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