304 lines
12 KiB
C++
304 lines
12 KiB
C++
|
//
|
||
|
// Created by Иван Ильин on 25.05.2021.
|
||
|
//
|
||
|
|
||
|
#include "ShooterClient.h"
|
||
|
|
||
|
#include <utility>
|
||
|
#include "../engine/utils/Log.h"
|
||
|
#include "../engine/animation/Timeline.h"
|
||
|
#include "ShooterMsgType.h"
|
||
|
#include "../engine/animation/Animations.h"
|
||
|
|
||
|
void ShooterClient::updatePacket() {
|
||
|
sf::Packet packet;
|
||
|
packet << MsgType::ClientUpdate << _player->position().x() << _player->position().y() << _player->position().z()
|
||
|
<< _player->angle().y() << _player->headAngle() << _player->playerNickName();
|
||
|
_socket.send(packet, _socket.serverId());
|
||
|
}
|
||
|
|
||
|
void ShooterClient::processInit(sf::Packet &packet) {
|
||
|
sf::Uint16 targetId;
|
||
|
double x, y, z, health;
|
||
|
int kills, deaths;
|
||
|
|
||
|
while (packet >> targetId >> x >> y >> z >> health >> kills >> deaths) {
|
||
|
if (targetId != _socket.ownId()) {
|
||
|
if (_spawnPlayerCallBack != nullptr) {
|
||
|
_spawnPlayerCallBack(targetId);
|
||
|
}
|
||
|
|
||
|
_players[targetId]->translateToPoint(Vec3D{x, y, z});
|
||
|
_players[targetId]->setHealth(health);
|
||
|
_players[targetId]->setKills(kills);
|
||
|
_players[targetId]->setDeaths(deaths);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void ShooterClient::processUpdate(sf::Packet &packet) {
|
||
|
sf::Uint16 targetId;
|
||
|
double x, y, z, health, bodyAngle, headAngle;
|
||
|
std::string playerName;
|
||
|
|
||
|
while (packet >> targetId >> x >> y >> z >> health >> bodyAngle >> headAngle >> playerName) {
|
||
|
if (_players.count(targetId)) {
|
||
|
std::string name = "Enemy_" + std::to_string(targetId);
|
||
|
|
||
|
Vec3D newPosition = Vec3D{x, y, z};
|
||
|
|
||
|
bool isAnimate = (_players[targetId]->position() - newPosition).sqrAbs() > 0.2;
|
||
|
|
||
|
_players[targetId]->translateToPoint(newPosition);
|
||
|
|
||
|
_players[targetId]->setHealth(health);
|
||
|
_players[targetId]->rotateToAngle(Vec3D{0, bodyAngle, 0});
|
||
|
_players[targetId]->setPlayerNickName(playerName);
|
||
|
|
||
|
auto head = _players[targetId]->attached(ObjectNameTag(name + "_head"));
|
||
|
auto weapon = _players[targetId]->attached(ObjectNameTag("Enemy_" + std::to_string(targetId) + "_weapon"));
|
||
|
|
||
|
auto foot1 = _players[targetId]->attached(ObjectNameTag(name + "_foot_1"));
|
||
|
auto foot2 = _players[targetId]->attached(ObjectNameTag(name + "_foot_2"));
|
||
|
|
||
|
if (head != nullptr) {
|
||
|
head->rotateLeft(headAngle - _players[targetId]->headAngle());
|
||
|
}
|
||
|
if (weapon != nullptr) {
|
||
|
weapon->rotateLeft(headAngle - _players[targetId]->headAngle());
|
||
|
}
|
||
|
|
||
|
if (isAnimate) {
|
||
|
if (foot1 != nullptr && foot2 != nullptr &&
|
||
|
!Timeline::isInAnimList(AnimationListTag(name + "_foot1_rotation"))) {
|
||
|
Timeline::addAnimation<ARotateLeft>(AnimationListTag(name + "_foot1_rotation"),
|
||
|
foot1, 0.6, 0.2, Animation::LoopOut::None,
|
||
|
Animation::InterpolationType::Linear);
|
||
|
Timeline::addAnimation<AWait>(AnimationListTag(name + "_foot1_rotation"), 0);
|
||
|
Timeline::addAnimation<ARotateLeft>(AnimationListTag(name + "_foot1_rotation"),
|
||
|
foot1, -1.2, 0.2, Animation::LoopOut::None,
|
||
|
Animation::InterpolationType::Linear);
|
||
|
Timeline::addAnimation<AWait>(AnimationListTag(name + "_foot1_rotation"), 0);
|
||
|
Timeline::addAnimation<ARotateLeft>(AnimationListTag(name + "_foot1_rotation"),
|
||
|
foot1, 0.6, 0.2, Animation::LoopOut::None,
|
||
|
Animation::InterpolationType::Linear);
|
||
|
|
||
|
Timeline::addAnimation<ARotateLeft>(AnimationListTag(name + "_foot2_rotation"),
|
||
|
foot2, -0.6, 0.2, Animation::LoopOut::None,
|
||
|
Animation::InterpolationType::Linear);
|
||
|
Timeline::addAnimation<AWait>(AnimationListTag(name + "_foot2_rotation"), 0);
|
||
|
Timeline::addAnimation<ARotateLeft>(AnimationListTag(name + "_foot2_rotation"),
|
||
|
foot2, 1.2, 0.2, Animation::LoopOut::None,
|
||
|
Animation::InterpolationType::Linear);
|
||
|
Timeline::addAnimation<AWait>(AnimationListTag(name + "_foot2_rotation"), 0);
|
||
|
Timeline::addAnimation<ARotateLeft>(AnimationListTag(name + "_foot2_rotation"),
|
||
|
foot2, -0.6, 0.2, Animation::LoopOut::None,
|
||
|
Animation::InterpolationType::Linear);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
_players[targetId]->setHeadAngle(headAngle);
|
||
|
} else if (targetId == _socket.ownId()) {
|
||
|
_player->setHealth(health);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void ShooterClient::processNewClient(sf::Packet &packet) {
|
||
|
sf::Uint16 targetId;
|
||
|
|
||
|
packet >> targetId;
|
||
|
|
||
|
if (_spawnPlayerCallBack != nullptr) {
|
||
|
_spawnPlayerCallBack(targetId);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void ShooterClient::processDisconnect(sf::Uint16 targetId) {
|
||
|
if (targetId != _socket.ownId() && _players.count(targetId)) {
|
||
|
_players.erase(targetId);
|
||
|
_removePlayerCallBack(targetId);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
void ShooterClient::processCustomPacket(sf::Packet &packet) {
|
||
|
sf::Uint16 buffId[2];
|
||
|
double dbuff[10];
|
||
|
std::string tmp, tmp2;
|
||
|
|
||
|
ShooterMsgType type;
|
||
|
packet >> type;
|
||
|
|
||
|
switch (type) {
|
||
|
case ShooterMsgType::Kill:
|
||
|
packet >> buffId[0] >> buffId[1];
|
||
|
_lastEvent = "";
|
||
|
if (buffId[1] == _socket.ownId()) {
|
||
|
_player->addKill();
|
||
|
SoundController::loadAndPlay(SoundTag("kill"), ShooterConsts::KILL_SOUND);
|
||
|
_lastEvent += _player->playerNickName();
|
||
|
} else {
|
||
|
_players[buffId[1]]->addKill();
|
||
|
_lastEvent += _players[buffId[1]]->playerNickName();
|
||
|
}
|
||
|
_lastEvent += " ~> ";
|
||
|
|
||
|
if (buffId[0] == _socket.ownId()) {
|
||
|
_player->addDeath();
|
||
|
|
||
|
auto camera = _player->attached(ObjectNameTag("Camera"));
|
||
|
if (camera == nullptr) {
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
_player->unattach(ObjectNameTag("Camera"));
|
||
|
_player->translateToPoint(Vec3D{10000});
|
||
|
camera->rotateLeft(-camera->angleLeftUpLookAt().x());
|
||
|
camera->transform(Matrix4x4::Rotation(-_player->angle()));
|
||
|
|
||
|
Timeline::addAnimation<ATranslateToPoint>(AnimationListTag("camera_anim"),
|
||
|
camera, Vec3D(0, 30, -100));
|
||
|
Timeline::addAnimation<AWait>(AnimationListTag("camera_anim"), 0);
|
||
|
Timeline::addAnimation<ARotateRelativePoint>(AnimationListTag("camera_anim"),
|
||
|
camera, Vec3D(0), Vec3D{0, Consts::PI, 0},
|
||
|
5, Animation::LoopOut::None,
|
||
|
Animation::InterpolationType::Linear);
|
||
|
Timeline::addAnimation<AWait>(AnimationListTag("camera_anim"), 0);
|
||
|
Timeline::addAnimation<AFunction>(AnimationListTag("camera_anim"), [this, camera]() {
|
||
|
// 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->reInitWeapons();
|
||
|
_player->setFullAbility();
|
||
|
|
||
|
camera->rotateToAngle(Vec3D(0));
|
||
|
camera->transform(Matrix4x4::Rotation(Vec3D(_player->angle())));
|
||
|
camera->rotateLeft(_player->headAngle());
|
||
|
camera->translateToPoint(_player->position() + Vec3D{0, 1.8, 0});
|
||
|
_player->attach(camera);
|
||
|
|
||
|
}, 1, 0.1);
|
||
|
|
||
|
|
||
|
SoundController::loadAndPlay(SoundTag("death"), ShooterConsts::DEATH_SOUND);
|
||
|
_lastEvent += _player->playerNickName();
|
||
|
} else {
|
||
|
_players[buffId[0]]->addDeath();
|
||
|
_lastEvent += _players[buffId[0]]->playerNickName();
|
||
|
}
|
||
|
break;
|
||
|
case ShooterMsgType::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 ShooterMsgType::InitBonuses:
|
||
|
while (packet >> tmp >> dbuff[0] >> dbuff[1] >> dbuff[2]) {
|
||
|
if (_addBonusCallBack != nullptr) {
|
||
|
_addBonusCallBack(tmp, Vec3D(dbuff[0], dbuff[1], dbuff[2]));
|
||
|
}
|
||
|
}
|
||
|
break;
|
||
|
|
||
|
case ShooterMsgType::AddBonus:
|
||
|
packet >> tmp >> dbuff[0] >> dbuff[1] >> dbuff[2];
|
||
|
if (_addBonusCallBack != nullptr) {
|
||
|
_addBonusCallBack(tmp, Vec3D(dbuff[0], dbuff[1], dbuff[2]));
|
||
|
}
|
||
|
|
||
|
break;
|
||
|
case ShooterMsgType::RemoveBonus:
|
||
|
packet >> tmp;
|
||
|
if (_removeBonusCallBack != nullptr) {
|
||
|
_removeBonusCallBack(ObjectNameTag(tmp));
|
||
|
}
|
||
|
break;
|
||
|
case ShooterMsgType::ChangeWeapon:
|
||
|
packet >> buffId[0] >> tmp;
|
||
|
|
||
|
if (_changeEnemyWeaponCallBack != nullptr) {
|
||
|
_changeEnemyWeaponCallBack(tmp, buffId[0]);
|
||
|
}
|
||
|
break;
|
||
|
default:
|
||
|
Log::log("ShooterClient::processCustomPacket: unknown message type " +
|
||
|
std::to_string(static_cast<int>(type)));
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void ShooterClient::processDisconnected() {
|
||
|
for (auto it = _players.begin(); it != _players.end();) {
|
||
|
processDisconnect(it++->first);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void ShooterClient::damagePlayer(sf::Uint16 targetId, double damage) {
|
||
|
sf::Packet packet;
|
||
|
|
||
|
packet << MsgType::Custom << ShooterMsgType::Damage << targetId << damage;
|
||
|
_socket.sendRely(packet, _socket.serverId());
|
||
|
|
||
|
Log::log("ShooterClient: damagePlayer " + std::to_string(targetId) + " ( -" + std::to_string(damage) + "hp )");
|
||
|
}
|
||
|
|
||
|
void ShooterClient::addTrace(const Vec3D &from, const Vec3D &to) {
|
||
|
sf::Packet packet;
|
||
|
|
||
|
packet << MsgType::Custom << ShooterMsgType::FireTrace << from.x() << from.y() << from.z() << to.x() << to.y()
|
||
|
<< to.z();
|
||
|
_socket.send(packet, _socket.serverId());
|
||
|
}
|
||
|
|
||
|
void ShooterClient::takeBonus(const std::string &bonusName) {
|
||
|
sf::Packet packet;
|
||
|
|
||
|
packet << MsgType::Custom << ShooterMsgType::RemoveBonus << bonusName;
|
||
|
_socket.sendRely(packet, _socket.serverId());
|
||
|
|
||
|
if (_removeBonusCallBack != nullptr) {
|
||
|
_removeBonusCallBack(ObjectNameTag(bonusName));
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void ShooterClient::changeWeapon(const std::string &weaponName) {
|
||
|
sf::Packet packet;
|
||
|
|
||
|
packet << MsgType::Custom << ShooterMsgType::ChangeWeapon << weaponName;
|
||
|
_socket.sendRely(packet, _socket.serverId());
|
||
|
}
|
||
|
|
||
|
void ShooterClient::addPlayer(sf::Uint16 id, std::shared_ptr<Player> player) {
|
||
|
_players.insert({id, player});
|
||
|
}
|
||
|
|
||
|
void ShooterClient::setSpawnPlayerCallBack(std::function<void(sf::Uint16)> spawn) {
|
||
|
_spawnPlayerCallBack = std::move(spawn);
|
||
|
}
|
||
|
|
||
|
void ShooterClient::setRemovePlayerCallBack(std::function<void(sf::Uint16)> remove) {
|
||
|
_removePlayerCallBack = std::move(remove);
|
||
|
}
|
||
|
|
||
|
void ShooterClient::setAddFireTraceCallBack(std::function<void(const Vec3D &, const Vec3D &)> addTrace) {
|
||
|
_addFireTraceCallBack = std::move(addTrace);
|
||
|
}
|
||
|
|
||
|
void ShooterClient::setAddBonusCallBack(std::function<void(const std::string &, const Vec3D &)> addBonus) {
|
||
|
_addBonusCallBack = std::move(addBonus);
|
||
|
}
|
||
|
|
||
|
void ShooterClient::setRemoveBonusCallBack(std::function<void(const ObjectNameTag &)> removeBonus) {
|
||
|
_removeBonusCallBack = std::move(removeBonus);
|
||
|
}
|
||
|
|
||
|
void
|
||
|
ShooterClient::setChangeEnemyWeaponCallBack(std::function<void(const std::string &, sf::Uint16)> changeEnemyWeapon) {
|
||
|
_changeEnemyWeaponCallBack = std::move(changeEnemyWeapon);
|
||
|
}
|