shooter/Client.cpp

210 lines
7.0 KiB
C++

//
// Created by Иван Ильин on 25.05.2021.
//
#include "Client.h"
#include <utility>
#include "engine/utils/Log.h"
#include "Bonus.h"
#include "engine/animation/Timeline.h"
#include "engine/animation/ATranslateToPoint.h"
void Client::updatePacket() {
sf::Packet packet;
packet << MsgType::ClientUpdate << _player->position().x() << _player->position().y() << _player->position().z() << _player->angle().y() << _player->headAngle();
_socket.send(packet, _socket.serverId());
}
void Client::processInit(sf::Packet& packet) {
sf::Uint16 targetId;
double buf[4];
while (packet >> targetId >> buf[0] >> buf[1] >> buf[2] >> buf[3])
{
if(targetId != _socket.ownId()) {
if(_spawnPlayerCallBack != nullptr)
_spawnPlayerCallBack(targetId);
_players[targetId]->translateToPoint(Vec3D{ buf[0], buf[1], buf[2]});
_players[targetId]->setHealth(buf[3]);
}
}
}
void Client::processUpdate(sf::Packet& packet) {
sf::Uint16 targetId;
double buf[6];
while (packet >> targetId >> buf[0] >> buf[1] >> buf[2] >> buf[3] >> buf[4] >> buf[5]) {
if (_players.count(targetId)) {
std::string name = "Player_" + std::to_string(targetId);
// old approach (no animation):
//_players[targetId]->translateToPoint(Vec3D{buf[0], buf[1], buf[2]});
// new approach (linear extrapolational animations)
double duration = 1.0 / Consts::NETWORK_WORLD_UPDATE_RATE;
Timeline::animate(AnimationListTag(name + "_linearTranslation"), new ATranslateToPoint(_players[targetId], Vec3D{buf[0], buf[1], buf[2]}, duration, Animation::LoopOut::None, Animation::InterpolationType::linear));
_players[targetId]->setHealth(buf[3]);
_players[targetId]->rotateToAngle(Vec3D{0, buf[4], 0});
auto head = _players[targetId]->attached(ObjectNameTag("head"));
auto weapon = _players[targetId]->attached(ObjectNameTag("Weapon"));
head->rotateLeft(buf[5] - _players[targetId]->headAngle());
weapon->rotateLeft(-(buf[5] - _players[targetId]->headAngle()));
_players[targetId]->setHeadAngle(buf[5]);
} else if (targetId == _socket.ownId()) {
_player->setHealth(buf[3]);
}
}
}
void Client::processNewClient(sf::Packet& packet) {
sf::Uint16 targetId;
packet >> targetId;
if(_spawnPlayerCallBack != nullptr)
_spawnPlayerCallBack(targetId);
}
void Client::processDisconnect(sf::Uint16 targetId) {
if (targetId != _socket.ownId() && _players.count(targetId)) {
_players.erase(targetId);
_removePlayerCallBack(targetId);
}
}
void Client::processCustomPacket(MsgType type, sf::Packet& packet) {
sf::Uint16 buffId[2];
double dbuff[10];
std::string tmp, tmp2;
switch (type) {
case MsgType::Kill:
packet >> buffId[0] >> buffId[1];
if(buffId[0] == _socket.ownId()) {
_player->addDeath();
// respawn
_player->translateToPoint(Vec3D{50.0*(-1 + 2.0*(double)rand()/RAND_MAX),30.0*(double)rand()/RAND_MAX,50.0*(-1 + 2.0*(double)rand()/RAND_MAX)});
_player->initWeapons();
_player->setFullAbility();
SoundController::playSound(SoundTag("death"), ShooterConsts::DEATH_SOUND);
}
else
_players[buffId[0]]->addDeath();
if(buffId[1] == _socket.ownId()) {
_player->addKill();
SoundController::playSound(SoundTag("kill"), ShooterConsts::KILL_SOUND);
}
else
_players[buffId[1]]->addKill();
break;
case MsgType::FireTrace:
packet >> dbuff[0] >> dbuff[1] >> dbuff[2] >> dbuff[3] >> dbuff[4] >> dbuff[5];
if(_addFireTraceCallBack != nullptr)
_addFireTraceCallBack(Vec3D(dbuff[0], dbuff[1], dbuff[2]), Vec3D(dbuff[3], dbuff[4], dbuff[5]));
break;
case MsgType::InitBonuses:
while (packet >> tmp >> dbuff[0] >> dbuff[1] >> dbuff[2]) {
if(_addBonusCallBack != nullptr)
_addBonusCallBack(tmp, Vec3D(dbuff[0], dbuff[1], dbuff[2]));
}
break;
case MsgType::AddBonus:
packet >> tmp >> dbuff[0] >> dbuff[1] >> dbuff[2];
if(_addBonusCallBack != nullptr)
_addBonusCallBack(tmp, Vec3D(dbuff[0], dbuff[1], dbuff[2]));
break;
case MsgType::RemoveBonus:
packet >> tmp;
if(_removeBonusCallBack != nullptr)
_removeBonusCallBack(ObjectNameTag(tmp));
break;
case MsgType::ChangeWeapon:
packet >> buffId[0] >> tmp;
if(_changeEnemyWeaponCallBack != nullptr)
_changeEnemyWeaponCallBack(tmp, buffId[0]);
break;
default:
return;
}
}
void Client::processDisconnected() {
for (auto it = _players.begin(); it != _players.end();) {
processDisconnect(it++->first);
}
}
void Client::damagePlayer(sf::Uint16 targetId, double damage) {
sf::Packet packet;
packet << MsgType::Damage << targetId << damage;
_socket.sendRely(packet, _socket.serverId());
Log::log("Client: damagePlayer " + std::to_string(targetId) + " ( -" + std::to_string(damage) + "hp )");
}
void Client::addTrace(const Vec3D& from, const Vec3D& to) {
sf::Packet packet;
packet << MsgType::FireTrace << from.x() << from.y() << from.z() << to.x() << to.y() << to.z();
_socket.send(packet, _socket.serverId());
}
void Client::takeBonus(const std::string& bonusName) {
sf::Packet packet;
packet << MsgType::RemoveBonus << bonusName;
_socket.sendRely(packet, _socket.serverId());
if(_removeBonusCallBack != nullptr)
_removeBonusCallBack(ObjectNameTag(bonusName));
}
void Client::changeWeapon(const std::string &weaponName) {
sf::Packet packet;
packet << MsgType::ChangeWeapon << weaponName;
_socket.sendRely(packet, _socket.serverId());
}
void Client::addPlayer(sf::Uint16 id, std::shared_ptr<Player> player) {
_players.insert({ id, player });
}
void Client::setSpawnPlayerCallBack(std::function<void(sf::Uint16)> spawn) {
_spawnPlayerCallBack = std::move(spawn);
}
void Client::setRemovePlayerCallBack(std::function<void(sf::Uint16)> remove) {
_removePlayerCallBack = std::move(remove);
}
void Client::setAddFireTraceCallBack(std::function<void(const Vec3D &, const Vec3D &)> addTrace) {
_addFireTraceCallBack = std::move(addTrace);
}
void Client::setAddBonusCallBack(std::function<void(const std::string &, const Vec3D &)> addBonus) {
_addBonusCallBack = std::move(addBonus);
}
void Client::setRemoveBonusCallBack(std::function<void(const ObjectNameTag &)> removeBonus) {
_removeBonusCallBack = std::move(removeBonus);
}
void Client::setChangeEnemyWeaponCallBack(std::function<void(const std::string&, sf::Uint16)> changeEnemyWeapon) {
_changeEnemyWeaponCallBack = std::move(changeEnemyWeapon);
}