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ClientGame.cpp
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ClientGame.cpp
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#include "ClientGame.h"
ClientGame::ClientGame(Ogre::SceneManager* mSceneMgr, Ogre::SceneNode* camNode, InitializationData& iniData, OutputState initServerState) {
graphicsEngine = mSceneMgr;
isServerFullGame = iniData.gameMode == FULL_GAME;
cCourt = new ClientCourt(graphicsEngine, (isServerFullGame) ? FULL_COURT : PRACTICE_COURT);
localPlayerState.serverPlayerSide = iniData.isClientNearSide ? SIDE_NEAR : SIDE_FAR;
localPlayerState.strength = STRONG_HIT;
localPlayerState.step = NORMAL_STEP;
localPlayerState.shotDirection = 0;
localPlayerState.yaw = 0;
localPlayerState.movingLeft = false;
localPlayerState.movingRight = false;
localPlayerState.movingForward = false;
localPlayerState.movingBackward = false;
localPlayerState.hitting = false;
serverState = initServerState;
isNearSide = iniData.isClientNearSide;
cPlayer1 = new ClientPlayer(graphicsEngine, HUMAN);
cPlayer2 = new ClientPlayer(graphicsEngine, AI);
cBall = new ClientBall(graphicsEngine);
cameraNode = camNode;
camMode = ABOVE_CAM;
toggleCamera();
}
//-------------------------------------------------------------------------------------
ClientGame::~ClientGame(void) {
Ogre::Node* oldCamParent = cameraNode->getParent();
oldCamParent->removeChild(cameraNode);
graphicsEngine->getRootSceneNode()->addChild(cameraNode);
delete cCourt;
delete cBall;
delete cPlayer1;
delete cPlayer2;
//delete soundPlayer;
std::cout << "========= Debug: ClientGame Deleted =========" << std::endl;
}
//-------------------------------------------------------------------------------------
void ClientGame::toggleCamera(void) {
Ogre::Node* oldCamParent = cameraNode->getParent();
oldCamParent->removeChild(cameraNode);
Ogre::SceneNode* newCamParent;
if(camMode == ABOVE_CAM) {
camMode = THIRD_PERSON_CAM;
newCamParent = cPlayer1->getSceneNode();
newCamParent->addChild(cameraNode);
cameraNode->setPosition(0, 80, 50);
cameraNode->resetOrientation();
cameraNode->pitch(Ogre::Degree(-10));
} else if (camMode == THIRD_PERSON_CAM){
camMode = FIRST_PERSON_CAM;
newCamParent = cPlayer1->getSceneNode();
newCamParent->addChild(cameraNode);
cameraNode->setPosition(0, 60, 0);
cameraNode->resetOrientation();
cameraNode->pitch(Ogre::Degree(-15));
} else {
camMode = ABOVE_CAM;
newCamParent = graphicsEngine->getRootSceneNode();
newCamParent->addChild(cameraNode);
cameraNode->setPosition(0, 50, isNearSide? 700:-700);
cameraNode->resetOrientation();
cPlayer1->getSceneNode()->resetOrientation();
if (!isNearSide)
cameraNode->yaw(Ogre::Degree(180));
cameraNode->pitch(Ogre::Degree(-10));
}
}
//-------------------------------------------------------------------------------------
InputState ClientGame::send(void) {
InputState result;
result.startRound = localPlayerState.hitting;
result.playerState = localPlayerState;
localPlayerState.yaw = 0;
localPlayerState.shotDirection = 0;
localPlayerState.hitting = false;
return result;
}
void ClientGame::runNextFrame(void) {
if(serverState.gameState.result != ONGOING) return;
switch(serverState.collisionEvent) {
case HIT_PLAYER_SHOT:
case HIT_OPPONENT_SHOT:
soundHandler->play_sound(ball_hit); break;
case HIT_PLAYER:
case HIT_OPPONENT:
soundHandler->play_sound(grunt); break;
case HIT_CEILING:
case HIT_FLOOR:
case HIT_WALL:
soundHandler->play_sound(ball_hit_floor); break;
default: break;
}
OutputSceneState* newScene = &(serverState.sceneState);
cBall->setPosition(newScene->ballPos);
cBall->setOrientation(newScene->ballOrient);
if (isNearSide) {
cPlayer1->move(
newScene->playerNearPos,
newScene->playerNearOrient,
newScene->playerNearMoving,
newScene->playerNearHitting
);
cPlayer2->move(
newScene->playerFarPos,
newScene->playerFarOrient,
newScene->playerFarMoving,
newScene->playerFarHitting
);
} else {
cPlayer1->move(
newScene->playerFarPos,
newScene->playerFarOrient,
newScene->playerFarMoving,
newScene->playerFarHitting
);
cPlayer2->move(
newScene->playerNearPos,
newScene->playerNearOrient,
newScene->playerNearMoving,
newScene->playerNearHitting
);
}
Ogre::Vector3 dir = cameraNode->_getDerivedOrientation() * Ogre::Vector3::NEGATIVE_UNIT_Z;
if (camMode == FIRST_PERSON_CAM) {
localPlayerState.shotDirection.x = dir.x * 100;
localPlayerState.shotDirection.y = (dir.y * 100) + 40;
}
if (camMode == THIRD_PERSON_CAM) {
localPlayerState.shotDirection.x = dir.x * 100;
localPlayerState.shotDirection.y = 35;
}
}
//-------------------------------------------------------------------------------------
void ClientGame::receive(OutputState newState) {
if(serverState.gameState.result == ONGOING && newState.gameState.result != ONGOING){
if (newState.gameState.result == WIN)
soundHandler->play_sound(player_win);
else
soundHandler->play_sound(player_lose);
}
serverState = newState;
}
//-------------------------------------------------------------------------------------
void ClientGame::handleKeyboardEvent(enum KeyboardEvent evt) {
switch (evt) {
case GO_LEFT:
localPlayerState.movingLeft = true; break;
case GO_RIGHT:
localPlayerState.movingRight = true; break;
case GO_FORWARD:
localPlayerState.movingForward = true; break;
case GO_BACKWARD:
localPlayerState.movingBackward = true; break;
case STOP_LEFT:
localPlayerState.movingLeft = false; break;
case STOP_RIGHT:
localPlayerState.movingRight = false; break;
case STOP_FORWARD:
localPlayerState.movingForward = false; break;
case STOP_BACKWARD:
localPlayerState.movingBackward = false; break;
case RUN:
localPlayerState.step = RUN_STEP; break;
case STOP_RUN:
localPlayerState.step = NORMAL_STEP; break;
case USE_WEAK_HIT:
localPlayerState.strength = WEAK_HIT; break;
case USE_NORMAL_HIT:
localPlayerState.strength = NORMAL_HIT; break;
case USE_STRONG_HIT:
localPlayerState.strength = STRONG_HIT; break;
case TOGGLE_CAMERA:
toggleCamera();
default: break;
}
}
void ClientGame::handleMouseMove(Ogre::Real dx, Ogre::Real dy) {
if (camMode != ABOVE_CAM)
localPlayerState.yaw = -0.15*dx;
if (camMode == FIRST_PERSON_CAM)
cameraNode->pitch(Ogre::Degree(-0.15*dy), Ogre::Node::TS_LOCAL);
//localPlayerState.shotDirection.x = dx*2;
//dy = -dy*8;
//localPlayerState.shotDirection.y = dy > 35 ? 35: dy;
}
void ClientGame::handleMouseClick(enum MouseEvent evt) {
// if (gameState.paused || gameState.result != ONGOING) return;
switch (evt) {
case HIT_START:
localPlayerState.hitting = true;
/*
if (camMode == THIRD_PERSON_CAM) {
localPlayerState.shotDirection.y = 25;
}
*/
if (camMode == ABOVE_CAM) {
localPlayerState.shotDirection.y = 30;
if (localPlayerState.movingLeft) {
localPlayerState.movingLeft = false;
if (isNearSide)
localPlayerState.shotDirection.x = 40;
else
localPlayerState.shotDirection.x = -40;
}
else if (localPlayerState.movingRight) {
localPlayerState.movingRight = false;
if (isNearSide)
localPlayerState.shotDirection.x = -40;
else
localPlayerState.shotDirection.x = 40;
}
else if (localPlayerState.movingForward) localPlayerState.shotDirection.y = 20;
else if (localPlayerState.movingBackward) localPlayerState.shotDirection.y = 40;
}
// gameState.gameStarted = true;
break;
case HIT_STOP:
localPlayerState.hitting = false;
break;
default: break;
}
}