vectozavr-shooter/ShooterClient.cpp

235 lines
7.9 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 "engine/animation/ATranslateToPoint.h"
#include "ShooterMsgType.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 buf[4];
int kills, deaths;
while (packet >> targetId >> buf[0] >> buf[1] >> buf[2] >> buf[3] >> kills >> deaths)
{
if(targetId != _socket.ownId()) {
if(_spawnPlayerCallBack != nullptr) {
_spawnPlayerCallBack(targetId);
}
_players[targetId]->translateToPoint(Vec3D{ buf[0], buf[1], buf[2]});
_players[targetId]->setHealth(buf[3]);
_players[targetId]->setKills(kills);
_players[targetId]->setDeaths(deaths);
}
}
}
void ShooterClient::processUpdate(sf::Packet& packet) {
sf::Uint16 targetId;
double buf[6];
std::string playerName;
while (packet >> targetId >> buf[0] >> buf[1] >> buf[2] >> buf[3] >> buf[4] >> buf[5] >> playerName) {
if (_players.count(targetId)) {
std::string name = "Enemy_" + std::to_string(targetId);
_players[targetId]->translateToPoint(Vec3D{buf[0], buf[1], buf[2]});
_players[targetId]->setHealth(buf[3]);
_players[targetId]->rotateToAngle(Vec3D{0, buf[4], 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"));
if(head != nullptr) {
head->rotateLeft(buf[5] - _players[targetId]->headAngle());
}
if(weapon != nullptr) {
weapon->rotateLeft(-(buf[5] - _players[targetId]->headAngle()));
}
_players[targetId]->setHeadAngle(buf[5]);
} else if (targetId == _socket.ownId()) {
_player->setHealth(buf[3]);
}
}
}
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::playSound(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();
// 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);
_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);
}