Пример #1
0
void TeapotWarsLogic::CreateNetworkEventForwarder(const int socketId)
{
    NetworkEventForwarder* pNetworkEventForwarder = GCC_NEW NetworkEventForwarder(socketId);

    IEventManager* pGlobalEventManager = IEventManager::Get();

	// then add those events that need to be sent along to amy attached clients
    pGlobalEventManager->VAddListener(MakeDelegate(pNetworkEventForwarder, &NetworkEventForwarder::ForwardEvent), EvtData_PhysCollision::sk_EventType);
    pGlobalEventManager->VAddListener(MakeDelegate(pNetworkEventForwarder, &NetworkEventForwarder::ForwardEvent), EvtData_Destroy_Actor::sk_EventType);
    pGlobalEventManager->VAddListener(MakeDelegate(pNetworkEventForwarder, &NetworkEventForwarder::ForwardEvent), EvtData_Fire_Weapon::sk_EventType);
    pGlobalEventManager->VAddListener(MakeDelegate(pNetworkEventForwarder, &NetworkEventForwarder::ForwardEvent), EvtData_Environment_Loaded::sk_EventType);
    pGlobalEventManager->VAddListener(MakeDelegate(pNetworkEventForwarder, &NetworkEventForwarder::ForwardEvent), EvtData_New_Actor::sk_EventType);
    pGlobalEventManager->VAddListener(MakeDelegate(pNetworkEventForwarder, &NetworkEventForwarder::ForwardEvent), EvtData_Move_Actor::sk_EventType);
	pGlobalEventManager->VAddListener(MakeDelegate(pNetworkEventForwarder, &NetworkEventForwarder::ForwardEvent), EvtData_Request_New_Actor::sk_EventType);
    pGlobalEventManager->VAddListener(MakeDelegate(pNetworkEventForwarder, &NetworkEventForwarder::ForwardEvent), EvtData_Network_Player_Actor_Assignment::sk_EventType);

    m_networkEventForwarders.push_back(pNetworkEventForwarder);
}
Пример #2
0
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;
}