This commit is contained in:
Riley Labrecque
2014-01-29 13:10:49 +02:00
parent 1e6cca4e93
commit 6e588c2100
86 changed files with 3310 additions and 870 deletions
+66 -64
View File
@@ -10,11 +10,13 @@
#include "stdlib.h"
#include "SpaceWarServer.h"
#include "StatsAndAchievements.h"
#include <math.h>
#include <string.h>
//-----------------------------------------------------------------------------
// Purpose: Constructor for thrusters
//-----------------------------------------------------------------------------
CForwardThrusters::CForwardThrusters( CGameEngine *pGameEngine, CShip *pShip ) : CVectorEntity( pGameEngine, 0 )
CForwardThrusters::CForwardThrusters( IGameEngine *pGameEngine, CShip *pShip ) : CVectorEntity( pGameEngine, 0 )
{
DWORD dwColor = D3DCOLOR_ARGB( 255, 255, 255, 102 );
@@ -44,7 +46,7 @@ void CForwardThrusters::RunFrame()
//-----------------------------------------------------------------------------
// Purpose: Constructor for reverse thrusters
//-----------------------------------------------------------------------------
CReverseThrusters::CReverseThrusters( CGameEngine *pGameEngine, CShip *pShip ) : CVectorEntity( pGameEngine, 0 )
CReverseThrusters::CReverseThrusters( IGameEngine *pGameEngine, CShip *pShip ) : CVectorEntity( pGameEngine, 0 )
{
DWORD dwColor = D3DCOLOR_ARGB( 255, 255, 255, 102 );
@@ -76,7 +78,7 @@ void CReverseThrusters::RunFrame()
//-----------------------------------------------------------------------------
// Purpose: Constructor for ship debris after explosion
//-----------------------------------------------------------------------------
CShipDebris::CShipDebris( CGameEngine *pGameEngine, float xPos, float yPos, DWORD dwDebrisColor ) : CSpaceWarEntity( pGameEngine, 0, true )
CShipDebris::CShipDebris( IGameEngine *pGameEngine, float xPos, float yPos, DWORD dwDebrisColor ) : CSpaceWarEntity( pGameEngine, 0, true )
{
AddLine( 0.0f, 0.0f, 16.0f, 0.0f, dwDebrisColor );
@@ -112,7 +114,7 @@ CShipDebris::CShipDebris( CGameEngine *pGameEngine, float xPos, float yPos, DWOR
//-----------------------------------------------------------------------------
void CShipDebris::RunFrame()
{
SetRotationDeltaNextFrame( m_flRotationPerInterval * min( m_pGameEngine->GetGameTicksFrameDelta(), 400.0f )/400.0f );
SetRotationDeltaNextFrame( m_flRotationPerInterval * MIN( m_pGameEngine->GetGameTicksFrameDelta(), 400.0f )/400.0f );
CSpaceWarEntity::RunFrame();
}
@@ -124,7 +126,7 @@ void CShipDebris::RunFrame()
// warning C4355: 'this' : used in base member initializer list
// This is OK because the thruster classes won't use the ship object in their constructors (where it may still be only partly constructed)
#pragma warning( disable : 4355 )
CShip::CShip( CGameEngine *pGameEngine, bool bIsServerInstance, float xPos, float yPos, DWORD dwShipColor ) :
CShip::CShip( IGameEngine *pGameEngine, bool bIsServerInstance, float xPos, float yPos, DWORD dwShipColor ) :
CSpaceWarEntity( pGameEngine, 11, true ), m_ForwardThrusters( pGameEngine, this ), m_ReverseThrusters( pGameEngine, this )
{
m_bDisabled = false;
@@ -140,7 +142,6 @@ CShip::CShip( CGameEngine *pGameEngine, bool bIsServerInstance, float xPos, floa
m_bForwardThrustersActive = false;
m_bReverseThrustersActive = false;
m_bIsLocalPlayer = false;
m_bFirePhotonBeamNextFrame = false;
m_ulLastClientUpdateTick = 0;
m_bIsServerInstance = bIsServerInstance;
@@ -188,7 +189,7 @@ CShip::~CShip()
//-----------------------------------------------------------------------------
// Purpose: Update entity with updated data from the server
//-----------------------------------------------------------------------------
void CShip::OnReceiveServerUpdate( ServerShipUpdateData_t UpdateData )
void CShip::OnReceiveServerUpdate( ServerShipUpdateData_t *pUpdateData )
{
if ( m_bIsServerInstance )
{
@@ -196,33 +197,34 @@ void CShip::OnReceiveServerUpdate( ServerShipUpdateData_t UpdateData )
return;
}
SetDisabled( UpdateData.m_bDisabled );
SetDisabled( pUpdateData->GetDisabled() );
SetExploding( UpdateData.m_bExploding );
SetExploding( pUpdateData->GetExploding() );
SetPosition( UpdateData.m_flXPosition, UpdateData.m_flYPosition );
SetVelocity( UpdateData.m_flXVelocity, UpdateData.m_flYVelocity );
SetAccumulatedRotation( UpdateData.m_flCurrentRotation );
SetPosition( pUpdateData->GetXPosition()*m_pGameEngine->GetViewportWidth(), pUpdateData->GetYPosition()*m_pGameEngine->GetViewportHeight() );
SetVelocity( pUpdateData->GetXVelocity(), pUpdateData->GetYVelocity() );
SetAccumulatedRotation( pUpdateData->GetRotation() );
m_bForwardThrustersActive = UpdateData.m_bForwardThrustersActive;
m_bReverseThrustersActive = UpdateData.m_bReverseThrustersActive;
m_bForwardThrustersActive = pUpdateData->GetForwardThrustersActive();
m_bReverseThrustersActive = pUpdateData->GetReverseThrustersActive();
// Update the photon beams
for ( int i=0; i < MAX_PHOTON_BEAMS_PER_SHIP; ++i )
{
if ( UpdateData.m_PhotonBeamData[i].m_bIsActive )
ServerPhotonBeamUpdateData_t *pPhotonUpdate = pUpdateData->AccessPhotonBeamData( i );
if ( pPhotonUpdate->GetActive() )
{
if ( !m_rgPhotonBeams[i] )
{
m_rgPhotonBeams[i] = new CPhotonBeam( m_pGameEngine,
UpdateData.m_PhotonBeamData[i].m_flXPosition, UpdateData.m_PhotonBeamData[i].m_flYPosition,
m_dwShipColor, UpdateData.m_PhotonBeamData[i].m_flCurrentRotation,
UpdateData.m_PhotonBeamData[i].m_flXVelocity, UpdateData.m_PhotonBeamData[i].m_flYVelocity );
pPhotonUpdate->GetXPosition(), pPhotonUpdate->GetYPosition(),
m_dwShipColor, pPhotonUpdate->GetRotation(),
pPhotonUpdate->GetXVelocity(), pPhotonUpdate->GetYVelocity() );
}
else
{
m_rgPhotonBeams[i]->OnReceiveServerUpdate( UpdateData.m_PhotonBeamData[i] );
m_rgPhotonBeams[i]->OnReceiveServerUpdate( pPhotonUpdate );
}
}
else
@@ -240,14 +242,14 @@ void CShip::OnReceiveServerUpdate( ServerShipUpdateData_t UpdateData )
//-----------------------------------------------------------------------------
// Purpose: Update entity with updated data from the client
//-----------------------------------------------------------------------------
void CShip::OnReceiveClientUpdate( ClientSpaceWarUpdateData_t UpdateData )
void CShip::OnReceiveClientUpdate( ClientSpaceWarUpdateData_t *pUpdateData )
{
if ( !m_bIsServerInstance )
{
OutputDebugString( "Should not be receiving client updates on non-server instances\n" );
return;
}
memcpy( &m_SpaceWarClientUpdateData, &UpdateData, sizeof( ClientSpaceWarUpdateData_t ) );
memcpy( &m_SpaceWarClientUpdateData, pUpdateData, sizeof( ClientSpaceWarUpdateData_t ) );
}
@@ -264,7 +266,9 @@ bool CShip::BGetClientUpdateData( ClientSpaceWarUpdateData_t *pUpdateData )
// Update playername before sending
if ( m_bIsLocalPlayer )
strncpy( m_SpaceWarClientUpdateData.m_rgchPlayerName, SteamFriends()->GetFriendPersonaName( SteamUser()->GetSteamID() ), ARRAYSIZE( m_SpaceWarClientUpdateData.m_rgchPlayerName ) );
{
m_SpaceWarClientUpdateData.SetPlayerName( SteamFriends()->GetFriendPersonaName( SteamUser()->GetSteamID() ) );
}
memcpy( pUpdateData, &m_SpaceWarClientUpdateData, sizeof( ClientSpaceWarUpdateData_t ) );
memset( &m_SpaceWarClientUpdateData, 0, sizeof( m_SpaceWarClientUpdateData ) );
@@ -277,7 +281,7 @@ bool CShip::BGetClientUpdateData( ClientSpaceWarUpdateData_t *pUpdateData )
//-----------------------------------------------------------------------------
const char* CShip::GetPlayerName()
{
return m_SpaceWarClientUpdateData.m_rgchPlayerName;
return m_SpaceWarClientUpdateData.GetPlayerName();
}
@@ -324,29 +328,29 @@ void CShip::RunFrame()
if ( m_bIsLocalPlayer )
{
m_SpaceWarClientUpdateData.m_bTurnLeftPressed = false;
m_SpaceWarClientUpdateData.m_bTurnRightPressed = false;
m_SpaceWarClientUpdateData.SetTurnLeftPressed( false );
m_SpaceWarClientUpdateData.SetTurnRightPressed( false );
if ( m_pGameEngine->BIsKeyDown( m_dwVKLeft ) )
{
m_SpaceWarClientUpdateData.m_bTurnLeftPressed = true;
m_SpaceWarClientUpdateData.SetTurnLeftPressed( true );
}
if ( m_pGameEngine->BIsKeyDown( m_dwVKRight ) )
{
m_SpaceWarClientUpdateData.m_bTurnRightPressed = true;
m_SpaceWarClientUpdateData.SetTurnRightPressed( true );
}
}
else if ( m_bIsServerInstance )
{
// Server side
float flRotationDelta = 0.0f;
if ( m_SpaceWarClientUpdateData.m_bTurnLeftPressed )
if ( m_SpaceWarClientUpdateData.GetTurnLeftPressed() )
{
flRotationDelta += (PI_VALUE/2.0f) * -1.0f * (float)m_pGameEngine->GetGameTicksFrameDelta()/400.0f;
}
if ( m_SpaceWarClientUpdateData.m_bTurnRightPressed )
if ( m_SpaceWarClientUpdateData.GetTurnRightPressed() )
{
flRotationDelta += (PI_VALUE/2.0f) * (float)m_pGameEngine->GetGameTicksFrameDelta()/400.0f;
}
@@ -357,17 +361,17 @@ void CShip::RunFrame()
if ( m_bIsLocalPlayer )
{
// client side
m_SpaceWarClientUpdateData.m_bReverseThrustersPressed = false;
m_SpaceWarClientUpdateData.m_bForwardThrustersPressed = false;
m_SpaceWarClientUpdateData.SetReverseThrustersPressed( false );
m_SpaceWarClientUpdateData.SetForwardThrustersPressed( false );
if ( m_pGameEngine->BIsKeyDown( m_dwVKForwardThrusters ) || m_pGameEngine->BIsKeyDown( m_dwVKReverseThrusters ) )
{
if ( m_pGameEngine->BIsKeyDown( m_dwVKReverseThrusters ) )
{
m_SpaceWarClientUpdateData.m_bReverseThrustersPressed = true;
m_SpaceWarClientUpdateData.SetReverseThrustersPressed( true );
}
else
{
m_SpaceWarClientUpdateData.m_bForwardThrustersPressed = true;
m_SpaceWarClientUpdateData.SetForwardThrustersPressed( true );
}
}
}
@@ -378,10 +382,10 @@ void CShip::RunFrame()
float yThrust = 0;
m_bReverseThrustersActive = false;
m_bForwardThrustersActive = false;
if ( m_SpaceWarClientUpdateData.m_bReverseThrustersPressed || m_SpaceWarClientUpdateData.m_bForwardThrustersPressed )
if ( m_SpaceWarClientUpdateData.GetReverseThrustersPressed() || m_SpaceWarClientUpdateData.GetForwardThrustersPressed() )
{
float flSign = 1.0f;
if ( m_SpaceWarClientUpdateData.m_bReverseThrustersPressed )
if ( m_SpaceWarClientUpdateData.GetReverseThrustersPressed() )
{
m_bReverseThrustersActive = true;
flSign = -1.0f;
@@ -395,7 +399,7 @@ void CShip::RunFrame()
m_ulLastThrustStartedTickCount = ulCurrentTickCount;
// You have to hold the key for a second to reach maximum thrust
float factor = min( ((float)(ulCurrentTickCount - m_ulLastThrustStartedTickCount) / 500.0f) + 0.2f, 1.0f );
float factor = MIN( ((float)(ulCurrentTickCount - m_ulLastThrustStartedTickCount) / 500.0f) + 0.2f, 1.0f );
xThrust = flSign * (float)(MAXIMUM_SHIP_THRUST * factor * sin( GetAccumulatedRotation() ) );
yThrust = flSign * -1.0f * (float)(MAXIMUM_SHIP_THRUST * factor * cos( GetAccumulatedRotation() ) );
@@ -414,22 +418,18 @@ void CShip::RunFrame()
float sinvalue = (float)sin( GetAccumulatedRotation() );
float cosvalue = (float)cos( GetAccumulatedRotation() );
// See if we need to fire a photon beam
bool bFirePhotonBeam = m_bFirePhotonBeamNextFrame;
m_bFirePhotonBeamNextFrame = false;
if ( m_bIsLocalPlayer )
{
// client side
if ( m_pGameEngine->BIsKeyDown( m_dwVKFire ) )
{
m_SpaceWarClientUpdateData.m_bFirePressed = true;
m_SpaceWarClientUpdateData.SetFirePressed( true );
}
}
else if ( m_bIsServerInstance )
{
// server side
if ( nNextAvailablePhotonBeamSlot != -1 && !m_bExploding && m_SpaceWarClientUpdateData.m_bFirePressed && ulCurrentTickCount - PHOTON_BEAM_FIRE_INTERVAL_TICKS > m_ulLastPhotonTickCount )
if ( nNextAvailablePhotonBeamSlot != -1 && !m_bExploding && m_SpaceWarClientUpdateData.GetFirePressed() && ulCurrentTickCount - PHOTON_BEAM_FIRE_INTERVAL_TICKS > m_ulLastPhotonTickCount )
{
m_ulLastPhotonTickCount = ulCurrentTickCount;
@@ -502,7 +502,9 @@ void CShip::SetExploding( bool bExploding )
if ( m_bExploding == bExploding )
return;
#ifndef _PS3
Steamworks_TestSecret();
#endif
// Track that we are exploding, and disable collision detection
m_bExploding = bExploding;
@@ -572,43 +574,43 @@ bool CShip::BCheckForPhotonsCollidingWith( CVectorEntity *pTarget )
//-----------------------------------------------------------------------------
void CShip::BuildServerUpdate( ServerShipUpdateData_t *pUpdateData )
{
pUpdateData->m_bDisabled = BIsDisabled();
pUpdateData->m_bExploding = BIsExploding();
pUpdateData->m_flXAcceleration = GetXAccelerationLastFrame();
pUpdateData->m_flYAcceleration = GetYAccelerationLastFrame();
pUpdateData->m_flXPosition = GetXPos();
pUpdateData->m_flYPosition = GetYPos();
pUpdateData->m_flXVelocity = GetXVelocity();
pUpdateData->m_flYVelocity = GetYVelocity();
pUpdateData->m_flCurrentRotation = GetAccumulatedRotation();
pUpdateData->m_flRotationDeltaLastFrame = GetRotationDeltaLastFrame();
pUpdateData->m_bForwardThrustersActive = m_bForwardThrustersActive;
pUpdateData->m_bReverseThrustersActive = m_bReverseThrustersActive;
pUpdateData->SetDisabled( BIsDisabled() );
pUpdateData->SetExploding( BIsExploding() );
pUpdateData->SetXAcceleration( GetXAccelerationLastFrame() );
pUpdateData->SetYAcceleration( GetYAccelerationLastFrame() );
pUpdateData->SetXPosition( GetXPos()/(float)m_pGameEngine->GetViewportWidth() );
pUpdateData->SetYPosition( GetYPos()/(float)m_pGameEngine->GetViewportHeight() );
pUpdateData->SetXVelocity( GetXVelocity() );
pUpdateData->SetYVelocity( GetYVelocity() );
pUpdateData->SetRotation( GetAccumulatedRotation() );
pUpdateData->SetRotationDeltaLastFrame( GetRotationDeltaLastFrame() );
pUpdateData->SetForwardThrustersActive( m_bForwardThrustersActive );
pUpdateData->SetReverseThrustersActive( m_bReverseThrustersActive );
BuildServerPhotonBeamUpdate( pUpdateData->m_PhotonBeamData );
BuildServerPhotonBeamUpdate( pUpdateData );
}
//-----------------------------------------------------------------------------
// Purpose: Build the photon beam update data to send from the server to clients
//-----------------------------------------------------------------------------
void CShip::BuildServerPhotonBeamUpdate( ServerPhotonBeamUpdateData_t *pUpdateData )
void CShip::BuildServerPhotonBeamUpdate( ServerShipUpdateData_t *pUpdateData )
{
for( int i = 0; i < MAX_PHOTON_BEAMS_PER_SHIP; ++i )
{
ServerPhotonBeamUpdateData_t *pPhotonUpdate = pUpdateData->AccessPhotonBeamData( i );
if ( m_rgPhotonBeams[i] )
{
pUpdateData[i].m_bIsActive = true;
pUpdateData[i].m_flXPosition = m_rgPhotonBeams[i]->GetXPos();
pUpdateData[i].m_flYPosition = m_rgPhotonBeams[i]->GetYPos();
pUpdateData[i].m_flXVelocity = m_rgPhotonBeams[i]->GetXVelocity();
pUpdateData[i].m_flYVelocity = m_rgPhotonBeams[i]->GetYVelocity();
pUpdateData[i].m_flCurrentRotation = m_rgPhotonBeams[i]->GetAccumulatedRotation();
pPhotonUpdate->SetActive( true );
pPhotonUpdate->SetXPosition( m_rgPhotonBeams[i]->GetXPos()/(float)m_pGameEngine->GetViewportWidth() );
pPhotonUpdate->SetYPosition( m_rgPhotonBeams[i]->GetYPos()/(float)m_pGameEngine->GetViewportHeight() );
pPhotonUpdate->SetXVelocity( m_rgPhotonBeams[i]->GetXVelocity() );
pPhotonUpdate->SetYVelocity( m_rgPhotonBeams[i]->GetYVelocity() );
pPhotonUpdate->SetRotation( m_rgPhotonBeams[i]->GetAccumulatedRotation() );
}
else
{
pUpdateData[i].m_bIsActive = false;
pPhotonUpdate->SetActive( false );
}
}
}