/
ExistenceClient.h
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/
ExistenceClient.h
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#ifndef EXISTENCECLIENT_H
#define EXISTENCECLIENT_H
//
// Copyright (c) 2008-2014 the Urho3D project.
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
//
#define DISPLAYMESH_MUILTIPLECHARACTER 1
#define DISPLAYMESH_SINGLECHARACTER 2
#define UIBLANK 0
#define UIMAIN 1
#define CHARACTERMAINSCENE 0
#define CHARACTERUISCENE 1
#define CAMERAORIENTATIONROTATEYAW 1
#define CAMERAORIENTATIONROTATEPITCH 1
#include <vector>
#include <time.h>
#include "../../../Urho3D/Procedural/Rules.h"
#include "../ExistenceApps.h"
#include "../Account.h"
#include "../factions.h"
#include "../Player.h"
#include "../PlayerLevels.h"
#include "../ExistenceComponents/GameStateEvents.h"
#include "../ExistenceComponents/GameStateHandlerComponent.h"
string ConvertUIntToString(unsigned int val);
/// This first example, maintaining tradition, prints a "Hello World" message.
/// Furthermore it shows:
/// - Using the Sample / Application classes, which initialize the Urho3D engine and run the main loop
/// - Adding a Text element to the graphical user interface
/// - Subscribing to and handling of update events
using namespace std;
class ExistenceClient : public ExistenceApp
{
OBJECT(ExistenceClient);
public:
/// Mention friend classes
friend class ExistenceClientStateSingleton;
friend class ExistenceClientStateMainScreen;
friend class ExistenceClientStatePlayer;
friend class ExistenceClientStateAccount;
friend class ExistenceClientStateLogin;
friend class ExistenceClientStateProgress;
friend class ExistenceClientStateGameMode;
friend class ExistenceClientStateSplash;
/// Construct.
ExistenceClient(Context* context);
virtual ~ExistenceClient();
/// Setup after engine initialization and before running the main loop.
virtual void Start();
/// Return XML patch instructions for screen joystick layout for a specific sample app, if any.https://github.com/urho3d/Urho3D/tree/master/Source/Samples
virtual String GetScreenJoystickPatchString() const
{
return
"<patch>"
" <add sel=\"/element/element[./attribute[@name='Name' and @value='Hat0']]\">"
" <attribute name=\"Is Visible\" value=\"false\" />"
" </add>"
"</patch>";
}
void Init(Context * context);
/// Diaplay login screen
void SetupScreenViewport(void);
void SetupScreenUI(void);
void Exit(void);
/// Subscribe to application-wide logic update events.
void SubscribeToEvents();
/// Handle the logic update event.
void HandleUpdate(StringHash eventType, VariantMap& eventData);
/// Events Keyboard
void HandleKeyDown(StringHash eventType, VariantMap& eventData);
void HandleInput(const String& input);
void eraseScene(void);
void AddLogoViewport(void);
int CreateCursor(void);
void MoveCamera(float timeStep);
void Print(const String& output);
void HandlePostUpdates(StringHash eventType, VariantMap& eventData);
/// Render related functions
int LoadCharacterMesh(int mode, String nodename, unsigned int alienrace, unsigned int gender);
int loadplayerMesh(Node * playermeshNode, int alienrace, int gender,int mode);
/// File related functions
void LoadAccount(void);
void SaveAccount(accountinformation account);
void SavePlayer(bool activeplayer);
int LoadAccountPlayers(void);
int LoadPlayer(int player) ;
int LoadTemporaryPlayer(int player);
int GenerateSceneLoadDifferential(const char *filename=NULL);
int LoadEnvironmentSettings(const char *environment);
/// Console related functions
void InitializeConsole(void);
void HandleConsoleCommand(StringHash eventType, VariantMap& eventData);
void HandlerFunctionKeyDown(StringHash eventType, VariantMap& eventData);
int ConsoleActionEnvironment(const char * lineinput);
int ConsoleActionCamera(const char * lineinput);
int ConsoleActionDebug(const char * lineinput);
int ConsoleActionCharacter(const char * lineinput);
int ConsoleActionRenderer(const char * lineinput);
int ConsoleActionBuild(const char * lineinput);
void EraseUI(void);
void EraseScene(void);
/// UI Related Functions
void loadSceneUI(void);
bool loadHUDFile(const char * filename, const int positionx, const int positiony);
void loadUIXMLClosePressed(StringHash eventType, VariantMap& eventData);
bool loadUIXML(int windowtype, const int positionx, const int positiony, int selected);
void QuickMenuPressed(StringHash eventType, VariantMap& eventData);
void UpdateUI(float timestep);
void PlayerWindowUpdateUI(int selected);
void PlayerWindowHandleDisplaySelection(StringHash eventType, VariantMap& eventData);
int UpdateUISceneLoader(void);
void UpdatePlayerInfoBar(void);
void SceneLoaderHanderPress(StringHash eventType, VariantMap& eventData);
int GenerateSceneUpdateEnvironment(terrain_rule terrainrule);
/// Temporary online
bool IsClientConnected(void);
bool ClientConnect(void);
bool SetServerSettings(void);
/// Get subsubsystems
Renderer * GetRenderSubsystems(void) const;
UI * GetUISubsystems(void) const;
Graphics * GetGraphicsSubsystems(void) const;
ResourceCache * GetResourceCacheSubsystems(void) const;
Window * GetSharedWindow(void) const;
/// Debug test string
int GetTestString(void)
{
return testvalue;
}
/// Base class get
SharedPtr <ExistenceClient> GetApplicationPTR(void) const
{
return applicationPtr;
}
SharedPtr<ExistenceClient> applicationPtr;
protected:
/// Scene Shared Pointer
SharedPtr<Scene> scene_;
SharedPtr<Scene> scenePlayerUI_;
SharedPtr<Scene> sceneLoadingGameModeTransition_;
/// Camera scene node.
SharedPtr<Node> cameraNode_;
SharedPtr<Node> cameraNodePlayerUI_;
SharedPtr<Scene> sceneLoadingGameModeTransitionUI_;
/// Urho3D window shared pointers
SharedPtr<Window> window_;
SharedPtr<Window> window2_;
/// Urho3D UIelement root, viewport, and render path
SharedPtr<UIElement> uiRoot_;
/// Viewport Shared
SharedPtr<Viewport> viewport;
/// RenderPath shared
SharedPtr<RenderPath> effectRenderPath;
/// Urho3D Shared pointer for input
SharedPtr<Input> input_;
/// Existence Weak pointer for a single character
WeakPtr<Character> character_;
/// Existence player structure class and variable declation for character/player related information
Player TemporaryPlayer;
Player * TemporaryAccountPlayerList;
unsigned int TemporaryAccountPlayerSelected;
unsigned int TemporaryAccountPlayerListLimit;
/// Existence class and variable declaration for alien race alliance information
vector<string> aliensarray;
vector<string> tempaliensarray;
/// This is temoporarily the necessary code
bool accountexist;
/// Server connection related
bool ServerConnection;
/// Debug Testing
int testvalue;
/// Camera yaw angle.
float yaw_;
/// Camera pitch angle.
float pitch_;
private:
void SplashShowGameLogo(void);
void SplashStatInit(void);
void HandlerSplashUpdate(StringHash eventType, VariantMap& eventData);
void SplashSetupScreenViewport(void);
Timer SplashTimer;
};
/// Login State
class ExistenceClientStateSingleton : public LogicComponent
{
OBJECT(ExistenceClientStateSingleton);
public:
SharedPtr<ExistenceClient> baseclass;
ExistenceClientStateSingleton(Context * context);
virtual ~ExistenceClientStateSingleton();
virtual void Enter();
virtual void Exit();
virtual void OnUpdate(Urho3D::StringHash eventType, Urho3D::VariantMap& eventData );
virtual void SetParameter(String parameters_);
private:
void Singleton(void);
protected:
};
/// Login State
class ExistenceClientStateSplash : public ExistenceClientStateSingleton
{
OBJECT(ExistenceClientStateSplash);
public:
ExistenceClientStateSplash(Context * context);
virtual ~ExistenceClientStateSplash();
virtual void Enter();
virtual void Exit();
virtual void OnUpdate(Urho3D::StringHash eventType, Urho3D::VariantMap& eventData );
virtual void SetParameter(String parameters_);
private:
protected:
void SplashScreen(void);
void SplashSetupScreenViewport(void);
void SplashShowGameLogo(void);
void SplashStatInit(void);
void HandlerSplashUpdate(StringHash eventType, VariantMap& eventData);
Timer SplashTimer;
SharedPtr<ExistenceClient> Existence;
/// Open file as a Urho3d Datafile
SharedPtr<File> dataFile;
bool splashcompleted;
};
/// Login State
class ExistenceClientStateLogin : public ExistenceClientStateSingleton
{
OBJECT(ExistenceClientStateLogin);
public:
ExistenceClientStateLogin(Context * context);
virtual ~ExistenceClientStateLogin();
virtual void Enter();
virtual void Exit();
virtual void OnUpdate(Urho3D::StringHash eventType, Urho3D::VariantMap& eventData );
virtual void SetParameter(String parameters_);
private:
void LoginScreen(void);
void LoginScreenUI(void);
void LoginScreenUINewAccountHandleClosePressed(StringHash eventType, VariantMap& eventData);
void LoginScreenUILoginHandleClosePressed(StringHash eventType, VariantMap& eventData);
protected:
SharedPtr<ExistenceClient> Existence;
};
/// Account State
class ExistenceClientStateAccount: public ExistenceClientStateSingleton
{
OBJECT(ExistenceClientStateAccount);
public:
ExistenceClientStateAccount(Context * context);
virtual ~ ExistenceClientStateAccount();
virtual void Enter();
virtual void Exit();
virtual void OnUpdate(Urho3D::StringHash eventType, Urho3D::VariantMap& eventData );
virtual void SetParameter(String parameters_);
private:
void Account(void);
void CreateAccountScreenUI(void);
void CreateAccountUIHandleClosePressed(StringHash eventType, VariantMap& eventData);
protected:
/// pointer
SharedPtr<ExistenceClient> Existence;
};
/// Main Screen State
class ExistenceClientStateMainScreen: public ExistenceClientStateSingleton
{
OBJECT(ExistenceClientStateMainScreen);
public:
ExistenceClientStateMainScreen(Context * context);
virtual ~ExistenceClientStateMainScreen();
virtual void Enter();
virtual void Exit();
virtual void OnUpdate(Urho3D::StringHash eventType, Urho3D::VariantMap& eventData );
virtual void SetParameter(String parameters_);
private:
void MainScreen(void);
void MainScreenUI(void);
void MainScreenUIHandleClosePressed(StringHash eventType, VariantMap& eventData);
void HandleCharacterStartButtonReleased(StringHash eventType, VariantMap& eventData);
void HandleCharacterSelectedReleased(StringHash eventType, VariantMap& eventData);
void HandleCharacterSelectedInfoButtonReleased(StringHash eventType, VariantMap& eventData);
void ListenToLoad(StringHash eventType, VariantMap& eventData);
protected:
SharedPtr<ExistenceClient> Existence;
};
/// Main Screen State
class ExistenceClientStateGameMode: public ExistenceClientStateSingleton
{
OBJECT(ExistenceClientStateGameMode);
public:
ExistenceClientStateGameMode(Context * context);
virtual ~ExistenceClientStateGameMode();
virtual void Enter();
virtual void Exit();
virtual void OnUpdate(Urho3D::StringHash eventType, Urho3D::VariantMap& eventData );
virtual void SetParameter(String parameters_);
void HandleUpdate(StringHash eventType, VariantMap& eventData);
void OnMoveCamera(float timeStep);
bool Raycast(float maxDistance, Vector3& hitPos, Node*& hitNode);
void GetTargetPressed(void);
private:
void GameMode(void);
void LoadGameModeUI(void);
void HandlerPostUpdates(StringHash eventType, VariantMap& eventData);
void InteractListener(StringHash eventType, VariantMap& eventData);
protected:
/// pointer
SharedPtr<ExistenceClient> Existence;
};
/// Player Create Login State
class ExistenceClientStatePlayer: public ExistenceClientStateSingleton
{
OBJECT(ExistenceClientStatePlayer);
public:
ExistenceClientStatePlayer(Context * context);
virtual ~ExistenceClientStatePlayer();
virtual void Enter();
virtual void Exit();
virtual void OnUpdate(Urho3D::StringHash eventType, Urho3D::VariantMap& eventData );
virtual void SetParameter(String parameters_);
private:
void Player(void);
void CreatePlayerScreenUI(void);
void HandlerCameraOrientation(StringHash eventType, VariantMap& eventData);
void CameraOrientationRotateMove (float degrees, int movement);
void HandleMouseReleased(StringHash eventType, VariantMap& eventData);
void CreatePlayerUIHandleClosePressed(StringHash eventType, VariantMap& eventData);
void loadSceneCreationCreation(const char * lineinput);
void CreatePlayerUIHandleControlClicked(StringHash eventType, VariantMap& eventData);
void HandlePersonalitySelectionItemClick(StringHash eventType, VariantMap& eventData);
protected:
/// pointer
SharedPtr<ExistenceClient> Existence;
};
/// Main Screen State
class ExistenceClientStateProgress :public ExistenceClientStateSingleton
{
OBJECT(ExistenceClientStateProgress);
public:
ExistenceClientStateProgress(Context * context);
virtual ~ExistenceClientStateProgress();
virtual void Enter();
virtual void Exit();
virtual void OnUpdate(Urho3D::StringHash eventType, Urho3D::VariantMap& eventData );
virtual void SetParameter(String parameters_);
private:
void Progress(void);
void ProgressScreenUIHandleClosePressed(StringHash eventType, VariantMap& eventData);
void CreateCharacter(void);
void GenerateScene(terrain_rule terrainrule,const char *differentialfilename);
int GenerateSceneBuildWorld(terrain_rule terrainrule);
void loadDummyScene(void);
bool loadScene(const int mode, String lineinput);
/// Clear Viewport
void ProgressScreenViewport(void);
void ProgressScreenUI(void);
/// Add a loader state
void ProgressLoadOnStateChange(StringHash eventType, VariantMap& eventData);
void ProgressSendEvent(int commandstatus, String message);
void ProgessionHandleUpdate(StringHash eventType, VariantMap& eventData);
/// Temporary alert
void PopupWindowConfirm(const String &WindowName, const String &Title, const String &Message);
void HandlerProgressLoadFailed(StringHash eventType, VariantMap& eventData);
void HandlerProgressLoadSuccess(StringHash eventType, VariantMap& eventData);
void AddLife(void);
void AlternativeSendEvent(int event);
void LoadTransition(void);
protected:
/// pointer
SharedPtr<ExistenceClient> Existence;
/// Progress Screen
SharedPtr<Scene> progressScene_;
SharedPtr<UI> progressUI_;
SharedPtr<RenderPath> progressrendererPath_;
/// RenderPath shared
SharedPtr<RenderPath> effectRenderPath;
SharedPtr<Camera> progresscameraNode_;
SharedPtr<Viewport> progressViewport_;
SharedPtr<Window> progressWindow_;
Timer ProgressTimer;
String progressloadparameters_;
int progressload_;
int progressloadingstate;
/// Open file as a Urho3d Datafile
SharedPtr<File> dataFile;
SharedPtr<File> ProgressDataFile;
bool loadedtransition;
WeakPtr<VariantMap> eventDataPtr;
unsigned int progressloadmode_;
unsigned int progressloadgenerated_;
};
/// Miscellanous functions
vector<string> split(const string& s, const string& delim, const bool keep_empty=true);
time_t ConvertStringToTime(const char * buff, time_t timeseed);
string GenerateName(char group, char subgroup);
string ConvertUIntToString(unsigned int val);
float cutoff(float inputvalue, float pointmid, float range,bool debug);
float StringToFloat(string buffer);
Vector3 NormalizedToWorld(Image *height, Terrain *terrain, Vector2 normalized);
typedef std::pair<float,float> range ;
bool intersects( range a, range b );
range make_range( float a, float b );
#endif