// // TeapotWarsGame::VChangeState - Chapter 19, page 712 // void CometConquestGame::VChangeState(BaseGameState newState) { CometConquestBaseGame::VChangeState(newState); switch(newState) { case BGS_WaitingForPlayers: if (m_bProxy) break; shared_ptr<IGameView> playersView(GCC_NEW CometConquestGameView(false)); VAddView(playersView); break; } }
bool CometConquestEventListener::HandleEvent( IEventData const & event ) { if ( EvtData_Request_Start_Game::sk_EventType == event.VGetEventType() ) { m_CometConquest->VChangeState(BGS_WaitingForPlayers); } else if ( EvtData_Game_State::sk_EventType == event.VGetEventType() ) { const EvtData_Game_State & castEvent = static_cast< const EvtData_Game_State & >( event ); m_CometConquest->VChangeState(castEvent.m_gameState); } else if ( EvtData_Remote_Client::sk_EventType == event.VGetEventType() ) { // This event is always sent from clients to the game server. const EvtData_Remote_Client & castEvent = static_cast< const EvtData_Remote_Client & >( event ); const int sockID = castEvent.m_socketId; const int ipAddress = castEvent.m_ipAddress; // The teapot has already been created - we need to go find it. //ActorMap::iterator i = m_CometConquest->m_ActorList.begin(); //ActorMap::iterator end = m_CometConquest->m_ActorList.end(); //shared_ptr<IActor> actor = shared_ptr<BaseActor>(); //while (i != end) //{ // actor = (*i).second; // if (actor->VGetType() == AT_Ship) // { // shared_ptr<ActorParams> params = actor->VGetParams(); // shared_ptr<ShipParams> teapotParams = boost::static_pointer_cast<ShipParams>(params); // if (teapotParams->m_ViewId == VIEWID_NO_VIEW_ATTACHED) // { // break; // } // } // ++i; //} //if (actor != shared_ptr<BaseActor>()) //{ NetworkGameView *netGameView = GCC_NEW NetworkGameView( sockID ); shared_ptr<IGameView> gameView(netGameView); m_CometConquest->VAddView(gameView, sockID); extern void ListenForCometConquestViewEvents(EventListenerPtr listener); EventListenerPtr listener ( GCC_NEW NetworkEventForwarder( sockID ) ); ListenForCometConquestViewEvents( listener ); //} } else if ( EvtData_Network_Player_Actor_Assignment::sk_EventType == event.VGetEventType() ) { // we're a remote client getting an actor assignment. // the server assigned us a playerId when we first attached (the server's socketId, actually) const EvtData_Network_Player_Actor_Assignment & castEvent = static_cast< const EvtData_Network_Player_Actor_Assignment & >( event ); shared_ptr<IGameView> playersView(GCC_NEW CometConquestGameView(true)); playersView.get()->VOnAttach(castEvent.m_remotePlayerId, castEvent.m_actorId); m_CometConquest->VAddView(playersView, castEvent.m_actorId); } else if ( EvtData_PhysCollision::sk_EventType == event.VGetEventType() ) { const EvtData_PhysCollision & castEvent = static_cast< const EvtData_PhysCollision & >( event ); shared_ptr<IActor> pGameActorA = m_CometConquest->VGetActor(castEvent.m_ActorA); shared_ptr<IActor> pGameActorB = m_CometConquest->VGetActor(castEvent.m_ActorB); if (!pGameActorA || !pGameActorB) return false; int typeA = pGameActorA->VGetType(); int typeB = pGameActorB->VGetType(); //Bullets hitting things if(AT_Bullet == typeA && AT_Ship != typeB && AT_Floor != typeB) { m_CometConquest->VRemoveActor(pGameActorA->VGetID()); } if(AT_Bullet == typeB && AT_Ship != typeA && AT_Floor != typeA) { m_CometConquest->VRemoveActor(pGameActorB->VGetID()); } //Comets hitting boundry wall if(AT_Comet == typeB && AT_BoundryWall == typeA) { m_CometConquest->VRemoveActor(pGameActorB->VGetID()); } if(AT_Comet == typeA && AT_BoundryWall == typeB) { m_CometConquest->VRemoveActor(pGameActorA->VGetID()); } //Ship getting hit by a comet if(AT_Ship == typeA && AT_Comet == typeB) { ShipParams tp; tp.m_StartPosition = static_cast<ShipParams *>(pGameActorA->VGetParams().get())->m_StartPosition; tp.m_Mat = tp.m_StartPosition; tp.m_Length = 2.5; tp.m_ViewId = static_cast<ShipParams *>(pGameActorA->VGetParams().get())->m_ViewId; tp.m_Team = static_cast<ShipParams *>(pGameActorA->VGetParams().get())->m_Team; const EvtData_Request_New_Actor requestShip( &tp ); m_CometConquest->VRemoveActor(pGameActorA->VGetID()); safeTriggerEvent( requestShip ); } if(AT_Ship == typeB && AT_Comet == typeA) { ShipParams tp; tp.m_StartPosition = static_cast<ShipParams *>(pGameActorB->VGetParams().get())->m_StartPosition; tp.m_Mat = tp.m_StartPosition; tp.m_Length = 2.5; tp.m_ViewId = static_cast<ShipParams *>(pGameActorB->VGetParams().get())->m_ViewId; tp.m_Team = static_cast<ShipParams *>(pGameActorB->VGetParams().get())->m_Team; const EvtData_Request_New_Actor requestShip( &tp ); m_CometConquest->VRemoveActor(pGameActorB->VGetID()); safeTriggerEvent( requestShip ); } //Shooting players if(AT_Ship == typeA && AT_Bullet == typeB) { ShipParams tp; tp.m_StartPosition = static_cast<ShipParams *>(pGameActorA->VGetParams().get())->m_StartPosition; tp.m_Mat = tp.m_StartPosition; tp.m_Length = 2.5; //tp.m_Id = pGameActorA->VGetID(); tp.m_ViewId = static_cast<ShipParams *>(pGameActorA->VGetParams().get())->m_ViewId; tp.m_Team = static_cast<ShipParams *>(pGameActorA->VGetParams().get())->m_Team; const EvtData_Request_New_Actor requestShip( &tp ); //m_CometConquest->VRemoveActor(pGameActorB->VGetID()); safeTriggerEvent( requestShip ); m_CometConquest->VRemoveActor(pGameActorA->VGetID()); } if(AT_Ship == typeB && AT_Bullet == typeA) { ShipParams tp; tp.m_StartPosition = static_cast<ShipParams *>(pGameActorB->VGetParams().get())->m_StartPosition; tp.m_Mat = tp.m_StartPosition; tp.m_Length = 2.5; //tp.m_Id = pGameActorB->VGetID(); tp.m_ViewId = static_cast<ShipParams *>(pGameActorB->VGetParams().get())->m_ViewId; const EvtData_Request_New_Actor requestShip( &tp ); safeTriggerEvent( requestShip ); m_CometConquest->VRemoveActor(pGameActorB->VGetID()); } //Shooting Comets if(AT_Bullet == typeA && AT_Comet == typeB) { m_CometConquest->VRemoveActor(pGameActorB->VGetID()); //m_CometConquest->VRemoveActor(pGameActorA->VGetID()); } if(AT_Bullet == typeB && AT_Comet == typeA) { //m_CometConquest->VRemoveActor(pGameActorB->VGetID()); m_CometConquest->VRemoveActor(pGameActorA->VGetID()); } //Goal & Ring if(AT_Ring == typeA && AT_Goal == typeB) { RingParams rp; rp.m_StartPosition == static_cast<RingParams *>(pGameActorA->VGetParams().get())->m_StartPosition; rp.m_Mat = rp.m_StartPosition; const EvtData_Request_New_Actor requestRing (&rp); safeTriggerEvent (requestRing); m_CometConquest->VRemoveActor(pGameActorA->VGetID()); if(0 == static_cast<GoalParams*>(pGameActorB->VGetParams().get())->m_Team) { m_CometConquest->blueTeamScore(); } else { m_CometConquest->redTeamScore(); } } if(AT_Ring == typeB && AT_Goal == typeA) { RingParams rp; rp.m_StartPosition == static_cast<RingParams *>(pGameActorB->VGetParams().get())->m_StartPosition; rp.m_Mat = rp.m_StartPosition; const EvtData_Request_New_Actor requestRing (&rp); safeTriggerEvent (requestRing); m_CometConquest->VRemoveActor(pGameActorB->VGetID()); if(0 == static_cast<GoalParams*>(pGameActorA->VGetParams().get())->m_Team) { m_CometConquest->blueTeamScore(); } else { m_CometConquest->redTeamScore(); } } } else if ( EvtData_Thrust::sk_EventType == event.VGetEventType() ) { const EvtData_Thrust & castEvent = static_cast< const EvtData_Thrust & >( event ); shared_ptr<IActor> pActor = m_CometConquest->VGetActor(castEvent.m_id); if( pActor ) { static const float newtonForce = 1.f; float thrustForce = castEvent.m_throttle * newtonForce; Mat4x4 rotation = pActor->VGetMat(); rotation.SetPosition(Vec3(0,0,0)); Vec3 dir = rotation.Xform(g_Forward); dir.Normalize(); m_CometConquest->m_pPhysics->VApplyForce(dir, thrustForce, castEvent.m_id); } } else if ( EvtData_Steer::sk_EventType == event.VGetEventType() ) { static const float newtonForce = -.25 * 1.8f; const EvtData_Steer & castEvent = static_cast< const EvtData_Steer & >( event ); float steerForce = -castEvent.m_dir * newtonForce; m_CometConquest->m_pPhysics->VApplyTorque(Vec3(0,1,0), steerForce, castEvent.m_id); } else if ( EvtData_Fire_Weapon::sk_EventType == event.VGetEventType() ) { if(!this->m_CometConquest->m_bProxy) { const EvtData_Fire_Weapon & castEvent = static_cast< const EvtData_Fire_Weapon & >( event ); ActorId gunnerId = castEvent.m_id; shared_ptr<IActor> pGunner = m_CometConquest->VGetActor(gunnerId); if (pGunner) { //Calculate depth offset from the controller Vec4 at = g_Forward4 * 3.0f; Vec4 atWorld = pGunner->VGetMat().Xform(at); Vec3 normalDir(atWorld); normalDir.Normalize(); BulletParams sp; sp.m_Pos = pGunner->VGetMat().GetPosition() + Vec3(atWorld) * 3; sp.m_Radius = 0.25; sp.m_Segments = 16; sp.m_Color = g_Cyan; sp.m_NormalDir = normalDir; sp.m_Force = g_WeaponForce; sp.m_TeamFiredBy = static_cast<ShipParams *>(pGunner->VGetParams().get())->m_Team; //Request creation of this actor. const EvtData_Request_New_Actor cannonBallEvt( &sp ); safeTriggerEvent( cannonBallEvt ); return true; } } } else if ( EvtData_Move_Actor::sk_EventType == event.VGetEventType() ) { const EvtData_Move_Actor & castEvent = static_cast< const EvtData_Move_Actor & >( event ); m_CometConquest->VMoveActor(castEvent.m_Id, castEvent.m_Mat); } else if ( EvtData_Request_New_Actor::sk_EventType == event.VGetEventType() ) { const EvtData_Request_New_Actor & castEvent = static_cast< const EvtData_Request_New_Actor & >( event ); ActorParams * pActorParams = NULL; pActorParams = castEvent.m_pActorParams; //Did we get valid actor params? if ( NULL == pActorParams ) { assert( 0 && "Invalid parameters specified for actor!" ); return false; } //Valid params. const ActorId actorID = m_CometConquest->GetNewActorID(); pActorParams->m_Id = actorID; //Package as a new actor event. /* IEventDataPtr actorEvent( IEventDataPtr( GCC_NEW EvtData_New_Actor( actorID, pActorParams ) ) ); const bool bSuccess = safeQueEvent( actorEvent ); */ const EvtData_New_Actor actorEvent( actorID, pActorParams ); const bool bSuccess = safeTriggerEvent( actorEvent ); return bSuccess; } else if ( EvtData_New_Actor::sk_EventType == event.VGetEventType() ) { const EvtData_New_Actor & castEvent = static_cast< const EvtData_New_Actor & >( event ); ActorParams * pActorParams = castEvent.m_pActorParams; if ( NULL == pActorParams ) { assert( 0 && "Received a new actor event with NULL actor parameters!" ); return false; } pActorParams->VCreate(m_CometConquest); if ( false == castEvent.m_id ) { assert( 0 && "Unable to construct desired actor type!" ); return false; } } return false; }
// // TeapotWarsLogic::VChangeState // void TeapotWarsLogic::VChangeState(BaseGameState newState) { BaseGameLogic::VChangeState(newState); switch(newState) { case BGS_WaitingForPlayers: { // spawn all local players (should only be one, though we might support more in the future) GCC_ASSERT(m_ExpectedPlayers == 1); for (int i = 0; i < m_ExpectedPlayers; ++i) { shared_ptr<IGameView> playersView(GCC_NEW TeapotWarsHumanView(g_pApp->m_Renderer)); VAddView(playersView); if (m_bProxy) { // if we are a remote player, all we have to do is spawn our view - the server will do the rest. return; } } // spawn all remote player's views on the game for (int i = 0; i < m_ExpectedRemotePlayers; ++i) { shared_ptr<IGameView> remoteGameView(GCC_NEW NetworkGameView); VAddView(remoteGameView); } // spawn all AI's views on the game for (int i = 0; i < m_ExpectedAI; ++i) { shared_ptr<IGameView> aiView(GCC_NEW AITeapotView(m_pPathingGraph)); VAddView(aiView); } break; } case BGS_SpawningPlayersActors: { if (m_bProxy) { // only the server needs to do this. return; } for (auto it = m_gameViews.begin(); it != m_gameViews.end(); ++it) { shared_ptr<IGameView> pView = *it; if (pView->VGetType() == GameView_Human) { StrongActorPtr pActor = VCreateActor("actors\\player_teapot.xml", NULL); if (pActor) { shared_ptr<EvtData_New_Actor> pNewActorEvent(GCC_NEW EvtData_New_Actor(pActor->GetId(), pView->VGetId())); IEventManager::Get()->VTriggerEvent(pNewActorEvent); // [rez] This needs to happen asap because the constructor function for Lua (which is called in through VCreateActor()) queues an event that expects this event to have been handled } } else if (pView->VGetType() == GameView_Remote) { shared_ptr<NetworkGameView> pNetworkGameView = static_pointer_cast<NetworkGameView, IGameView>(pView); StrongActorPtr pActor = VCreateActor("actors\\remote_teapot.xml", NULL); if (pActor) { shared_ptr<EvtData_New_Actor> pNewActorEvent(GCC_NEW EvtData_New_Actor(pActor->GetId(), pNetworkGameView->VGetId())); IEventManager::Get()->VQueueEvent(pNewActorEvent); } } else if (pView->VGetType() == GameView_AI) { shared_ptr<AITeapotView> pAiView = static_pointer_cast<AITeapotView, IGameView>(pView); StrongActorPtr pActor = VCreateActor("actors\\ai_teapot.xml", NULL); if (pActor) { shared_ptr<EvtData_New_Actor> pNewActorEvent(GCC_NEW EvtData_New_Actor(pActor->GetId(), pAiView->VGetId())); IEventManager::Get()->VQueueEvent(pNewActorEvent); } } } break; } } }