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ServerArena.cpp
382 lines (313 loc) · 10.7 KB
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ServerArena.cpp
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#include "ServerArena.h"
#include "CollisionHandler.h"
#include "Server.h"
#include "World.h"
#include "Object3D.h"
#include "Projectile.h"
#include "NetworkMessages.h"
#include "BitStream.h"
#include "Player.h"
#include "d3dUtil.h"
#include "RoundHandler.h"
#include "Camera.h"
#include "ItemLoaderXML.h"
#include "Effects.h"
#include "Console.h"
ServerArena::ServerArena(Server* pServer)
: BaseArena()
{
mServer = pServer;
mWorld->AddObjectAddedListener(&ServerArena::OnObjectAdded, this);
mWorld->AddObjectRemovedListener(&ServerArena::OnObjectRemoved, this);
mWorld->AddObjectCollisionListener(&ServerArena::OnObjectCollision, this);
mCollisionHandler = new CollisionHandler();
mTickRate = 1.0f / 60.0f; // 100 ticks per second.
mTickCounter = 0.0f;
mDamageCounter = 0.0f;
mFloodDelta = 0.0f;
mGameStarted = false;
/************************************************************************/
/* Add a test player. */
/************************************************************************/
//Player* testDoll = new Player();
//testDoll->SetPosition(XMFLOAT3(0, 0, 10));
//testDoll->SetScale(XMFLOAT3(0.1f, 0.1f, 0.1f)); // [NOTE]
//testDoll->AddItem(pServer->GetItemLoader(), ItemKey(KNOCKBACK_SHIELD, 3));
//mWorld->AddObject(testDoll);
GLib::GetGraphics()->GetCamera()->SetPosition(XMFLOAT3(0, 150, 30));
GLib::GetGraphics()->GetCamera()->SetTarget(XMFLOAT3(0, 0, 0));
GLib::Effects::TerrainFX->SetArenaRadius(60);
mArenaRadius = mServer->GetCvarValue(Cvars::ARENA_RADIUS);
}
ServerArena::~ServerArena()
{
delete mCollisionHandler;
}
void ServerArena::Update(GLib::Input* pInput, float dt)
{
if(!IsGameStarted())
return;
mDamageCounter += dt;
for(int i = 0; i < mPlayerList.size(); i++)
{
if(mPlayerList[i]->GetEliminated())
continue;
// Deal damage to players outside the arena.
if(mDamageCounter > 0.1f)
{
XMFLOAT3 pos = mPlayerList[i]->GetPosition();
float distFromCenter = sqrt(pos.x * pos.x + pos.z * pos.z);
// Arena is 60 units in radius.
if(distFromCenter > mArenaRadius) {
mPlayerList[i]->TakeDamage(mServer->GetCvarValue(Cvars::LAVA_DMG) * (1 - mPlayerList[i]->GetLavaImmunity()));
// Set slow movement speed.
mPlayerList[i]->SetSlow(mServer->GetCvarValue(Cvars::LAVA_SLOW));
}
else {
// Restore movement speed.
mPlayerList[i]->SetSlow(0.0f);
}
}
// Player dead?
if(mPlayerList[i]->GetCurrentHealth() <= 0 && mPlayerList[i]->GetCurrentAnimation() != 7) {
static int cc = 0;
cc++;
if(cc == 1)
int a = 1;
mPlayerList[i]->SetDeathAnimation();
PlayerEliminated(mPlayerList[i], mPlayerList[i]->GetLastHitter());
}
}
mWorld->Update(dt);
if(mDamageCounter > 0.1f)
mDamageCounter = 0.0f;
// Broadcast the world at a fixed rate.
mTickCounter += dt;
if(mTickCounter > mTickRate) {
// Find out if there is only 1 player alive (round ended).
string winner;
if(mServer->IsRoundOver(winner))
{
mServer->AddRoundCompleted();
RemoveStatusEffects();
for(int i = 0; i < mPlayerList.size(); i++)
mPlayerList[i]->SetGold(mPlayerList[i]->GetGold() + mServer->GetCvarValue(Cvars::GOLD_PER_ROUND));
// Add extra gold to the winner.
Player* winningPlayer = (Player*)mWorld->GetObjectByName(winner);
winningPlayer->SetGold(winningPlayer->GetGold() + mServer->GetCvarValue(Cvars::GOLD_PER_WIN));
RakNet::BitStream bitstream;
if(mServer->IsGameOver())
bitstream.Write((unsigned char)NMSG_GAME_OVER);
else
bitstream.Write((unsigned char)NMSG_ROUND_ENDED);
bitstream.Write(winner.c_str());
mServer->SendClientMessage(bitstream);
// Increment winners score.
mServer->AddScore(winner, 1);
gConsole->AddLine(winner + " wins the round!");
}
BroadcastWorld();
mServer->GetRoundHandler()->BroadcastStateTimer();
mTickCounter = 0.0f;
}
// Update lava.
mFloodDelta += dt;
if(mFloodDelta >= mServer->GetCvarValue(Cvars::FLOOD_INTERVAL))
{
mArenaFloodStartRadius = mArenaRadius;
mFloodDelta = -5;
// Send NMSG_FLOOD_START message.
RakNet::BitStream bitstream;
bitstream.Write((unsigned char)NMSG_FLOOD_START);
mServer->SendClientMessage(bitstream);
gConsole->AddLine("Lava flood started!");
}
else if(mFloodDelta < 0)
{
float floadSize = mServer->GetCvarValue(Cvars::FLOOD_SIZE);
mArenaRadius = mArenaFloodStartRadius - floadSize * (1 - (-mFloodDelta / 5));
GLib::Effects::TerrainFX->SetArenaRadius(mArenaRadius);
// Send NMSG_ARENA_RADIUS message.
RakNet::BitStream bitstream;
bitstream.Write((unsigned char)NMSG_ARENA_RADIUS);
bitstream.Write(mArenaRadius);
mServer->SendClientMessage(bitstream);
}
}
void ServerArena::Draw(GLib::Graphics* pGraphics)
{
if(IsGameStarted())
mWorld->Draw(pGraphics);
else
pGraphics->DrawText("Players in lobby", 10, 200, 20);
}
void ServerArena::RemoveStatusEffects()
{
for(int i = 0; i < mPlayerList.size(); i++)
mPlayerList[i]->RemoveStatusEffects();
}
void ServerArena::StartGame()
{
mGameStarted = true;
for(int i = 0; i < mPlayerList.size(); i++)
mPlayerList[i]->SetGold(mServer->GetCvarValue(Cvars::START_GOLD));
}
void ServerArena::StartRound()
{
mArenaRadius = mServer->GetCvarValue(Cvars::ARENA_RADIUS);
GLib::Effects::TerrainFX->SetArenaRadius(mArenaRadius);
mFloodDelta = 0.0f;
}
void ServerArena::BroadcastWorld()
{
// Broadcast world data at a set tickrate.
GLib::ObjectList* objects = mWorld->GetObjects();
for(auto iter = objects->begin(); iter != objects->end(); iter++)
{
GLib::Object3D* object = (*iter);
XMFLOAT3 pos = object->GetPosition();
XMFLOAT3 rotation = object->GetRotation();
RakNet::BitStream bitstream;
bitstream.Write((unsigned char)NMSG_WORLD_UPDATE);
bitstream.Write(object->GetType());
bitstream.Write(object->GetId());
bitstream.Write(pos.x);
bitstream.Write(pos.y);
bitstream.Write(pos.z);
bitstream.Write(rotation.x);
bitstream.Write(rotation.y);
bitstream.Write(rotation.z);
if(object->GetType() == GLib::PLAYER)
{
Player* player = (Player*)object;
bitstream.Write(player->GetCurrentAnimation());
bitstream.Write(player->GetDeathTimer());
bitstream.Write(player->GetCurrentHealth());
bitstream.Write(player->GetGold());
bitstream.Write(player->GetEliminated() ? 1 : 0);
}
mServer->SendClientMessage(bitstream);
}
}
//! Gets called in World::AddObject().
void ServerArena::OnObjectAdded(GLib::Object3D* pObject)
{
// Add player to mPlayerList.
if(pObject->GetType() == GLib::PLAYER)
mPlayerList.push_back((Player*)pObject);
}
//! Gets called in World::RemoveObject().
void ServerArena::OnObjectRemoved(GLib::Object3D* pObject)
{
// Remove player from mPlayerList:
if(pObject->GetType() == GLib::PLAYER)
RemovePlayer(pObject->GetId());
RakNet::BitStream bitstream;
bitstream.Write((unsigned char)NMSG_OBJECT_REMOVED);
bitstream.Write(pObject->GetId());
mServer->SendClientMessage(bitstream);
}
void ServerArena::OnObjectCollision(GLib::Object3D* pObjectA, GLib::Object3D* pObjectB)
{
GLib::ObjectType typeA = pObjectA->GetType();
GLib::ObjectType typeB = pObjectB->GetType();
// Player - Projectile collision only.
if((pObjectB->GetType() == GLib::PLAYER && pObjectA->GetType() == GLib::PROJECTILE) || (pObjectB->GetType() == GLib::PROJECTILE && pObjectA->GetType() == GLib::PLAYER))
{
Projectile* projectile = pObjectA->GetType() == GLib::PROJECTILE ? (Projectile*)pObjectA : (Projectile*)pObjectB;
Player* player = pObjectA->GetType() == GLib::PLAYER ? (Player*)pObjectA : (Player*)pObjectB;
if(projectile->GetOwner() == player->GetId())
return;
if(mServer->GetArenaState() != SHOPPING_STATE && !player->GetEliminated())
{
// Checks what skill the projectile is and uses the XML data to determine the skill attributes
// depending on the skill level.
projectile->HandlePlayerCollision(player, this, mServer->GetItemLoader());
// Add status effect if there is any.
StatusEffect* statusEffect = projectile->GetStatusEffect(mServer->GetItemLoader());
if(statusEffect != nullptr)
player->AddStatusEffect(statusEffect);
// Set hurt animation.
if(player->GetCurrentAnimation() != 7) // Death animation
player->SetAnimation(6, 0.4f);
// Add lifesteal life.
Player* owner = (Player*)mWorld->GetObjectById(projectile->GetOwner());
owner->SetCurrentHealth(owner->GetCurrentHealth() + owner->GetLifeSteal());
// Let the clients now about the changes immediately.
BroadcastWorld();
// Tell all clients about the collision.
RakNet::BitStream bitstream;
bitstream.Write((unsigned char)NMSG_PROJECTILE_PLAYER_COLLISION);
bitstream.Write(projectile->GetId()); // Projectile Id.
bitstream.Write(player->GetId()); // Player Id.
mServer->SendClientMessage(bitstream);
gConsole->AddLine("Projectile - Player collision (" + to_string(player->GetId()) + ", " + to_string(projectile->GetId())+ ")");
}
// Remove the projectile.
projectile->Kill();
}
else if(pObjectA->GetType() == GLib::PROJECTILE && pObjectB->GetType() == GLib::PROJECTILE)
{
Projectile* projectileA = (Projectile*)pObjectA;
Projectile* projectileB = (Projectile*)pObjectB;
if(projectileA->GetOwner() != projectileB->GetOwner())
{
pObjectA->Kill();
pObjectB->Kill();
// Tell all clients about the collision.
RakNet::BitStream bitstream;
bitstream.Write((unsigned char)NMSG_PROJECTILE_PROJECTILE_COLLISION);
mServer->SendClientMessage(bitstream);
}
}
}
void ServerArena::PlayerEliminated(Player* pKilled, Player* pEliminator)
{
// Add gold to the killer.
if(pEliminator != nullptr)
pEliminator->SetGold(pEliminator->GetGold() + mServer->GetCvarValue(Cvars::GOLD_PER_KILL));
// Tell the clients about the kill.
RakNet::BitStream bitstream;
bitstream.Write((unsigned char)NMSG_PLAYER_ELIMINATED);
bitstream.Write(pKilled->GetName().c_str());
bitstream.Write(pEliminator == nullptr ? "himself" : pEliminator->GetName().c_str());
mServer->SendClientMessage(bitstream);
gConsole->AddLine(pKilled->GetName() + " was killed by " + (pEliminator == nullptr ? "himself" : pEliminator->GetName()));
}
//! Removes a player from mPlayerList.
void ServerArena::RemovePlayer(int id)
{
// Loop through all objects and find out which one to delete.
for(auto iter = mPlayerList.begin(); iter != mPlayerList.end(); iter++)
{
if((*iter)->GetId() == id) {
mPlayerList.erase(iter);
break;
}
}
}
string ServerArena::RemovePlayer(RakNet::SystemAddress adress)
{
string name = "#NOVALUE";
for(auto iter = mPlayerList.begin(); iter != mPlayerList.end(); iter++)
{
if((*iter)->GetSystemAdress() == adress) {
name = (*iter)->GetName();
mWorld->RemoveObject((*iter)->GetId());
break;
}
}
return name;
}
GLib::World* ServerArena::GetWorld()
{
return mWorld;
}
vector<Player*>* ServerArena::GetPlayerListPointer()
{
return &mPlayerList;
}
bool ServerArena::IsGameStarted()
{
return mGameStarted;
}