2014-01-14 10:28:12 +01:00
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#include "Game.h"
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#include "Player.h"
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using namespace GameLogic;
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Game::PlayerData::PlayerData()
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2014-01-29 14:33:21 +01:00
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{
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2014-01-27 13:54:57 +01:00
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//set some stats that are appropriate to a player
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2014-01-29 14:33:21 +01:00
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Oyster::Physics::API::SimpleBodyDescription sbDesc;
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2014-01-31 16:33:16 +01:00
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sbDesc.centerPosition = Oyster::Math::Float3(0,308,0);
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2014-02-05 15:54:48 +01:00
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sbDesc.size = Oyster::Math::Float3(0.5f,2,1);
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2014-01-31 10:58:03 +01:00
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sbDesc.mass = 70;
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2014-01-31 16:33:16 +01:00
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sbDesc.restitutionCoeff = 0.5;
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2014-02-05 09:06:33 +01:00
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sbDesc.frictionCoeff_Static = 0.4;
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sbDesc.frictionCoeff_Dynamic = 0.3;
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2014-02-03 16:20:05 +01:00
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sbDesc.rotation = Oyster::Math::Float3(0, Oyster::Math::pi, 0);
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2014-02-03 10:42:40 +01:00
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2014-01-29 13:18:17 +01:00
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//create rigid body
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2014-01-27 08:54:25 +01:00
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Oyster::Physics::ICustomBody *rigidBody = Oyster::Physics::API::Instance().CreateRigidBody(sbDesc).Release();
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2014-01-29 14:33:21 +01:00
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2014-01-29 13:18:17 +01:00
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//create player with this rigid body
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2014-02-05 11:46:04 +01:00
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this->player = new Player(rigidBody,Player::PlayerCollisionBefore, Player::PlayerCollision, OBJECT_TYPE::OBJECT_TYPE_PLAYER);
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2014-01-21 09:52:48 +01:00
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this->player->GetRigidBody()->SetCustomTag(this);
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2014-02-03 16:20:05 +01:00
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/*Oyster::Physics::ICustomBody::State state;
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2014-02-03 15:52:00 +01:00
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this->player->GetRigidBody()->GetState(state);
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state.SetRotation(Oyster::Math::Float3(0, Oyster::Math::pi, 0));
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this->player->GetRigidBody()->SetState(state);
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2014-02-03 16:20:05 +01:00
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player->EndFrame();*/
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2014-01-14 10:28:12 +01:00
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}
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2014-01-15 11:03:25 +01:00
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Game::PlayerData::PlayerData(int playerID,int teamID)
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{
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2014-01-20 15:47:52 +01:00
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this->player = new Player();
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2014-01-15 11:03:25 +01:00
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}
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Game::PlayerData::~PlayerData()
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{
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2014-01-20 15:47:52 +01:00
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delete this->player;
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2014-01-15 11:03:25 +01:00
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}
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void Game::PlayerData::Move(const PLAYER_MOVEMENT &movement)
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{
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this->player->Move(movement);
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}
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2014-01-16 11:07:45 +01:00
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void Game::PlayerData::UseWeapon(const WEAPON_FIRE &usage)
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2014-01-14 10:28:12 +01:00
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{
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2014-01-16 11:07:45 +01:00
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this->player->UseWeapon(usage);
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2014-01-14 10:28:12 +01:00
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}
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2014-01-15 11:03:25 +01:00
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Oyster::Math::Float3 Game::PlayerData::GetPosition()
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{
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return this->player->GetPosition();
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}
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Oyster::Math::Float4x4 Game::PlayerData::GetOrientation()
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{
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return this->player->GetOrientation();
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}
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PLAYER_STATE Game::PlayerData::GetState() const
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{
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return this->player->GetState();
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}
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int Game::PlayerData::GetID() const
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{
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return this->player->GetID();
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}
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int Game::PlayerData::GetTeamID() const
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{
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return this->player->GetTeamID();
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2014-01-20 15:47:52 +01:00
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}
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2014-01-28 15:04:25 +01:00
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2014-01-20 15:47:52 +01:00
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OBJECT_TYPE Game::PlayerData::GetObjectType() const
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{
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2014-01-30 09:40:58 +01:00
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return this->player->GetObjectType();
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2014-01-21 09:52:48 +01:00
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}
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2014-02-03 15:52:00 +01:00
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void Game::PlayerData::Rotate(const Oyster::Math3D::Float4 lookDir)
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2014-01-21 09:52:48 +01:00
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{
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2014-01-28 15:04:25 +01:00
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this->player->Rotate(lookDir);
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2014-01-15 11:03:25 +01:00
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}
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