restructure project
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130
src/client/game/ClientGame.cpp
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130
src/client/game/ClientGame.cpp
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#include "client/game/ClientGame.h"
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#include "td/protocol/PacketDispatcher.h"
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#include "client/Client.h"
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#include "td/protocol/packets/ConnectionInfoPacket.h"
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#include "td/protocol/packets/PlayerJoinPacket.h"
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#include "td/protocol/packets/PlayerListPacket.h"
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#include "td/protocol/packets/PlayerLeavePacket.h"
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#include "td/protocol/packets/UpdatePlayerTeamPacket.h"
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#include "td/protocol/packets/UpdateLobbyTimePacket.h"
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#include "td/protocol/packets/UpdateGameStatePacket.h"
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#include "td/protocol/packets/UpdateMoneyPacket.h"
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#include "td/protocol/packets/UpdateExpPacket.h"
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#include "td/protocol/packets/DisconnectPacket.h"
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#include "td/protocol/packets/WorldDataPacket.h"
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namespace td {
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namespace client {
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ClientGame::ClientGame(Client* client) : protocol::PacketHandler(client->GetConnexion().GetDispatcher()),
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game::Game(&m_WorldClient), m_Client(client), m_Renderer(client->GetRenderer()), m_WorldClient(this),
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m_WorldRenderer(&m_WorldClient, this) {
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GetDispatcher()->RegisterHandler(protocol::PacketType::ConnectionInfo, this);
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GetDispatcher()->RegisterHandler(protocol::PacketType::PlayerJoin, this);
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GetDispatcher()->RegisterHandler(protocol::PacketType::PlayerList, this);
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GetDispatcher()->RegisterHandler(protocol::PacketType::PlayerLeave, this);
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GetDispatcher()->RegisterHandler(protocol::PacketType::UpdatePlayerTeam, this);
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GetDispatcher()->RegisterHandler(protocol::PacketType::UpdateLobbyTime, this);
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GetDispatcher()->RegisterHandler(protocol::PacketType::UpdateGameState, this);
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GetDispatcher()->RegisterHandler(protocol::PacketType::UpdateMoney, this);
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GetDispatcher()->RegisterHandler(protocol::PacketType::UpdateEXP, this);
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GetDispatcher()->RegisterHandler(protocol::PacketType::Disconnect, this);
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GetDispatcher()->RegisterHandler(protocol::PacketType::WorldData, this);
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}
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ClientGame::~ClientGame() {
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GetDispatcher()->UnregisterHandler(this);
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}
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void ClientGame::Tick(std::uint64_t delta) {
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game::Game::Tick(delta);
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m_WorldRenderer.Update();
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if (m_GameState == game::GameState::Lobby && m_LobbyTime > 0) {
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m_LobbyTime -= delta;
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}
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}
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void ClientGame::HandlePacket(const protocol::PlayerJoinPacket* packet) {
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game::Player player(packet->GetPlayerID());
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player.SetName(packet->GetPlayerName());
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m_Players.insert({ player.GetID(), player });
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}
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void ClientGame::HandlePacket(const protocol::PlayerLeavePacket* packet) {
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game::Player* player = &m_Players[packet->GetPlayerID()];
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if (player->GetTeamColor() != game::TeamColor::None) {
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m_Teams[static_cast<std::size_t>(player->GetTeamColor())].RemovePlayer(player);
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}
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m_Players.erase(player->GetID());
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}
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void ClientGame::HandlePacket(const protocol::PlayerListPacket* packet) {
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for (auto pair : packet->GetPlayers()) {
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std::uint8_t playerID = pair.first;
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protocol::PlayerInfo playerInfo = pair.second;
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game::Player player(playerID);
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player.SetName(playerInfo.name);
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player.SetTeamColor(playerInfo.team);
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m_Players.insert({ playerID, player });
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if (player.GetTeamColor() != game::TeamColor::None) {
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m_Teams[static_cast<std::size_t>(player.GetTeamColor())].AddPlayer(&m_Players[playerID]);
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}
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}
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m_Player = &m_Players[m_ConnexionID];
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}
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void ClientGame::HandlePacket(const protocol::UpdatePlayerTeamPacket* packet) {
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game::Player* player = &m_Players[packet->GetPlayerID()];
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if (player->GetTeamColor() == game::TeamColor::None) { //join a team
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GetTeam(packet->GetSelectedTeam()).AddPlayer(player);
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} else if (packet->GetSelectedTeam() == game::TeamColor::None) { // leave a team
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GetTeam(player->GetTeamColor()).RemovePlayer(player);
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} else { // change team
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GetTeam(player->GetTeamColor()).RemovePlayer(player);
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GetTeam(packet->GetSelectedTeam()).AddPlayer(player);
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}
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player->SetTeamColor(packet->GetSelectedTeam());
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}
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void ClientGame::HandlePacket(const protocol::UpdateGameStatePacket* packet) {
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SetGameState(packet->GetGameState());
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}
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void ClientGame::HandlePacket(const protocol::ConnexionInfoPacket* packet) {
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m_ConnexionID = packet->GetConnectionID();
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}
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void ClientGame::HandlePacket(const protocol::UpdateLobbyTimePacket* packet) {
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m_LobbyTime = packet->GetRemainingTime();
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}
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void ClientGame::HandlePacket(const protocol::UpdateMoneyPacket* packet) {
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m_Player->SetGold(packet->GetGold());
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}
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void ClientGame::HandlePacket(const protocol::UpdateExpPacket* packet) {
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m_Player->SetExp(packet->GetExp());
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}
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void ClientGame::HandlePacket(const protocol::DisconnectPacket* packet) {
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m_GameState = game::GameState::Disconnected;
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m_Renderer->SetBackgroundColor({ 0, 0, 0 });
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}
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void ClientGame::HandlePacket(const protocol::WorldDataPacket* packet) {
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m_WorldRenderer.LoadModels();
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// set cam pos to player spawn
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const game::Spawn& spawn = m_World->GetTeam(m_Player->GetTeamColor()).GetSpawn();
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m_WorldRenderer.SetCamPos(spawn.GetCenterX(), spawn.GetCenterY());
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}
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void ClientGame::RenderWorld() {
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if (m_GameState == game::GameState::Game || m_GameState == game::GameState::EndGame) {
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m_WorldRenderer.Render();
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}
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}
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} // namespace client
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} // namespace td
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85
src/client/game/WorldClient.cpp
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85
src/client/game/WorldClient.cpp
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#include "client/game/WorldClient.h"
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#include "td/protocol/PacketDispatcher.h"
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#include "client/game/ClientGame.h"
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#include "client/render/WorldRenderer.h"
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#include "td/protocol/packets/WorldAddTowerPacket.h"
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#include "td/protocol/packets/WorldBeginDataPacket.h"
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#include "td/protocol/packets/WorldDataPacket.h"
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#include "td/protocol/packets/SpawnMobPacket.h"
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#include "td/protocol/packets/UpgradeTowerPacket.h"
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#include "td/protocol/packets/RemoveTowerPacket.h"
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#include "td/protocol/packets/UpdateCastleLifePacket.h"
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#include "td/protocol/packets/UpdateMobStatesPacket.h"
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namespace td {
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namespace client {
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WorldClient::WorldClient(ClientGame* game) : game::World(game), protocol::PacketHandler(game->GetDispatcher()), m_Game(game) {
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GetDispatcher()->RegisterHandler(protocol::PacketType::WorldAddTower, this);
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GetDispatcher()->RegisterHandler(protocol::PacketType::WorldBeginData, this);
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GetDispatcher()->RegisterHandler(protocol::PacketType::WorldData, this);
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GetDispatcher()->RegisterHandler(protocol::PacketType::SpawnMob, this);
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GetDispatcher()->RegisterHandler(protocol::PacketType::UpgradeTower, this);
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GetDispatcher()->RegisterHandler(protocol::PacketType::RemoveTower, this);
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GetDispatcher()->RegisterHandler(protocol::PacketType::UpdateCastleLife, this);
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GetDispatcher()->RegisterHandler(protocol::PacketType::UpdateMobStates, this);
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}
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void WorldClient::HandlePacket(const protocol::WorldBeginDataPacket* packet) {
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LoadMap(packet);
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if (m_Game->GetGameState() == game::GameState::Game) {
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const Color& backgroundColor = GetBackgroundColor();
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m_Game->GetRenderer()->SetBackgroundColor({ static_cast<float>(backgroundColor.r / 255.0f), static_cast<float>(backgroundColor.g / 255.0f),
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static_cast<float>(backgroundColor.b / 255.0f) });
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}
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}
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void WorldClient::HandlePacket(const protocol::WorldDataPacket* packet) {
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LoadMap(packet);
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}
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void WorldClient::HandlePacket(const protocol::SpawnMobPacket* packet) {
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SpawnMobAt(packet->GetMobID(), packet->GetMobType(), packet->GetMobLevel(), packet->GetSender(),
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packet->GetMobX(), packet->GetMobY(), packet->GetMobDirection());
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}
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void WorldClient::HandlePacket(const protocol::UpgradeTowerPacket* packet) {
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game::TowerPtr tower = GetTowerById(packet->GetTowerID());
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if (tower == nullptr) return; // this should not happen but who knows ?
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tower->Upgrade(packet->GetTowerLevel().GetLevel(), packet->GetTowerLevel().GetPath());
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}
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void WorldClient::HandlePacket(const protocol::WorldAddTowerPacket* packet) {
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game::TowerPtr newTower = PlaceTowerAt(packet->GetTowerID(), packet->GetTowerType(), packet->GetTowerX(), packet->GetTowerY(), packet->GetBuilder());
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GetWorldNotifier().NotifyListeners(&WorldListener::OnTowerAdd, newTower);
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}
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void WorldClient::HandlePacket(const protocol::RemoveTowerPacket* packet) {
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game::TowerPtr tower = RemoveTower(packet->GetTowerID());
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if (tower != nullptr) {
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GetWorldNotifier().NotifyListeners(&WorldListener::OnTowerRemove, tower);
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}
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}
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void WorldClient::HandlePacket(const protocol::UpdateMobStatesPacket* packet) {
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for (auto mobState : packet->GetMobStates()) {
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game::MobID mobId = mobState.GetMobId();
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auto it = std::find_if(GetMobList().begin(), GetMobList().end(), [mobId](game::MobPtr mob) { return mob->GetMobID() == mobId; });
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if (it != GetMobList().end()) {
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game::MobPtr& mob = *it;
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mob->SetCenter(mobState.GetMobPosition());
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mob->SetDirection(mobState.GetMobDirection());
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mob->SetHealth(mobState.GetMobLife());
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}
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}
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}
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void WorldClient::HandlePacket(const protocol::UpdateCastleLifePacket* packet) {
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GetTeam(packet->GetTeamColor()).GetCastle().SetLife(packet->GetCastleLife());
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}
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} // namespace client
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} // namespace td
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