コード例 #1
0
ファイル: client_interface.cpp プロジェクト: proton/ireon
void CClientInterface::nextTarget()
{
	std::vector<CharacterPtr> targets;
	CClientWorld::instance()->makeVisibleList(targets,true);
	if( targets.empty() )
	{
		m_target = CharacterPtr();
		return;
	}
	if( !m_target )
	{
		m_target = targets[0];
		return;
	}
	bool found = false;
	for( std::vector<CharacterPtr>::iterator it = targets.begin(); it != targets.end(); ++it )
		if( (*it) == m_target )
		{
			if( ++it != targets.end() )
			{
				found = true;
				m_target = *it;
			}
			break;
		};
	if( !found )
		m_target = targets[0];
}
コード例 #2
0
TCPMessage::message_type GameClient::selectChar(const std::string& charName)
{
	// retrieve char details
	sqlite3_stmt* query = Database::getInstance()->prepare( QUERY_CHARACTER_DETAILS_BY_ACCNAME );
	sqlite3_bind_int( query, 1, _id );
	sqlite3_bind_text( query, 2, charName.c_str(), charName.size(), NULL );
	sqlite3_step(query);

	// now grab the details
	_currentChar = CharacterPtr( new Character( 
		*this, 
		static_cast<CharacterClass> ( sqlite3_column_int( query, 3 ) ),
		sqlite3_column_int( query, 0 ),
		charName ) );

	_currentChar->level() = sqlite3_column_int( query, 4 );
	_currentChar->position().x = sqlite3_column_int( query, 5 );
	_currentChar->position().y = sqlite3_column_int( query, 6 );

	_isLoggedIn = true;

	std::string tmpStr;
	tmpStr += static_cast<char> ( sqlite3_column_int( query, 3 ) );
	tmpStr += charName;

	int data[] = { _currentChar->position().x, _currentChar->position().y, _currentChar->level() };
	// send the details to the client
	TCPMessagePtr detailsMsg = TCPMessage::createMessage( TCPMessage::MSG_CHAR_DETAILS, data, 3, tmpStr );
	detailsMsg->sendToSocket(_socket);

	return TCPMessage::MSG_SELECT_CHAR;
}
コード例 #3
0
ファイル: client_interface.cpp プロジェクト: proton/ireon
void CClientInterface::pulseUpdate(Real time)
{

	// If this is the first frame, pick a speed
	if (time == 0)
	{
		m_rotScale = 0.1;
	}
	// Otherwise scale movement units by time passed since last frame
	else
		m_rotScale = m_rotateSpeed * time;

	if( CClientApp::instance()->inGame() )
	{
		if( m_keysPressed.find(Ogre::KC_UP) != m_keysPressed.end() )
			m_rotY -= m_rotScale;

		if( m_keysPressed.find(Ogre::KC_DOWN) != m_keysPressed.end() )
			m_rotY += m_rotScale;

/*		if( m_keysPressed.find(Ogre::KC_LEFT) != m_keysPressed.end() )
			m_rotX -= m_rotScale;

		if( m_keysPressed.find(Ogre::KC_RIGHT) != m_keysPressed.end())
			m_rotX += m_rotScale;*/
		if( !m_firstPerson )
		{
			if( m_diffY > m_rotScale )
			{
				m_rotY -= m_rotScale;
				m_diffY -= m_rotScale;
			} else
			{
				m_rotY -= m_diffY;
				m_diffY = 0;
			}
			if( m_rotY < -Radian(Math::PI/2.1) )
				m_rotY = -Radian(Math::PI/2.1);
			else if( m_rotY > -Radian(Math::PI/50) )
				m_rotY = -Math::PI/50;
			if( m_mousePressed.find(RBUTTON) == m_mousePressed.end() )
			{
				if( Math::Abs(m_rotX) > Radian(Math::PI) )
				{
					m_rotX = m_rotX - 2 * Radian(Math::PI) * static_cast<int>((m_rotX / Math::PI / 2).valueRadians());
					if( m_rotX > Radian(Math::PI) )
						m_rotX -= 2 * Radian(Math::PI);
					else if( m_rotX < Radian(-Math::PI) )
						m_rotX += 2 * Radian(Math::PI);
				}
				if( m_rotX > Radian(0) )
					m_rotX = std::max(Radian(0),m_rotX - 5 * m_rotScale);
				else
					m_rotX = std::min(Radian(0),m_rotX + 5 * m_rotScale);
			};
			Vector3 chHead = CClientWorld::instance()->getOwnChar()->getPosition() + Vector3(0,CHAR_SIZE,0);
			Radian rotX = m_rotX + CClientWorld::instance()->getOwnChar()->getRotation();
			Quaternion q(Quaternion::IDENTITY);
			Quaternion q1(Radian(m_rotY),Vector3::UNIT_X);
			q = q1 * q;
			q1.FromAngleAxis(Radian(rotX),Vector3::UNIT_Y);
			q = q1 * q;
			Vector3 dir = q * Vector3::NEGATIVE_UNIT_Z;
			Vector3 toPos = chHead - dir * m_camR;
			if( m_prevCamPos == Vector3::ZERO || m_mousePressed.find(RBUTTON) != m_mousePressed.end() )
				m_prevCamPos = toPos;
			else
			{
				Vector3 diff = toPos - m_prevCamPos;
				Real diffLength = diff.length();
				if( diffLength )
				{
					diff *= time;
					Real len = diff.length();
					Real minLen = 1.6 * m_camR * time;
					if( len < minLen )
						diff *= std::min(minLen,diffLength) / len;
					if( len > diffLength )
						diff *= diffLength / len;
					m_prevCamPos += diff;
				}
			}
			getPlayerCam()->setPosition(m_prevCamPos);
			//m_prevCamPos = toPos;
			Real camR = (m_prevCamPos - chHead).length();
			getPlayerCam()->lookAt(chHead);
			if( camR > 1.1 * m_camR )
				camR = 1.1 * m_camR;
			dir = getPlayerCam()->getDirection();
			m_prevCamPos = chHead - dir * camR;
			Vector3 up = getPlayerCam()->getUp();
			Vector3 right = getPlayerCam()->getRight();
			Vector3 dots[5];
			do{
				dots[0] = chHead - dir * camR;
				Vector3 center = dots[0] + dir * getPlayerCam()->getNearClipDistance();
				dots[1] = center + up * getPlayerCam()->getNearClipDistance();
				dots[2] = center - up * getPlayerCam()->getNearClipDistance();
				dots[3] = center + right * getPlayerCam()->getNearClipDistance();
				dots[4] = center - right * getPlayerCam()->getNearClipDistance();
				bool outside = true;
				for( uint i = 0; i < 5; i++ )
					if( CClientWorld::instance()->heightAt(dots[i]) > dots[i].y ) /// Dot is under landscape
						outside = false;
				if( outside )
					break;
				m_diffY -= Radian(0.005);
				getPlayerCam()->pitch(-Radian(0.005));
				m_rotY -= Radian(0.005);
				if( m_rotY < -Radian(Math::PI/2.1) )
					break;
				dir = getPlayerCam()->getDirection();
				up = getPlayerCam()->getUp();
				right = getPlayerCam()->getRight();
			} while(1);
			getPlayerCam()->setPosition(dots[0]);
		} else
		{
			if( m_rotY < Radian(-Math::PI/6) )
				m_rotY = Radian(-Math::PI/6);
			else if( m_rotY > Radian(Math::PI/2) )
				m_rotY = Math::PI/2;
			if( m_rotX < Radian(-2 * Math::PI/3) )
				m_rotX = Radian(-2 * Math::PI/3);
			else if( m_rotX > Radian(2 * Math::PI/3) )
				m_rotX = Radian(2 * Math::PI/3);
			if( m_mousePressed.find(RBUTTON) == m_mousePressed.end() )
			{
				if( m_rotX > Radian(0) )
					m_rotX = std::max(Radian(0),m_rotX - 3 * m_rotScale);
				else
					m_rotX = std::min(Radian(0),m_rotX + 3 * m_rotScale);
			};
			Radian rotX = m_rotX + CClientWorld::instance()->getOwnChar()->getRotation();
			getPlayerCam()->setPosition(CClientWorld::instance()->getOwnChar()->getPosition() + Vector3(0,CHAR_SIZE,0));
			getPlayerCam()->setOrientation(Quaternion::IDENTITY);
			getPlayerCam()->pitch(m_rotY);
			getPlayerCam()->yaw(rotX);
		}
		/// Find highlighted character
		Ray ray = getPlayerCam()->getCameraToViewportRay(m_eventProcessor->getInputReader()->getCursor()->getX(),m_eventProcessor->getInputReader()->getCursor()->getY());
		m_query->setQueryMask(Ogre::RSQ_Entities);
		m_query->setRay(ray);
		RaySceneQueryResult& r = m_query->execute();
		RaySceneQueryResult::iterator it = r.begin();
		m_highlight = CharacterPtr();
		for (RaySceneQueryResult::iterator it = r.begin(); it != r.end(); ++it )
		{
			if( it->movable != 0 && it->movable->getParentSceneNode() && it->movable->getParentSceneNode()->getParentSceneNode() )
			{
				m_highlight = CClientWorld::instance()->findCharacter(it->movable->getParentSceneNode()->getParentSceneNode());
				if( m_highlight && m_highlight != CClientWorld::instance()->getOwnChar() )
					break;
			}
		} 
	} else
	{
		m_target.reset();
		m_highlight.reset();
	}

	if( CClientApp::instance()->inGame() )
	{
		/// Moving character
		if( m_keysPressed.find(Ogre::KC_W) != m_keysPressed.end() )
			CClientWorld::instance()->getOwnChar()->walk(time);

		if( m_keysPressed.find(Ogre::KC_A) != m_keysPressed.end() )
			CClientWorld::instance()->getOwnChar()->rotate(m_rotScale);
		
		if( m_keysPressed.find(Ogre::KC_D) != m_keysPressed.end() )
			CClientWorld::instance()->getOwnChar()->rotate(-m_rotScale);
	}

	CClientWorld::instance()->updateCharactersInfo();
};