GameServer - Merged with GameLogic
This commit is contained in:
commit
201a07f0dc
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@ -5,6 +5,7 @@
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#include "../DanBiasGame/Include/DanBiasGame.h"
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#include "../GameProtocols/GeneralProtocols.h"
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#include "..\GameProtocols\Protocols.h"
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#include <Utilities.h>
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namespace DanBias
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{
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@ -113,13 +114,22 @@ namespace DanBias
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{
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if(dynamic_cast<Client::LobbyState*>(gameClientState))
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{
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GameLogic::Protocol_LobbyStartGame pt(p);
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int id = p[1].value.netInt;
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std::string name = p.Get(19).value.netCharPtr;
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Oyster::Math::Float4x4 w;
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for(int i = 0; i< 16; i++)
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{
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w[i] = p[i+3].value.netFloat;
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}
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gameClientState->Release();
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delete gameClientState;
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gameClientState = new Client::GameState();
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gameClientState->Init(this);
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((Client::GameState*)gameClientState)->setClientId(pt.clientID);
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std::wstring temp;
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Utility::String::StringToWstring(name, temp);
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((Client::GameState*)gameClientState)->InitiatePlayer(id, temp, w);
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}
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}
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break;
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@ -53,15 +53,25 @@ bool GameState::Init(Oyster::Network::NetworkClient* nwClient)
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GameState::gameStateState GameState::LoadGame()
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{
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Oyster::Graphics::Definitions::Pointlight plight;
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plight.Pos = Oyster::Math::Float3(0,15,5);
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plight.Color = Oyster::Math::Float3(0,1,0);
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plight.Radius = 50;
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plight.Bright = 2;
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plight.Pos = Oyster::Math::Float3(315, 0 ,5);
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plight.Color = Oyster::Math::Float3(0.9,0.7,0.2);
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plight.Radius = 100;
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plight.Bright = 0.9;
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Oyster::Graphics::API::AddLight(plight);
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plight.Pos = Oyster::Math::Float3(10,15,5);
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plight.Color = Oyster::Math::Float3(1,0,0);
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plight.Radius = 50;
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plight.Bright = 2;
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plight.Pos = Oyster::Math::Float3(10,350,5);
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plight.Color = Oyster::Math::Float3(0.9,0.7,0.3);
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plight.Radius = 200;
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plight.Bright = 0.7;
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Oyster::Graphics::API::AddLight(plight);
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plight.Pos = Oyster::Math::Float3(350,350,5);
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plight.Color = Oyster::Math::Float3(0.9,0.7,0.3);
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plight.Radius = 200;
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plight.Bright = 0.7;
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Oyster::Graphics::API::AddLight(plight);
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plight.Pos = Oyster::Math::Float3(10,350,350);
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plight.Color = Oyster::Math::Float3(0.9,0.7,0.3);
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plight.Radius = 200;
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plight.Bright = 0.7;
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Oyster::Graphics::API::AddLight(plight);
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plight.Pos = Oyster::Math::Float3(10,-15,5);
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plight.Color = Oyster::Math::Float3(0,0,1);
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@ -78,9 +88,10 @@ bool GameState::LoadModels(std::wstring mapFile)
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// open file
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// read file
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// init models
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privData->modelCount = 4;
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myId += privData->modelCount;
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int id = 0;
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int nrOfBoxex = 5;
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privData->modelCount = 3 + nrOfBoxex;
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int id = 100;
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// add world model
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ModelInitData modelData;
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Oyster::Math3D::Float4x4 translate;
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@ -96,15 +107,20 @@ bool GameState::LoadModels(std::wstring mapFile)
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// add box model
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modelData.world = Oyster::Math3D::Float4x4::identity;
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translate = Oyster::Math3D::TranslationMatrix(Oyster::Math::Float3(4,320,0));
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modelData.world = modelData.world * translate;
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modelData.modelPath = L"box.dan";
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modelData.id = id++;
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obj = new C_Player();
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privData->object.push_back(obj);
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privData->object[privData->object.size() -1 ]->Init(modelData);
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modelData.world = Oyster::Math3D::Float4x4::identity;
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for(int i =0; i< nrOfBoxex; i ++)
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{
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translate = Oyster::Math3D::TranslationMatrix(Oyster::Math::Float3(4,320,0));
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modelData.world = modelData.world * translate;
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modelData.id = id++;
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obj = new C_Player();
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privData->object.push_back(obj);
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privData->object[privData->object.size() -1 ]->Init(modelData);
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modelData.world = Oyster::Math3D::Float4x4::identity;
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}
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// add crystal model
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modelData.world = Oyster::Math3D::Float4x4::identity;
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@ -132,34 +148,6 @@ bool GameState::LoadModels(std::wstring mapFile)
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privData->object.push_back(obj);
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privData->object[privData->object.size() -1 ]->Init(modelData);
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// add player model
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modelData.world = Oyster::Math3D::Float4x4::identity;
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translate = Oyster::Math3D::TranslationMatrix(Oyster::Math::Float3(0, 320, 0));
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modelData.world = modelData.world * translate;
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modelData.visible = true;
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modelData.modelPath = L"char_renderTest.dan";
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modelData.id = id++;
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// load models
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obj = new C_Player();
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privData->object.push_back(obj);
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privData->object[privData->object.size() -1 ]->Init(modelData);
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// add player model 2
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modelData.world = Oyster::Math3D::Float4x4::identity;
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translate = Oyster::Math3D::TranslationMatrix(Oyster::Math::Float3(50, 320, 0));
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modelData.world = modelData.world * translate;
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modelData.visible = true;
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modelData.modelPath = L"char_renderTest.dan";
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modelData.id = id++;
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// load models
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obj = new C_Player();
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privData->object.push_back(obj);
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privData->object[privData->object.size() -1 ]->Init(modelData);
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return true;
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}
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bool GameState::InitCamera(Oyster::Math::Float3 startPos)
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@ -171,7 +159,7 @@ bool GameState::InitCamera(Oyster::Math::Float3 startPos)
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camera->LookAt(pos, dir, up);
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camera->SetLens(3.14f/2, 1024/768, 1, 1000);
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privData->proj = Oyster::Math3D::ProjectionMatrix_Perspective(Oyster::Math::pi/4,1024.0f/768.0f,.1f,1000);
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privData->proj = Oyster::Math3D::ProjectionMatrix_Perspective(Oyster::Math::pi / 4, 1024.0f / 768.0f, .1f,1000);
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//privData->proj = Oyster::Math3D::ProjectionMatrix_Orthographic(1024, 768, 1, 1000);
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Oyster::Graphics::API::SetProjection(privData->proj);
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camera->UpdateViewMatrix();
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@ -181,9 +169,21 @@ bool GameState::InitCamera(Oyster::Math::Float3 startPos)
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privData->view = Oyster::Math3D::InverseOrientationMatrix(privData->view);
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return true;
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}
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void GameState::setClientId(int id)
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void GameState::InitiatePlayer(int id, std::wstring modelName, Oyster::Math::Float4x4 world)
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{
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myId = id;
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ModelInitData modelData;
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C_Object* obj;
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modelData.visible = true;
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modelData.world = world;
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modelData.modelPath = modelName;
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modelData.id = myId;
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obj = new C_Player();
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privData->object.push_back(obj);
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privData->object[privData->object.size() -1 ]->Init(modelData);
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}
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GameClientState::ClientState GameState::Update(float deltaTime, InputClass* KeyInput)
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{
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@ -334,7 +334,37 @@ void GameState::readKeyInput(InputClass* KeyInput)
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if(!key_Shoot)
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{
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GameLogic::Protocol_PlayerShot playerShot;
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playerShot.hasShot = true;
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playerShot.primaryPressed = true;
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playerShot.secondaryPressed = false;
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playerShot.utilityPressed = false;
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privData->nwClient->Send(playerShot);
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key_Shoot = true;
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}
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}
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else
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key_Shoot = false;
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if(KeyInput->IsKeyPressed(DIK_X))
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{
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if(!key_Shoot)
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{
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GameLogic::Protocol_PlayerShot playerShot;
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playerShot.primaryPressed = false;
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playerShot.secondaryPressed = true;
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playerShot.utilityPressed = false;
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privData->nwClient->Send(playerShot);
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key_Shoot = true;
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}
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}
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else
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key_Shoot = false;
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if(KeyInput->IsKeyPressed(DIK_C))
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{
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if(!key_Shoot)
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{
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GameLogic::Protocol_PlayerShot playerShot;
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playerShot.primaryPressed = false;
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playerShot.secondaryPressed = false;
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playerShot.utilityPressed = true;
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privData->nwClient->Send(playerShot);
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key_Shoot = true;
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}
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@ -343,7 +373,7 @@ void GameState::readKeyInput(InputClass* KeyInput)
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key_Shoot = false;
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// jump
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if(KeyInput->IsKeyPressed(DIK_X))
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if(KeyInput->IsKeyPressed(DIK_SPACE))
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{
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if(!key_Jump)
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{
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@ -412,7 +442,7 @@ void GameState::Protocol( ObjPos* pos )
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camera->setRight(right);
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camera->setUp(up);
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//camera->setLook(objForward);
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camera->setLook(objForward);
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up *= 2;
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objForward *= -3;
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@ -37,8 +37,8 @@ public:
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GameClientState::ClientState Update(float deltaTime, InputClass* KeyInput) override;
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bool LoadModels(std::wstring mapFile) ;
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bool InitCamera(Oyster::Math::Float3 startPos) ;
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void InitiatePlayer(int id, std::wstring modelName, Oyster::Math::Float4x4 world);
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gameStateState LoadGame();
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void setClientId(int id);
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void readKeyInput(InputClass* KeyInput);
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bool Render()override;
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bool Release()override;
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@ -41,9 +41,9 @@ bool LoginState::Init(Oyster::Network::NetworkClient* nwClient)
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bool LoginState::LoadModels(std::wstring file)
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{
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Oyster::Graphics::Definitions::Pointlight plight;
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plight.Pos = Oyster::Math::Float3(-2,3,0);
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plight.Color = Oyster::Math::Float3(0,1,0);
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plight.Radius = 10;
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plight.Pos = Oyster::Math::Float3(0,0,5.4f);
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plight.Color = Oyster::Math::Float3(1,1,1);
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plight.Radius = 100;
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plight.Bright = 1;
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Oyster::Graphics::API::AddLight(plight);
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// open file
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@ -57,10 +57,11 @@ bool LoginState::LoadModels(std::wstring file)
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modelData.visible = true;
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modelData.modelPath = L"box_2.dan";
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// load models
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privData->object[0] = new C_StaticObj();
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Oyster::Math3D::Float4x4 translate = Oyster::Math3D::TranslationMatrix(Oyster::Math::Float3(2,2,2));
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privData->object[0] = new C_DynamicObj();
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privData->object[0]->Init(modelData);
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Oyster::Math3D::Float4x4 translate = Oyster::Math3D::TranslationMatrix(Oyster::Math::Float3(-2,-2,-2));
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translate = Oyster::Math3D::TranslationMatrix(Oyster::Math::Float3(-2,-2,-2));
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modelData.world = modelData.world * translate;
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privData->object[1] = new C_DynamicObj();
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@ -42,7 +42,7 @@ void AttatchmentMassDriver::UseAttatchment(const GameLogic::WEAPON_FIRE &usage,
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if(hasObject)
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{
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ForcePush(usage,dt);//WARNING THIS IS A CRAP TEST TO MAKE SURE YOU CAN SHOOT BOXES
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//ForcePush(usage,dt);//WARNING THIS IS A CRAP TEST TO MAKE SURE YOU CAN SHOOT BOXES
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break;
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}
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ForcePull(usage,dt);
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|
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@ -84,7 +84,7 @@ using namespace GameLogic;
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if(kineticEnergyLoss > forceThreashHold) //should only take damage if the force is high enough
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{
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damageDone = (int)kineticEnergyLoss * 0.10f;
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player.DamageLife(damageDone);
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//player.DamageLife(damageDone);
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}
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}
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@ -96,6 +96,14 @@ using namespace GameLogic;
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{
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return Physics::ICustomBody::SubscriptMessage_none;
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}
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Oyster::Physics::ICustomBody::SubscriptMessage Player::PlayerCollisionBefore(Oyster::Physics::ICustomBody *rigidBodyLevel, Oyster::Physics::ICustomBody *obj)
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{
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return Physics::ICustomBody::SubscriptMessage_player_collision_response;
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}
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Oyster::Physics::ICustomBody::SubscriptMessage Player::PlayerCollisionAfter(Oyster::Physics::ICustomBody *rigidBodyLevel, Oyster::Physics::ICustomBody *obj, Oyster::Math::Float kineticEnergyLoss)
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{
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return Physics::ICustomBody::SubscriptMessage_none;
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}
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//Oyster::Physics::ICustomBody::SubscriptMessage
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Oyster::Physics::ICustomBody::SubscriptMessage Level::LevelCollisionBefore(Oyster::Physics::ICustomBody *rigidBodyLevel, Oyster::Physics::ICustomBody *obj)
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{
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@ -53,6 +53,7 @@ namespace GameLogic
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Oyster::Math::Float4x4 GetOrientation() override;
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int GetID() const override;
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OBJECT_TYPE GetObjectType() const override;
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int getNrOfDynamicObj()const override;
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IObjectData* GetObjectAt(int ID) const override;
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Level *level;
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};
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@ -100,6 +100,7 @@ namespace GameLogic
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class ILevelData :public IObjectData
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{
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public:
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virtual int getNrOfDynamicObj()const = 0;
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virtual IObjectData* GetObjectAt(int ID) const = 0;
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};
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|
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@ -35,7 +35,10 @@ OBJECT_TYPE Game::LevelData::GetObjectType() const
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return ((IObjectData*)this->level)->GetObjectType();
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//return OBJECT_TYPE_UNKNOWN;
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}
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int Game::LevelData::getNrOfDynamicObj()const
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{
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return this->level->getNrOfDynamicObj();
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}
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IObjectData* Game::LevelData::GetObjectAt(int ID) const
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{
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return this->level->GetObj(ID);
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|
|
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@ -11,13 +11,15 @@ Game::PlayerData::PlayerData()
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sbDesc.size = Oyster::Math::Float3(4,7,4);
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sbDesc.mass = 70;
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sbDesc.restitutionCoeff = 0.5;
|
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sbDesc.frictionCoeff_Static = 0.4;
|
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sbDesc.frictionCoeff_Dynamic = 0.3;
|
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sbDesc.rotation = Oyster::Math::Float3(0, Oyster::Math::pi, 0);
|
||||
|
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//create rigid body
|
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Oyster::Physics::ICustomBody *rigidBody = Oyster::Physics::API::Instance().CreateRigidBody(sbDesc).Release();
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||||
|
||||
//create player with this rigid body
|
||||
this->player = new Player(rigidBody,Object::DefaultCollisionBefore, Player::PlayerCollision, OBJECT_TYPE::OBJECT_TYPE_PLAYER);
|
||||
this->player = new Player(rigidBody,Player::PlayerCollisionBefore, Player::PlayerCollision, OBJECT_TYPE::OBJECT_TYPE_PLAYER);
|
||||
this->player->GetRigidBody()->SetCustomTag(this);
|
||||
/*Oyster::Physics::ICustomBody::State state;
|
||||
this->player->GetRigidBody()->GetState(state);
|
||||
|
|
|
@ -22,8 +22,38 @@ void Level::InitiateLevel(std::string levelPath)
|
|||
}
|
||||
void Level::InitiateLevel(float radius)
|
||||
{
|
||||
float heading = Utility::Value::Radian(180.0f);
|
||||
float attitude = Utility::Value::Radian(0.0f);
|
||||
float bank = Utility::Value::Radian(0);
|
||||
|
||||
// add level sphere
|
||||
double c1 = cos(heading/2);
|
||||
double s1 = sin(heading/2);
|
||||
double c2 = cos(attitude/2);
|
||||
double s2 = sin(attitude/2);
|
||||
double c3 = cos(bank/2);
|
||||
double s3 = sin(bank/2);
|
||||
double c1c2 = c1*c2;
|
||||
double s1s2 = s1*s2;
|
||||
double w =c1c2*c3 - s1s2*s3;
|
||||
double x =c1c2*s3 + s1s2*c3;
|
||||
double y =s1*c2*c3 + c1*s2*s3;
|
||||
double z =c1*s2*c3 - s1*c2*s3;
|
||||
double angle = 2 * acos(w);
|
||||
|
||||
double norm = x*x+y*y+z*z;
|
||||
if (norm < 0.001) { // when all euler angles are zero angle =0 so
|
||||
// we can set axis to anything to avoid divide by zero
|
||||
x=1;
|
||||
y=z=0;
|
||||
} else {
|
||||
norm = sqrt(norm);
|
||||
x /= norm;
|
||||
y /= norm;
|
||||
z /= norm;
|
||||
}
|
||||
int idCount = 100;
|
||||
|
||||
// add level sphere
|
||||
API::SphericalBodyDescription sbDesc;
|
||||
sbDesc.centerPosition = Oyster::Math::Float4(0,0,0,1);
|
||||
sbDesc.ignoreGravity = true;
|
||||
|
@ -31,6 +61,7 @@ void Level::InitiateLevel(float radius)
|
|||
sbDesc.mass = 10e12f;
|
||||
sbDesc.frictionCoeff_Static = 0;
|
||||
sbDesc.frictionCoeff_Dynamic = 0;
|
||||
//sbDesc.rotation =
|
||||
ICustomBody* rigidBody = API::Instance().CreateRigidBody(sbDesc).Release();
|
||||
|
||||
ICustomBody::State state;
|
||||
|
@ -42,7 +73,7 @@ void Level::InitiateLevel(float radius)
|
|||
rigidBody->SetCustomTag(levelObj);
|
||||
|
||||
//this->dynamicObjects = new DynamicArray< DynamicObject>;
|
||||
// add box
|
||||
// add box
|
||||
API::SimpleBodyDescription sbDesc_TestBox;
|
||||
sbDesc_TestBox.centerPosition = Oyster::Math::Float4(10,320,0,0);
|
||||
sbDesc_TestBox.ignoreGravity = false;
|
||||
|
@ -51,33 +82,37 @@ void Level::InitiateLevel(float radius)
|
|||
sbDesc_TestBox.size = Oyster::Math::Float4(2,2,2,0);
|
||||
|
||||
|
||||
ICustomBody* rigidBody_TestBox = API::Instance().CreateRigidBody(sbDesc_TestBox).Release();
|
||||
rigidBody_TestBox->SetSubscription(Level::PhysicsOnMoveLevel);
|
||||
ICustomBody* rigidBody_TestBox;
|
||||
|
||||
this->dynamicObjects.Push(new DynamicObject(rigidBody_TestBox,Object::DefaultCollisionBefore, Object::DefaultCollisionAfter, OBJECT_TYPE::OBJECT_TYPE_BOX));
|
||||
rigidBody_TestBox->SetCustomTag(this->dynamicObjects[0]);
|
||||
rigidBody_TestBox->GetState(state);
|
||||
state.ApplyLinearImpulse(Oyster::Math::Float3(0,0,0));
|
||||
rigidBody_TestBox->SetState(state);
|
||||
int nrOfBoxex = 5;
|
||||
for(int i =0; i< nrOfBoxex; i ++)
|
||||
{
|
||||
sbDesc_TestBox.centerPosition = Oyster::Math::Float4(20 ,320,0 + ( i*7),0);
|
||||
rigidBody_TestBox = API::Instance().CreateRigidBody(sbDesc_TestBox).Release();
|
||||
rigidBody_TestBox->SetSubscription(Level::PhysicsOnMoveLevel);
|
||||
|
||||
// add crystal
|
||||
this->dynamicObjects.Push(new DynamicObject(rigidBody_TestBox,Object::DefaultCollisionBefore, Object::DefaultCollisionAfter, OBJECT_TYPE::OBJECT_TYPE_BOX));
|
||||
rigidBody_TestBox->SetCustomTag(this->dynamicObjects[i]);
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
// add crystal
|
||||
API::SimpleBodyDescription sbDesc_Crystal;
|
||||
sbDesc_Crystal.centerPosition = Oyster::Math::Float4(10, 305, 0, 0);
|
||||
sbDesc_Crystal.ignoreGravity = false;
|
||||
|
||||
sbDesc_Crystal.mass = 70;
|
||||
sbDesc_Crystal.size = Oyster::Math::Float4(2,3,2,0);
|
||||
|
||||
|
||||
ICustomBody* rigidBody_Crystal = API::Instance().CreateRigidBody(sbDesc_Crystal).Release();
|
||||
rigidBody_Crystal->SetSubscription(Level::PhysicsOnMoveLevel);
|
||||
this->dynamicObjects.Push(new DynamicObject(rigidBody_Crystal,Object::DefaultCollisionBefore, Object::DefaultCollisionAfter, OBJECT_TYPE::OBJECT_TYPE_BOX));
|
||||
rigidBody_Crystal->SetCustomTag(this->dynamicObjects[1]);
|
||||
rigidBody_Crystal->GetState(state);
|
||||
state.ApplyLinearImpulse(Oyster::Math::Float3(0,0,0));
|
||||
rigidBody_Crystal->SetState(state);
|
||||
rigidBody_Crystal->SetCustomTag(this->dynamicObjects[nrOfBoxex]);
|
||||
|
||||
// add house
|
||||
|
||||
// add house
|
||||
API::SimpleBodyDescription sbDesc_House;
|
||||
sbDesc_House.centerPosition = Oyster::Math::Float4(50, 300, 0, 0);
|
||||
sbDesc_House.ignoreGravity = false;
|
||||
|
@ -90,12 +125,9 @@ void Level::InitiateLevel(float radius)
|
|||
rigidBody_House->SetSubscription(Level::PhysicsOnMoveLevel);
|
||||
this->staticObjects.Push(new StaticObject(rigidBody_House,Object::DefaultCollisionBefore, Object::DefaultCollisionAfter, OBJECT_TYPE::OBJECT_TYPE_GENERIC));
|
||||
rigidBody_House->SetCustomTag(this->staticObjects[0]);
|
||||
rigidBody_House->GetState(state);
|
||||
state.ApplyLinearImpulse(Oyster::Math::Float3(0,0,0));
|
||||
rigidBody_House->SetState(state);
|
||||
|
||||
|
||||
|
||||
// add gravitation
|
||||
// add gravitation
|
||||
API::Gravity gravityWell;
|
||||
gravityWell.gravityType = API::Gravity::GravityType_Well;
|
||||
gravityWell.well.mass = 1e17f;
|
||||
|
@ -118,6 +150,10 @@ void Level::RespawnPlayer(Player *player)
|
|||
this->teamManager.RespawnPlayerRandom(player);
|
||||
}
|
||||
|
||||
int Level::getNrOfDynamicObj()
|
||||
{
|
||||
return this->dynamicObjects.Size();
|
||||
}
|
||||
Object* Level::GetObj( int ID) const
|
||||
{
|
||||
for (int i = 0; i< this->dynamicObjects.Size(); i++)
|
||||
|
@ -131,4 +167,4 @@ void Level::PhysicsOnMoveLevel(const ICustomBody *object)
|
|||
{
|
||||
// function call from physics update when object was moved
|
||||
Object* temp = (Object*)object->GetCustomTag();
|
||||
}
|
||||
}
|
||||
|
|
|
@ -59,7 +59,8 @@ namespace GameLogic
|
|||
********************************************************/
|
||||
static Oyster::Physics::ICustomBody::SubscriptMessage LevelCollisionBefore(Oyster::Physics::ICustomBody *rigidBodyLevel, Oyster::Physics::ICustomBody *obj);
|
||||
static Oyster::Physics::ICustomBody::SubscriptMessage LevelCollisionAfter(Oyster::Physics::ICustomBody *rigidBodyLevel, Oyster::Physics::ICustomBody *obj, Oyster::Math::Float kineticEnergyLoss);
|
||||
|
||||
|
||||
int getNrOfDynamicObj();
|
||||
Object* GetObj( int ID ) const;
|
||||
static void PhysicsOnMoveLevel(const Oyster::Physics::ICustomBody *object);
|
||||
|
||||
|
|
|
@ -156,6 +156,8 @@ void Object::EndFrame()
|
|||
//error
|
||||
int i =0 ;
|
||||
}
|
||||
|
||||
|
||||
if(currPhysicsState.GetGravityNormal()!= Float3::null)
|
||||
{
|
||||
Oyster::Math::Float4 axis;
|
||||
|
@ -170,6 +172,18 @@ void Object::EndFrame()
|
|||
Oyster::Math::Float3 debug = ::LinearAlgebra3D::WorldAxisOf(::LinearAlgebra3D::Rotation(axis.xyz), Oyster::Math::Float3::standard_unit_y);
|
||||
debug += currPhysicsState.GetGravityNormal();
|
||||
}
|
||||
Oyster::Math::Float3 pos = currPhysicsState.GetCenterPosition();
|
||||
Oyster::Math::Float3 up = -currPhysicsState.GetGravityNormal();
|
||||
//300, 0,0,
|
||||
//1,0,0
|
||||
|
||||
if( pos.GetLength() < 303.5f)
|
||||
{
|
||||
Oyster::Math::Float moveUp = 303.5 - pos.GetLength();
|
||||
up *= moveUp;
|
||||
|
||||
currPhysicsState.SetCenterPosition(pos + up);
|
||||
}
|
||||
|
||||
|
||||
if(currPhysicsState.GetLinearMomentum() !=currPhysicsState.GetLinearMomentum())
|
||||
|
|
|
@ -6,7 +6,7 @@
|
|||
|
||||
using namespace GameLogic;
|
||||
using namespace Oyster::Physics;
|
||||
const int MOVE_FORCE = 5000;
|
||||
const int MOVE_FORCE = 500;
|
||||
Player::Player()
|
||||
:DynamicObject()
|
||||
{
|
||||
|
@ -154,11 +154,6 @@ void Player::Rotate(const Oyster::Math3D::Float4 lookDir)
|
|||
{
|
||||
int i =0 ;
|
||||
}
|
||||
//Oyster::Math::Float3 up = currPhysicsState.GetOrientation().v[1];
|
||||
//Oyster::Math::Float3 deltaAxis = up * (-dx * 0.02) ;
|
||||
//Oyster::Math::Float3 oldOrt = currPhysicsState.GetRotation();
|
||||
|
||||
//newPhysicsState.SetRotation(oldOrt + deltaAxis);
|
||||
|
||||
this->lookDir = lookDir.xyz;
|
||||
this->dx = lookDir.w;
|
||||
|
|
|
@ -73,6 +73,9 @@ namespace GameLogic
|
|||
|
||||
void BeginFrame();
|
||||
void EndFrame();
|
||||
static Oyster::Physics::ICustomBody::SubscriptMessage PlayerCollisionBefore(Oyster::Physics::ICustomBody *rigidBodyLevel, Oyster::Physics::ICustomBody *obj);
|
||||
static Oyster::Physics::ICustomBody::SubscriptMessage PlayerCollisionAfter(Oyster::Physics::ICustomBody *rigidBodyLevel, Oyster::Physics::ICustomBody *obj, Oyster::Math::Float kineticEnergyLoss);
|
||||
|
||||
|
||||
private:
|
||||
void Jump();
|
||||
|
|
|
@ -69,25 +69,25 @@
|
|||
<OutDir>$(SolutionDir)..\External\Lib\$(ProjectName)\</OutDir>
|
||||
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
|
||||
<TargetName>$(ProjectName)_$(PlatformShortName)D</TargetName>
|
||||
<IncludePath>$(SolutionDir)Network\NetworkAPI\;$(IncludePath)</IncludePath>
|
||||
<IncludePath>$(SolutionDir)Network\NetworkAPI\;$(SolutionDir)Misc;$(IncludePath)</IncludePath>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||
<OutDir>$(SolutionDir)..\External\Lib\$(ProjectName)\</OutDir>
|
||||
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
|
||||
<TargetName>$(ProjectName)_$(PlatformShortName)</TargetName>
|
||||
<IncludePath>$(SolutionDir)Network\NetworkAPI\;$(IncludePath)</IncludePath>
|
||||
<IncludePath>$(SolutionDir)Network\NetworkAPI\;$(SolutionDir)Misc;$(IncludePath)</IncludePath>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
|
||||
<OutDir>$(SolutionDir)..\External\Lib\$(ProjectName)\</OutDir>
|
||||
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
|
||||
<TargetName>$(ProjectName)_$(PlatformShortName)D</TargetName>
|
||||
<IncludePath>$(SolutionDir)Network\NetworkAPI\;$(IncludePath)</IncludePath>
|
||||
<IncludePath>$(SolutionDir)Network\NetworkAPI\;$(SolutionDir)Misc;$(IncludePath)</IncludePath>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
|
||||
<OutDir>$(SolutionDir)..\External\Lib\$(ProjectName)\</OutDir>
|
||||
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
|
||||
<TargetName>$(ProjectName)_$(PlatformShortName)</TargetName>
|
||||
<IncludePath>$(SolutionDir)Network\NetworkAPI\;$(IncludePath)</IncludePath>
|
||||
<IncludePath>$(SolutionDir)Network\NetworkAPI\;$(SolutionDir)Misc;$(IncludePath)</IncludePath>
|
||||
</PropertyGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||
<ClCompile>
|
||||
|
|
|
@ -12,6 +12,13 @@
|
|||
#include <DynamicArray.h>
|
||||
|
||||
|
||||
/** OBS!
|
||||
** It seems like if a string is set in the middle of a data set,
|
||||
** the reciever will crach when trying to use the protocol.
|
||||
** Only tested on Protocol_LobbyStartGame.
|
||||
**/
|
||||
|
||||
|
||||
namespace GameLogic
|
||||
{
|
||||
/*
|
||||
|
@ -47,34 +54,66 @@ namespace GameLogic
|
|||
struct Protocol_LobbyStartGame :public Oyster::Network::CustomProtocolObject
|
||||
{
|
||||
short clientID; // The unuiqe id reprsenting a specific client
|
||||
std::string modelName;
|
||||
float worldMatrix[16];
|
||||
|
||||
Protocol_LobbyStartGame()
|
||||
{
|
||||
this->protocol[0].value = protocol_Lobby_Start;
|
||||
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
|
||||
int c = 0;
|
||||
this->protocol[c].value = protocol_Lobby_Start;
|
||||
this->protocol[c++].type = Oyster::Network::NetAttributeType_Short;
|
||||
|
||||
this->protocol[1].type = Oyster::Network::NetAttributeType_Short;
|
||||
this->protocol[c++].type = Oyster::Network::NetAttributeType_Short;
|
||||
for (int i = 0; i <= 16; i++)
|
||||
{
|
||||
this->protocol[c++].type = Oyster::Network::NetAttributeType_Float;
|
||||
}
|
||||
this->protocol[c++].type = Oyster::Network::NetAttributeType_CharArray;
|
||||
}
|
||||
Protocol_LobbyStartGame(short _clientID)
|
||||
Protocol_LobbyStartGame(short _clientID, std::string name, float world[16])
|
||||
{
|
||||
this->protocol[0].value = protocol_Lobby_Start;
|
||||
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
|
||||
int c = 0;
|
||||
this->protocol[c].value = protocol_Lobby_Start;
|
||||
this->protocol[c++].type = Oyster::Network::NetAttributeType_Short;
|
||||
|
||||
this->protocol[c++].type = Oyster::Network::NetAttributeType_Short;
|
||||
for (int i = 0; i <= 16; i++)
|
||||
{
|
||||
this->protocol[c++].type = Oyster::Network::NetAttributeType_Float;
|
||||
}
|
||||
|
||||
this->protocol[c++].type = Oyster::Network::NetAttributeType_CharArray;
|
||||
|
||||
this->protocol[1].type = Oyster::Network::NetAttributeType_Short;
|
||||
clientID = _clientID;
|
||||
modelName = name;
|
||||
memcpy(&worldMatrix[0], &world[0], sizeof(float) * 16);
|
||||
}
|
||||
Protocol_LobbyStartGame(Oyster::Network::CustomNetProtocol& o)
|
||||
{
|
||||
clientID = o[1].value.netInt;
|
||||
int c = 1;
|
||||
clientID = o[c++].value.netInt;
|
||||
for (int i = 0; i <= 16; i++)
|
||||
{
|
||||
this->worldMatrix[i] = o[c++].value.netFloat;
|
||||
}
|
||||
modelName = o[c++].value.netCharPtr;
|
||||
}
|
||||
Oyster::Network::CustomNetProtocol GetProtocol() override
|
||||
{
|
||||
protocol[1].value = clientID;
|
||||
int c = 1;
|
||||
protocol[c++].value = clientID;
|
||||
|
||||
for (int i = 0; i <= 16; i++)
|
||||
{
|
||||
this->protocol[c++].value = this->worldMatrix[i];
|
||||
}
|
||||
protocol.Set(c++, this->modelName);
|
||||
return protocol;
|
||||
}
|
||||
|
||||
private:
|
||||
Oyster::Network::CustomNetProtocol protocol;
|
||||
|
||||
};
|
||||
|
||||
struct Protocol_LobbyLogin :public Oyster::Network::CustomProtocolObject
|
||||
|
|
|
@ -234,6 +234,7 @@ namespace GameLogic
|
|||
|
||||
struct Protocol_ObjectCreate :public Oyster::Network::CustomProtocolObject
|
||||
{
|
||||
//ObjectType type; //ie player, box or whatever
|
||||
int object_ID;
|
||||
std::string name;
|
||||
float worldMatrix[16];
|
||||
|
|
|
@ -142,7 +142,9 @@ namespace GameLogic
|
|||
|
||||
struct Protocol_PlayerShot :public Oyster::Network::CustomProtocolObject
|
||||
{
|
||||
bool hasShot;
|
||||
bool primaryPressed;
|
||||
bool secondaryPressed;
|
||||
bool utilityPressed;
|
||||
|
||||
Protocol_PlayerShot()
|
||||
{
|
||||
|
@ -150,19 +152,27 @@ namespace GameLogic
|
|||
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
|
||||
|
||||
this->protocol[1].type = Oyster::Network::NetAttributeType_Bool;
|
||||
this->protocol[2].type = Oyster::Network::NetAttributeType_Bool;
|
||||
this->protocol[3].type = Oyster::Network::NetAttributeType_Bool;
|
||||
}
|
||||
Protocol_PlayerShot(Oyster::Network::CustomNetProtocol& p)
|
||||
{
|
||||
hasShot = p[1].value.netBool;
|
||||
primaryPressed = p[1].value.netBool;
|
||||
secondaryPressed = p[2].value.netBool;
|
||||
utilityPressed = p[3].value.netBool;
|
||||
}
|
||||
const Protocol_PlayerShot& operator=(Oyster::Network::CustomNetProtocol& val)
|
||||
{
|
||||
hasShot = val[1].value.netBool;
|
||||
primaryPressed = val[1].value.netBool;
|
||||
secondaryPressed = val[2].value.netBool;
|
||||
utilityPressed = val[3].value.netBool;
|
||||
return *this;
|
||||
}
|
||||
Oyster::Network::CustomNetProtocol GetProtocol() override
|
||||
{
|
||||
this->protocol[1].value = hasShot;
|
||||
this->protocol[1].value = primaryPressed;
|
||||
this->protocol[2].value = secondaryPressed;
|
||||
this->protocol[3].value = utilityPressed;
|
||||
return protocol;
|
||||
}
|
||||
|
||||
|
|
|
@ -200,9 +200,9 @@ namespace DanBias
|
|||
}
|
||||
void GameSession::Gameplay_PlayerShot ( Protocol_PlayerShot& p, DanBias::GameClient* c )
|
||||
{
|
||||
//c->GetPlayer()->UseWeapon(GameLogic::WEAPON_USE_PRIMARY_PRESS);
|
||||
c->GetPlayer()->UseWeapon(GameLogic::WEAPON_USE_SECONDARY_PRESS);
|
||||
//c->GetPlayer()->UseWeapon(GameLogic::WEAPON_USE_PRIMARY_PRESS);
|
||||
if(p.primaryPressed) c->GetPlayer()->UseWeapon(GameLogic::WEAPON_USE_PRIMARY_PRESS);
|
||||
if(p.secondaryPressed) c->GetPlayer()->UseWeapon(GameLogic::WEAPON_USE_SECONDARY_PRESS);
|
||||
if(p.utilityPressed) c->GetPlayer()->UseWeapon(GameLogic::WEAPON_USE_UTILLITY_PRESS);
|
||||
}
|
||||
void GameSession::Gameplay_PlayerJump ( Protocol_PlayerJump& p, DanBias::GameClient* c )
|
||||
{
|
||||
|
|
|
@ -129,7 +129,7 @@ namespace DanBias
|
|||
}
|
||||
else
|
||||
{
|
||||
Protocol_LobbyStartGame p(readyList[i]->GetPlayer()->GetID());
|
||||
Protocol_LobbyStartGame p(readyList[i]->GetPlayer()->GetID(), "char_white.dan", readyList[i]->GetPlayer()->GetOrientation());
|
||||
readyList[i]->GetClient()->Send(p);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -27,7 +27,7 @@ namespace
|
|||
ICustomBody::State deuterState; deuter->GetState( deuterState );
|
||||
|
||||
// calc from perspective of deuter.
|
||||
Float4 normal = worldPointOfContact - Float4(deuterState.GetCenterPosition(), 1.0f ); // Init value is only borrowed
|
||||
Float4 normal = (worldPointOfContact - Float4(deuterState.GetCenterPosition(), 1.0f )).GetNormalized(); // Init value is only borrowed
|
||||
if( normal.Dot(normal) > 0.0f )
|
||||
{
|
||||
deuter->GetNormalAt( worldPointOfContact, normal );
|
||||
|
@ -47,9 +47,10 @@ namespace
|
|||
proto->GetNormalAt( worldPointOfContact, normal );
|
||||
normal = -normal;
|
||||
}
|
||||
normal.Normalize();
|
||||
|
||||
Float4 protoG = protoState.GetLinearMomentum( worldPointOfContact.xyz ),
|
||||
deuterG = deuterState.GetLinearMomentum( worldPointOfContact.xyz );
|
||||
Float4 protoG = Float4(protoState.GetLinearMomentum( worldPointOfContact.xyz ), 0),
|
||||
deuterG = Float4(deuterState.GetLinearMomentum( worldPointOfContact.xyz ), 0);
|
||||
|
||||
if( normal != normal ) // debug: trap
|
||||
const char *breakpoint = "This should never happen";
|
||||
|
@ -89,6 +90,18 @@ namespace
|
|||
return;
|
||||
}
|
||||
|
||||
// PLayerHAck
|
||||
if( proto->CallSubscription_BeforeCollisionResponse(proto) == ICustomBody::SubscriptMessage_player_collision_response )
|
||||
{
|
||||
Float3 linearMomentum = protoState.GetLinearMomentum();
|
||||
Float3 up = -protoState.GetGravityNormal();
|
||||
Float3 upForce = (linearMomentum.Dot(up) * up);
|
||||
|
||||
Float3 noBounceForce = linearMomentum - upForce;
|
||||
protoState.SetLinearMomentum(noBounceForce);
|
||||
proto->SetState(protoState);
|
||||
return;
|
||||
}
|
||||
// calculate and store time interpolation value, for later rebound.
|
||||
proto->SetTimeOfContact( worldPointOfContact );
|
||||
|
||||
|
@ -100,7 +113,7 @@ namespace
|
|||
|
||||
// calc from perspective of proto
|
||||
|
||||
normal = worldPointOfContact - Float4(protoState.GetCenterPosition(), 1.0f );
|
||||
normal = (worldPointOfContact - Float4(protoState.GetCenterPosition(), 1.0f )).GetNormalized();
|
||||
if( normal.Dot(normal) > 0.0f )
|
||||
{
|
||||
proto->GetNormalAt( worldPointOfContact, normal );
|
||||
|
|
|
@ -242,7 +242,8 @@ namespace Oyster
|
|||
{
|
||||
SubscriptMessage_none,
|
||||
SubscriptMessage_kineticLoss,
|
||||
SubscriptMessage_ignore_collision_response
|
||||
SubscriptMessage_ignore_collision_response,
|
||||
SubscriptMessage_player_collision_response
|
||||
};
|
||||
|
||||
typedef SubscriptMessage (*EventAction_BeforeCollisionResponse)( const ICustomBody *proto, const ICustomBody *deuter );
|
||||
|
|
|
@ -300,7 +300,7 @@ namespace Utility
|
|||
|
||||
//To wstring
|
||||
|
||||
::std::wstring & StringToWString( const ::std::string &str, ::std::wstring &wstr )
|
||||
::std::wstring & StringToWstring( const ::std::string &str, ::std::wstring &wstr )
|
||||
{
|
||||
const char *orig = str.c_str();
|
||||
|
||||
|
|
|
@ -19,11 +19,6 @@ struct CustomNetProtocol::PrivateData
|
|||
|
||||
~PrivateData()
|
||||
{
|
||||
for (auto i = attributes.begin(); i != attributes.end(); i++)
|
||||
{
|
||||
//RemoveAttribute(i);
|
||||
}
|
||||
|
||||
attributes.Clear();
|
||||
}
|
||||
void RemoveAttribute(NetAttributeContainer* i)
|
||||
|
@ -41,17 +36,12 @@ struct CustomNetProtocol::PrivateData
|
|||
//Do network stuff
|
||||
};
|
||||
|
||||
static int ia = 0;
|
||||
static int ib = 0;
|
||||
|
||||
CustomNetProtocol::CustomNetProtocol()
|
||||
{
|
||||
ia++;
|
||||
this->privateData = new PrivateData();
|
||||
}
|
||||
CustomNetProtocol::CustomNetProtocol(CustomNetProtocol& o)
|
||||
{
|
||||
ib ++;
|
||||
this->privateData = new PrivateData();
|
||||
this->privateData->attributes = o.privateData->attributes;
|
||||
}
|
||||
|
@ -62,14 +52,12 @@ const CustomNetProtocol& CustomNetProtocol::operator=(CustomNetProtocol& o)
|
|||
delete this->privateData;
|
||||
this->privateData = 0;
|
||||
}
|
||||
ib ++;
|
||||
this->privateData = new PrivateData();
|
||||
this->privateData->attributes = o.privateData->attributes;
|
||||
return *this;
|
||||
}
|
||||
CustomNetProtocol::~CustomNetProtocol()
|
||||
{
|
||||
//ia--;
|
||||
delete this->privateData;
|
||||
this->privateData = 0;
|
||||
}
|
||||
|
|
|
@ -297,10 +297,9 @@ void NetworkClient::Disconnect()
|
|||
{
|
||||
if(!privateData) return;
|
||||
|
||||
this->privateData->sendQueue.Clear();
|
||||
|
||||
privateData->connection.Disconnect();
|
||||
privateData->thread.Terminate();
|
||||
privateData->connection.Disconnect();
|
||||
this->privateData->sendQueue.Clear();
|
||||
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in New Issue