Files
SLikeNet/DependentExtensions/IrrlichtDemo/CDemo.h
2025-11-24 14:19:51 +05:30

184 lines
5.2 KiB
C++

// This is a Demo of the Irrlicht Engine (c) 2006 by N.Gebhardt.
// This file is not documented.
/*
* This file was taken from RakNet 4.082.
* Please see licenses/RakNet license.txt for the underlying license and related copyright.
*
* Modified work: Copyright (c) 2017, SLikeSoft UG (haftungsbeschränkt)
*
* This source code was modified by SLikeSoft. Modifications are licensed under the MIT-style
* license found in the license.txt file in the root directory of this source tree.
* Alternatively you are permitted to license the modifications under the zlib/libpng license.
*/
#ifndef __C_DEMO_H_INCLUDED__
#define __C_DEMO_H_INCLUDED__
#define USE_IRRKLANG
//#define USE_SDL_MIXER
// For windows 1.6 must be used for this demo unless you recompile the dlls and replace them,
// however it is untested on windows with later versions
// Include path in windows project by defaults assumes C:\irrlicht-1.6
// 1.6 or higher may be used in linux
// Get Irrlicht from http://irrlicht.sourceforge.net/ , it's a great engine
#ifdef _MSC_VER
#pragma warning(push)
#pragma warning(disable:4100) // unreferenced formal parameter
#pragma warning(disable:4127) // conditional expression is constant
#pragma warning(disable:4244) // type-conversion with possible loss of data
#pragma warning(disable:4458) // declaration of 'identifier' hides class member
#endif
#include <irrlicht.h>
#ifdef _MSC_VER
#pragma warning(pop)
#endif
#define IRRLICHT_MEDIA_PATH "IrrlichtMedia/"
#ifdef _WIN32__
#include "slikenet/WindowsIncludes.h" // Prevent 'fd_set' : 'struct' type redefinition
#include <windows.h>
#endif
using namespace irr;
// audio support
// Included in RakNet download with permission by Nikolaus Gebhardt
#ifdef USE_IRRKLANG
#if defined(_WIN32__) || defined(WIN32) || defined(_WIN32)
#include <irrKlang-1.1.3/irrKlang.h>
#else
#include "irrKlang.h"
#endif
#ifdef _IRR_WINDOWS_
#pragma comment (lib, "irrKlang-1.1.3/irrKlang.lib")
#endif
#endif
#ifdef USE_SDL_MIXER
# include <SDL/SDL.h>
# include <SDL/SDL_mixer.h>
#endif
const int CAMERA_COUNT = 7;
const float CAMERA_HEIGHT=50.0f;
const float SHOT_SPEED=.6f;
const float BALL_DIAMETER=25.0f;
// SLikeNet
#include "slikenetstuff.h"
#include "slikenet/DS_Multilist.h"
#include "slikenet/string.h"
#include "slikenet/time.h"
class CDemo : public IEventReceiver
{
public:
CDemo(bool fullscreen, bool music, bool shadows, bool additive, bool vsync, bool aa, video::E_DRIVER_TYPE driver, core::stringw &_playerName);
~CDemo();
void run();
virtual bool OnEvent(const SEvent& event);
IrrlichtDevice * GetDevice(void) const {return device;}
scene::ISceneManager* GetSceneManager(void) const {return device->getSceneManager();}
// RakNet: Control what animation is playing by what key is pressed on the remote system
bool IsKeyDown(EKEY_CODE keyCode) const;
bool IsMovementKeyDown(void) const;
// RakNet: Decouple the origin of the shot from the camera, so the network code can use this same graphical effect
SLNet::TimeMS shootFromOrigin(core::vector3df camPosition, core::vector3df camAt);
const core::aabbox3df& GetSyndeyBoundingBox(void) const;
void PlayDeathSound(core::vector3df position);
void EnableInput(bool enabled);
private:
void createLoadingScreen();
void loadSceneData();
void switchToNextScene();
void shoot();
void createParticleImpacts();
bool fullscreen;
bool music;
bool shadows;
bool additive;
bool vsync;
bool aa;
video::E_DRIVER_TYPE driverType;
core::stringw playerName;
IrrlichtDevice *device;
#ifdef USE_IRRKLANG
void startIrrKlang();
irrklang::ISoundEngine* irrKlang;
irrklang::ISoundSource* ballSound;
irrklang::ISoundSource* deathSound;
irrklang::ISoundSource* impactSound;
#endif
#ifdef USE_SDL_MIXER
void startSound();
void playSound(Mix_Chunk *);
void pollSound();
Mix_Music *stream;
Mix_Chunk *ballSound;
Mix_Chunk *impactSound;
#endif
struct SParticleImpact
{
u32 when;
core::vector3df pos;
core::vector3df outVector;
};
int currentScene;
video::SColor backColor;
gui::IGUIStaticText* statusText;
gui::IGUIInOutFader* inOutFader;
scene::IQ3LevelMesh* quakeLevelMesh;
scene::ISceneNode* quakeLevelNode;
scene::ISceneNode* skyboxNode;
scene::IAnimatedMeshSceneNode* model1;
scene::IAnimatedMeshSceneNode* model2;
scene::IParticleSystemSceneNode* campFire;
scene::IMetaTriangleSelector* metaSelector;
scene::ITriangleSelector* mapSelector;
s32 sceneStartTime;
s32 timeForThisScene;
core::array<SParticleImpact> Impacts;
// Per-tick game update for RakNet
void UpdateRakNet(void);
// Holds output messages
DataStructures::Multilist<ML_QUEUE, SLNet::RakString> outputMessages;
SLNet::TimeMS whenOutputMessageStarted;
void PushMessage(SLNet::RakString rs);
const char *GetCurrentMessage(void);
// We use this array to store the current state of each key
bool KeyIsDown[KEY_KEY_CODES_COUNT];
// Bounding box of syndney.md2, extended by BALL_DIAMETER/2 for collision against shots
core::aabbox3df syndeyBoundingBox;
void CalculateSyndeyBoundingBox(void);
bool isConnectedToNATPunchthroughServer;
};
#endif