diff --git a/Code/Game/DanBiasGame/DanBiasGame_Impl.cpp b/Code/Game/DanBiasGame/DanBiasGame_Impl.cpp index c1a893ee..3d601691 100644 --- a/Code/Game/DanBiasGame/DanBiasGame_Impl.cpp +++ b/Code/Game/DanBiasGame/DanBiasGame_Impl.cpp @@ -211,6 +211,10 @@ namespace DanBias HRESULT DanBiasGame::CleanUp() { + Oyster::Graphics::API::Clean(); + EventHandler::Instance().Clean(); + GameServerAPI::ServerStop(); + m_data->recieverObj->gameClientState->Release(); delete m_data->recieverObj->gameClientState; m_data->recieverObj->Disconnect(); @@ -218,11 +222,7 @@ namespace DanBias delete m_data->inputObj; delete m_data; - EventHandler::Instance().Clean(); - - Oyster::Graphics::API::Clean(); - - GameServerAPI::ServerStop(); + return S_OK; } diff --git a/Code/Game/DanBiasGame/GameClientState/GameState.cpp b/Code/Game/DanBiasGame/GameClientState/GameState.cpp index 0a732062..b060b539 100644 --- a/Code/Game/DanBiasGame/GameClientState/GameState.cpp +++ b/Code/Game/DanBiasGame/GameClientState/GameState.cpp @@ -80,7 +80,6 @@ GameState::gameStateState GameState::LoadGame() LoadModels("../Content/Worlds/ccc.bias"); // hardcoded objects - //LoadModels(); Float3 startPos = Float3(0,0,20.0f); InitCamera(startPos); return gameStateState_playing; diff --git a/Code/Game/GameLogic/AttatchmentSocket.cpp b/Code/Game/GameLogic/AttatchmentSocket.cpp index 453387fe..7a8076b1 100644 --- a/Code/Game/GameLogic/AttatchmentSocket.cpp +++ b/Code/Game/GameLogic/AttatchmentSocket.cpp @@ -14,10 +14,10 @@ AttatchmentSocket::AttatchmentSocket(void) AttatchmentSocket::~AttatchmentSocket(void) { - //if(this->attatchment) - //delete this->attatchment; + if(this->attatchment) + delete this->attatchment; - //this->attatchment = 0; + this->attatchment = 0; } IAttatchment* AttatchmentSocket::GetAttatchment() diff --git a/Code/Game/GameLogic/CollisionManager.cpp b/Code/Game/GameLogic/CollisionManager.cpp index c3b70cce..e254b93b 100644 --- a/Code/Game/GameLogic/CollisionManager.cpp +++ b/Code/Game/GameLogic/CollisionManager.cpp @@ -8,12 +8,15 @@ #include "CollisionManager.h" #include "JumpPad.h" #include "Portal.h" +#include "CrystalFormation.h" +#include "ExplosiveCrate.h" using namespace Oyster; using namespace GameLogic; void PlayerVObject(Player &player, Object &obj, Oyster::Math::Float kineticEnergyLoss); + void PlayerVLethalObject(Player &player, Object &obj, Oyster::Math::Float kineticEnergyLoss, Oyster::Math::Float ExtraDamage); void SendObjectFlying(Oyster::Physics::ICustomBody &obj, Oyster::Math::Float3 force); void Teleport(Oyster::Physics::ICustomBody &obj, Oyster::Math::Float3 target); @@ -26,18 +29,27 @@ using namespace GameLogic; switch (realObj->GetObjectType()) { - case ObjectSpecialType_StandarsBox: + case ObjectSpecialType::ObjectSpecialType_Generic: PlayerVObject(*player,*realObj, kineticEnergyLoss); //return Physics::ICustomBody::SubscriptMessage_none; break; - case ObjectSpecialType_Player: + + case ObjectSpecialType::ObjectSpecialType_StandardBox: + PlayerVObject(*player,*realObj, kineticEnergyLoss); //return Physics::ICustomBody::SubscriptMessage_none; break; - case ObjectSpecialType_World: + case ObjectSpecialType::ObjectSpecialType_Player: + //return Physics::ICustomBody::SubscriptMessage_none; + break; + case ObjectSpecialType::ObjectSpecialType_World: PlayerVObject(*player,*realObj, kineticEnergyLoss); //player->playerState = PLAYER_STATE::PLAYER_STATE_WALKING; break; - + + case ObjectSpecialType::ObjectSpecialType_CrystalFormation: + PlayerVLethalObject(*player,*realObj, kineticEnergyLoss,((CrystalFormation*)realObj)->getShreddingDamage()); + //player->playerState = PLAYER_STATE::PLAYER_STATE_WALKING; + break; } //return Physics::ICustomBody::SubscriptMessage_none; @@ -50,14 +62,13 @@ using namespace GameLogic; switch (realObj->GetObjectType()) { - case ObjectSpecialType_Generic: + case ObjectSpecialType::ObjectSpecialType_Generic: break; - case ObjectSpecialType_StandarsBox: - break; - case ObjectSpecialType_Player: + case ObjectSpecialType::ObjectSpecialType_StandardBox: SendObjectFlying(*obj, jumpPad->pushForce); break; - case ObjectSpecialType_World: + case ObjectSpecialType::ObjectSpecialType_Player: + SendObjectFlying(*obj, jumpPad->pushForce); break; } } @@ -80,7 +91,44 @@ using namespace GameLogic; { obj.SetPosition(target); } + + void ExplosiveCrate::ExplosiveCrateCollision(Oyster::Physics::ICustomBody *rigidBodyCrate, Oyster::Physics::ICustomBody *obj, Oyster::Math::Float kineticEnergyLoss) + { + int forceThreashHold = 200000; //how much force for the box to explode of the impact + + + + if(kineticEnergyLoss > forceThreashHold) + { + ExplosiveCrate* crate = ((ExplosiveCrate*)rigidBodyCrate->GetCustomTag()); + + + Oyster::Math::Float3 pos = rigidBodyCrate->GetState().centerPos; + Oyster::Collision3D::Sphere *hitSphere = new Oyster::Collision3D::Sphere(pos,crate->ExplosionRadius); + + Oyster::Physics::API::Instance().ApplyEffect(hitSphere,crate,Explode); + + delete hitSphere; + } + } + void ExplosiveCrate::Explode(Oyster::Physics::ICustomBody *obj, void* args) + { + Object *realObj = (Object*)obj->GetCustomTag(); + ExplosiveCrate* ExplosionSource = ((ExplosiveCrate*)args); + + + if(realObj->GetObjectType() == ObjectSpecialType::ObjectSpecialType_Player) + { + Player *hitPlayer = (Player*)realObj; + + hitPlayer->DamageLife(ExplosionSource->shreddingDamage); + //do shredding damage + } + + realObj->GetRigidBody()->ApplyImpulse(ExplosionSource->pushForce); + + } void PlayerVObject(Player &player, Object &obj, Oyster::Math::Float kineticEnergyLoss) { @@ -98,6 +146,20 @@ using namespace GameLogic; } + + void PlayerVLethalObject(Player &player, Object &obj, Oyster::Math::Float kineticEnergyLoss, Oyster::Math::Float ExtraDamage) + { + int damageDone = 0; + int forceThreashHold = 200000; + + if(kineticEnergyLoss > forceThreashHold) //should only take damage if the force is high enough + { + damageDone = (int)(kineticEnergyLoss * 0.10f); + damageDone += ExtraDamage; + //player.DamageLife(damageDone); + } + } + Oyster::Physics::ICustomBody::SubscriptMessage Object::DefaultCollisionAfter(Oyster::Physics::ICustomBody *rigidBodyLevel, Oyster::Physics::ICustomBody *obj, Oyster::Math::Float kineticEnergyLoss) { return Physics::ICustomBody::SubscriptMessage_none; @@ -123,7 +185,7 @@ using namespace GameLogic; Object *realObj = (Object*)obj->GetCustomTag(); - if(realObj->GetObjectType() == ObjectSpecialType_Player || realObj->GetObjectType() == ObjectSpecialType_World) + if(realObj->GetObjectType() == ObjectSpecialType::ObjectSpecialType_Player || realObj->GetObjectType() == ObjectSpecialType::ObjectSpecialType_World) return; obj->ApplyImpulse(((forcePushData*)(args))->pushForce); @@ -146,9 +208,7 @@ using namespace GameLogic; switch(realObj->GetObjectType()) { - case ObjectSpecialType_StandarsBox: - //move obj to limbo in physics to make sure it wont collide with anything -// Oyster::Physics::API::Instance().MoveToLimbo(obj); + case ObjectSpecialType::ObjectSpecialType_StandardBox: weapon->heldObject = obj; //weapon now holds the object weapon->hasObject = true; diff --git a/Code/Game/GameLogic/CrystalFormation.cpp b/Code/Game/GameLogic/CrystalFormation.cpp index 00709660..e9c6dd73 100644 --- a/Code/Game/GameLogic/CrystalFormation.cpp +++ b/Code/Game/GameLogic/CrystalFormation.cpp @@ -8,8 +8,8 @@ CrystalFormation::CrystalFormation(void) this->shreddingDamage = 0; } -CrystalFormation::CrystalFormation(Oyster::Physics::ICustomBody *rigidBody, void (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), OBJECT_TYPE type, Oyster::Math::Float shreddingDamage) - :StaticObject(rigidBody, collisionFuncAfter, type) +CrystalFormation::CrystalFormation(Oyster::Physics::ICustomBody *rigidBody, int objectID,Oyster::Math::Float shreddingDamage) + :StaticObject(rigidBody, CrystalFormation::DefaultCollisionAfter, ObjectSpecialType::ObjectSpecialType_CrystalFormation, objectID) { this->shreddingDamage = shreddingDamage; } @@ -18,3 +18,8 @@ CrystalFormation::CrystalFormation(Oyster::Physics::ICustomBody *rigidBody, void CrystalFormation::~CrystalFormation(void) { } + +Oyster::Math::Float CrystalFormation::getShreddingDamage() +{ + return this->shreddingDamage; +} diff --git a/Code/Game/GameLogic/CrystalFormation.h b/Code/Game/GameLogic/CrystalFormation.h index 693460fe..6e07942b 100644 --- a/Code/Game/GameLogic/CrystalFormation.h +++ b/Code/Game/GameLogic/CrystalFormation.h @@ -8,12 +8,13 @@ namespace GameLogic public: CrystalFormation(void); - CrystalFormation(Oyster::Physics::ICustomBody *rigidBody - ,void (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss) - ,OBJECT_TYPE type, Oyster::Math::Float shreddingDamage); + CrystalFormation(Oyster::Physics::ICustomBody *rigidBody + ,int objectID,Oyster::Math::Float shreddingDamage); ~CrystalFormation(void); + Oyster::Math::Float getShreddingDamage(); + private: Oyster::Math::Float shreddingDamage; }; diff --git a/Code/Game/GameLogic/DynamicObject.cpp b/Code/Game/GameLogic/DynamicObject.cpp index b6193f30..8096b4aa 100644 --- a/Code/Game/GameLogic/DynamicObject.cpp +++ b/Code/Game/GameLogic/DynamicObject.cpp @@ -9,29 +9,14 @@ DynamicObject::DynamicObject() { } -DynamicObject::DynamicObject(ObjectSpecialType type) - :Object(type) + +DynamicObject::DynamicObject(Oyster::Physics::ICustomBody *rigidBody , void (*EventOnCollision)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID) + :Object(rigidBody, EventOnCollision, type, objectID) { } -DynamicObject::DynamicObject(Oyster::Physics::ICustomBody *rigidBody, ObjectSpecialType type) - :Object(rigidBody,type) -{ - -} - -DynamicObject::DynamicObject( void* collisionFuncAfter, ObjectSpecialType type) - :Object(collisionFuncAfter,type) -{ - -} -DynamicObject::DynamicObject(Oyster::Physics::ICustomBody *rigidBody , void* collisionFuncAfter, ObjectSpecialType type) - :Object(rigidBody, collisionFuncAfter, type) -{ - -} -DynamicObject::DynamicObject(Oyster::Physics::ICustomBody *rigidBody , Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type) - :Object(rigidBody, collisionFuncAfter, type) +DynamicObject::DynamicObject(Oyster::Physics::ICustomBody *rigidBody , Oyster::Physics::ICustomBody::SubscriptMessage (*EventOnCollision)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID) + :Object(rigidBody, EventOnCollision, type, objectID) { } diff --git a/Code/Game/GameLogic/DynamicObject.h b/Code/Game/GameLogic/DynamicObject.h index e8aa25ce..3341e94d 100644 --- a/Code/Game/GameLogic/DynamicObject.h +++ b/Code/Game/GameLogic/DynamicObject.h @@ -14,12 +14,8 @@ namespace GameLogic public: DynamicObject(); - - DynamicObject(ObjectSpecialType type); - DynamicObject(Oyster::Physics::ICustomBody *rigidBody, ObjectSpecialType type); - DynamicObject( void* collisionFuncAfter, ObjectSpecialType type); - DynamicObject(Oyster::Physics::ICustomBody *rigidBody , void* collisionFuncAfter, ObjectSpecialType type); - DynamicObject(Oyster::Physics::ICustomBody *rigidBody , Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type); + DynamicObject(Oyster::Physics::ICustomBody *rigidBody , void (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID); + DynamicObject(Oyster::Physics::ICustomBody *rigidBody , Oyster::Physics::ICustomBody::SubscriptMessage (*EventOnCollision)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID); ~DynamicObject(void); diff --git a/Code/Game/GameLogic/ExplosiveCrate.cpp b/Code/Game/GameLogic/ExplosiveCrate.cpp new file mode 100644 index 00000000..534fd6bb --- /dev/null +++ b/Code/Game/GameLogic/ExplosiveCrate.cpp @@ -0,0 +1,29 @@ +#include "ExplosiveCrate.h" + +using namespace GameLogic; + +ExplosiveCrate::ExplosiveCrate(void) + :DynamicObject() +{ + this->shreddingDamage = 0; + this->pushForce = 0; + this->ExplosionRadius = 0; +} + +ExplosiveCrate::ExplosiveCrate(Oyster::Physics::ICustomBody *rigidBody,ObjectSpecialType type, int objectID,Oyster::Math::Float shreddingDamage, Oyster::Math::Float3 pushForce, Oyster::Math::Float ExplosionRadius) + :DynamicObject(rigidBody,ExplosiveCrate::ExplosiveCrateCollision, type, objectID) +{ + this->shreddingDamage = shreddingDamage; + this->pushForce = pushForce; + this->ExplosionRadius = ExplosionRadius; +} + +ExplosiveCrate::~ExplosiveCrate(void) +{ + +} + + + + + diff --git a/Code/Game/GameLogic/ExplosiveCrate.h b/Code/Game/GameLogic/ExplosiveCrate.h new file mode 100644 index 00000000..3cf0c9a4 --- /dev/null +++ b/Code/Game/GameLogic/ExplosiveCrate.h @@ -0,0 +1,24 @@ +#ifndef EXPLOSIVECRATE_H +#define EXPLOSIVECRATE_H +#include "DynamicObject.h" +namespace GameLogic +{ + class ExplosiveCrate : public DynamicObject + { + public: + ExplosiveCrate(void); + + ExplosiveCrate(Oyster::Physics::ICustomBody *rigidBody,ObjectSpecialType type,int objectID,Oyster::Math::Float shreddingDamage, Oyster::Math::Float3 pushForce, Oyster::Math::Float ExplosionRadius); + + ~ExplosiveCrate(void); + + static void ExplosiveCrateCollision(Oyster::Physics::ICustomBody *rigidBodyCrate, Oyster::Physics::ICustomBody *obj, Oyster::Math::Float kineticEnergyLoss); + static void Explode(Oyster::Physics::ICustomBody *obj, void* args); + + private: + Oyster::Math::Float shreddingDamage; + Oyster::Math::Float3 pushForce; + Oyster::Math::Float ExplosionRadius; + }; +} +#endif \ No newline at end of file diff --git a/Code/Game/GameLogic/Game.cpp b/Code/Game/GameLogic/Game.cpp index 5bf18dc4..900799e3 100644 --- a/Code/Game/GameLogic/Game.cpp +++ b/Code/Game/GameLogic/Game.cpp @@ -84,6 +84,7 @@ Game::LevelData* Game::CreateLevel() //this->level->level->InitiateLevel(1000); this->level->level->InitiateLevel("../Content/Worlds/ccc.bias"); + return this->level; } diff --git a/Code/Game/GameLogic/GameLogic.vcxproj b/Code/Game/GameLogic/GameLogic.vcxproj index b19ffef0..48af6d60 100644 --- a/Code/Game/GameLogic/GameLogic.vcxproj +++ b/Code/Game/GameLogic/GameLogic.vcxproj @@ -176,7 +176,9 @@ + + @@ -202,7 +204,9 @@ + + diff --git a/Code/Game/GameLogic/GameLogicStates.h b/Code/Game/GameLogic/GameLogicStates.h index 9ae0d482..3e9bcdf5 100644 --- a/Code/Game/GameLogic/GameLogicStates.h +++ b/Code/Game/GameLogic/GameLogicStates.h @@ -43,6 +43,12 @@ namespace GameLogic Oyster::Math::Float3 pushForce; }; + struct ExplosionData + { + Oyster::Math::Float3 pushForce; + Oyster::Math::Float3 ShreddingDamage; + }; + }; diff --git a/Code/Game/GameLogic/Game_PlayerData.cpp b/Code/Game/GameLogic/Game_PlayerData.cpp index acdcd2f3..30082130 100644 --- a/Code/Game/GameLogic/Game_PlayerData.cpp +++ b/Code/Game/GameLogic/Game_PlayerData.cpp @@ -20,13 +20,14 @@ Game::PlayerData::PlayerData() Oyster::Physics::ICustomBody* rigidBody = Oyster::Physics::API::Instance().AddCollisionBox(size, Oyster::Math::Float4(0, 0, 0, 1), centerPosition, mass, 0.5f, 0.8f, 0.6f ); rigidBody->SetAngularFactor(0.0f); //create player with this rigid body - this->player = new Player(rigidBody, Player::PlayerCollision, ObjectSpecialType_Player); + this->player = new Player(rigidBody, Player::PlayerCollision, ObjectSpecialType_Player,0,0); this->player->GetRigidBody()->SetCustomTag(this); player->EndFrame(); } Game::PlayerData::PlayerData(int playerID,int teamID) { + Oyster::Physics::ICustomBody* rigidBody; this->player = new Player(); } Game::PlayerData::~PlayerData() diff --git a/Code/Game/GameLogic/JumpPad.cpp b/Code/Game/GameLogic/JumpPad.cpp index d52acb45..424340ad 100644 --- a/Code/Game/GameLogic/JumpPad.cpp +++ b/Code/Game/GameLogic/JumpPad.cpp @@ -8,8 +8,8 @@ JumpPad::JumpPad(void) { } -JumpPad::JumpPad(Oyster::Physics::ICustomBody *rigidBody, void (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, Oyster::Math::Float3 pushForce) - :StaticObject(rigidBody, collisionFuncAfter, type) +JumpPad::JumpPad(Oyster::Physics::ICustomBody *rigidBody, ObjectSpecialType type,int objectID ,Oyster::Math::Float3 pushForce) + :StaticObject(rigidBody, JumpPad::JumpPadActivated, type, objectID) { this->pushForce = pushForce; } diff --git a/Code/Game/GameLogic/JumpPad.h b/Code/Game/GameLogic/JumpPad.h index 4fad54e4..a88a0cc5 100644 --- a/Code/Game/GameLogic/JumpPad.h +++ b/Code/Game/GameLogic/JumpPad.h @@ -8,9 +8,8 @@ namespace GameLogic public: JumpPad(void); - JumpPad(Oyster::Physics::ICustomBody *rigidBody - ,void (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss) - ,ObjectSpecialType type, Oyster::Math::Float3 pushForce); + JumpPad(Oyster::Physics::ICustomBody *rigidBody + ,ObjectSpecialType type, int objectID,Oyster::Math::Float3 pushForce); ~JumpPad(void); diff --git a/Code/Game/GameLogic/Level.cpp b/Code/Game/GameLogic/Level.cpp index 9a91744e..1184cc49 100644 --- a/Code/Game/GameLogic/Level.cpp +++ b/Code/Game/GameLogic/Level.cpp @@ -240,14 +240,9 @@ void Level::InitiateLevel(std::string levelPath) if(rigidBody_Static != NULL) { - // create game object - Object* staticGameObj = createGameObj(staticObjData, rigidBody_Static); - if(staticGameObj != NULL) - { - this->staticObjects.Push((StaticObject*)staticGameObj); - this->staticObjects[this->staticObjects.Size()-1]->objectID = modelCount++; - rigidBody_Static->SetCustomTag(this->staticObjects[this->staticObjects.Size()-1]); - } + this->staticObjects.Push(new StaticObject(rigidBody_Static, Object::DefaultCollisionAfter, (ObjectSpecialType)staticObjData->specialTypeID, 0)); + //this->staticObjects[staticObjCount]->objectID = modelCount++; + } } @@ -277,14 +272,9 @@ void Level::InitiateLevel(std::string levelPath) if(rigidBody_Dynamic != NULL) { - // create game object - Object* dynamicGameObj = createGameObj(dynamicObjData, rigidBody_Dynamic); - if (dynamicGameObj != NULL) - { - this->dynamicObjects.Push((DynamicObject*)dynamicGameObj); - this->dynamicObjects[this->dynamicObjects.Size()-1]->objectID = modelCount++; - rigidBody_Dynamic->SetCustomTag(this->dynamicObjects[this->dynamicObjects.Size()-1]); - } + + this->dynamicObjects.Push(new DynamicObject(rigidBody_Dynamic , Object::DefaultCollisionAfter, (ObjectSpecialType)dynamicObjData->specialTypeID, 0)); + //this->dynamicObjects[dynamicObjCount]->objectID = modelCount++; } } @@ -305,9 +295,9 @@ void Level::InitiateLevel(float radius) // add level sphere ICustomBody* rigidBody = API::Instance().AddCollisionSphere(599.2f, Oyster::Math::Float4(0, 0, 0, 1), Oyster::Math::Float3(0, 0, 0), 0, 0.5f, 0.8f, 0.6f); - levelObj = new StaticObject(rigidBody, LevelCollisionAfter, ObjectSpecialType_World); + levelObj = new StaticObject(rigidBody, LevelCollisionAfter, ObjectSpecialType_World, idCount++); - this->levelObj->objectID = idCount++; + //this->levelObj->objectID = idCount++; rigidBody->SetCustomTag(levelObj); @@ -319,9 +309,9 @@ void Level::InitiateLevel(float radius) { rigidBody_TestBox = API::Instance().AddCollisionBox(Oyster::Math::Float3(0.5f, 0.5f, 0.5f), Oyster::Math::Float4(0, 0, 0, 1), Oyster::Math::Float3(0, 605 + i*5, 10), 5, 0.5f, 0.8f, 0.6f); - this->dynamicObjects.Push(new DynamicObject(rigidBody_TestBox, Object::DefaultCollisionAfter, ObjectSpecialType_StandarsBox)); + this->dynamicObjects.Push(new DynamicObject(rigidBody_TestBox, Object::DefaultCollisionAfter, ObjectSpecialType_StandardBox, idCount++)); - this->dynamicObjects[i]->objectID = idCount++; + //this->dynamicObjects[i]->objectID = idCount++; rigidBody_TestBox->SetCustomTag(this->dynamicObjects[i]); } /*offset += nrOfBoxex; @@ -358,24 +348,24 @@ void Level::InitiateLevel(float radius) // add crystal ICustomBody* rigidBody_Crystal = API::Instance().AddCollisionBox(Oyster::Math::Float3(0.5f, 0.5f, 0.5f), Oyster::Math::Float4(0, 0, 0, 1), Oyster::Math::Float3(10, 605, 0), 5, 0.5f, 0.8f, 0.6f); - this->dynamicObjects.Push(new DynamicObject(rigidBody_Crystal, Object::DefaultCollisionAfter, ObjectSpecialType_StandarsBox)); + this->dynamicObjects.Push(new DynamicObject(rigidBody_Crystal, Object::DefaultCollisionAfter, ObjectSpecialType_StandardBox, idCount++)); rigidBody_Crystal->SetCustomTag(this->dynamicObjects[nrOfBoxex]); - this->dynamicObjects[nrOfBoxex]->objectID = idCount++; + //this->dynamicObjects[nrOfBoxex]->objectID = idCount++; // add house ICustomBody* rigidBody_House =API::Instance().AddCollisionBox(Oyster::Math::Float3(20, 20, 20), Oyster::Math::Float4(0, 0, 0, 1), Oyster::Math::Float3(-50, 590, 0), 0, 0.5f, 0.8f, 0.6f); - this->staticObjects.Push(new StaticObject(rigidBody_House, Object::DefaultCollisionAfter, ObjectSpecialType_Generic)); + this->staticObjects.Push(new StaticObject(rigidBody_House, Object::DefaultCollisionAfter, ObjectSpecialType_Generic, idCount++)); rigidBody_House->SetCustomTag(this->staticObjects[0]); - this->staticObjects[0]->objectID = idCount++; + //this->staticObjects[0]->objectID = idCount++; // add jumppad ICustomBody* rigidBody_Jumppad = API::Instance().AddCollisionBox(Oyster::Math::Float3(1, 1, 1), Oyster::Math::Float4(0, 0, 0, 1), Oyster::Math::Float3(4, 600.3, 0), 5, 0.5f, 0.8f, 0.6f); - this->staticObjects.Push(new JumpPad(rigidBody_Jumppad, JumpPad::JumpPadActivated, ObjectSpecialType_JumpPad, Oyster::Math::Float3(0,2000,0))); + this->staticObjects.Push(new JumpPad(rigidBody_Jumppad, ObjectSpecialType_JumpPad,idCount++ ,Oyster::Math::Float3(0,2000,0))); rigidBody_Jumppad->SetCustomTag(this->staticObjects[1]); - this->staticObjects[1]->objectID = idCount++; + //this->staticObjects[1]->objectID = idCount++; } void Level::AddPlayerToTeam(Player *player, int teamID) diff --git a/Code/Game/GameLogic/LevelLoader/LevelParser.cpp b/Code/Game/GameLogic/LevelLoader/LevelParser.cpp index c5dfa8cc..038b9a40 100644 --- a/Code/Game/GameLogic/LevelLoader/LevelParser.cpp +++ b/Code/Game/GameLogic/LevelLoader/LevelParser.cpp @@ -75,7 +75,7 @@ std::vector> LevelParser::Parse(std::string filen case ObjectSpecialType_Spike: case ObjectSpecialType_SpikeBox: case ObjectSpecialType_RedExplosiveBox: - case ObjectSpecialType_StandarsBox: + case ObjectSpecialType_StandardBox: case ObjectSpecialType_Stone: case ObjectSpecialType_Building: { diff --git a/Code/Game/GameLogic/LevelLoader/ObjectDefines.h b/Code/Game/GameLogic/LevelLoader/ObjectDefines.h index 4cf34366..50c722b6 100644 --- a/Code/Game/GameLogic/LevelLoader/ObjectDefines.h +++ b/Code/Game/GameLogic/LevelLoader/ObjectDefines.h @@ -30,7 +30,7 @@ namespace GameLogic ObjectSpecialType_World, //Always the main celestial body ObjectSpecialType_Building, ObjectSpecialType_Stone, - ObjectSpecialType_StandarsBox, + ObjectSpecialType_StandardBox, ObjectSpecialType_RedExplosiveBox, ObjectSpecialType_SpikeBox, ObjectSpecialType_Spike, diff --git a/Code/Game/GameLogic/Object.cpp b/Code/Game/GameLogic/Object.cpp index 80ff0ad6..cfd2d255 100644 --- a/Code/Game/GameLogic/Object.cpp +++ b/Code/Game/GameLogic/Object.cpp @@ -19,55 +19,28 @@ Object::Object() this->rigidBody = API::Instance().AddCollisionBox(Oyster::Math::Float3(0.0f, 0.0f, 0.0f), Oyster::Math::Float4(0, 0, 0, 1), Oyster::Math::Float3(0, 0, 0), 0, 0.5f, 0.8f, 0.6f); this->type = ObjectSpecialType_Unknown; - this->objectID = GID(); + this->objectID = -1; } -Object::Object(ObjectSpecialType type) -{ - this->rigidBody = API::Instance().AddCollisionBox(Oyster::Math::Float3(0.0f, 0.0f, 0.0f), Oyster::Math::Float4(0, 0, 0, 1), Oyster::Math::Float3(0, 0, 0), 0, 0.5f, 0.8f, 0.6f); - this->type = type; - this->objectID = GID(); -} - -Object::Object(Oyster::Physics::ICustomBody *rigidBody, ObjectSpecialType type) -{ - this->rigidBody = rigidBody; - this->type = type; - this->objectID = GID(); -} - -Object::Object( void* collisionFuncAfter, ObjectSpecialType type) - -{ - this->rigidBody = API::Instance().AddCollisionBox(Oyster::Math::Float3(0.0f, 0.0f, 0.0f), Oyster::Math::Float4(0, 0, 0, 1), Oyster::Math::Float3(0, 0, 0), 0, 0.5f, 0.8f, 0.6f); - - this->type = type; - this->objectID = GID(); -} - -Object::Object(Oyster::Physics::ICustomBody *rigidBody, void* collisionFuncAfter, ObjectSpecialType type) +Object::Object(Oyster::Physics::ICustomBody *rigidBody, void (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID) { this->rigidBody = rigidBody; this->rigidBody->SetSubscription((Oyster::Physics::ICustomBody::EventAction_AfterCollisionResponse)(collisionFuncAfter)); this->type = type; - this->objectID = GID(); + this->objectID = objectID; + this->rigidBody->SetCustomTag(this); } -Object::Object(Oyster::Physics::ICustomBody *rigidBody , Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type) +Object::Object(Oyster::Physics::ICustomBody *rigidBody , Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID) { this->rigidBody = rigidBody; this->rigidBody->SetSubscription((Oyster::Physics::ICustomBody::EventAction_AfterCollisionResponse)(collisionFuncAfter)); this->type = type; - this->objectID = GID(); + this->objectID = objectID; + this->rigidBody->SetCustomTag(this); } -void Object::ApplyLinearImpulse(Oyster::Math::Float3 force) -{ - -} - - Object::~Object(void) { diff --git a/Code/Game/GameLogic/Object.h b/Code/Game/GameLogic/Object.h index 83e12277..7e7e3f08 100644 --- a/Code/Game/GameLogic/Object.h +++ b/Code/Game/GameLogic/Object.h @@ -18,11 +18,9 @@ namespace GameLogic { public: Object(); - Object(ObjectSpecialType type); - Object(Oyster::Physics::ICustomBody *rigidBody, ObjectSpecialType type); - Object(void* collisionFuncAfter, ObjectSpecialType type); - Object(Oyster::Physics::ICustomBody *rigidBody, void* collisionFuncAfter, ObjectSpecialType type); - Object(Oyster::Physics::ICustomBody *rigidBody, Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type); + + Object(Oyster::Physics::ICustomBody *rigidBody, void (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID); + Object(Oyster::Physics::ICustomBody *rigidBody, Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID); ~Object(void); ObjectSpecialType GetObjectType() const override; @@ -38,7 +36,6 @@ namespace GameLogic Oyster::Physics::ICustomBody* GetRigidBody(); - void ApplyLinearImpulse(Oyster::Math::Float3 force); virtual void BeginFrame(); virtual void EndFrame(); @@ -50,8 +47,7 @@ namespace GameLogic public: //TODO: Hax This should be private when level is dynamic - ObjectSpecialType type; - int objectID; + protected: Oyster::Physics::ICustomBody *rigidBody; @@ -59,6 +55,9 @@ namespace GameLogic static const Game* gameInstance; Oyster::Math::Float3 currLook; Oyster::Math::Float3 newLook; + + ObjectSpecialType type; + int objectID; }; } diff --git a/Code/Game/GameLogic/Player.cpp b/Code/Game/GameLogic/Player.cpp index f6dddb85..3b022220 100644 --- a/Code/Game/GameLogic/Player.cpp +++ b/Code/Game/GameLogic/Player.cpp @@ -13,34 +13,9 @@ Player::Player() { } -Player::Player(ObjectSpecialType type) - :DynamicObject(type) -{ - InitPlayer(); -} -Player::Player(Oyster::Physics::ICustomBody *rigidBody, ObjectSpecialType type) - :DynamicObject(rigidBody,type) -{ - InitPlayer(); -} -Player::Player( void* collisionFuncAfter, ObjectSpecialType type) - :DynamicObject(collisionFuncAfter,type) -{ - InitPlayer(); -} -Player::Player(Oyster::Physics::ICustomBody *rigidBody, void* collisionFuncAfter, ObjectSpecialType type) - :DynamicObject(rigidBody, collisionFuncAfter, type) -{ - InitPlayer(); -} -Player::Player(Oyster::Physics::ICustomBody *rigidBody, Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type) - :DynamicObject(rigidBody, collisionFuncAfter, type) -{ - InitPlayer(); -} - -void Player::InitPlayer() +Player::Player(Oyster::Physics::ICustomBody *rigidBody, void (*EventOnCollision)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID, int teamID) + :DynamicObject(rigidBody, EventOnCollision, type, objectID) { weapon = new Weapon(2,this); @@ -55,6 +30,36 @@ void Player::InitPlayer() key_strafeLeft = 0; } +Player::Player(Oyster::Physics::ICustomBody *rigidBody, Oyster::Physics::ICustomBody::SubscriptMessage (*EventOnCollision)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID, int teamID) + :DynamicObject(rigidBody, EventOnCollision, type, objectID) +{ + this->rigidBody = rigidBody; + + Oyster::Math::Float3 centerPosition = Oyster::Math::Float3(0,400,0); + + Oyster::Math::Float3 size = Oyster::Math::Float3(0.25f,1.0f,0.5f); + Oyster::Math::Float mass = 60; + Oyster::Math::Float restitutionCoeff = 0.5; + Oyster::Math::Float frictionCoeff_Static = 0.4; + Oyster::Math::Float frictionCoeff_Dynamic = 0.3; + + + this->rigidBody = Oyster::Physics::API::Instance().AddCollisionBox(size, Oyster::Math::Float4(0, 0, 0, 1), centerPosition, mass, 0.5f, 0.8f, 0.6f ); + this->rigidBody->SetAngularFactor(0.0f); + + weapon = new Weapon(2,this); + + this->life = 100; + this->teamID = teamID; + this->playerState = PLAYER_STATE_IDLE; + this->lookDir = Oyster::Math::Float3(0,0,-1); + this->moveDir = Oyster::Math::Float3(0,0,0); + key_forward = 0; + key_backward = 0; + key_strafeRight = 0; + key_strafeLeft = 0; +} + Player::~Player(void) { if(weapon) diff --git a/Code/Game/GameLogic/Player.h b/Code/Game/GameLogic/Player.h index b10d1114..17ad2095 100644 --- a/Code/Game/GameLogic/Player.h +++ b/Code/Game/GameLogic/Player.h @@ -16,15 +16,12 @@ namespace GameLogic { public: Player(void); - Player(ObjectSpecialType type); - Player(Oyster::Physics::ICustomBody *rigidBody, ObjectSpecialType type); - Player( void* collisionFuncAfter, ObjectSpecialType type); - Player(Oyster::Physics::ICustomBody *rigidBody, void* collisionFuncAfter, ObjectSpecialType type); - Player(Oyster::Physics::ICustomBody *rigidBody, Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type); + + Player(Oyster::Physics::ICustomBody *rigidBody, void (*EventOnCollision)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID, int teamID); + Player(Oyster::Physics::ICustomBody *rigidBody, Oyster::Physics::ICustomBody::SubscriptMessage (*EventOnCollision)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID, int teamID); ~Player(void); - void InitPlayer(); - + /******************************************************** * Moves the player based on input * @param movement: enum value on what kind of action is to be taken @@ -81,7 +78,7 @@ namespace GameLogic void Jump(); private: - int life; + Oyster::Math::Float life; int teamID; Weapon *weapon; PLAYER_STATE playerState; diff --git a/Code/Game/GameLogic/Portal.cpp b/Code/Game/GameLogic/Portal.cpp index 6fc787fa..66671a8d 100644 --- a/Code/Game/GameLogic/Portal.cpp +++ b/Code/Game/GameLogic/Portal.cpp @@ -9,8 +9,13 @@ Portal::Portal(void) this->portalExit = Float3(0,0,0); } +<<<<<<< HEAD Portal::Portal(Oyster::Physics::ICustomBody *rigidBody, void (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, Oyster::Math::Float3 portalExit) :StaticObject(rigidBody, collisionFuncAfter, type) +======= +Portal::Portal(Oyster::Physics::ICustomBody *rigidBody, void (*EventOnCollision)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type,int objectID ,Oyster::Math::Float3 portalExit) + :StaticObject(rigidBody, EventOnCollision, type, objectID) +>>>>>>> GL - fixed constructors to ease creation of objects, also fixed weapon crash on destruction { this->portalExit = portalExit; } diff --git a/Code/Game/GameLogic/Portal.h b/Code/Game/GameLogic/Portal.h index a8d308f4..ab88d934 100644 --- a/Code/Game/GameLogic/Portal.h +++ b/Code/Game/GameLogic/Portal.h @@ -9,8 +9,8 @@ namespace GameLogic Portal(void); Portal(Oyster::Physics::ICustomBody *rigidBody - ,void (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss) - ,ObjectSpecialType type, Oyster::Math::Float3 portalExit); + ,void (*EventOnCollision)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss) + ,ObjectSpecialType type,int objectID ,Oyster::Math::Float3 portalExit); ~Portal(void); diff --git a/Code/Game/GameLogic/StaticObject.cpp b/Code/Game/GameLogic/StaticObject.cpp index f9156e3c..68140cbe 100644 --- a/Code/Game/GameLogic/StaticObject.cpp +++ b/Code/Game/GameLogic/StaticObject.cpp @@ -10,32 +10,17 @@ StaticObject::StaticObject() { } -StaticObject::StaticObject(ObjectSpecialType type) - :Object(type) -{ -} -StaticObject::StaticObject(Oyster::Physics::ICustomBody *rigidBody, ObjectSpecialType type) - :Object(rigidBody,type) +StaticObject::StaticObject(Oyster::Physics::ICustomBody *rigidBody , void (*EventOnCollision)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID) + :Object(rigidBody, EventOnCollision, type, objectID) { - //this->rigidBody->SetGravity(true); - //this->rigidBody->SetSubscription((Oyster::Physics::ICustomBody::EventAction_BeforeCollisionResponse)(CollisionManager::IgnoreCollision)); + //use setMass(when it is made) and set the mass to 0 in order to ensure that the object is static } -StaticObject::StaticObject( void* collisionFuncAfter, ObjectSpecialType type) - :Object(collisionFuncAfter,type) +StaticObject::StaticObject(Oyster::Physics::ICustomBody *rigidBody , Oyster::Physics::ICustomBody::SubscriptMessage (*EventOnCollision)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID) + :Object(rigidBody, EventOnCollision, type, objectID) { - -} -StaticObject::StaticObject(Oyster::Physics::ICustomBody *rigidBody , void* collisionFuncAfter, ObjectSpecialType type) - :Object(rigidBody, collisionFuncAfter, type) -{ - -} -StaticObject::StaticObject(Oyster::Physics::ICustomBody *rigidBody , Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type) - :Object(rigidBody, collisionFuncAfter, type) -{ - + //use setMass(when it is made) and set the mass to 0 in order to ensure that the object is static } StaticObject::~StaticObject(void) diff --git a/Code/Game/GameLogic/StaticObject.h b/Code/Game/GameLogic/StaticObject.h index 4e655808..a7b9fbff 100644 --- a/Code/Game/GameLogic/StaticObject.h +++ b/Code/Game/GameLogic/StaticObject.h @@ -18,11 +18,8 @@ namespace GameLogic public: StaticObject(); - StaticObject(ObjectSpecialType type); - StaticObject(Oyster::Physics::ICustomBody *rigidBody, ObjectSpecialType type); - StaticObject( void* collisionFuncAfter, ObjectSpecialType type); - StaticObject(Oyster::Physics::ICustomBody *rigidBody , void* collisionFuncAfter, ObjectSpecialType type); - StaticObject(Oyster::Physics::ICustomBody *rigidBody , Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type); + StaticObject(Oyster::Physics::ICustomBody *rigidBody , void (*EventOnCollision)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID); + StaticObject(Oyster::Physics::ICustomBody *rigidBody , Oyster::Physics::ICustomBody::SubscriptMessage (*EventOnCollision)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID); ~StaticObject(void); diff --git a/Code/Game/GameLogic/Weapon.cpp b/Code/Game/GameLogic/Weapon.cpp index 66de8e33..379f53dc 100644 --- a/Code/Game/GameLogic/Weapon.cpp +++ b/Code/Game/GameLogic/Weapon.cpp @@ -19,7 +19,11 @@ Weapon::Weapon() Weapon::Weapon(int MaxNrOfSockets,Player *owner) { attatchmentSockets.Resize(MaxNrOfSockets); - attatchmentSockets[0] = new AttatchmentSocket(); + for(int i = 0; i < MaxNrOfSockets; i++) + { + attatchmentSockets[i] = new AttatchmentSocket(); + } + weaponState = WEAPON_STATE_IDLE; currentNrOfAttatchments = 0; @@ -38,8 +42,12 @@ Weapon::~Weapon(void) { for (unsigned int i = 0; i < this->attatchmentSockets.Size(); i++) { - delete this->attatchmentSockets[i]; - this->attatchmentSockets[i] = 0; + if(this->attatchmentSockets[i]) + { + delete this->attatchmentSockets[i]; + this->attatchmentSockets[i] = 0; + } + } }