125 lines
3.3 KiB
C++
125 lines
3.3 KiB
C++
/////////////////////////////////////////////////////////////////////
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// Created by [Dennis Andersen] [2013]
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/////////////////////////////////////////////////////////////////////
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#include "GameSession.h"
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#include "GameClient.h"
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#include <Protocols.h>
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#include <PostBox\PostBox.h>
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#include <GameLogicStates.h>
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#include <OysterMath.h>
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#include <Windows.h>
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using namespace Utility::DynamicMemory;
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using namespace Oyster;
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using namespace Oyster::Network;
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using namespace Oyster::Thread;
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using namespace GameLogic;
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namespace DanBias
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{
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void GameSession::ParseEvents()
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{
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if( !this->box->IsEmpty() )
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{
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NetworkSession::NetEvent &e = this->box->Fetch();
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static int ii = 0;
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printf("%i - Message recieved! [%i]\n", ii++, e.protocol[0].value);
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if(e.protocol[0].type != Oyster::Network::NetAttributeType_Short) return;
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if( ProtocolIsGameplay(e.protocol[protocol_INDEX_ID].value.netShort) )
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ParseGameplayEvent(e.protocol, e.gameClient);
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if( ProtocolIsGeneral(e.protocol[protocol_INDEX_ID].value.netShort) )
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ParseGeneralEvent(e.protocol, e.gameClient);
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}
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}
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void GameSession::ParseGameplayEvent(Oyster::Network::CustomNetProtocol& p, DanBias::GameClient* c)
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{
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switch (p[protocol_INDEX_ID].value.netShort)
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{
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case protocol_Gameplay_PlayerMovement:
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{
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if(p[1].value.netBool) //bool bForward;
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c->GetPlayer()->Move(GameLogic::PLAYER_MOVEMENT_FORWARD);
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if(p[2].value.netBool) //bool bBackward;
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c->GetPlayer()->Move(GameLogic::PLAYER_MOVEMENT_BACKWARD);
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if(p[3].value.netBool) //bool bStrafeLeft;
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c->GetPlayer()->Move(GameLogic::PLAYER_MOVEMENT_LEFT);
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if(p[4].value.netBool) //bool bStrafeRight;
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c->GetPlayer()->Move(GameLogic::PLAYER_MOVEMENT_RIGHT);
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}
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break;
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case protocol_Gameplay_PlayerLookDir:
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{
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Protocol_PlayerLook m; m = p;
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Oyster::Math3D::Float3 lookDir;
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lookDir.x = p.Get(1).value.netFloat;
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lookDir.y = p.Get(2).value.netFloat;
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lookDir.z = p.Get(3).value.netFloat;
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c->GetPlayer()->Rotate(lookDir);
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}
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break;
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case protocol_Gameplay_PlayerChangeWeapon:
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break;
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case protocol_Gameplay_PlayerShot:
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c->GetPlayer()->UseWeapon(GameLogic::WEAPON_USE_PRIMARY_PRESS);
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case protocol_Gameplay_ObjectDamage:
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break;
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}
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}
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void GameSession::ParseGeneralEvent(Oyster::Network::CustomNetProtocol& p, DanBias::GameClient* c)
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{
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switch (p[protocol_INDEX_ID].value.netShort)
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{
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case protocol_General_Status:
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switch (p[1].value.netInt)
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{
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case GameLogic::Protocol_General_Status::States_disconected:
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printf("Client with ID [%i] dissconnected\n", c->GetClient()->GetID());
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this->RemoveClient(c);
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break;
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case GameLogic::Protocol_General_Status::States_idle:
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break;
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case GameLogic::Protocol_General_Status::States_ready:
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break;
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case GameLogic::Protocol_General_Status::States_leave:
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break;
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}
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break;
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case protocol_General_Text:
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{
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GameLogic::Protocol_General_Text temp(p);
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printf("Message recieved from (%i):\t %s\n", c->GetID(), temp.text.c_str());
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}
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break;
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}
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}
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void GameSession::ObjectMove(GameLogic::IObjectData* movedObject)
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{
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/*int id= movedObject->GetID();
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Oyster::Math::Float4x4 world = movedObject->GetOrientation();
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Protocol_ObjectPosition p(world, 2);
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Send(p.GetProtocol());*/
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}
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}//End namespace DanBias
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