetView(privData->view);
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Oyster::Graphics::API::SetProjection(privData->proj);
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Oyster::Graphics::API::NewFrame();
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for (int i = 0; i < privData->modelCount; i++)
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{
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privData->object[i]->Render();
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}
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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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for (int i = 0; i < privData->modelCount; i++)
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{
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privData->object[i]->Release();
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delete privData->object[i];
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privData->object[i] = NULL;
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}
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delete privData;
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privData = NULL;
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return true;
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}
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void GameState::Protocol(ProtocolStruct* pos)
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{
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}
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void GameState::Protocol( PlayerPos* pos )
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{
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Oyster::Math::Float4x4 world, translate;
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world = Oyster::Math::Float4x4::identity;
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translate = Oyster::Math::Float4x4::identity;
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translate = Oyster::Math3D::TranslationMatrix(Oyster::Math::Float3(pos->playerPos[0],pos->playerPos[1],pos->playerPos[2]));
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world = world * translate;
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privData->object[0]->setPos( world );
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}
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void GameState::Protocol( ObjPos* pos )
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{
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Oyster::Math::Float4x4 world;
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for(int i = 0; i<16; i++)
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{
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world[i] = pos->worldPos[i];
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}
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privData->object[pos->object_ID]->setPos(world);
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}
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void GameState::Protocol( NewObj* pos )
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{
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Oyster::Math::Float4x4 world;
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for(int i = 0; i<16; i++)
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{
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world[i] = pos->worldPos[i];
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}
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ModelInitData modelData;
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modelData.world = world;
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modelData.visible = true;
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//not sure if this is good parsing rom char* to wstring
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const char* path = pos->path;
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modelData.modelPath = std::wstring(path, path + strlen(path));
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// load models
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privData->object[pos->object_ID] = new C_Player();
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privData->object[pos->object_ID]->Init(modelData);
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}
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void GameState::Protocol( KeyInput* pos )
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{
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bool key = false;
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for (int i = 0; i < 6; i++)
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{
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key = pos->key[i];
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}
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}
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void DanBias::Client::GameState::Protocol( RemoveObj* obj )
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{
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privData->object[obj->object_ID]->Release( );
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}
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void GameState::PlayerPosProtocol(PlayerPos* pos)
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{
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Oyster::Math::Float4x4 world, translate;
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world = Oyster::Math::Float4x4::identity;
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translate = Oyster::Math::Float4x4::identity;
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translate = Oyster::Math3D::TranslationMatrix(Oyster::Math::Float3(pos->playerPos[0],pos->playerPos[1],pos->playerPos[2] ));
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world = translate;
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privData->object[0]->setPos( world );
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}
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void GameState::ObjectPosProtocol(ObjPos* pos)
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{
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Oyster::Math::Float4x4 world;
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for(int i = 0; i<16; i++)
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{
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world[i] = pos->worldPos[i];
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}
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privData->object[1]->setPos(world);
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}
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//void GameState::Protocol(LightPos pos);
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