83 Commits

Author SHA1 Message Date
0efbd480ac Add LICENSE.txt
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Linux arm64 / Build (push) Successful in 11m20s
2024-05-23 17:25:13 +02:00
7c4ed3910f action: xmake latest
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Linux arm64 / Build (push) Successful in 1m4s
2024-02-24 13:06:56 +01:00
90c834cc49 Squashed commit of the following:
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Linux arm64 / Build (push) Successful in 6m2s
commit a8cbebc8d11d3621924b189a58a4f150d30324e9
Author: Simon Pribylski <sim16.prib@gmail.com>
Date:   Sat Feb 10 14:00:26 2024 +0100

    jsp

commit a00ae1f6d9db33efef5e276bfc7101a1d24cf7d8
Author: Simon Pribylski <sim16.prib@gmail.com>
Date:   Sat Feb 10 13:17:03 2024 +0100

    lol

commit d3dcaf3659251bb8fb0d4984ea188601a058757b
Author: Simon Pribylski <sim16.prib@gmail.com>
Date:   Sat Feb 10 13:02:12 2024 +0100

    zsdf

commit 8ce343ff361ba0618d09d488404ff15c7d19de66
Author: Simon Pribylski <sim16.prib@gmail.com>
Date:   Sat Feb 10 12:55:39 2024 +0100

    caca

commit 9f2a818ee57c751cb1283f12cfcc2c3617a3bd63
Author: Simon Pribylski <sim16.prib@gmail.com>
Date:   Sat Feb 10 12:38:20 2024 +0100

    remove run name

commit b618dc176980ef18ae9a04f43a8abef311ca4329
Author: Simon Pribylski <sim16.prib@gmail.com>
Date:   Sat Feb 10 12:20:35 2024 +0100

    change action name

commit 3092a403fdb2ded81d6f7558f621d0f8ac5dc1f5
Author: Simon Pribylski <sim16.prib@gmail.com>
Date:   Sat Feb 10 12:06:03 2024 +0100

    fix action typo

commit 0cd675ef6c42758bef182307cce55d74aa2959fe
Author: Simon Pribylski <sim16.prib@gmail.com>
Date:   Sat Feb 10 11:56:16 2024 +0100

    add action cache name

    Signed-off-by: Simon Pribylski <sim16.prib@gmail.com>

commit 4a6e6754f0a82a35fa4d6793321c7d27cb3e9f37
Author: Simon Pribylski <sim16.prib@gmail.com>
Date:   Sat Feb 10 11:28:48 2024 +0100

    remove ssl ignore

    Signed-off-by: Simon Pribylski <sim16.prib@gmail.com>

commit 1808ca96ec84390915ace0678bc824d92cc3d1b3
Author: Simon Pribylski <sim16.prib@gmail.com>
Date:   Mon Jan 1 13:29:10 2024 +0100

    change action name

commit 5a966bbe77463a93ab210cd4b6a122ab1d440486
Author: Simon Pribylski <sim16.prib@gmail.com>
Date:   Mon Jan 1 13:22:16 2024 +0100

    cpp standard global

commit 673d1457162dda9018712d0a19ac5b3954ad265f
Author: Simon Pribylski <sim16.prib@gmail.com>
Date:   Mon Jan 1 13:21:36 2024 +0100

    add glew dep

commit b64eb6dd3ef535183dd0620beeeaa99deb323c97
Author: Simon Pribylski <sim16.prib@gmail.com>
Date:   Mon Jan 1 13:16:23 2024 +0100

    confirm

commit 1bf8065179b74f3dd194e05739a064097bdc2ebd
Author: Simon Pribylski <sim16.prib@gmail.com>
Date:   Mon Jan 1 13:15:37 2024 +0100

    remove sudo

commit 2dc4ee69ebba3821916963a96621d6f8b59d4808
Author: Simon Pribylski <sim16.prib@gmail.com>
Date:   Mon Jan 1 13:09:55 2024 +0100

    install apt

commit 69574b9c5a5074c2fdf87dfc8c068d9c64f7704c
Author: Simon Pribylski <sim16.prib@gmail.com>
Date:   Mon Jan 1 10:31:11 2024 +0100

    add xmake cache

commit 4d7d04c6722ca8e94d10569f25ae582265866948
Author: Simon Pribylski <sim16.prib@gmail.com>
Date:   Mon Jan 1 01:21:45 2024 +0100

    aaaaaaaaaaaaaaaaaa

commit aa7dac26cd9900c676e4662fadb7832700a3363a
Author: Simon Pribylski <sim16.prib@gmail.com>
Date:   Mon Jan 1 01:13:08 2024 +0100

    fiiiiiiiiiiiiiix xmake root

commit 3604b44d04f492254911a0508e8555aca61b4d26
Author: Simon Pribylski <sim16.prib@gmail.com>
Date:   Mon Jan 1 01:05:43 2024 +0100

    fix xmake root

commit cfcb8d4df46c6febeca47dff2f0447048b8f68ad
Author: Simon Pribylski <sim16.prib@gmail.com>
Date:   Mon Jan 1 01:03:56 2024 +0100

    run xmake as root

commit dbef2d27138ccce1124cc1979867baf15e897a7f
Author: Simon Pribylski <sim16.prib@gmail.com>
Date:   Mon Jan 1 00:54:54 2024 +0100

    xmake action

commit 42196398ced1e7f38c0234d82dc7cd65ef7aeb6d
Author: Simon Pribylski <sim16.prib@gmail.com>
Date:   Mon Jan 1 00:53:29 2024 +0100

    xmake

commit 51256d8c15066120c2df3a72063856a0a47f8b59
Author: Simon Pribylski <sim16.prib@gmail.com>
Date:   Mon Jan 1 00:47:35 2024 +0100

    Fix Linux.yaml

    add cert

commit 9c024fa8eb92765aff3fb195ce7c8c10a1b49d0b
Author: Simon Pribylski <sim16.prib@gmail.com>
Date:   Sun Dec 31 22:34:54 2023 +0100

    Add Linux actions
2024-02-10 16:02:51 +01:00
d23761dc10 Squashed commit of the following:
Some checks failed
Linux arm / Build (push) Has been cancelled
commit 1808ca96ec84390915ace0678bc824d92cc3d1b3
Author: Simon Pribylski <sim16.prib@gmail.com>
Date:   Mon Jan 1 13:29:10 2024 +0100

    change action name

commit 5a966bbe77463a93ab210cd4b6a122ab1d440486
Author: Simon Pribylski <sim16.prib@gmail.com>
Date:   Mon Jan 1 13:22:16 2024 +0100

    cpp standard global

commit 673d1457162dda9018712d0a19ac5b3954ad265f
Author: Simon Pribylski <sim16.prib@gmail.com>
Date:   Mon Jan 1 13:21:36 2024 +0100

    add glew dep

commit b64eb6dd3ef535183dd0620beeeaa99deb323c97
Author: Simon Pribylski <sim16.prib@gmail.com>
Date:   Mon Jan 1 13:16:23 2024 +0100

    confirm

commit 1bf8065179b74f3dd194e05739a064097bdc2ebd
Author: Simon Pribylski <sim16.prib@gmail.com>
Date:   Mon Jan 1 13:15:37 2024 +0100

    remove sudo

commit 2dc4ee69ebba3821916963a96621d6f8b59d4808
Author: Simon Pribylski <sim16.prib@gmail.com>
Date:   Mon Jan 1 13:09:55 2024 +0100

    install apt

commit 69574b9c5a5074c2fdf87dfc8c068d9c64f7704c
Author: Simon Pribylski <sim16.prib@gmail.com>
Date:   Mon Jan 1 10:31:11 2024 +0100

    add xmake cache

commit 4d7d04c6722ca8e94d10569f25ae582265866948
Author: Simon Pribylski <sim16.prib@gmail.com>
Date:   Mon Jan 1 01:21:45 2024 +0100

    aaaaaaaaaaaaaaaaaa

commit aa7dac26cd9900c676e4662fadb7832700a3363a
Author: Simon Pribylski <sim16.prib@gmail.com>
Date:   Mon Jan 1 01:13:08 2024 +0100

    fiiiiiiiiiiiiiix xmake root

commit 3604b44d04f492254911a0508e8555aca61b4d26
Author: Simon Pribylski <sim16.prib@gmail.com>
Date:   Mon Jan 1 01:05:43 2024 +0100

    fix xmake root

commit cfcb8d4df46c6febeca47dff2f0447048b8f68ad
Author: Simon Pribylski <sim16.prib@gmail.com>
Date:   Mon Jan 1 01:03:56 2024 +0100

    run xmake as root

commit dbef2d27138ccce1124cc1979867baf15e897a7f
Author: Simon Pribylski <sim16.prib@gmail.com>
Date:   Mon Jan 1 00:54:54 2024 +0100

    xmake action

commit 42196398ced1e7f38c0234d82dc7cd65ef7aeb6d
Author: Simon Pribylski <sim16.prib@gmail.com>
Date:   Mon Jan 1 00:53:29 2024 +0100

    xmake

commit 51256d8c15066120c2df3a72063856a0a47f8b59
Author: Simon Pribylski <sim16.prib@gmail.com>
Date:   Mon Jan 1 00:47:35 2024 +0100

    Fix Linux.yaml

    add cert

commit 9c024fa8eb92765aff3fb195ce7c8c10a1b49d0b
Author: Simon Pribylski <sim16.prib@gmail.com>
Date:   Sun Dec 31 22:34:54 2023 +0100

    Add Linux actions
2024-02-10 15:49:25 +01:00
3d8fd2e519 refactor xmake.lua 2023-09-03 11:02:22 +02:00
4bd32e8d0b chore: bump version to alpha-0.4.0 2023-09-02 20:29:51 +02:00
09bba12814 prevent player from joining mid game 2023-09-02 20:27:26 +02:00
bb76e9493f sync player when joining mid game 2023-08-26 11:49:52 +02:00
Simon Pribylski
808ef7b3f6 moved player leave packet 2023-08-26 11:27:05 +02:00
Simon Pribylski
23938a0cb5 fix mob id 2023-08-26 11:21:28 +02:00
Simon Pribylski
5631efcf9e remove mobs on player leave 2023-08-26 10:46:20 +02:00
Simon Pribylski
8e7b446003 add RemoveMobPacket 2023-08-26 10:35:26 +02:00
Simon Pribylski
51ec035490 remove towers on player leave 2023-08-26 10:25:52 +02:00
1f94ae2586 use of SAFE_CHECK 2023-08-15 19:33:09 +02:00
7b8c13612c fix login crash 2023-08-15 19:32:44 +02:00
a36716d8e4 fix player login 2023-08-15 19:20:13 +02:00
debf9e974c useless cam functions 2023-08-15 19:19:54 +02:00
380ecf3a27 fixed server world upload 2023-08-15 13:47:56 +02:00
b3157be641 change lib name 2023-08-15 13:06:31 +02:00
1e3b672897 remove player from team when leaving 2023-08-15 13:01:50 +02:00
d1aa5cd8aa balance team on player join 2023-08-14 18:54:36 +02:00
dbe91b52fd send team update after restart 2023-08-14 18:41:51 +02:00
7ab8c79fdf changed player join/leave message 2023-08-14 18:34:07 +02:00
8f2a22762a fixing button crash 2023-08-14 18:33:41 +02:00
f0c3325141 name randomizer 2023-08-14 18:33:24 +02:00
1d00e0098a fix player sync 2023-08-14 18:18:43 +02:00
ee5a27ac54 show integrated server stats 2023-08-14 18:10:05 +02:00
49a5a09537 add restart command 2023-08-14 17:46:49 +02:00
f9f80fc4fb summon debug 2023-08-14 15:00:05 +02:00
4997715672 players stat reset after game end 2023-08-14 14:59:37 +02:00
3fe480d121 connection removal safety 2023-08-14 14:59:15 +02:00
c46226c1ae disconnect queue 2023-08-14 14:58:26 +02:00
8630421734 set summon menu cooldown 2023-08-14 14:29:41 +02:00
60b81003c0 Don't disconnect when game is over 2023-08-14 14:25:10 +02:00
7986e55846 fix persistent players 2023-08-14 13:59:30 +02:00
0c0fd155ed add client disconnect button 2023-08-14 13:46:10 +02:00
7f650f282c back to lobby state when server ends 2023-08-14 13:35:17 +02:00
118a04cd01 xmake.lua : add lib target 2023-08-14 13:31:52 +02:00
d529c79150 server console input 2023-08-13 13:44:05 +02:00
ddbba997e5 Working server 2023-08-13 12:38:32 +02:00
50c17e8ed1 restructure project 2023-08-13 11:59:13 +02:00
b4836847f5 fix WorldBeginDataPacket 2023-08-12 11:00:30 +02:00
f941862637 Packets Refactor
commit 497a601c424e8e728ef0a8e61f049982f2d4af16
Author: Persson-dev <sim16.prib@gmail.com>
Date:   Sat Aug 12 10:32:52 2023 +0200

    fix warning

commit 1bfd019a1ea00dcdb6323d1f285e2cdd3ebb4020
Author: Persson-dev <sim16.prib@gmail.com>
Date:   Tue Jul 25 19:05:13 2023 +0200

    refactor: update cast

commit 5bbc23a7d37e53eb74a885685f18e714f9448fd9
Author: Persson-dev <sim16.prib@gmail.com>
Date:   Tue Jul 25 19:04:15 2023 +0200

    moved GetImguiTeamColor

commit fd0e2d2470ea5cca3553acf280aa371de5c06f4c
Author: Persson-dev <sim16.prib@gmail.com>
Date:   Tue Jul 25 19:03:37 2023 +0200

    packets forward declaration

commit 06eb9b99a96731f4b9a2167c00ed0bcd03702e3b
Author: Persson-dev <sim16.prib@gmail.com>
Date:   Tue Jul 25 18:30:55 2023 +0200

    remove Protocol.h includes

commit 165f63d2e8b468f3e38992baddc221270010f801
Author: Persson-dev <sim16.prib@gmail.com>
Date:   Tue Jul 25 18:30:30 2023 +0200

    split packets into separate source files

commit f247f146c6c1e804a44b86f65cf3059859c07c6c
Author: Persson-dev <sim16.prib@gmail.com>
Date:   Tue Jul 25 17:45:24 2023 +0200

    split packets into separate headers
2023-08-12 10:41:39 +02:00
36f37b6548 Revert "Merge branch 'discord'"
This reverts commit e7b9a57723, reversing
changes made to 02b4aa3c91.

Revert "moved rapidjson files"

This reverts commit f5012f770c.
2023-06-21 23:36:20 +02:00
1dde1dbf1e fix vertex cache 2023-06-20 16:27:41 +02:00
f5012f770c moved rapidjson files 2023-06-08 12:30:05 +02:00
e7b9a57723 Merge branch 'discord' 2023-06-08 12:21:54 +02:00
02b4aa3c91 xmake add_files 2023-06-08 12:16:50 +02:00
f184982bc1 change release optimization 2023-06-07 12:39:58 +02:00
1cdc738839 refactor: rename zoom function 2023-06-07 12:36:31 +02:00
368bc450ce better cam controls 2023-06-07 12:33:10 +02:00
148b5f397a more vect operators 2023-06-07 12:32:24 +02:00
f62322752d use of td pi 2023-06-06 17:59:48 +02:00
fb9e125f16 refactor: format 2023-06-06 17:58:27 +02:00
b70e8f7790 approximative cam movement 2023-06-06 17:56:19 +02:00
39bdd0a11e remove useless pi digits 2023-06-06 17:17:00 +02:00
c95c8b7fde clamp camera + pi 2023-06-06 17:15:44 +02:00
e984ed9085 fixed cam distance 2023-06-06 17:04:17 +02:00
92035d7b9e remove useless variable 2023-06-06 13:09:02 +02:00
48841fa4e9 camera fixing 2023-06-06 13:07:42 +02:00
83ab8c70f0 cache transpose 2023-06-06 12:45:34 +02:00
ccdcdac7c6 working mouse picking 2023-06-06 12:36:05 +02:00
a2b5424888 fix inverse assert 2023-06-05 18:06:02 +02:00
a4fb56b549 camera yaw and pitch 2023-06-05 13:50:45 +02:00
22e62df04d remove unused variables 2023-06-05 13:17:04 +02:00
faf544f997 basic camera movement 2023-06-05 13:15:27 +02:00
b72f4a7673 fix inverted zoom 2023-06-05 13:12:43 +02:00
19c03010cb remove useless computation 2023-06-05 13:07:56 +02:00
41f8c152eb really bad controls 2023-06-04 13:02:41 +02:00
051c9d8744 fix format error 2023-06-04 12:42:58 +02:00
193e4db651 fix mouse picking 2023-06-03 20:43:40 +02:00
cb5f5a4cf8 fixing transpose 2023-06-03 19:46:37 +02:00
bc7e5914ce invert assert 2023-06-03 19:44:05 +02:00
0365902971 moved Mat4 definition 2023-06-03 19:40:50 +02:00
f2fcc348d7 more maths 2023-06-03 18:22:01 +02:00
95c92ec6c9 rename lookat function 2023-06-03 17:54:59 +02:00
721f15b601 fix tower rendering 2023-06-03 17:49:00 +02:00
3970103b01 kinda 3d 2023-06-03 17:41:46 +02:00
4e866c1032 shaders to 3d 2023-06-03 16:35:17 +02:00
ca268781fd shader better logging 2023-06-03 16:30:32 +02:00
a2d8984199 shader matrix support 2023-06-03 16:30:23 +02:00
e7f9ca2b6c fix maths warning 2023-06-03 16:23:56 +02:00
deb0075aac add maths utils 2023-06-02 17:54:58 +02:00
276 changed files with 3837 additions and 19469 deletions

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@@ -0,0 +1,32 @@
name: Linux arm64
run-name: Build And Test
on: [push]
jobs:
Build:
runs-on: ubuntu-latest
steps:
- name: Install deps
run : |
apt update
apt install -y libsdl2-dev libglew-dev
- name: Check out repository code
uses: actions/checkout@v3
- name: Prepare Xmake
uses: xmake-io/github-action-setup-xmake@v1
with:
xmake-version: latest
actions-cache-folder: '.xmake-cache'
actions-cache-key: 'ubuntu'
- name: XMake config
run: xmake f -p linux -y --root
- name: Build
run: xmake --root
- name: Test
run: xmake test --root

21
LICENSE.txt Normal file
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@@ -0,0 +1,21 @@
MIT License
Copyright (c) 2024 Simon Pribylski
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.

View File

@@ -1,63 +0,0 @@
#pragma once
namespace td {
template<typename T>
struct Vec2 {
union {
T x;
T r;
};
union {
T y;
T g;
};
constexpr Vec2(T X = 0, T Y = 0) : x(X), y(Y) {}
};
template<typename T>
inline bool operator==(const Vec2<T>& vec2, const Vec2<T>& other) {
return vec2.x == other.x && vec2.y == other.y;
}
template<typename T>
struct Vec3 {
union {
T x;
T r;
};
union {
T y;
T g;
};
union {
T z;
T b;
};
constexpr Vec3(T X = 0, T Y = 0, T Z = 0) : x(X), y(Y), z(Z) {}
};
template<typename T>
inline bool operator==(const Vec3<T>& vec3, const Vec3<T>& other) {
return vec3.x == other.x && vec3.y == other.y && vec3.z == other.z;
}
using Vec2i = Vec2<int>;
using Vec2u = Vec2<unsigned int>;
using Vec2f = Vec2<float>;
using Vec2d = Vec2<double>;
using Vec3i = Vec3<int>;
using Vec3u = Vec3<unsigned int>;
using Vec3f = Vec3<float>;
using Vec3d = Vec3<double>;
using Color = Vec3<unsigned char>;
} // namespace td

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@@ -1,16 +1,17 @@
#pragma once #pragma once
#include "ClientConnexion.h" #include "client/ClientConnexion.h"
#include "ClientGame.h" #include "client/game/ClientGame.h"
#include "game/Team.h" #include "td/game/Team.h"
#include "game/Player.h" #include "td/game/Player.h"
#include "protocol/Protocol.h" #include "td/protocol/Protocol.h"
#include "td/protocol/packets/SendMobsPacket.h"
#include "render/Renderer.h" #include "client/render/Renderer.h"
#include "network/Network.h" #include "td/network/Network.h"
namespace td { namespace td {
namespace client { namespace client {

View File

@@ -1,8 +1,8 @@
#pragma once #pragma once
#include "protocol/PacketHandler.h" #include "td/protocol/PacketHandler.h"
#include "network/TCPSocket.h" #include "td/network/TCPSocket.h"
#include "game/Connexion.h" #include "td/network/Connexion.h"
namespace td { namespace td {
namespace client { namespace client {

View File

@@ -1,13 +1,13 @@
#pragma once #pragma once
#include "game/BaseGame.h" #include "td/game/BaseGame.h"
#include "protocol/PacketHandler.h" #include "td/protocol/PacketHandler.h"
#include "WorldClient.h" #include "WorldClient.h"
#include "render/WorldRenderer.h" #include "client/render/WorldRenderer.h"
#include "render/Renderer.h" #include "client/render/Renderer.h"
namespace td { namespace td {
namespace client { namespace client {
@@ -39,8 +39,6 @@ public:
render::Renderer* GetRenderer() const { return m_Renderer; } render::Renderer* GetRenderer() const { return m_Renderer; }
WorldClient& GetWorldClient() { return m_WorldClient; } WorldClient& GetWorldClient() { return m_WorldClient; }
void SetGameState(game::GameState gameState) override;
virtual void HandlePacket(const protocol::ConnexionInfoPacket* packet) override; virtual void HandlePacket(const protocol::ConnexionInfoPacket* packet) override;
virtual void HandlePacket(const protocol::PlayerJoinPacket* packet) override; virtual void HandlePacket(const protocol::PlayerJoinPacket* packet) override;
virtual void HandlePacket(const protocol::PlayerLeavePacket* packet) override; virtual void HandlePacket(const protocol::PlayerLeavePacket* packet) override;

View File

@@ -1,7 +1,7 @@
#pragma once #pragma once
#include "game/World.h" #include "td/game/World.h"
#include "protocol/PacketHandler.h" #include "td/protocol/PacketHandler.h"
namespace td { namespace td {
namespace client { namespace client {
@@ -13,12 +13,14 @@ private:
ClientGame* m_Game; ClientGame* m_Game;
public: public:
WorldClient(ClientGame* game); WorldClient(ClientGame* game);
virtual ~WorldClient();
virtual void HandlePacket(const protocol::WorldBeginDataPacket* packet) override; virtual void HandlePacket(const protocol::WorldBeginDataPacket* packet) override;
virtual void HandlePacket(const protocol::WorldDataPacket* packet) override; virtual void HandlePacket(const protocol::WorldDataPacket* packet) override;
virtual void HandlePacket(const protocol::SpawnMobPacket* packet) override; virtual void HandlePacket(const protocol::SpawnMobPacket* packet) override;
virtual void HandlePacket(const protocol::UpgradeTowerPacket* packet) override; virtual void HandlePacket(const protocol::UpgradeTowerPacket* packet) override;
virtual void HandlePacket(const protocol::WorldAddTowerPacket* packet) override; virtual void HandlePacket(const protocol::WorldAddTowerPacket* packet) override;
virtual void HandlePacket(const protocol::RemoveMobPacket* packet) override;
virtual void HandlePacket(const protocol::RemoveTowerPacket* packet) override; virtual void HandlePacket(const protocol::RemoveTowerPacket* packet) override;
virtual void HandlePacket(const protocol::UpdateMobStatesPacket* packet) override; virtual void HandlePacket(const protocol::UpdateMobStatesPacket* packet) override;
virtual void HandlePacket(const protocol::UpdateCastleLifePacket* packet) override; virtual void HandlePacket(const protocol::UpdateCastleLifePacket* packet) override;

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@@ -0,0 +1,72 @@
#pragma once
#include "td/Defines.h"
#include <memory>
#include "loader/GLLoader.h"
#include "client/render/shaders/WorldShader.h"
#include "client/render/shaders/EntityShader.h"
namespace td {
namespace render {
struct Camera {
Mat4f viewMatrix;
Mat4f projectionMatrix;
Mat4f InvViewMatrix;
Mat4f InvProjectionMatrix;
float CamDistance = 25.0f;
Vec3f CamPos {0, CamDistance, 0};
Vec2f CamLook {};
float m_Yaw = -PI / 2.0f;
float m_Pitch = -PI / 2.0f + 0.0000001f;
};
class Renderer {
public:
static constexpr float m_AnimationSpeed = 2.0f;
static constexpr float m_MouseSensitivity = 200.0f;
struct Model {
GL::VertexArray* vao;
Vec3f positon;
Vec3f color = { 1, 1, 1 };
};
private:
std::unique_ptr<shader::WorldShader> m_WorldShader;
std::unique_ptr<shader::EntityShader> m_EntityShader;
Vec2i m_WindowSize;
Vec3f m_BackgroundColor;
Camera m_Camera {};
public:
Renderer();
~Renderer();
bool Init();
void Prepare();
void Resize(const int width, const int height);
void RenderVAO(const GL::VertexArray& vao);
void RenderModel(const Model& model);
void AddZoom(float zoom);
void SetCamAngularMovement(const Vec2f& mov);
void SetCamMovement(const Vec2f& lastCursorPos, const Vec2f& currentCursorPos);
void SetCamLook(const Vec2f& worldPos);
void ResetCamLook();
void SetBackgroundColor(const Vec3f& color) { m_BackgroundColor = color; }
Vec2f GetCursorWorldPos(const Vec2f& cursorPos, float windowWidth, float windowHeight);
private:
void InitShaders();
void SetCamPos(const Vec3f& newPos);
};
} // namespace render
} // namespace td

View File

@@ -2,7 +2,7 @@
#include <cstdint> #include <cstdint>
#include <memory> #include <memory>
#include "render/loader/GLLoader.h" #include "client/render/loader/GLLoader.h"
namespace td { namespace td {

View File

@@ -1,16 +1,14 @@
#pragma once #pragma once
#include "game/World.h" #include "td/game/World.h"
#include "render/Renderer.h" #include "client/render/Renderer.h"
#include "render/VertexCache.h" #include "client/render/VertexCache.h"
#include "render/gui/TowerPlacePopup.h" #include "client/render/gui/TowerPlacePopup.h"
#include "render/gui/TowerUpgradePopup.h" #include "client/render/gui/TowerUpgradePopup.h"
#include "render/gui/MobTooltip.h" #include "client/render/gui/MobTooltip.h"
#include "render/gui/CastleTooltip.h" #include "client/render/gui/CastleTooltip.h"
#include "render/gui/imgui/imgui.h"
namespace td { namespace td {
@@ -20,7 +18,6 @@ class ClientGame;
} // namespace client } // namespace client
namespace render { namespace render {
class WorldRenderer : public game::WorldListener { class WorldRenderer : public game::WorldListener {
@@ -48,14 +45,13 @@ public:
void LoadModels(); void LoadModels();
static ImVec4 GetImGuiTeamColor(game::TeamColor color);
void Update(); void Update();
void Render(); void Render();
void ResetCam();
void SetCamPos(float camX, float camY); void SetCamPos(float camX, float camY);
void MoveCam(float relativeX, float relativeY, float aspectRatio); void MoveCam(float relativeX, float relativeY);
void ChangeZoom(float zoom); void ChangeZoom(float zoom);
// WorldListener // WorldListener

View File

@@ -1,16 +1,19 @@
#pragma once #pragma once
#include "SummonMenu.h" #include "SummonMenu.h"
#include "td/game/BaseGame.h"
namespace td { namespace td {
namespace gui { namespace gui {
class GameMenu : public GuiWidget { class GameMenu : public GuiWidget, public game::GameListener {
private: private:
std::unique_ptr<SummonMenu> m_SummonMenu; std::unique_ptr<SummonMenu> m_SummonMenu;
public: public:
GameMenu(client::Client* client); GameMenu(client::Client* client);
virtual void OnGameBegin();
virtual void Render(); virtual void Render();
private: private:
void ShowTPS(); void ShowTPS();
@@ -18,6 +21,8 @@ private:
void ShowPlayers(); void ShowPlayers();
void ShowLobbyProgress(); void ShowLobbyProgress();
void ShowTeamSelection(); void ShowTeamSelection();
void DisconnectButton();
}; };
} // namespace gui } // namespace gui

View File

@@ -0,0 +1,13 @@
#pragma once
#include "client/render/gui/imgui/imgui.h"
#include "td/game/Team.h"
namespace td {
namespace render {
ImVec4 GetImGuiTeamColor(game::TeamColor color);
} // namespace render
} // namespace td

View File

@@ -4,13 +4,15 @@
#include "imgui/imgui_filebrowser.h" #include "imgui/imgui_filebrowser.h"
#include "game/server/Server.h" #include "server/Server.h"
#include <memory> #include <memory>
namespace td { namespace td {
namespace gui { namespace gui {
class ServerGui;
class MainMenu : public GuiWidget { class MainMenu : public GuiWidget {
private: private:
bool m_TriedToConnect = false; bool m_TriedToConnect = false;
@@ -22,6 +24,7 @@ private:
imgui_addons::ImGuiFileBrowser m_FileDialog; imgui_addons::ImGuiFileBrowser m_FileDialog;
std::unique_ptr<server::Server> m_Server; std::unique_ptr<server::Server> m_Server;
std::unique_ptr<ServerGui> m_ServerGui;
public: public:
MainMenu(client::Client* client); MainMenu(client::Client* client);
~MainMenu(); ~MainMenu();

View File

@@ -0,0 +1,19 @@
#pragma once
#include "GuiWidget.h"
#include "server/Server.h"
namespace td {
namespace gui {
class ServerGui : public GuiWidget {
private:
server::Server* m_Server;
public:
ServerGui(client::Client* client, server::Server* server);
virtual void Render();
};
} // namespace gui
} // namespace td

View File

@@ -3,7 +3,7 @@
#include "GuiWidget.h" #include "GuiWidget.h"
#include <array> #include <array>
#include "game/Mobs.h" #include "td/game/Mobs.h"
namespace td { namespace td {
namespace gui { namespace gui {

View File

@@ -9,7 +9,7 @@
#include <memory> #include <memory>
#include "render/gui/GuiManager.h" #include "client/render/gui/GuiManager.h"
struct SDL_Window; struct SDL_Window;
typedef void* SDL_GLContext; typedef void* SDL_GLContext;

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@@ -2,7 +2,7 @@
#include "GuiWidget.h" #include "GuiWidget.h"
#include "Defines.h" #include "td/Defines.h"
namespace td { namespace td {
namespace gui { namespace gui {

View File

@@ -2,7 +2,7 @@
#include "GuiWidget.h" #include "GuiWidget.h"
#include "Defines.h" #include "td/Defines.h"
namespace td { namespace td {
namespace gui { namespace gui {

View File

@@ -107,7 +107,7 @@ namespace ImGui
} }
*/ */
#include "render/GL.h" #include "client/render/GL.h"
#if defined(__ANDROID__) #if defined(__ANDROID__)
#define IMGUI_IMPL_OPENGL_LOADER_ES3 #define IMGUI_IMPL_OPENGL_LOADER_ES3

View File

@@ -1,7 +1,7 @@
#ifndef IMGUIFILEBROWSER_H #ifndef IMGUIFILEBROWSER_H
#define IMGUIFILEBROWSER_H #define IMGUIFILEBROWSER_H
#include "render/gui/imgui/imgui.h" #include "client/render/gui/imgui/imgui.h"
#include <string> #include <string>
#include <vector> #include <vector>

View File

@@ -1,6 +1,6 @@
#pragma once #pragma once
#include "game/World.h" #include "td/game/World.h"
#include "GLLoader.h" #include "GLLoader.h"
namespace td { namespace td {

View File

@@ -0,0 +1,28 @@
#pragma once
#include "ShaderProgram.h"
namespace td {
namespace shader {
class EntityShader : public ShaderProgram {
private:
unsigned int m_LocationProjectionMatrix = 0;
unsigned int m_LocationViewMatrix = 0;
unsigned int m_LocationPosition = 0;
unsigned int m_LocationColorEffect = 0;
protected:
virtual void GetAllUniformLocation();
public:
EntityShader();
void LoadShader();
void SetColorEffect(const Vec3f& color);
void SetProjectionMatrix(const Mat4f& proj) const;
void SetViewMatrix(const Mat4f& view) const;
void SetModelPos(const Vec3f& pos) const;
};
} // namespace shader
} // namespace td

View File

@@ -1,8 +1,8 @@
#pragma once #pragma once
#include <string> #include <string>
#include "Defines.h" #include "td/Defines.h"
#include "render/GL.h" #include "client/render/GL.h"
namespace td { namespace td {
namespace shader { namespace shader {
@@ -27,6 +27,7 @@ protected:
void LoadVector(unsigned int location, const Vec2f& vector) const; void LoadVector(unsigned int location, const Vec2f& vector) const;
void LoadVector(unsigned int location, const Vec3f& vector) const; void LoadVector(unsigned int location, const Vec3f& vector) const;
void LoadBoolean(unsigned int location, bool value) const; void LoadBoolean(unsigned int location, bool value) const;
void LoadMat4(unsigned int location, const Mat4f& mat) const;
void CleanUp() const; void CleanUp() const;
private: private:

View File

@@ -7,16 +7,15 @@ namespace shader {
class WorldShader : public ShaderProgram { class WorldShader : public ShaderProgram {
private: private:
unsigned int m_LocationCam = 0, m_LocationZoom = 0, m_LocationAspectRatio = 0, m_LocationViewtype = 0; unsigned int m_LocationProjection = 0, m_LocationView = 0;
protected: protected:
void GetAllUniformLocation(); void GetAllUniformLocation();
public: public:
WorldShader(); WorldShader();
void LoadShader(); void LoadShader();
void SetCamPos(const Vec2f& camPos);
void SetZoom(float zoom); void SetProjectionMatrix(const Mat4f& proj) const;
void SetAspectRatio(float aspectRatio); void SetViewMatrix(const Mat4f& view) const;
void SetIsometricView(float isometric);
}; };
} // namespace shader } // namespace shader

View File

@@ -1,8 +1,8 @@
#pragma once #pragma once
#include "misc/DataBuffer.h" #include "td/misc/DataBuffer.h"
#define TD_VERSION "alpha-0.3.0" #define TD_VERSION "alpha-0.4.0"
namespace td { namespace td {
namespace utils { namespace utils {

View File

@@ -1,15 +0,0 @@
#pragma once
#include <string>
namespace td {
namespace utils {
void InitDiscordRPC();
void UpdateDiscordRPC();
void ShutdownDiscordRPC();
void UpdateDiscordPresence(const std::string& state, const std::string& details, bool resetTimer = false);
} // namespace utils
} // namespace td

View File

@@ -1,639 +0,0 @@
#pragma once
#include "misc/DataBuffer.h"
#include "game/World.h"
#include "game/BaseGame.h"
#include <memory>
namespace td {
namespace protocol {
class PacketHandler;
enum class PacketType : std::uint8_t {
// client --> server
PlayerLogin = 0,
SelectTeam,
SpawnMob,
SendMobs,
PlaceTower,
// client <-- server
PlayerJoin,
PlayerLeave,
WorldBeginData,
WorldData,
UpdateMoney,
UpdateEXP,
UpdateLobbyTime,
UpdateGameState,
PlayerList,
ConnectionInfo,
UpdatePlayerTeam,
ServerTps,
WorldAddTower,
UpdateMobStates,
UpdateCastleLife,
// client <--> server
KeepAlive,
Disconnect,
UpgradeTower,
RemoveTower,
PlayerBuyItem,
PlayerBuyMobUpgrade,
PACKET_COUNT
};
struct WorldHeader {
game::TowerTileColorPalette m_TowerPlacePalette;
Color m_WalkablePalette;
std::vector<Color> m_DecorationPalette;
Color m_Background;
game::SpawnColorPalette m_SpawnColorPalette;
game::TilePalette m_TilePalette;
game::Spawn m_RedSpawn, m_BlueSpawn;
game::TeamCastle m_RedCastle, m_BlueCastle;
const game::World* m_World;
};
struct WorldData {
std::unordered_map<game::ChunkCoord, game::ChunkPtr> m_Chunks;
};
class Packet {
public:
Packet() {}
virtual ~Packet() {}
virtual DataBuffer Serialize(bool packetID = true) const = 0;
virtual void Deserialize(DataBuffer& data) = 0;
virtual void Dispatch(PacketHandler* handler) const = 0;
void WritePacketID(DataBuffer& data, bool packetID) const;
virtual PacketType GetType() const = 0;
std::uint8_t GetID() const { return static_cast<std::uint8_t>(GetType()); }
};
typedef std::unique_ptr<Packet> PacketPtr;
class KeepAlivePacket : public Packet {
private:
std::uint64_t m_AliveID;
public:
KeepAlivePacket() {}
KeepAlivePacket(std::uint64_t aliveID) : m_AliveID(aliveID) {}
virtual ~KeepAlivePacket() {}
virtual DataBuffer Serialize(bool packetID = true) const;
virtual void Deserialize(DataBuffer& data);
virtual void Dispatch(PacketHandler* handler) const;
std::uint64_t GetAliveID() const { return m_AliveID; }
virtual PacketType GetType() const { return PacketType::KeepAlive; }
};
class PlayerLoginPacket : public Packet {
private:
std::string m_PlayerName;
public:
PlayerLoginPacket() {}
PlayerLoginPacket(std::string playerName) : m_PlayerName(playerName) {}
virtual ~PlayerLoginPacket() {}
virtual DataBuffer Serialize(bool packetID = true) const;
virtual void Deserialize(DataBuffer& data);
virtual void Dispatch(PacketHandler* handler) const;
virtual PacketType GetType() const { return PacketType::PlayerLogin; }
const std::string& GetPlayerName() const { return m_PlayerName; }
};
class WorldBeginDataPacket : public Packet {
private:
WorldHeader m_Header;
public:
WorldBeginDataPacket() {}
WorldBeginDataPacket(const game::World* world) {
m_Header.m_World = world;
}
virtual ~WorldBeginDataPacket() {}
virtual DataBuffer Serialize(bool packetID = true) const;
virtual void Deserialize(DataBuffer& data);
virtual void Dispatch(PacketHandler* handler) const;
virtual PacketType GetType() const { return PacketType::WorldBeginData; }
const game::TowerTileColorPalette& GetTowerTilePalette() const { return m_Header.m_TowerPlacePalette; }
const Color& GetWalkableTileColor() const { return m_Header.m_WalkablePalette; }
const std::vector<Color>& GetDecorationPalette() const { return m_Header.m_DecorationPalette; }
const Color& GetBackgroundColor() const { return m_Header.m_Background; }
const game::Spawn& GetRedSpawn() const { return m_Header.m_RedSpawn; }
const game::Spawn& GetBlueSpawn() const { return m_Header.m_BlueSpawn; }
const game::SpawnColorPalette& GetSpawnPalette() const { return m_Header.m_SpawnColorPalette; }
const game::TeamCastle& GetRedCastle() const { return m_Header.m_RedCastle; }
const game::TeamCastle& GetBlueCastle() const { return m_Header.m_BlueCastle; }
const game::TilePalette GetTilePalette() const { return m_Header.m_TilePalette; }
void setWorldHeader(const WorldHeader& header) { m_Header = header; }
};
class WorldDataPacket : public Packet {
private:
WorldData m_WorldData;
const game::World* m_World;
public:
WorldDataPacket() {}
WorldDataPacket(const game::World* world) : m_World(world) {}
virtual ~WorldDataPacket() {}
virtual DataBuffer Serialize(bool packetID = true) const;
virtual void Deserialize(DataBuffer& data);
virtual void Dispatch(PacketHandler* handler) const;
virtual PacketType GetType() const { return PacketType::WorldData; }
const std::unordered_map<game::ChunkCoord, game::ChunkPtr>& GetChunks() const { return m_WorldData.m_Chunks; }
DataBuffer SerializeCustom() const; // allow serialisation with invalid World member
void SetWorldData(const WorldData& worldData) { m_WorldData = worldData; }
};
class UpdateMoneyPacket : public Packet {
private:
std::uint32_t m_NewAmount;
public:
UpdateMoneyPacket() {}
UpdateMoneyPacket(std::uint32_t newAmount) : m_NewAmount(newAmount) {}
virtual ~UpdateMoneyPacket() {}
std::uint32_t GetGold() const { return m_NewAmount; }
virtual DataBuffer Serialize(bool packetID = true) const;
virtual void Deserialize(DataBuffer& data);
virtual void Dispatch(PacketHandler* handler) const;
virtual PacketType GetType() const { return PacketType::UpdateMoney; }
};
class UpdateExpPacket : public Packet {
private:
std::uint32_t m_NewAmount;
public:
UpdateExpPacket() {}
UpdateExpPacket(std::uint32_t newAmount) : m_NewAmount(newAmount) {}
virtual ~UpdateExpPacket() {}
std::uint32_t GetExp() const { return m_NewAmount; }
virtual DataBuffer Serialize(bool packetID = true) const;
virtual void Deserialize(DataBuffer& data);
virtual void Dispatch(PacketHandler* handler) const;
virtual PacketType GetType() const { return PacketType::UpdateEXP; }
};
class UpdateLobbyTimePacket : public Packet {
private:
std::uint32_t m_RemainingTime;
public:
UpdateLobbyTimePacket() {}
UpdateLobbyTimePacket(std::uint32_t remainingTime) : m_RemainingTime(remainingTime) {}
virtual ~UpdateLobbyTimePacket() {}
virtual DataBuffer Serialize(bool packetID = true) const;
virtual void Deserialize(DataBuffer& data);
virtual void Dispatch(PacketHandler* handler) const;
std::uint32_t GetRemainingTime() const { return m_RemainingTime; }
virtual PacketType GetType() const { return PacketType::UpdateLobbyTime; }
};
class UpdateGameStatePacket : public Packet {
private:
game::GameState m_GameState;
public:
UpdateGameStatePacket() {}
UpdateGameStatePacket(game::GameState gameState) : m_GameState(gameState) {}
virtual ~UpdateGameStatePacket() {}
virtual DataBuffer Serialize(bool packetID = true) const;
virtual void Deserialize(DataBuffer& data);
virtual void Dispatch(PacketHandler* handler) const;
game::GameState GetGameState() const { return m_GameState; }
virtual PacketType GetType() const { return PacketType::UpdateGameState; }
};
struct PlayerInfo {
std::string name;
game::TeamColor team;
};
class PlayerListPacket : public Packet {
private:
std::map<std::uint8_t, PlayerInfo> m_Players;
public:
PlayerListPacket() {}
PlayerListPacket(std::map<std::uint8_t, PlayerInfo> players) : m_Players(players) {}
virtual ~PlayerListPacket() {}
virtual DataBuffer Serialize(bool packetID = true) const;
virtual void Deserialize(DataBuffer& data);
virtual void Dispatch(PacketHandler* handler) const;
const std::map<std::uint8_t, PlayerInfo>& GetPlayers() const { return m_Players; }
virtual PacketType GetType() const { return PacketType::PlayerList; }
};
class PlayerJoinPacket : public Packet {
private:
std::uint8_t m_PlayerID;
std::string m_PlayerName;
public:
PlayerJoinPacket() {}
PlayerJoinPacket(std::uint8_t playerID, const std::string& playerName) : m_PlayerID(playerID), m_PlayerName(playerName) {}
virtual ~PlayerJoinPacket() {}
virtual DataBuffer Serialize(bool packetID = true) const;
virtual void Deserialize(DataBuffer& data);
virtual void Dispatch(PacketHandler* handler) const;
std::uint8_t GetPlayerID() const { return m_PlayerID; }
const std::string& GetPlayerName() const { return m_PlayerName; }
virtual PacketType GetType() const { return PacketType::PlayerJoin; }
};
class PlayerLeavePacket : public Packet {
private:
std::uint8_t m_PlayerID;
public:
PlayerLeavePacket() {}
PlayerLeavePacket(std::uint8_t playerID) : m_PlayerID(playerID) {}
virtual ~PlayerLeavePacket() {}
virtual DataBuffer Serialize(bool packetID = true) const;
virtual void Deserialize(DataBuffer& data);
virtual void Dispatch(PacketHandler* handler) const;
std::uint8_t GetPlayerID() const { return m_PlayerID; }
virtual PacketType GetType() const { return PacketType::PlayerLeave; }
};
class ConnexionInfoPacket : public Packet {
private:
std::uint8_t m_ConnectionID;
public:
ConnexionInfoPacket() {}
ConnexionInfoPacket(std::uint8_t connectionID) : m_ConnectionID(connectionID) {}
virtual ~ConnexionInfoPacket() {}
virtual DataBuffer Serialize(bool packetID = true) const;
virtual void Deserialize(DataBuffer& data);
virtual void Dispatch(PacketHandler* handler) const;
std::uint8_t GetConnectionID() const { return m_ConnectionID; }
virtual PacketType GetType() const { return PacketType::ConnectionInfo; }
};
class SelectTeamPacket : public Packet {
private:
game::TeamColor m_SelectedTeam;
public:
SelectTeamPacket() {}
SelectTeamPacket(game::TeamColor selectedTeam) : m_SelectedTeam(selectedTeam) {}
virtual ~SelectTeamPacket() {}
virtual DataBuffer Serialize(bool packetID = true) const;
virtual void Deserialize(DataBuffer& data);
virtual void Dispatch(PacketHandler* handler) const;
game::TeamColor GetSelectedTeam() const { return m_SelectedTeam; }
virtual PacketType GetType() const { return PacketType::SelectTeam; }
};
class UpdatePlayerTeamPacket : public Packet {
private:
std::uint8_t m_PlayerID;
game::TeamColor m_SelectedTeam;
public:
UpdatePlayerTeamPacket() {}
UpdatePlayerTeamPacket(std::uint8_t playerID, game::TeamColor selectedTeam) : m_PlayerID(playerID), m_SelectedTeam(selectedTeam) {}
virtual ~UpdatePlayerTeamPacket() {}
virtual DataBuffer Serialize(bool packetID = true) const;
virtual void Deserialize(DataBuffer& data);
virtual void Dispatch(PacketHandler* handler) const;
game::TeamColor GetSelectedTeam() const { return m_SelectedTeam; }
std::uint8_t GetPlayerID() const { return m_PlayerID; }
virtual PacketType GetType() const { return PacketType::UpdatePlayerTeam; }
};
class DisconnectPacket : public Packet {
private:
std::string m_Reason; // only when sent from server
public:
DisconnectPacket() {}
DisconnectPacket(std::string reason) : m_Reason(reason) {}
virtual ~DisconnectPacket() {}
virtual DataBuffer Serialize(bool packetID = true) const;
virtual void Deserialize(DataBuffer& data);
virtual void Dispatch(PacketHandler* handler) const;
const std::string& GetReason() const { return m_Reason; }
virtual PacketType GetType() const { return PacketType::Disconnect; }
};
class ServerTpsPacket : public Packet {
private:
float m_TPS;
float m_MSPT;
std::uint64_t m_PacketSendTime; // used to calculate ping
public:
ServerTpsPacket() {}
ServerTpsPacket(float tps, float mspt, std::uint64_t sendTime) : m_TPS(tps), m_MSPT(mspt), m_PacketSendTime(sendTime) {}
virtual ~ServerTpsPacket() {}
virtual DataBuffer Serialize(bool packetID = true) const;
virtual void Deserialize(DataBuffer& data);
virtual void Dispatch(PacketHandler* handler) const;
float GetTPS() const { return m_TPS; }
float GetMSPT() const { return m_MSPT; }
std::uint64_t GetPacketSendTime() const { return m_PacketSendTime; }
virtual PacketType GetType() const { return PacketType::ServerTps; }
};
struct MobSend { // represents a mob send
game::MobType mobType : 4;
game::MobLevel mobLevel : 4;
std::uint8_t mobCount; // the max is 12
};
class SendMobsPacket : public Packet {
private:
std::vector<MobSend> m_MobSends;
public:
SendMobsPacket() {}
SendMobsPacket(const std::vector<MobSend>& mobSends) : m_MobSends(mobSends) {}
virtual ~SendMobsPacket() {}
virtual DataBuffer Serialize(bool packetID = true) const;
virtual void Deserialize(DataBuffer& data);
virtual void Dispatch(PacketHandler* handler) const;
const std::vector<MobSend>& GetMobSends() const { return m_MobSends; }
virtual PacketType GetType() const { return PacketType::SendMobs; }
};
class SpawnMobPacket : public Packet {
private:
game::MobID m_MobID;
game::MobType m_MobType;
game::MobLevel m_MobLevel;
game::Direction m_MobDirection;
game::PlayerID m_Sender;
float m_MobX, m_MobY;
public:
SpawnMobPacket() {}
SpawnMobPacket(game::MobID id, game::MobType type, std::uint8_t level, game::PlayerID sender,
float x, float y, game::Direction dir) : m_MobID(id), m_MobType(type), m_MobLevel(level),
m_MobDirection(dir), m_Sender(sender), m_MobX(x), m_MobY(y) {
}
virtual ~SpawnMobPacket() {}
virtual DataBuffer Serialize(bool packetID = true) const;
virtual void Deserialize(DataBuffer& data);
virtual void Dispatch(PacketHandler* handler) const;
game::MobID GetMobID() const { return m_MobID; }
game::MobType GetMobType() const { return m_MobType; }
game::MobLevel GetMobLevel() const { return m_MobLevel; }
game::Direction GetMobDirection() const { return m_MobDirection; }
game::PlayerID GetSender() const { return m_Sender; }
float GetMobX() const { return m_MobX; }
float GetMobY() const { return m_MobY; }
virtual PacketType GetType() const { return PacketType::SpawnMob; }
};
class PlaceTowerPacket : public Packet {
private:
std::int32_t m_TowerX, m_TowerY;
game::TowerType m_TowerType;
public:
PlaceTowerPacket() {}
PlaceTowerPacket(std::int32_t x, std::int32_t y, game::TowerType type) :
m_TowerX(x), m_TowerY(y), m_TowerType(type) {
}
virtual ~PlaceTowerPacket() {}
virtual DataBuffer Serialize(bool packetID = true) const;
virtual void Deserialize(DataBuffer& data);
virtual void Dispatch(PacketHandler* handler) const;
std::int32_t GetTowerX() const { return m_TowerX; }
std::int32_t GetTowerY() const { return m_TowerY; }
game::TowerType GetTowerType() const { return m_TowerType; }
virtual PacketType GetType() const { return PacketType::PlaceTower; }
};
class WorldAddTowerPacket : public Packet {
private:
game::TowerID m_TowerID;
std::int32_t m_TowerX, m_TowerY;
game::TowerType m_TowerType;
game::PlayerID m_Builder;
public:
WorldAddTowerPacket() {}
WorldAddTowerPacket(game::TowerID id, std::int32_t x, std::int32_t y, game::TowerType type, game::PlayerID player) :
m_TowerID(id), m_TowerX(x), m_TowerY(y), m_TowerType(type), m_Builder(player) {
}
virtual ~WorldAddTowerPacket() {}
virtual DataBuffer Serialize(bool packetID = true) const;
virtual void Deserialize(DataBuffer& data);
virtual void Dispatch(PacketHandler* handler) const;
game::TowerID GetTowerID() const { return m_TowerID; }
std::int32_t GetTowerX() const { return m_TowerX; }
std::int32_t GetTowerY() const { return m_TowerY; }
game::TowerType GetTowerType() const { return m_TowerType; }
game::PlayerID GetBuilder() const { return m_Builder; }
virtual PacketType GetType() const { return PacketType::WorldAddTower; }
};
class RemoveTowerPacket : public Packet {
private:
game::TowerID m_TowerID;
public:
RemoveTowerPacket() {}
RemoveTowerPacket(game::TowerID id) : m_TowerID(id) {}
virtual ~RemoveTowerPacket() {}
virtual DataBuffer Serialize(bool packetID = true) const;
virtual void Deserialize(DataBuffer& data);
virtual void Dispatch(PacketHandler* handler) const;
game::TowerID GetTowerID() const { return m_TowerID; }
virtual PacketType GetType() const { return PacketType::RemoveTower; }
};
class UpgradeTowerPacket : public Packet {
private:
game::TowerID m_TowerID;
game::TowerLevel m_TowerLevel;
public:
UpgradeTowerPacket() {}
UpgradeTowerPacket(game::TowerID tower, game::TowerLevel level) : m_TowerID(tower), m_TowerLevel(level) {}
virtual ~UpgradeTowerPacket() {}
virtual DataBuffer Serialize(bool packetID = true) const;
virtual void Deserialize(DataBuffer& data);
virtual void Dispatch(PacketHandler* handler) const;
game::TowerID GetTowerID() const { return m_TowerID; }
game::TowerLevel GetTowerLevel() const { return m_TowerLevel; }
virtual PacketType GetType() const { return PacketType::UpgradeTower; }
};
class MobState {
using Point = utils::shape::Point;
private:
game::MobID m_MobID;
Point m_MobPosition;
float m_MobLife;
game::Direction m_MobDirection;
public:
MobState() {}
MobState(game::MobID id, const Point& position, float life, game::Direction direction) :
m_MobID(id), m_MobPosition(position), m_MobLife(life), m_MobDirection(direction) {
}
game::MobID GetMobId() const { return m_MobID; }
Point GetMobPosition() const { return m_MobPosition; }
float GetMobLife() const { return m_MobLife; }
game::Direction GetMobDirection() const { return m_MobDirection; }
};
class UpdateMobStatesPacket : public Packet {
private:
std::vector<MobState> m_MobStates;
public:
UpdateMobStatesPacket() {}
virtual ~UpdateMobStatesPacket() {}
virtual DataBuffer Serialize(bool packetID = true) const;
virtual void Deserialize(DataBuffer& data);
virtual void Dispatch(PacketHandler* handler) const;
void addMobState(MobState mobState) { m_MobStates.push_back(mobState); }
const std::vector<MobState>& GetMobStates() const { return m_MobStates; }
virtual PacketType GetType() const { return PacketType::UpdateMobStates; }
};
class UpdateCastleLifePacket : public Packet {
private:
std::uint16_t m_CastleLife;
game::TeamColor m_Team;
public:
UpdateCastleLifePacket() {}
UpdateCastleLifePacket(std::uint16_t life, game::TeamColor team) : m_CastleLife(life), m_Team(team) {}
virtual ~UpdateCastleLifePacket() {}
virtual DataBuffer Serialize(bool packetID = true) const;
virtual void Deserialize(DataBuffer& data);
virtual void Dispatch(PacketHandler* handler) const;
std::uint16_t GetCastleLife() const { return m_CastleLife; }
game::TeamColor GetTeamColor() const { return m_Team; }
virtual PacketType GetType() const { return PacketType::UpdateCastleLife; }
};
enum class ItemType : std::uint8_t {
// Upgrades
ClickerUpgrade,
GoldPerSecUpgrade,
// Items
};
/** Packet used by the client to buy items or upgrades
Packet used by the server to confirm transaction */
class PlayerBuyItemPacket : public Packet {
private:
ItemType m_ItemType;
std::uint8_t m_Count;
public:
PlayerBuyItemPacket() {}
PlayerBuyItemPacket(ItemType itemType, std::uint8_t count) : m_ItemType(itemType), m_Count(count) {}
virtual ~PlayerBuyItemPacket() {}
virtual DataBuffer Serialize(bool packetID = true) const;
virtual void Deserialize(DataBuffer& data);
virtual void Dispatch(PacketHandler* handler) const;
ItemType GetItemType() const { return m_ItemType; }
std::uint8_t GetCount() const { return m_Count; }
virtual PacketType GetType() const { return PacketType::PlayerBuyItem; }
};
/** Packet used by the client to buy mob upgrades
Packet used by the server to confirm transaction */
class PlayerBuyMobUpgradePacket : public Packet {
private:
game::MobType m_MobType;
std::uint8_t m_MobLevel;
public:
PlayerBuyMobUpgradePacket() {}
PlayerBuyMobUpgradePacket(game::MobType mobType, std::uint8_t level) : m_MobType(mobType), m_MobLevel(level) {}
virtual ~PlayerBuyMobUpgradePacket() {}
virtual DataBuffer Serialize(bool packetID = true) const;
virtual void Deserialize(DataBuffer& data);
virtual void Dispatch(PacketHandler* handler) const;
game::MobType GetMobType() const { return m_MobType; }
std::uint8_t GetLevel() const { return m_MobLevel; }
virtual PacketType GetType() const { return PacketType::PlayerBuyMobUpgrade; }
};
} // namespace protocol
} // namespace td

View File

@@ -1,57 +0,0 @@
#pragma once
#include "Defines.h"
#include <memory>
#include "loader/GLLoader.h"
#include "render/shaders/WorldShader.h"
#include "render/shaders/EntityShader.h"
namespace td {
namespace render {
class Renderer {
public:
static constexpr float m_AnimationSpeed = 2.0f;
struct Model {
GL::VertexArray* vao;
Vec2f positon;
Vec3f color = { 1, 1, 1 };
};
private:
std::unique_ptr<shader::WorldShader> m_WorldShader;
std::unique_ptr<shader::EntityShader> m_EntityShader;
Vec3f m_BackgroundColor;
bool m_IsometricView = true;
float m_IsometricShade = m_IsometricView;
Vec2f m_CamPos{};
public:
Renderer();
~Renderer();
bool Init();
void Prepare();
void Resize(const int width, const int height);
void RenderVAO(const GL::VertexArray& vao);
void RenderModel(const Model& model);
void SetZoom(float zoom);
void SetCamMovement(const Vec2f& mov);
void SetCamPos(const Vec2f& newPos);
void SetIsometricView(bool isometric); // false = 2D true = Isometric
void SetBackgroundColor(const Vec3f& color) { m_BackgroundColor = color; }
Vec2f GetCursorWorldPos(const Vec2f& cursorPos, float aspectRatio, float zoom, float windowWidth, float windowHeight);
private:
void UpdateIsometricView();
void UpdateIsometricFade();
void InitShaders();
};
} // namespace render
} // namespace td

View File

@@ -1,32 +0,0 @@
#pragma once
#include "ShaderProgram.h"
namespace td {
namespace shader {
class EntityShader : public ShaderProgram {
private:
unsigned int m_LocationCam = 0;
unsigned int m_LocationZoom = 0;
unsigned int m_LocationAspectRatio = 0;
unsigned int m_LocationTranslation = 0;
unsigned int m_LocationViewtype = 0;
unsigned int m_LocationColorEffect = 0;
protected:
virtual void GetAllUniformLocation();
public:
EntityShader();
void LoadShader();
void SetCamPos(const Vec2f& camPos);
void SetZoom(float zoom);
void SetAspectRatio(float aspectRatio);
void SetModelPos(const Vec2f& modelPos);
void SetIsometricView(float isometric);
void SetColorEffect(const Vec3f& color);
};
} // namespace shader
} // namespace td

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@@ -2,7 +2,7 @@
#include <vector> #include <vector>
#include "misc/Time.h" #include "td/misc/Time.h"
namespace td { namespace td {
namespace server { namespace server {
@@ -12,7 +12,7 @@ class Server;
class Lobby { class Lobby {
private: private:
Server* m_Server; Server* m_Server;
bool m_GameStarted = false; bool m_LobbyOpened = false;
std::uint64_t m_StartTimerTime = 0; std::uint64_t m_StartTimerTime = 0;
std::vector<std::uint8_t> m_Players; std::vector<std::uint8_t> m_Players;
utils::AutoTimer m_Timer; utils::AutoTimer m_Timer;
@@ -22,6 +22,8 @@ public:
void OnPlayerJoin(std::uint8_t playerID); void OnPlayerJoin(std::uint8_t playerID);
void OnPlayerLeave(std::uint8_t playerID); void OnPlayerLeave(std::uint8_t playerID);
void OpenLobby();
void SendTimeRemaining(); void SendTimeRemaining();
void Tick(); void Tick();

View File

@@ -3,13 +3,13 @@
#include <map> #include <map>
#include <thread> #include <thread>
#include "network/TCPListener.h" #include "td/network/TCPListener.h"
#include "protocol/Protocol.h" #include "td/protocol/Protocol.h"
#include "protocol/PacketDispatcher.h" #include "td/protocol/PacketDispatcher.h"
#include "protocol/PacketHandler.h" #include "td/protocol/PacketHandler.h"
#include "ServerGame.h" #include "server/game/ServerGame.h"
#include "ServerConnexion.h" #include "server/ServerConnexion.h"
#include "Lobby.h" #include "server/Lobby.h"
#define SERVER_TPS 20 #define SERVER_TPS 20
#define SERVER_TICK 1000 / SERVER_TPS #define SERVER_TICK 1000 / SERVER_TPS
@@ -63,17 +63,23 @@ private:
std::thread m_Thread; std::thread m_Thread;
bool m_ServerRunning; bool m_ServerRunning;
public: public:
Server(const std::string& worldFilePath); Server();
virtual ~Server(); virtual ~Server();
bool Start(std::uint16_t port); bool Start(std::uint16_t port, bool blocking);
void Stop(); // force the server to stop void Stop(); // force the server to stop
void Close(); // at the end of a game void Close(); // at the end of a game
void Restart(); // go back to lobby state
bool LoadMap(const std::string& worldFilePath);
bool IsMapLoaded();
void RemoveConnexion(std::uint8_t connexionID); void RemoveConnexion(std::uint8_t connexionID);
void BroadcastPacket(const protocol::Packet* packet); void BroadcastPacket(const protocol::Packet* packet);
float GetMSPT() const { return m_TickCounter.GetMSPT(); }
float GetTPS() const { return m_TickCounter.GetTPS(); } float GetTPS() const { return m_TickCounter.GetTPS(); }
bool IsRunning() { return m_ServerRunning; } bool IsRunning() { return m_ServerRunning; }
@@ -95,6 +101,7 @@ private:
void Clean(); void Clean();
void StartThread(); void StartThread();
void StopThread(); void StopThread();
void ServerLoop();
void Tick(std::uint64_t delta); void Tick(std::uint64_t delta);
void OnPlayerJoin(std::uint8_t id); void OnPlayerJoin(std::uint8_t id);

View File

@@ -1,10 +1,10 @@
#pragma once #pragma once
#include "network/TCPSocket.h" #include "td/network/TCPSocket.h"
#include "protocol/PacketHandler.h" #include "td/protocol/PacketHandler.h"
#include "protocol/PacketDispatcher.h" #include "td/protocol/PacketDispatcher.h"
#include "game/Player.h" #include "td/game/Player.h"
#include "game/Connexion.h" #include "td/network/Connexion.h"
namespace td { namespace td {
namespace server { namespace server {

View File

@@ -1,7 +1,7 @@
#pragma once #pragma once
#include "game/BaseGame.h" #include "td/game/BaseGame.h"
#include "misc/Time.h" #include "td/misc/Time.h"
#include "ServerWorld.h" #include "ServerWorld.h"
namespace td { namespace td {
@@ -23,6 +23,8 @@ public:
ServerWorld* GetServerWorld() { return &m_ServerWorld; } ServerWorld* GetServerWorld() { return &m_ServerWorld; }
virtual void Tick(std::uint64_t delta); virtual void Tick(std::uint64_t delta);
virtual void Reset() override;
void StartGame(); void StartGame();
// GameListener // GameListener
@@ -31,6 +33,9 @@ public:
virtual void OnGameBegin() override; virtual void OnGameBegin() override;
virtual void OnGameEnd() override; virtual void OnGameEnd() override;
virtual void OnGameClose() override; virtual void OnGameClose() override;
virtual void OnPlayerJoin(game::PlayerID id) override;
virtual void OnPlayerLeave(game::PlayerID id) override;
private: private:
void BalanceTeams(); void BalanceTeams();
void InitPlayerStats(); void InitPlayerStats();

View File

@@ -1,6 +1,6 @@
#pragma once #pragma once
#include "game/World.h" #include "td/game/World.h"
namespace td { namespace td {
namespace server { namespace server {

151
include/td/Defines.h Normal file
View File

@@ -0,0 +1,151 @@
#pragma once
#include <cstdint>
#define SAFE_CHECK(expr) if(!(expr)) return
namespace td {
static constexpr float PI = 3.141592653f;
template<typename T>
struct Vec2 {
union {
T x;
T r;
};
union {
T y;
T g;
};
constexpr Vec2(T X = 0, T Y = 0) : x(X), y(Y) {}
};
template<typename T>
inline bool operator==(const Vec2<T>& vec2, const Vec2<T>& other) {
return vec2.x == other.x && vec2.y == other.y;
}
template<typename T>
struct Vec3 {
union {
T x;
T r;
};
union {
T y;
T g;
};
union {
T z;
T b;
};
constexpr Vec3(T X = 0, T Y = 0, T Z = 0) : x(X), y(Y), z(Z) {}
};
template<typename T>
inline bool operator==(const Vec3<T>& vec3, const Vec3<T>& other) {
return vec3.x == other.x && vec3.y == other.y && vec3.z == other.z;
}
template<typename T>
struct Vec4 {
union {
T x;
T r;
};
union {
T y;
T g;
};
union {
T z;
T b;
};
union {
T w;
T a;
};
constexpr Vec4(Vec3<T> vec, T W = 1) : x(vec.x), y(vec.y), z(vec.z), w(W) {}
constexpr Vec4(T X = 0, T Y = 0, T Z = 0, T W = 0) : x(X), y(Y), z(Z), w(W) {}
};
template<typename T>
inline bool operator==(const Vec4<T>& vec4, const Vec4<T>& other) {
return vec4.x == other.x && vec4.y == other.y && vec4.z == other.z && vec4.w = other.w;
}
using Vec2i = Vec2<int>;
using Vec2u = Vec2<unsigned int>;
using Vec2f = Vec2<float>;
using Vec2d = Vec2<double>;
using Vec3i = Vec3<int>;
using Vec3u = Vec3<unsigned int>;
using Vec3f = Vec3<float>;
using Vec3d = Vec3<double>;
using Vec4i = Vec4<int>;
using Vec4u = Vec4<unsigned int>;
using Vec4f = Vec4<float>;
using Vec4d = Vec4<double>;
using Color = Vec3<unsigned char>;
template<typename T>
struct Mat4 {
static const std::size_t MATRIX_SIZE = 4;
T x0, x1, x2, x3;
T y0, y1, y2, y3;
T z0, z1, z2, z3;
T w0, w1, w2, w3;
T operator[] (std::size_t offset) const {
return reinterpret_cast<const T*>(this)[offset];
}
T& operator[] (std::size_t offset) {
return reinterpret_cast<T*>(this)[offset];
}
T* data() {
return reinterpret_cast<T*>(this);
}
const T* data() const{
return reinterpret_cast<const T*>(this);
}
T at(std::size_t row, std::size_t column) const {
return operator[](row * MATRIX_SIZE + column);
}
T& at(std::size_t row, std::size_t column) {
return operator[](row * MATRIX_SIZE + column);
}
};
typedef Mat4<float> Mat4f;
typedef Mat4<int> Mat4i;
typedef Mat4<double> Mat4d;
template<typename T>
inline bool operator==(const Mat4<T>& mat, const Mat4<T>& other) {
return mat.x0 == other.x0 && mat.y0 == other.y0 && mat.z0 == other.z0 && mat.w0 == other.w0 &&
mat.x1 == other.x1 && mat.y1 == other.y1 && mat.z1 == other.z1 && mat.w1 == other.w1 &&
mat.x2 == other.x2 && mat.y2 == other.y2 && mat.z2 == other.z2 && mat.w2 == other.w2 &&
mat.x3 == other.x3 && mat.y3 == other.y3 && mat.z3 == other.z3 && mat.w3 == other.w3;
}
} // namespace td

View File

@@ -1,8 +1,8 @@
#pragma once #pragma once
#include "game/Team.h" #include "td/game/Team.h"
#include "game/World.h" #include "td/game/World.h"
#include "game/Player.h" #include "td/game/Player.h"
namespace td { namespace td {
namespace game { namespace game {
@@ -42,6 +42,8 @@ public:
virtual void Tick(std::uint64_t delta); virtual void Tick(std::uint64_t delta);
virtual void Reset();
Team& GetRedTeam() { return m_Teams[static_cast<std::uint8_t>(TeamColor::Red)]; } Team& GetRedTeam() { return m_Teams[static_cast<std::uint8_t>(TeamColor::Red)]; }
const Team& GetRedTeam() const { return m_Teams[static_cast<std::uint8_t>(TeamColor::Red)]; } const Team& GetRedTeam() const { return m_Teams[static_cast<std::uint8_t>(TeamColor::Red)]; }
@@ -52,7 +54,7 @@ public:
const Team& GetTeam(TeamColor team) const { return m_Teams[static_cast<std::uint8_t>(team)]; } const Team& GetTeam(TeamColor team) const { return m_Teams[static_cast<std::uint8_t>(team)]; }
GameState GetGameState() const { return m_GameState; } GameState GetGameState() const { return m_GameState; }
virtual void SetGameState(GameState gameState) { m_GameState = gameState; }; void SetGameState(GameState gameState) { m_GameState = gameState; };
const World* GetWorld() const { return m_World; } const World* GetWorld() const { return m_World; }
World* GetWorld() { return m_World; } World* GetWorld() { return m_World; }
@@ -65,6 +67,8 @@ public:
const TeamList& GetTeams() const { return m_Teams; } const TeamList& GetTeams() const { return m_Teams; }
void RemovePlayer(PlayerID pId);
}; };
} // namespace game } // namespace game

View File

@@ -1,11 +1,11 @@
#pragma once #pragma once
#include "Defines.h" #include "td/Defines.h"
#include "Towers.h" #include "Towers.h"
#include "Types.h" #include "Types.h"
#include "Team.h" #include "Team.h"
#include "misc/ObjectNotifier.h" #include "td/misc/ObjectNotifier.h"
#include <vector> #include <vector>
#include <memory> #include <memory>
@@ -99,7 +99,7 @@ private:
utils::CooldownTimer m_AttackTimer; utils::CooldownTimer m_AttackTimer;
public: public:
Mob(MobID id, MobLevel level, PlayerID sender) : m_Sender(sender), m_Level(level), Mob(MobID id, MobLevel level, PlayerID sender) : m_ID(id), m_Sender(sender), m_Level(level),
m_HitCooldown(0), m_EffectFireTimer(1000), m_EffectPoisonTimer(1000), m_HitCooldown(0), m_EffectFireTimer(1000), m_EffectPoisonTimer(1000),
m_EffectHealTimer(1000), m_CastleTarget(nullptr), m_AttackTimer(1000) { m_EffectHealTimer(1000), m_CastleTarget(nullptr), m_AttackTimer(1000) {

View File

@@ -2,8 +2,8 @@
#include <string> #include <string>
#include "game/Team.h" #include "td/game/Team.h"
#include "game/PlayerUpgrades.h" #include "td/game/PlayerUpgrades.h"
namespace td { namespace td {
namespace game { namespace game {

View File

@@ -2,7 +2,7 @@
#include "Types.h" #include "Types.h"
#include "misc/Shapes.h" #include "td/misc/Shapes.h"
#include <vector> #include <vector>
#include <memory> #include <memory>
@@ -74,6 +74,7 @@ public:
void AddPlayer(Player* newPlayer); void AddPlayer(Player* newPlayer);
void RemovePlayer(const Player* player); void RemovePlayer(const Player* player);
void ClearPlayers();
TeamColor GetColor() const; TeamColor GetColor() const;

View File

@@ -3,10 +3,10 @@
#include <string> #include <string>
#include <memory> #include <memory>
#include "misc/Time.h" #include "td/misc/Time.h"
#include "misc/Shapes.h" #include "td/misc/Shapes.h"
#include "game/Types.h" #include "td/game/Types.h"
namespace td { namespace td {
namespace game { namespace game {

View File

@@ -3,7 +3,7 @@
#include <cstdint> #include <cstdint>
// include Log for every files // include Log for every files
#include "misc/Log.h" #include "td/misc/Log.h"
namespace td { namespace td {
namespace game { namespace game {

View File

@@ -171,7 +171,10 @@ public:
void Tick(std::uint64_t delta); void Tick(std::uint64_t delta);
void Reset(); // clear mobs and towers
void SpawnMobAt(MobID id, MobType type, std::uint8_t level, PlayerID sender, float x, float y, Direction dir); void SpawnMobAt(MobID id, MobType type, std::uint8_t level, PlayerID sender, float x, float y, Direction dir);
MobPtr RemoveMob(MobID id);
TowerPtr PlaceTowerAt(TowerID id, TowerType type, std::int32_t x, std::int32_t y, PlayerID builder); TowerPtr PlaceTowerAt(TowerID id, TowerType type, std::int32_t x, std::int32_t y, PlayerID builder);
TowerPtr RemoveTower(TowerID id); TowerPtr RemoveTower(TowerID id);
@@ -217,7 +220,9 @@ public:
const TeamList& GetTeams() const; const TeamList& GetTeams() const;
TowerList& GetTowers() { return m_Towers; }
const TowerList& GetTowers() const { return m_Towers; } const TowerList& GetTowers() const { return m_Towers; }
TowerPtr GetTowerById(TowerID tower); TowerPtr GetTowerById(TowerID tower);
const Player* GetPlayerById(PlayerID id) const; const Player* GetPlayerById(PlayerID id) const;

177
include/td/misc/Maths.h Normal file
View File

@@ -0,0 +1,177 @@
#pragma once
#include "td/Defines.h"
#include <cmath>
namespace td {
//////////////////////////////////////////////////////////////////
// Operators //
//////////////////////////////////////////////////////////////////
template<typename T>
Vec2<T> operator+(const Vec2<T>& vect, const Vec2<T>& other) {
return {vect.x + other.x, vect.y + other.y};
}
template<typename T>
Vec2<T> operator- (const Vec2<T>& vect) {
return { -vect.x, -vect.y };
}
template<typename T>
Vec2<T> operator- (const Vec2<T>& vect, const Vec2<T>& other) {
return vect + (-other);
}
template<typename T>
Vec3<T> operator- (const Vec3<T>& vect) {
return { -vect.x, -vect.y, -vect.z };
}
template<typename T>
Vec3<T> operator+ (const Vec3<T>& vect, const Vec3<T>& other) {
return { vect.x + other.x, vect.y + other.y, vect.z + other.y };
}
template<typename T>
Vec3<T> operator- (const Vec3<T>& vect, const Vec3<T>& other) {
return vect + (-other);
}
template<typename T>
Vec4<T> operator- (const Vec4<T>& vect) {
return { -vect.x, -vect.y, -vect.z, -vect.w };
}
template<typename T>
Vec4<T> operator+ (const Vec4<T>& vect, const Vec4<T>& other) {
return { vect.x + other.x, vect.y + other.y, vect.z + other.y, vect.w + other.w };
}
template<typename T>
Vec4<T> operator- (const Vec4<T>& vect, const Vec4<T>& other) {
return vect + (-other);
}
//////////////////////////////////////////////////////////////////
// Vectors //
//////////////////////////////////////////////////////////////////
namespace maths {
template<typename T>
T Length(const Vec3<T>& vect) {
return std::sqrt(vect.x * vect.x + vect.y * vect.y + vect.z * vect.z);
}
template<typename T>
Vec3<T> Normalize(const Vec3<T>& vect) {
T length = Length(vect);
return { vect.x / length, vect.y / length, vect.z / length };
}
template<typename T>
Vec4<T> Normalize(const Vec4<T>& vect) {
T length = std::sqrt(vect.x * vect.x + vect.y * vect.y + vect.z * vect.z + vect.w * vect.w);
return { vect.x / length, vect.y / length, vect.z / length, vect.w / length };
}
template<typename T>
T Dot(const Vec3<T>& vect, const Vec3<T>& other) {
return vect.x * other.x + vect.y * other.y + vect.z * other.z;
}
template<typename T>
Vec3<T> Cross(const Vec3<T>& vect, const Vec3<T>& other) {
return {
vect.y * other.z - vect.z * other.y,
vect.z * other.x - vect.x * other.z,
vect.x * other.y - vect.y * other.x,
};
}
template<typename T>
T Dot(const Vec4<T>& vect, const Vec4<T>& other) {
return vect.x * other.x + vect.y * other.y + vect.z * other.z + vect.w * other.w;
}
template<typename T>
T Distance(const Vec3<T>& vect, const Vec3<T>& other) {
return Length(vect - other);
}
//////////////////////////////////////////////////////////////////
// Matricies //
//////////////////////////////////////////////////////////////////
template<typename T>
Vec4<T> Dot(const Mat4<T>& mat, const Vec4<T>& vect) {
return {
mat.x0 * vect.x + mat.x1 * vect.y + mat.x2 * vect.z + mat.x3 * vect.w,
mat.y0 * vect.x + mat.y1 * vect.y + mat.y2 * vect.z + mat.y3 * vect.w,
mat.z0 * vect.x + mat.z1 * vect.y + mat.z2 * vect.z + mat.z3 * vect.w,
mat.w0 * vect.x + mat.w1 * vect.y + mat.w2 * vect.z + mat.w3 * vect.w
};
}
template<typename T>
Mat4<T> Dot(const Mat4<T>& mat, const Mat4<T>& other) {
Mat4<T> result {};
for (std::size_t i = 0; i < Mat4<T>::MATRIX_SIZE; i++) {
for (std::size_t j = 0; j < Mat4<T>::MATRIX_SIZE; j++) {
for (std::size_t k = 0; k < Mat4<T>::MATRIX_SIZE; k++) {
result.at(i, j) += mat.at(i, k) * other.at(k, j);
}
}
}
return result;
}
template<typename T>
Mat4<T> Identity() {
Mat4<T> result{};
result.x0 = static_cast<T>(1);
result.y1 = static_cast<T>(1);
result.z2 = static_cast<T>(1);
result.w3 = static_cast<T>(1);
return result;
}
template<typename T>
Mat4<T> Transpose(const Mat4<T>& mat) {
Mat4<T> result;
result.x1 = mat.y0;
result.x2 = mat.z0;
result.x3 = mat.w0;
result.y0 = mat.x1;
result.y2 = mat.z1;
result.y3 = mat.w1;
result.z0 = mat.x2;
result.z1 = mat.y2;
result.z3 = mat.w2;
result.w0 = mat.x3;
result.w1 = mat.y3;
result.w2 = mat.z3;
result.x0 = mat.x0;
result.y1 = mat.y1;
result.z2 = mat.z2;
result.w3 = mat.w3;
return result;
}
Mat4f Perspective(float fovY, float aspectRatio, float zNear, float zFar);
Mat4f Look(const Vec3f& eye, const Vec3f& center, const Vec3f& up);
Mat4f Inverse(const Mat4f& mat);
} // namespace maths
} // namespace td

View File

@@ -1,9 +1,9 @@
#pragma once #pragma once
#include "network/TCPSocket.h" #include "td/network/TCPSocket.h"
#include "protocol/PacketHandler.h" #include "td/protocol/PacketHandler.h"
#include "protocol/PacketDispatcher.h" #include "td/protocol/PacketDispatcher.h"
#include "game/Player.h" #include "td/game/Player.h"
namespace td { namespace td {
namespace protocol { namespace protocol {

View File

@@ -12,10 +12,10 @@
#include <fcntl.h> #include <fcntl.h>
#endif #endif
#include "network/Socket.h" #include "td/network/Socket.h"
#include "network/IPAddress.h" #include "td/network/IPAddress.h"
#include "network/UDPSocket.h" #include "td/network/UDPSocket.h"
#include "network/TCPSocket.h" #include "td/network/TCPSocket.h"
namespace td { namespace td {
namespace network { namespace network {

View File

@@ -5,7 +5,7 @@
#include <vector> #include <vector>
#include <memory> #include <memory>
#include "misc/DataBuffer.h" #include "td/misc/DataBuffer.h"
#ifdef _WIN32 #ifdef _WIN32
#include <ws2tcpip.h> #include <ws2tcpip.h>

View File

@@ -1,8 +1,8 @@
#ifndef NETWORK_TCP_SOCKET_H_ #ifndef NETWORK_TCP_SOCKET_H_
#define NETWORK_TCP_SOCKET_H_ #define NETWORK_TCP_SOCKET_H_
#include "network/IPAddress.h" #include "td/network/IPAddress.h"
#include "network/Socket.h" #include "td/network/Socket.h"
#include <cstdint> #include <cstdint>

View File

@@ -1,8 +1,8 @@
#ifndef NETWORK_UDP_SOCKET_H_ #ifndef NETWORK_UDP_SOCKET_H_
#define NETWORK_UDP_SOCKET_H_ #define NETWORK_UDP_SOCKET_H_
#include "network/IPAddress.h" #include "td/network/IPAddress.h"
#include "network/Socket.h" #include "td/network/Socket.h"
#include <cstdint> #include <cstdint>

View File

@@ -1,6 +1,6 @@
#pragma once #pragma once
#include "protocol/Protocol.h" #include "td/protocol/Protocol.h"
#include <map> #include <map>
#include <vector> #include <vector>

View File

@@ -1,6 +1,6 @@
#pragma once #pragma once
#include "protocol/Protocol.h" #include "td/protocol/Protocol.h"
namespace td { namespace td {
namespace protocol { namespace protocol {

View File

@@ -1,6 +1,7 @@
#pragma once #pragma once
#include "protocol/Protocol.h" #include "td/protocol/Protocol.h"
#include "td/protocol/PacketsForward.h"
namespace td { namespace td {
namespace protocol { namespace protocol {
@@ -26,6 +27,7 @@ public:
virtual void HandlePacket(const PlayerLeavePacket* packet) {} virtual void HandlePacket(const PlayerLeavePacket* packet) {}
virtual void HandlePacket(const PlayerListPacket* packet) {} virtual void HandlePacket(const PlayerListPacket* packet) {}
virtual void HandlePacket(const PlayerLoginPacket* packet) {} virtual void HandlePacket(const PlayerLoginPacket* packet) {}
virtual void HandlePacket(const RemoveMobPacket* packet) {}
virtual void HandlePacket(const RemoveTowerPacket* packet) {} virtual void HandlePacket(const RemoveTowerPacket* packet) {}
virtual void HandlePacket(const SelectTeamPacket* packet) {} virtual void HandlePacket(const SelectTeamPacket* packet) {}
virtual void HandlePacket(const SendMobsPacket* packet) {} virtual void HandlePacket(const SendMobsPacket* packet) {}

View File

@@ -0,0 +1,28 @@
#include "packets/ConnectionInfoPacket.h"
#include "packets/DisconnectPacket.h"
#include "packets/KeepAlivePacket.h"
#include "packets/PlaceTowerPacket.h"
#include "packets/PlayerBuyItemPacket.h"
#include "packets/PlayerBuyMobUpgradePacket.h"
#include "packets/PlayerJoinPacket.h"
#include "packets/PlayerLeavePacket.h"
#include "packets/PlayerListPacket.h"
#include "packets/PlayerLoginPacket.h"
#include "packets/RemoveMobPacket.h"
#include "packets/RemoveTowerPacket.h"
#include "packets/SelectTeamPacket.h"
#include "packets/SendMobsPacket.h"
#include "packets/ServerTpsPacket.h"
#include "packets/SpawnMobPacket.h"
#include "packets/UpdateCastleLifePacket.h"
#include "packets/UpdateExpPacket.h"
#include "packets/UpdateGameStatePacket.h"
#include "packets/UpdateLobbyTimePacket.h"
#include "packets/UpdateMobStatesPacket.h"
#include "packets/UpdateMoneyPacket.h"
#include "packets/UpdatePlayerTeamPacket.h"
#include "packets/UpgradeTowerPacket.h"
#include "packets/WorldAddTowerPacket.h"
#include "packets/WorldAddTowerPacket.h"
#include "packets/WorldBeginDataPacket.h"
#include "packets/WorldDataPacket.h"

View File

@@ -0,0 +1,35 @@
#pragma once
namespace td {
namespace protocol {
class PlayerLoginPacket;
class WorldBeginDataPacket;
class WorldDataPacket;
class KeepAlivePacket;
class UpdateExpPacket;
class UpdateMoneyPacket;
class UpdateLobbyTimePacket;
class UpdateGameStatePacket;
class PlayerListPacket;
class PlayerJoinPacket;
class PlayerLeavePacket;
class ConnexionInfoPacket;
class SelectTeamPacket;
class UpdatePlayerTeamPacket;
class DisconnectPacket;
class ServerTpsPacket;
class SpawnMobPacket;
class PlaceTowerPacket;
class WorldAddTowerPacket;
class RemoveTowerPacket;
class SendMobsPacket;
class UpgradeTowerPacket;
class UpdateCastleLifePacket;
class UpdateMobStatesPacket;
class PlayerBuyItemPacket;
class PlayerBuyMobUpgradePacket;
class RemoveMobPacket;
} // namespace protocol
} // namespace td

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@@ -0,0 +1,67 @@
#pragma once
#include "td/misc/DataBuffer.h"
#include <memory>
namespace td {
namespace protocol {
class PacketHandler;
enum class PacketType : std::uint8_t {
// client --> server
PlayerLogin = 0,
SelectTeam,
SendMobs,
PlaceTower,
// client <-- server
PlayerJoin,
PlayerLeave,
WorldBeginData,
WorldData,
UpdateMoney,
UpdateEXP,
UpdateLobbyTime,
UpdateGameState,
PlayerList,
ConnectionInfo,
UpdatePlayerTeam,
ServerTps,
WorldAddTower,
UpdateMobStates,
UpdateCastleLife,
SpawnMob,
RemoveMob,
// client <--> server
KeepAlive,
Disconnect,
UpgradeTower,
RemoveTower,
PlayerBuyItem,
PlayerBuyMobUpgrade,
PACKET_COUNT
};
class Packet {
public:
Packet() {}
virtual ~Packet() {}
virtual DataBuffer Serialize(bool packetID = true) const = 0;
virtual void Deserialize(DataBuffer& data) = 0;
virtual void Dispatch(PacketHandler* handler) const = 0;
void WritePacketID(DataBuffer& data, bool packetID) const;
virtual PacketType GetType() const = 0;
std::uint8_t GetID() const { return static_cast<std::uint8_t>(GetType()); }
};
typedef std::unique_ptr<Packet> PacketPtr;
} // namespace protocol
} // namespace td

View File

@@ -0,0 +1,26 @@
#pragma once
#include "td/protocol/Protocol.h"
namespace td {
namespace protocol {
class ConnexionInfoPacket : public Packet {
private:
std::uint8_t m_ConnectionID;
public:
ConnexionInfoPacket() {}
ConnexionInfoPacket(std::uint8_t connectionID) : m_ConnectionID(connectionID) {}
virtual ~ConnexionInfoPacket() {}
virtual DataBuffer Serialize(bool packetID = true) const;
virtual void Deserialize(DataBuffer& data);
virtual void Dispatch(PacketHandler* handler) const;
std::uint8_t GetConnectionID() const { return m_ConnectionID; }
virtual PacketType GetType() const { return PacketType::ConnectionInfo; }
};
} // namespace protocol
} // namespace td

View File

@@ -0,0 +1,26 @@
#pragma once
#include "td/protocol/Protocol.h"
namespace td {
namespace protocol {
class DisconnectPacket : public Packet {
private:
std::string m_Reason; // only when sent from server
public:
DisconnectPacket() {}
DisconnectPacket(std::string reason) : m_Reason(reason) {}
virtual ~DisconnectPacket() {}
virtual DataBuffer Serialize(bool packetID = true) const;
virtual void Deserialize(DataBuffer& data);
virtual void Dispatch(PacketHandler* handler) const;
const std::string& GetReason() const { return m_Reason; }
virtual PacketType GetType() const { return PacketType::Disconnect; }
};
} // namespace protocol
} // namespace td

View File

@@ -0,0 +1,26 @@
#pragma once
#include "td/protocol/Protocol.h"
namespace td {
namespace protocol {
class KeepAlivePacket : public Packet {
private:
std::uint64_t m_AliveID;
public:
KeepAlivePacket() {}
KeepAlivePacket(std::uint64_t aliveID) : m_AliveID(aliveID) {}
virtual ~KeepAlivePacket() {}
virtual DataBuffer Serialize(bool packetID = true) const;
virtual void Deserialize(DataBuffer& data);
virtual void Dispatch(PacketHandler* handler) const;
std::uint64_t GetAliveID() const { return m_AliveID; }
virtual PacketType GetType() const { return PacketType::KeepAlive; }
};
} // namespace protocol
} // namespace td

View File

@@ -0,0 +1,32 @@
#pragma once
#include "td/protocol/Protocol.h"
#include "td/game/BaseGame.h"
namespace td {
namespace protocol {
class PlaceTowerPacket : public Packet {
private:
std::int32_t m_TowerX, m_TowerY;
game::TowerType m_TowerType;
public:
PlaceTowerPacket() {}
PlaceTowerPacket(std::int32_t x, std::int32_t y, game::TowerType type) :
m_TowerX(x), m_TowerY(y), m_TowerType(type) {
}
virtual ~PlaceTowerPacket() {}
virtual DataBuffer Serialize(bool packetID = true) const;
virtual void Deserialize(DataBuffer& data);
virtual void Dispatch(PacketHandler* handler) const;
std::int32_t GetTowerX() const { return m_TowerX; }
std::int32_t GetTowerY() const { return m_TowerY; }
game::TowerType GetTowerType() const { return m_TowerType; }
virtual PacketType GetType() const { return PacketType::PlaceTower; }
};
} // namespace protocol
} // namespace td

View File

@@ -0,0 +1,38 @@
#pragma once
#include "td/protocol/Protocol.h"
namespace td {
namespace protocol {
enum class ItemType : std::uint8_t {
// Upgrades
ClickerUpgrade,
GoldPerSecUpgrade,
// Items
};
/** Packet used by the client to buy items or upgrades
Packet used by the server to confirm transaction */
class PlayerBuyItemPacket : public Packet {
private:
ItemType m_ItemType;
std::uint8_t m_Count;
public:
PlayerBuyItemPacket() {}
PlayerBuyItemPacket(ItemType itemType, std::uint8_t count) : m_ItemType(itemType), m_Count(count) {}
virtual ~PlayerBuyItemPacket() {}
virtual DataBuffer Serialize(bool packetID = true) const;
virtual void Deserialize(DataBuffer& data);
virtual void Dispatch(PacketHandler* handler) const;
ItemType GetItemType() const { return m_ItemType; }
std::uint8_t GetCount() const { return m_Count; }
virtual PacketType GetType() const { return PacketType::PlayerBuyItem; }
};
} // namespace protocol
} // namespace td

View File

@@ -0,0 +1,31 @@
#pragma once
#include "td/protocol/Protocol.h"
#include "td/game/BaseGame.h"
namespace td {
namespace protocol {
/** Packet used by the client to buy mob upgrades
Packet used by the server to confirm transaction */
class PlayerBuyMobUpgradePacket : public Packet {
private:
game::MobType m_MobType;
std::uint8_t m_MobLevel;
public:
PlayerBuyMobUpgradePacket() {}
PlayerBuyMobUpgradePacket(game::MobType mobType, std::uint8_t level) : m_MobType(mobType), m_MobLevel(level) {}
virtual ~PlayerBuyMobUpgradePacket() {}
virtual DataBuffer Serialize(bool packetID = true) const;
virtual void Deserialize(DataBuffer& data);
virtual void Dispatch(PacketHandler* handler) const;
game::MobType GetMobType() const { return m_MobType; }
std::uint8_t GetLevel() const { return m_MobLevel; }
virtual PacketType GetType() const { return PacketType::PlayerBuyMobUpgrade; }
};
} // namespace protocol
} // namespace td

View File

@@ -0,0 +1,28 @@
#pragma once
#include "td/protocol/Protocol.h"
namespace td {
namespace protocol {
class PlayerJoinPacket : public Packet {
private:
std::uint8_t m_PlayerID;
std::string m_PlayerName;
public:
PlayerJoinPacket() {}
PlayerJoinPacket(std::uint8_t playerID, const std::string& playerName) : m_PlayerID(playerID), m_PlayerName(playerName) {}
virtual ~PlayerJoinPacket() {}
virtual DataBuffer Serialize(bool packetID = true) const;
virtual void Deserialize(DataBuffer& data);
virtual void Dispatch(PacketHandler* handler) const;
std::uint8_t GetPlayerID() const { return m_PlayerID; }
const std::string& GetPlayerName() const { return m_PlayerName; }
virtual PacketType GetType() const { return PacketType::PlayerJoin; }
};
} // namespace protocol
} // namespace td

View File

@@ -0,0 +1,26 @@
#pragma once
#include "td/protocol/Protocol.h"
namespace td {
namespace protocol {
class PlayerLeavePacket : public Packet {
private:
std::uint8_t m_PlayerID;
public:
PlayerLeavePacket() {}
PlayerLeavePacket(std::uint8_t playerID) : m_PlayerID(playerID) {}
virtual ~PlayerLeavePacket() {}
virtual DataBuffer Serialize(bool packetID = true) const;
virtual void Deserialize(DataBuffer& data);
virtual void Dispatch(PacketHandler* handler) const;
std::uint8_t GetPlayerID() const { return m_PlayerID; }
virtual PacketType GetType() const { return PacketType::PlayerLeave; }
};
} // namespace protocol
} // namespace td

View File

@@ -0,0 +1,32 @@
#pragma once
#include "td/protocol/Protocol.h"
#include "td/game/BaseGame.h"
namespace td {
namespace protocol {
struct PlayerInfo {
std::string name;
game::TeamColor team;
};
class PlayerListPacket : public Packet {
private:
std::map<std::uint8_t, PlayerInfo> m_Players;
public:
PlayerListPacket() {}
PlayerListPacket(std::map<std::uint8_t, PlayerInfo> players) : m_Players(players) {}
virtual ~PlayerListPacket() {}
virtual DataBuffer Serialize(bool packetID = true) const;
virtual void Deserialize(DataBuffer& data);
virtual void Dispatch(PacketHandler* handler) const;
const std::map<std::uint8_t, PlayerInfo>& GetPlayers() const { return m_Players; }
virtual PacketType GetType() const { return PacketType::PlayerList; }
};
} // namespace protocol
} // namespace td

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@@ -0,0 +1,26 @@
#pragma once
#include "td/protocol/Protocol.h"
namespace td {
namespace protocol {
class PlayerLoginPacket : public Packet {
private:
std::string m_PlayerName;
public:
PlayerLoginPacket() {}
PlayerLoginPacket(std::string playerName) : m_PlayerName(playerName) {}
virtual ~PlayerLoginPacket() {}
virtual DataBuffer Serialize(bool packetID = true) const;
virtual void Deserialize(DataBuffer& data);
virtual void Dispatch(PacketHandler* handler) const;
virtual PacketType GetType() const { return PacketType::PlayerLogin; }
const std::string& GetPlayerName() const { return m_PlayerName; }
};
} // namespace protocol
} // namespace td

View File

@@ -0,0 +1,27 @@
#pragma once
#include "td/protocol/Protocol.h"
#include "td/game/BaseGame.h"
namespace td {
namespace protocol {
class RemoveMobPacket : public Packet {
private:
game::MobID m_MobID;
public:
RemoveMobPacket() {}
RemoveMobPacket(game::MobID id) : m_MobID(id) {}
virtual ~RemoveMobPacket() {}
virtual DataBuffer Serialize(bool packetID = true) const;
virtual void Deserialize(DataBuffer& data);
virtual void Dispatch(PacketHandler* handler) const;
game::MobID GetMobID() const { return m_MobID; }
virtual PacketType GetType() const { return PacketType::RemoveMob; }
};
} // namespace protocol
} // namespace td

View File

@@ -0,0 +1,27 @@
#pragma once
#include "td/protocol/Protocol.h"
#include "td/game/BaseGame.h"
namespace td {
namespace protocol {
class RemoveTowerPacket : public Packet {
private:
game::TowerID m_TowerID;
public:
RemoveTowerPacket() {}
RemoveTowerPacket(game::TowerID id) : m_TowerID(id) {}
virtual ~RemoveTowerPacket() {}
virtual DataBuffer Serialize(bool packetID = true) const;
virtual void Deserialize(DataBuffer& data);
virtual void Dispatch(PacketHandler* handler) const;
game::TowerID GetTowerID() const { return m_TowerID; }
virtual PacketType GetType() const { return PacketType::RemoveTower; }
};
} // namespace protocol
} // namespace td

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@@ -0,0 +1,27 @@
#pragma once
#include "td/protocol/Protocol.h"
#include "td/game/BaseGame.h"
namespace td {
namespace protocol {
class SelectTeamPacket : public Packet {
private:
game::TeamColor m_SelectedTeam;
public:
SelectTeamPacket() {}
SelectTeamPacket(game::TeamColor selectedTeam) : m_SelectedTeam(selectedTeam) {}
virtual ~SelectTeamPacket() {}
virtual DataBuffer Serialize(bool packetID = true) const;
virtual void Deserialize(DataBuffer& data);
virtual void Dispatch(PacketHandler* handler) const;
game::TeamColor GetSelectedTeam() const { return m_SelectedTeam; }
virtual PacketType GetType() const { return PacketType::SelectTeam; }
};
} // namespace protocol
} // namespace td

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@@ -0,0 +1,33 @@
#pragma once
#include "td/protocol/Protocol.h"
#include "td/game/BaseGame.h"
namespace td {
namespace protocol {
struct MobSend { // represents a mob send
game::MobType mobType : 4;
game::MobLevel mobLevel : 4;
std::uint8_t mobCount; // the max is 12
};
class SendMobsPacket : public Packet {
private:
std::vector<MobSend> m_MobSends;
public:
SendMobsPacket() {}
SendMobsPacket(const std::vector<MobSend>& mobSends) : m_MobSends(mobSends) {}
virtual ~SendMobsPacket() {}
virtual DataBuffer Serialize(bool packetID = true) const;
virtual void Deserialize(DataBuffer& data);
virtual void Dispatch(PacketHandler* handler) const;
const std::vector<MobSend>& GetMobSends() const { return m_MobSends; }
virtual PacketType GetType() const { return PacketType::SendMobs; }
};
} // namespace protocol
} // namespace td

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@@ -0,0 +1,30 @@
#pragma once
#include "td/protocol/Protocol.h"
namespace td {
namespace protocol {
class ServerTpsPacket : public Packet {
private:
float m_TPS;
float m_MSPT;
std::uint64_t m_PacketSendTime; // used to calculate ping
public:
ServerTpsPacket() {}
ServerTpsPacket(float tps, float mspt, std::uint64_t sendTime) : m_TPS(tps), m_MSPT(mspt), m_PacketSendTime(sendTime) {}
virtual ~ServerTpsPacket() {}
virtual DataBuffer Serialize(bool packetID = true) const;
virtual void Deserialize(DataBuffer& data);
virtual void Dispatch(PacketHandler* handler) const;
float GetTPS() const { return m_TPS; }
float GetMSPT() const { return m_MSPT; }
std::uint64_t GetPacketSendTime() const { return m_PacketSendTime; }
virtual PacketType GetType() const { return PacketType::ServerTps; }
};
} // namespace protocol
} // namespace td

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@@ -0,0 +1,41 @@
#pragma once
#include "td/protocol/Protocol.h"
#include "td/game/BaseGame.h"
namespace td {
namespace protocol {
class SpawnMobPacket : public Packet {
private:
game::MobID m_MobID;
game::MobType m_MobType;
game::MobLevel m_MobLevel;
game::Direction m_MobDirection;
game::PlayerID m_Sender;
float m_MobX, m_MobY;
public:
SpawnMobPacket() {}
SpawnMobPacket(game::MobID id, game::MobType type, std::uint8_t level, game::PlayerID sender,
float x, float y, game::Direction dir) : m_MobID(id), m_MobType(type), m_MobLevel(level),
m_MobDirection(dir), m_Sender(sender), m_MobX(x), m_MobY(y) {
}
virtual ~SpawnMobPacket() {}
virtual DataBuffer Serialize(bool packetID = true) const;
virtual void Deserialize(DataBuffer& data);
virtual void Dispatch(PacketHandler* handler) const;
game::MobID GetMobID() const { return m_MobID; }
game::MobType GetMobType() const { return m_MobType; }
game::MobLevel GetMobLevel() const { return m_MobLevel; }
game::Direction GetMobDirection() const { return m_MobDirection; }
game::PlayerID GetSender() const { return m_Sender; }
float GetMobX() const { return m_MobX; }
float GetMobY() const { return m_MobY; }
virtual PacketType GetType() const { return PacketType::SpawnMob; }
};
} // namespace protocol
} // namespace td

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@@ -0,0 +1,29 @@
#pragma once
#include "td/protocol/Protocol.h"
#include "td/game/BaseGame.h"
namespace td {
namespace protocol {
class UpdateCastleLifePacket : public Packet {
private:
std::uint16_t m_CastleLife;
game::TeamColor m_Team;
public:
UpdateCastleLifePacket() {}
UpdateCastleLifePacket(std::uint16_t life, game::TeamColor team) : m_CastleLife(life), m_Team(team) {}
virtual ~UpdateCastleLifePacket() {}
virtual DataBuffer Serialize(bool packetID = true) const;
virtual void Deserialize(DataBuffer& data);
virtual void Dispatch(PacketHandler* handler) const;
std::uint16_t GetCastleLife() const { return m_CastleLife; }
game::TeamColor GetTeamColor() const { return m_Team; }
virtual PacketType GetType() const { return PacketType::UpdateCastleLife; }
};
} // namespace protocol
} // namespace td

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