7 Commits
master ... 3D

Author SHA1 Message Date
4b732c2fe9 add ressources 2023-06-28 22:54:22 +02:00
66b39e1855 multiple mobs render 2023-06-28 22:51:36 +02:00
b985cc7ade make use of TexturedModel 2023-06-28 22:19:18 +02:00
385dcf11d0 load basic 3d model 2023-06-28 21:23:42 +02:00
385626d42b debug spawning 2023-06-28 21:18:02 +02:00
6b9528c2ae add face culling 2023-06-26 09:59:08 +02:00
c9ee8216be add depth 2023-06-26 09:37:23 +02:00
244 changed files with 7017 additions and 3014 deletions

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@@ -1,46 +0,0 @@
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: 'xmake-ubuntu'
- name: Calc deps hash
uses: seepine/hash-files@v1
id: get-hash
with:
patterns: |
**/xmake.lua
**/xmake/*.lua
- name: Packages cache
uses: actions/cache@v4
with:
path: ~/.xmake
key: ${{ runner.os }}-${{ steps.get-hash.outputs.hash }}
- name: XMake config
run: xmake f -p linux -y --root
- name: Build
run: xmake --root
- name: Test
run: xmake test --root

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@@ -1,18 +0,0 @@
# TowerDefense
Unmaintained multiplayer tower defense game prototype
(OpenGL + TCP)
## Screenshots 🖼
[[screenshots/game.png]]
## Build ⚙️
```
xmake
```
## Run 🏃
```
xmake run
```

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@@ -2,9 +2,6 @@
#include <cstdint>
#define SAFE_CHECK(expr) if(!(expr)) return
namespace td {
static constexpr float PI = 3.141592653f;

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@@ -1,13 +0,0 @@
#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

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@@ -1,19 +0,0 @@
#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

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@@ -1,8 +1,8 @@
#pragma once
#include "td/game/Team.h"
#include "td/game/World.h"
#include "td/game/Player.h"
#include "game/Team.h"
#include "game/World.h"
#include "game/Player.h"
namespace td {
namespace game {
@@ -42,8 +42,6 @@ public:
virtual void Tick(std::uint64_t delta);
virtual void Reset();
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)]; }
@@ -67,8 +65,6 @@ public:
const TeamList& GetTeams() const { return m_Teams; }
void RemovePlayer(PlayerID pId);
};
} // namespace game

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

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

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

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

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

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

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@@ -171,10 +171,7 @@ public:
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);
MobPtr RemoveMob(MobID id);
TowerPtr PlaceTowerAt(TowerID id, TowerType type, std::int32_t x, std::int32_t y, PlayerID builder);
TowerPtr RemoveTower(TowerID id);
@@ -220,9 +217,7 @@ public:
const TeamList& GetTeams() const;
TowerList& GetTowers() { return m_Towers; }
const TowerList& GetTowers() const { return m_Towers; }
TowerPtr GetTowerById(TowerID tower);
const Player* GetPlayerById(PlayerID id) const;

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

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

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@@ -1,13 +1,13 @@
#pragma once
#include "td/game/BaseGame.h"
#include "game/BaseGame.h"
#include "td/protocol/PacketHandler.h"
#include "protocol/PacketHandler.h"
#include "WorldClient.h"
#include "client/render/WorldRenderer.h"
#include "client/render/Renderer.h"
#include "render/WorldRenderer.h"
#include "render/Renderer.h"
namespace td {
namespace client {

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

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

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

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

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

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

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@@ -5,7 +5,6 @@
#include <cstring>
#include <cassert>
#include <string>
#include <cstdint>
namespace td {

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@@ -1,6 +1,6 @@
#pragma once
#include "td/Defines.h"
#include "Defines.h"
#include <cmath>
namespace td {

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@@ -4,7 +4,6 @@
#include <string>
#include <iosfwd>
#include <vector>
#include <cstdint>
namespace td {
namespace network {

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

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

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

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

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

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

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

639
include/protocol/Protocol.h Normal file
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@@ -0,0 +1,639 @@
#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

@@ -1,10 +1,10 @@
#pragma once
#include "td/Defines.h"
#include "Defines.h"
#include <memory>
#include "loader/GLLoader.h"
#include "client/render/shaders/WorldShader.h"
#include "client/render/shaders/EntityShader.h"
#include "render/shaders/WorldShader.h"
#include "render/shaders/EntityShader.h"
namespace td {
namespace render {
@@ -23,16 +23,41 @@ struct Camera {
float m_Pitch = -PI / 2.0f + 0.0000001f;
};
struct Model {
std::unique_ptr<GL::VertexArray> vao;
Vec3f positon;
Vec3f color = { 1, 1, 1 };
};
class TexturedModel {
private:
std::unique_ptr<GL::VertexArray> m_Vao;
std::unique_ptr<GL::Texture> m_Texture;
Vec3f m_Positon;
Vec3f m_Color = { 1, 1, 1 };
public:
REMOVE_COPY(TexturedModel);
TexturedModel(GL::VertexArray&& vao, GL::Texture&& texture);
TexturedModel(TexturedModel&& other);
~TexturedModel() {}
const GL::VertexArray& GetVao() const { return *m_Vao; }
const GL::Texture& GetTexture() const { return *m_Texture; }
Vec3f GetPosition() const { return m_Positon; }
Vec3f GetColor() const { return m_Color; }
void SetPosition(Vec3f newPos) { m_Positon = newPos; }
void SetColor(Vec3f newColor) { m_Color = newColor; }
};
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;
@@ -53,12 +78,12 @@ public:
void RenderVAO(const GL::VertexArray& vao);
void RenderModel(const Model& model);
void RenderModel(const TexturedModel& 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; }

View File

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

View File

@@ -1,14 +1,16 @@
#pragma once
#include "td/game/World.h"
#include "game/World.h"
#include "client/render/Renderer.h"
#include "client/render/VertexCache.h"
#include "render/Renderer.h"
#include "render/VertexCache.h"
#include "client/render/gui/TowerPlacePopup.h"
#include "client/render/gui/TowerUpgradePopup.h"
#include "client/render/gui/MobTooltip.h"
#include "client/render/gui/CastleTooltip.h"
#include "render/gui/TowerPlacePopup.h"
#include "render/gui/TowerUpgradePopup.h"
#include "render/gui/MobTooltip.h"
#include "render/gui/CastleTooltip.h"
#include "render/gui/imgui/imgui.h"
namespace td {
@@ -18,6 +20,7 @@ class ClientGame;
} // namespace client
namespace render {
class WorldRenderer : public game::WorldListener {
@@ -25,7 +28,9 @@ private:
client::ClientGame* m_Client;
Renderer* m_Renderer;
game::World* m_World;
std::unique_ptr<GL::VertexArray> m_WorldVao, m_MobVao, m_SelectTileVao;
std::unique_ptr<GL::VertexArray> m_WorldVao;
std::unique_ptr<Model> m_SelectTileModel;
std::vector<TexturedModel> m_MobModels;
Vec2f m_CamPos;
Vec2f m_CursorPos;
Vec2f m_HoldCursorPos;
@@ -45,10 +50,11 @@ public:
void LoadModels();
static ImVec4 GetImGuiTeamColor(game::TeamColor color);
void Update();
void Render();
void ResetCam();
void SetCamPos(float camX, float camY);
void MoveCam(float relativeX, float relativeY);
@@ -62,7 +68,7 @@ private:
void Click();
void RenderWorld() const;
void RenderTowers() const;
void RenderMobs() const;
void RenderMobs();
void RenderTileSelect() const;
void RenderPopups();
void RenderMobTooltip() const;

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

@@ -70,5 +70,24 @@ public:
void Unbind() const;
};
class Texture {
private:
unsigned int m_ID;
public:
REMOVE_COPY(Texture);
Texture(Texture&& other) {
m_ID = other.m_ID;
other.m_ID = 0;
}
Texture(const char* textureData, int width, int height, int comp);
~Texture();
unsigned int GetTextureID() const { return m_ID; }
void Bind() const;
static void Unbind();
};
}

View File

@@ -0,0 +1,17 @@
#pragma once
#include "GLLoader.h"
#include "render/Renderer.h"
#include "game/Mobs.h"
namespace td {
namespace render {
namespace MobLoader {
TexturedModel LoadMobModel(game::MobType mobType);
} // namespace MobLoader
} // namespace render
} // namespace td

View File

@@ -8,9 +8,12 @@
#ifndef RENDER_LOADER_TEXTURELOADER_H_
#define RENDER_LOADER_TEXTURELOADER_H_
#include "render/loader/GLLoader.h"
#include <string>
namespace TextureLoader {
unsigned int LoadGLTexture(const char* fileName);
GL::Texture LoadTexture(const std::string& fileName);
}

View File

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

View File

@@ -1,8 +1,8 @@
#pragma once
#include <string>
#include "td/Defines.h"
#include "client/render/GL.h"
#include "Defines.h"
#include "render/GL.h"
namespace td {
namespace shader {

View File

@@ -1,28 +0,0 @@
#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

@@ -1,35 +0,0 @@
#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

View File

@@ -1,67 +0,0 @@
#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

@@ -1,26 +0,0 @@
#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

@@ -1,26 +0,0 @@
#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

@@ -1,26 +0,0 @@
#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

@@ -1,32 +0,0 @@
#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

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@@ -1,38 +0,0 @@
#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

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@@ -1,31 +0,0 @@
#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

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@@ -1,28 +0,0 @@
#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

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@@ -1,26 +0,0 @@
#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

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@@ -1,32 +0,0 @@
#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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@@ -1,26 +0,0 @@
#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

@@ -1,27 +0,0 @@
#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

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@@ -1,27 +0,0 @@
#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

View File

@@ -1,27 +0,0 @@
#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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@@ -1,33 +0,0 @@
#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

View File

@@ -1,30 +0,0 @@
#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

View File

@@ -1,41 +0,0 @@
#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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@@ -1,29 +0,0 @@
#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

View File

@@ -1,26 +0,0 @@
#pragma once
#include "td/protocol/Protocol.h"
namespace td {
namespace protocol {
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; }
};
} // namespace protocol
} // namespace td

View File

@@ -1,27 +0,0 @@
#pragma once
#include "td/protocol/Protocol.h"
#include "td/game/BaseGame.h"
namespace td {
namespace protocol {
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; }
};
} // namespace protocol
} // namespace td

View File

@@ -1,26 +0,0 @@
#pragma once
#include "td/protocol/Protocol.h"
namespace td {
namespace protocol {
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; }
};
} // namespace protocol
} // namespace td

View File

@@ -1,47 +0,0 @@
#pragma once
#include "td/protocol/Protocol.h"
#include "td/game/BaseGame.h"
namespace td {
namespace protocol {
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; }
};
} // namespace protocol
} // namespace td

View File

@@ -1,26 +0,0 @@
#pragma once
#include "td/protocol/Protocol.h"
namespace td {
namespace protocol {
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; }
};
} // namespace protocol
} // namespace td

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