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