vectozavr-shooter/Server.cpp

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//
// Created by Иван Ильин on 25.05.2021.
//
#include "Server.h"
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#include "engine/utils/Log.h"
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void Server::broadcast() {
sf::Packet updatePacket;
updatePacket << MsgType::Update;
for (auto& player : _players) {
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//player.second->setHealth(player.second->health() + (Time::time() - _lastBroadcast)/100);
updatePacket << player.first << player.second->position().x() << player.second->position().y() << player.second->position().z() << player.second->health() << player.second->angle().y() << player.second->headAngle();
}
for (auto& player : _players) {
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_socket.send(updatePacket, player.first);
}
}
void Server::processConnect(sf::Uint16 targetId) {
sf::Packet sendPacket1, sendPacket2;
sf::Packet extraPacket;
// players init
extraPacket << MsgType::NewClient << targetId;
sendPacket1 << MsgType::Init << targetId;
_players.insert({ targetId, std::make_shared<Player>() });
for (const auto& player : _players)
{
sendPacket1 << player.first << player.second->position().x() << player.second->position().y() << player.second->position().z() << player.second->health();
if (player.first != targetId)
_socket.sendRely(extraPacket, player.first);
}
_socket.sendRely(sendPacket1, targetId);
// bonuses init
sendPacket2 << MsgType::InitBonuses;
for(auto& bonus : _bonuses) {
if(bonus.second.onTheMap)
sendPacket2 << bonus.first << bonus.second.position.x() << bonus.second.position.y() << bonus.second.position.z();
}
_socket.sendRely(sendPacket2, targetId);
}
void Server::processClientUpdate(sf::Uint16 senderId, sf::Packet& packet) {
double buf[5];
packet >> buf[0] >> buf[1] >> buf[2] >> buf[3] >> buf[4];
_players.at(senderId)->translateToPoint(Vec3D{ buf[0], buf[1], buf[2] });
_players.at(senderId)->rotateToAngle(Vec3D{0, buf[3], 0});
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_players.at(senderId)->setHeadAngle(buf[4]);
}
void Server::processDisconnect(sf::Uint16 senderId) {
sf::Packet sendPacket;
sendPacket << MsgType::Disconnect << senderId;
_players.erase(senderId);
for (const auto& player : _players)
_socket.sendRely(sendPacket, player.first);
}
void Server::processCustomPacket(MsgType type, sf::Packet& packet, sf::Uint16 senderId) {
sf::Packet sendPacket;
double dbuff[10];
sf::Uint16 targetId;
double damage;
std::string tmp;
double newHealth;
switch (type) {
case MsgType::Damage:
packet >> targetId >> damage;
newHealth = _players[targetId]->health() - damage;
if(newHealth > 0) {
_players[targetId]->setHealth(newHealth);
}
else {
_players[targetId]->setFullHealth();
_players[targetId]->setFullAbility();
_players[targetId]->addDeath();
_players[senderId]->addKill();
sendPacket << MsgType::Kill << targetId << senderId;
for (auto& player : _players)
_socket.send(sendPacket, player.first);
}
break;
case MsgType::FireTrace:
packet >> dbuff[0] >> dbuff[1] >> dbuff[2] >> dbuff[3] >> dbuff[4] >> dbuff[5];
sendPacket << MsgType::FireTrace << dbuff[0] << dbuff[1] << dbuff[2] << dbuff[3] << dbuff[4] << dbuff[5];
for (auto& player : _players) {
if(player.first != senderId)
_socket.send(sendPacket, player.first);
}
break;
case MsgType::RemoveBonus:
packet >> tmp;
if(tmp.find("Bonus_hill") != std::string::npos) {
_players[senderId]->setFullHealth();
}
if(tmp.find("Bonus_ability") != std::string::npos) {
_players[senderId]->setFullAbility();
}
_bonuses[tmp].onTheMap = false;
_bonuses[tmp].lastTake = Time::time();
sendPacket << MsgType::RemoveBonus << tmp;
for (auto& player : _players) {
if(player.first != senderId)
_socket.send(sendPacket, player.first);
}
break;
}
}
void Server::processStop() {
for (auto it = _players.begin(); it != _players.end();)
_players.erase(it++);
}
void Server::generateBonuses() {
_bonuses.insert({"Bonus_gun_1", {Point4D(-10, -2, -15), -2*_bonusRechargeTime, true}});
_bonuses.insert({"Bonus_gun_2", {Point4D(10, -2, 15), -2*_bonusRechargeTime, true}});
_bonuses.insert({"Bonus_shotgun_1", {Point4D(-10, 13, -24), -2*_bonusRechargeTime, true}});
_bonuses.insert({"Bonus_shotgun_2", {Point4D(10, 13, 24), -2*_bonusRechargeTime, true}});
_bonuses.insert({"Bonus_ak47_1", {Point4D(-25, 30, 50), -2*_bonusRechargeTime, true}});
_bonuses.insert({"Bonus_ak47_2", {Point4D(25, 30, -50), -2*_bonusRechargeTime, true}});
_bonuses.insert({"Bonus_gold_ak47_1", {Point4D(-35, 80, 25), -2*_bonusRechargeTime, true}});
_bonuses.insert({"Bonus_gold_ak47_2", {Point4D(35, 80, -25), -2*_bonusRechargeTime, true}});
_bonuses.insert({"Bonus_rifle_1", {Point4D(40, -2, 45), -2*_bonusRechargeTime, true}});
_bonuses.insert({"Bonus_rifle_2", {Point4D(-40, -2, -45), -2*_bonusRechargeTime, true}});
_bonuses.insert({"Bonus_hill_1", {Point4D(-40, -2, 45), -2*_bonusRechargeTime, true}});
_bonuses.insert({"Bonus_hill_2", {Point4D(40, -2, -45), -2*_bonusRechargeTime, true}});
_bonuses.insert({"Bonus_ability_1", {Point4D(25, 18, -33), -2*_bonusRechargeTime, true}});
_bonuses.insert({"Bonus_ability_2", {Point4D(-25, 18, 33), -2*_bonusRechargeTime, true}});
}
void Server::updateInfo() {
for(auto& bonus : _bonuses) {
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if(!bonus.second.onTheMap && std::abs(Time::time() - bonus.second.lastTake) > _bonusRechargeTime) {
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sf::Packet sendPacket;
sendPacket << MsgType::AddBonus << bonus.first << bonus.second.position.x() << bonus.second.position.y() << bonus.second.position.z();
for (const auto& player : _players)
_socket.sendRely(sendPacket, player.first);
bonus.second.onTheMap = true;
}
}
}