From 779b2ee00c28886ab5e33f6a7914638893c711e9 Mon Sep 17 00:00:00 2001 From: Dander7BD Date: Thu, 27 Feb 2014 11:46:58 +0100 Subject: [PATCH] More merge conflicts untanglement --- .../GameClient/GameClientState/GameState.cpp | 74 --------------- .../GameClient/GameClientState/GamingUI.cpp | 7 +- Code/Game/GameLogic/GameAPI.h | 4 - Code/Game/GameLogic/Player.cpp | 89 +------------------ Code/Game/GameLogic/Player.h | 6 +- Code/Game/GameServer/GameSession.h | 4 - .../Implementation/GameSession_Gameplay.cpp | 20 +---- .../Implementation/PhysicsAPI_Impl.cpp | 2 +- .../Implementation/SimpleRigidBody.cpp | 19 ---- .../Implementation/SimpleRigidBody.h | 7 +- 10 files changed, 8 insertions(+), 224 deletions(-) diff --git a/Code/Game/GameClient/GameClientState/GameState.cpp b/Code/Game/GameClient/GameClientState/GameState.cpp index 1833b436..3a8a004b 100644 --- a/Code/Game/GameClient/GameClientState/GameState.cpp +++ b/Code/Game/GameClient/GameClientState/GameState.cpp @@ -752,7 +752,6 @@ const GameClientState::NetEvent & GameState::DataRecieved( const GameClientState player = (this->privData->players)[decoded.objectID]; if( player ) -<<<<<<< HEAD { if( this->privData->myId == decoded.objectID ) { @@ -793,15 +792,12 @@ const GameClientState::NetEvent & GameState::DataRecieved( const GameClientState case GameLogic::PlayerAction::PlayerAction_Idle: player->playAnimation(L"idle", true); break; - case GameLogic::WeaponAction::WeaponAction_PrimaryShoot: break; case GameLogic::WeaponAction::WeaponAction_SecondaryShoot: break; case GameLogic::WeaponAction::WeaponAction_Reload: break; - - default: break; } @@ -821,76 +817,6 @@ const GameClientState::NetEvent & GameState::DataRecieved( const GameClientState } if( object ) { -======= - { - if( this->privData->myId == decoded.objectID ) - { - // dont delete my player - } - if( player ) - { - player->SetVisible(false); - (this->privData->players)[decoded.objectID].Release(); - } - } - } - return GameClientState::event_processed; - case protocol_Gameplay_ObjectAction: - { - Protocol_ObjectAction decoded(data); - - C_Player *player; - player = (this->privData->players)[decoded.objectID]; - - if( player ) - { - if( this->privData->myId == decoded.objectID ) - { - // my player animation - //} - //else - //{ - // HACK for now animate my char - switch (decoded.animationID) - { - case GameLogic::PlayerAction::PlayerAction_Walk: - player->playAnimation(L"run_forwards", true); - break; - case GameLogic::PlayerAction::PlayerAction_Jump: - player->playAnimation(L"movement", true); - break; - case GameLogic::PlayerAction::PlayerAction_Idle: - player->playAnimation(L"idle", true); - break; - - case GameLogic::WeaponAction::WeaponAction_PrimaryShoot: - break; - case GameLogic::WeaponAction::WeaponAction_SecondaryShoot: - break; - case GameLogic::WeaponAction::WeaponAction_Reload: - break; - - - default: - break; - } - } - } - } - return GameClientState::event_processed; - case protocol_Gameplay_ObjectCollision: - { - Protocol_ObjectCollision decoded(data); - C_Object *object; - object = (this->privData->players)[decoded.objectID]; - if( !object) - { - // if it is not a player - object = (*this->privData->dynamicObjects)[decoded.objectID]; - } - if( object ) - { ->>>>>>> origin/New-inputsystem switch (decoded.collisionID) { case GameLogic::CollisionEvent::CollisionEvent_BasicCollision: diff --git a/Code/Game/GameClient/GameClientState/GamingUI.cpp b/Code/Game/GameClient/GameClientState/GamingUI.cpp index 74f50c22..3db2ade1 100644 --- a/Code/Game/GameClient/GameClientState/GamingUI.cpp +++ b/Code/Game/GameClient/GameClientState/GamingUI.cpp @@ -217,9 +217,4 @@ void GamingUI::OnMouseMoveVelocity ( Input::Struct::SAIPointInt2D coordinate, In this->sharedData->network->Send( Protocol_PlayerLeftTurn((coordinate.x) * this->sharedData->mouseSensitivity, this->camera->GetLook()) ); } } -} -<<<<<<< HEAD - - -======= ->>>>>>> origin/New-inputsystem +} \ No newline at end of file diff --git a/Code/Game/GameLogic/GameAPI.h b/Code/Game/GameLogic/GameAPI.h index 503b40ba..80b255bd 100644 --- a/Code/Game/GameLogic/GameAPI.h +++ b/Code/Game/GameLogic/GameAPI.h @@ -30,11 +30,7 @@ namespace GameLogic typedef void(*ObjectEnabledFunction)(IObjectData* object); // Callback method that recieves and object typedef void(*ObjectHpFunction)(IObjectData* object, float hp); // Callback method that sends obj HP typedef void(*ObjectRespawnedFunction)(IObjectData* object, Oyster::Math::Float3 spawnPos ); // Callback method that sends spawnPos -<<<<<<< HEAD typedef void(*ObjectDeadFunction)(IObjectData* victim, IObjectData* killer, float seconds); // Callback method that sends killer and death timer -======= - typedef void(*ObjectDeadFunction)(IObjectData* object, IObjectData* killer, float seconds); // Callback method that sends death timer ->>>>>>> origin/New-inputsystem typedef void(*PickupEventFunction)(IObjectData* player, int pickupEffectID ); // Callback method that sends killer and death timer typedef void(*AnimationEventFunction)(IObjectData* player, int actionID ); // Callback method that sends killer and death timer typedef void(*CollisionEventFunction)(IObjectData*object, int collisionID); diff --git a/Code/Game/GameLogic/Player.cpp b/Code/Game/GameLogic/Player.cpp index a6fc12f7..47552d27 100644 --- a/Code/Game/GameLogic/Player.cpp +++ b/Code/Game/GameLogic/Player.cpp @@ -54,18 +54,13 @@ void Player::initPlayerData() this->playerStats.hp = MAX_HP; this->playerStats.movementSpeed = BASIC_SPEED; this->playerState = PLAYER_STATE_IDLE; -<<<<<<< HEAD this->lookDir = Float3( 0.0f, 0.0f, -1.0f ); -======= - this->lookDir = Oyster::Math::Float3(0,0,-1); ->>>>>>> origin/New-inputsystem this->key_forward = 0; this->key_backward = 0; this->key_strafeRight = 0; this->key_strafeLeft = 0; this->key_jump = 0; -<<<<<<< HEAD this->RecentlyAffected = 0; this->deathTimer = 0; @@ -75,20 +70,11 @@ void Player::initPlayerData() state.staticFrictionCoeff = 0.0f; state.dynamicFrictionCoeff = 0.0f; this->rigidBody->SetState( state ); -======= - this->deathTimer = 0; - - this->rotationUp = 0; ->>>>>>> origin/New-inputsystem } void Player::BeginFrame() { -<<<<<<< HEAD - if( this->playerState != PLAYER_STATE_DEAD && this->playerState != PLAYER_STATE_DIED ) -======= - if( this->playerState != PLAYER_STATE_DEAD && PLAYER_STATE_DIED) ->>>>>>> origin/New-inputsystem + if( this->playerState & (PLAYER_STATE_DEAD | PLAYER_STATE_DIED) ) { static const Float maxSpeed = 30.0f; @@ -96,11 +82,7 @@ void Player::BeginFrame() // Rotate player accordingly this->rigidBody->AddRotationAroundY(this->rotationUp); - this->rigidBody->SetUp(this->rigidBody->GetState().centerPos.GetNormalized()); -<<<<<<< HEAD - this->rotationUp = 0; -======= ->>>>>>> origin/New-inputsystem + this->rigidBody->SetUp( this->rigidBody->GetState().centerPos.GetNormalized() ); // Direction data Oyster::Math::Float4x4 orientation; @@ -119,15 +101,10 @@ void Player::BeginFrame() Float3 upVelocity = linearVelocity * Float3(fabs(upDir.x), fabs(upDir.y), fabs(upDir.z) ); // Walking data -<<<<<<< HEAD Float3 walkDirection = Float3( 0.0f ); Float &walkSpeed = this->playerStats.movementSpeed; Float frameTime = gameInstance->GetFrameTime(); -======= - Oyster::Math::Float3 walkDirection = Oyster::Math::Float3(0.0, 0.0, 0.0); - Oyster::Math::Float walkSpeed = this->playerStats.movementSpeed*0.2f; ->>>>>>> origin/New-inputsystem // Check for input if(key_forward > 0.001) @@ -152,11 +129,7 @@ void Player::BeginFrame() } // Dampen velocity if certain keys are not pressed -<<<<<<< HEAD if( key_jump <= 0.001 && IsWalking() ) -======= - if(key_jump <= 0.001 && IsWalking()) ->>>>>>> origin/New-inputsystem { if(key_forward <= 0.001 && key_backward <= 0.001) { @@ -168,21 +141,7 @@ void Player::BeginFrame() } } -<<<<<<< HEAD if( walkDirection == Float3::null ) -======= - if(walkDirection == Oyster::Math::Float3::null) - { - if(this->playerState != PLAYER_STATE::PLAYER_STATE_JUMPING) - { - if(this->playerState != PLAYER_STATE::PLAYER_STATE_IDLE) - this->gameInstance->onActionEventFnc( this, PlayerAction::PlayerAction_Idle); - this->playerState = PLAYER_STATE::PLAYER_STATE_IDLE; - } - } - // Walk if walkdirection is something - if(walkDirection != Oyster::Math::Float3::null) ->>>>>>> origin/New-inputsystem { if(this->playerState != PLAYER_STATE::PLAYER_STATE_JUMPING) { @@ -209,7 +168,7 @@ void Player::BeginFrame() } // If in the air, accelerate slower - if(IsJumping()) + if( IsJumping() ) { if(forwardSpeed < maxSpeed) { @@ -220,10 +179,6 @@ void Player::BeginFrame() rightVelocity += walkDirection*Oyster::Math::Float3(fabs(rightDir.x), fabs(rightDir.y), fabs(rightDir.z)) * walkSpeed*0.2f; } } -<<<<<<< HEAD - -======= ->>>>>>> origin/New-inputsystem if(this->playerState != PLAYER_STATE::PLAYER_STATE_JUMPING) { if(this->playerState != PLAYER_STATE::PLAYER_STATE_WALKING) @@ -242,13 +197,8 @@ void Player::BeginFrame() //Jump if(key_jump > 0.001) { -<<<<<<< HEAD this->key_jump -= this->gameInstance->GetFrameTime(); if(IsWalking()) -======= - this->key_jump -= this->gameInstance->GetFrameTime(); - if(IsWalking()) ->>>>>>> origin/New-inputsystem { Oyster::Math::Float3 up = this->rigidBody->GetState().centerPos.GetNormalized(); this->rigidBody->ApplyImpulse(up*this->rigidBody->GetState().mass * 20); @@ -269,13 +219,7 @@ void Player::BeginFrame() } } -<<<<<<< HEAD -void Player::EndFrame() -{ -} -======= void Player::EndFrame() { /* do nothing .. for now */ } ->>>>>>> origin/New-inputsystem void Player::Move(const PLAYER_MOVEMENT &movement) { @@ -399,7 +343,6 @@ PLAYER_STATE Player::GetState() const void Player::DamageLife(int damage) { -<<<<<<< HEAD if(damage != 0) { this->playerStats.hp -= damage; @@ -415,33 +358,7 @@ void Player::DamageLife(int damage) this->playerStats.hp = 0; this->playerState = PLAYER_STATE_DIED; } -======= - this->playerStats.hp -= damage; - // send hp to client - this->gameInstance->onDamageTakenFnc( this, this->playerStats.hp); - - if(this->playerStats.hp <= 0) - { - this->playerStats.hp = 0; - this->playerState = PLAYER_STATE_DIED; } - -} - -bool Player::deathTimerTick(float dt) -{ - this->deathTimer -= dt; - if( this->deathTimer <= 0) - { - return true; ->>>>>>> origin/New-inputsystem - } - return false; -} -void Player::setDeathTimer(float deathTimer) -{ - this->deathTimer = deathTimer; - this->playerState = PLAYER_STATE_DEAD; } bool Player::deathTimerTick(float dt) diff --git a/Code/Game/GameLogic/Player.h b/Code/Game/GameLogic/Player.h index 0b96166f..8952c5b0 100644 --- a/Code/Game/GameLogic/Player.h +++ b/Code/Game/GameLogic/Player.h @@ -10,11 +10,7 @@ #include "DynamicArray.h" const float MAX_HP = 100.0f; -<<<<<<< HEAD -const float BASIC_SPEED = 30.0f;// * 0.2f; -======= -const float BASIC_SPEED = 30.0f; ->>>>>>> origin/New-inputsystem +const float BASIC_SPEED = 30.0f * 0.2f; namespace GameLogic { diff --git a/Code/Game/GameServer/GameSession.h b/Code/Game/GameServer/GameSession.h index 583e92b3..d449ff2d 100644 --- a/Code/Game/GameServer/GameSession.h +++ b/Code/Game/GameServer/GameSession.h @@ -102,11 +102,7 @@ namespace DanBias static void ObjectEnabled ( GameLogic::IObjectData* movedObject ); static void ObjectDamaged ( GameLogic::IObjectData* movedObject, float hp ); static void ObjectRespawned ( GameLogic::IObjectData* movedObject, Oyster::Math::Float3 spawnPos ); -<<<<<<< HEAD static void ObjectDead ( GameLogic::IObjectData* victim, GameLogic::IObjectData* killer, float seconds ); -======= - static void ObjectDead ( GameLogic::IObjectData* movedObject, GameLogic::IObjectData* killer, float seconds ); ->>>>>>> origin/New-inputsystem static void PickupEvent ( GameLogic::IObjectData* movedObject, int pickupEffectID ); static void ActionEvent ( GameLogic::IObjectData* movedObject , int actionID ); static void CollisionEvent ( GameLogic::IObjectData* Object , int collisionID ); diff --git a/Code/Game/GameServer/Implementation/GameSession_Gameplay.cpp b/Code/Game/GameServer/Implementation/GameSession_Gameplay.cpp index 7ac4f157..28f0f993 100644 --- a/Code/Game/GameServer/Implementation/GameSession_Gameplay.cpp +++ b/Code/Game/GameServer/Implementation/GameSession_Gameplay.cpp @@ -162,11 +162,7 @@ using namespace DanBias; { GameSession::gameSession->Send(Protocol_ObjectRespawn(movedObject->GetID(), spawnPos).GetProtocol()); } -<<<<<<< HEAD void GameSession::ObjectDead( GameLogic::IObjectData* victim, GameLogic::IObjectData* killer, float seconds ) -======= - void GameSession::ObjectDead( GameLogic::IObjectData* movedObject, GameLogic::IObjectData* killer, float seconds ) ->>>>>>> origin/New-inputsystem { GameSession::gameSession->Send(Protocol_ObjectDie(victim->GetID(), killer->GetID(), seconds).GetProtocol()); } @@ -185,21 +181,7 @@ using namespace DanBias; // send action protocol GameSession::gameSession->Send(Protocol_ObjectCollision(movedObject->GetID(), collisionID).GetProtocol()); } - void GameSession::PickupEvent( GameLogic::IObjectData* movedObject, int pickupEffectID ) - { - // send pickup protocol - GameSession::gameSession->Send(Protocol_ObjectPickup(movedObject->GetID(), pickupEffectID).GetProtocol()); - } - void GameSession::ActionEvent( GameLogic::IObjectData* movedObject , int actionID ) - { - // send action protocol - GameSession::gameSession->Send(Protocol_ObjectAction(movedObject->GetID(), actionID).GetProtocol()); - } - void GameSession::CollisionEvent( GameLogic::IObjectData* movedObject , int collisionID ) - { - // send action protocol - GameSession::gameSession->Send(Protocol_ObjectCollision(movedObject->GetID(), collisionID).GetProtocol()); - } + //*****************************************************// //****************** Protocol methods *****************// //******************************************************************************************************************// diff --git a/Code/Physics/GamePhysics/Implementation/PhysicsAPI_Impl.cpp b/Code/Physics/GamePhysics/Implementation/PhysicsAPI_Impl.cpp index 772bf32e..d46f7b0a 100644 --- a/Code/Physics/GamePhysics/Implementation/PhysicsAPI_Impl.cpp +++ b/Code/Physics/GamePhysics/Implementation/PhysicsAPI_Impl.cpp @@ -68,7 +68,7 @@ void API_Impl::SetGravity(float gravity) // Bullet physics ICustomBody* API_Impl::AddCollisionSphere(float radius, ::Oyster::Math::Float4 rotation, ::Oyster::Math::Float3 position, float mass, float restitution, float staticFriction, float dynamicFriction) { - SimpleRigidBody* body = new SimpleRigidBody; + SimpleRigidBody* body = new SimpleRigidBody(); SimpleRigidBody::State state; // Add collision shape diff --git a/Code/Physics/GamePhysics/Implementation/SimpleRigidBody.cpp b/Code/Physics/GamePhysics/Implementation/SimpleRigidBody.cpp index 4587d36d..ed36dcec 100644 --- a/Code/Physics/GamePhysics/Implementation/SimpleRigidBody.cpp +++ b/Code/Physics/GamePhysics/Implementation/SimpleRigidBody.cpp @@ -239,16 +239,6 @@ void SimpleRigidBody::SetUp(::Oyster::Math::Float3 up) btQuaternion newRotation; btTransform trans; trans = this->rigidBody->getWorldTransform(); -<<<<<<< HEAD - - btVector3 v1 = trans.getBasis().getColumn(1); - btVector3 v2(up.x, up.y, up.z); - - btQuaternion q; - btVector3 a = v1.cross(v2); - - if (v1.dot(v2) < -0.999999) -======= btVector3 v1 = trans.getBasis().getColumn(1); btVector3 v2(up.x, up.y, up.z); @@ -257,26 +247,17 @@ void SimpleRigidBody::SetUp(::Oyster::Math::Float3 up) btVector3 a = v1.cross(v2); if (v1.dot(v2) < -0.999999) ->>>>>>> origin/New-inputsystem { btVector3 xCrossPre = btVector3(1, 0 ,0).cross(v1); if(xCrossPre.length() < 0.000001) xCrossPre = btVector3(0, 1 ,0).cross(v1); xCrossPre.normalize(); q.setRotation(xCrossPre, 3.1415); -<<<<<<< HEAD - } - else if (v1.dot(v2) > 0.999999) - { - q = btQuaternion(0, 0, 0, 1); - } -======= } else if (v1.dot(v2) > 0.999999) { q = btQuaternion(0, 0, 0, 1); } ->>>>>>> origin/New-inputsystem else { q.setX(a.x()); diff --git a/Code/Physics/GamePhysics/Implementation/SimpleRigidBody.h b/Code/Physics/GamePhysics/Implementation/SimpleRigidBody.h index b8157be6..1609f607 100644 --- a/Code/Physics/GamePhysics/Implementation/SimpleRigidBody.h +++ b/Code/Physics/GamePhysics/Implementation/SimpleRigidBody.h @@ -29,11 +29,8 @@ namespace Oyster void SetRotation(Math::Quaternion quaternion); void SetRotation(Math::Float3 eulerAngles); void SetRotation(::Oyster::Math::Float4x4 rotation); -<<<<<<< HEAD - void AddRotationAroundY(::Oyster::Math::Float angle); -======= + void AddRotationAroundY(Math::Float angle); ->>>>>>> origin/New-inputsystem void SetAngularFactor(Math::Float factor); void SetMass(Math::Float mass); @@ -62,8 +59,6 @@ namespace Oyster void SetCustomTag( void *ref ); void* GetCustomTag() const; - - // Class specific void SetCollisionShape(btCollisionShape* shape); void SetMotionState(btDefaultMotionState* motionState);