diff --git a/Code/Game/GameClient/GameClientState/C_obj/C_DynamicObj.cpp b/Code/Game/GameClient/GameClientState/C_obj/C_DynamicObj.cpp index 73dd20b5..26619c0e 100644 --- a/Code/Game/GameClient/GameClientState/C_obj/C_DynamicObj.cpp +++ b/Code/Game/GameClient/GameClientState/C_obj/C_DynamicObj.cpp @@ -3,6 +3,7 @@ using namespace DanBias::Client; C_DynamicObj::C_DynamicObj(void) + :C_Object() { } diff --git a/Code/Game/GameClient/GameClientState/C_obj/C_StaticObj.cpp b/Code/Game/GameClient/GameClientState/C_obj/C_StaticObj.cpp index 42a12acd..22734a96 100644 --- a/Code/Game/GameClient/GameClientState/C_obj/C_StaticObj.cpp +++ b/Code/Game/GameClient/GameClientState/C_obj/C_StaticObj.cpp @@ -3,6 +3,7 @@ using namespace DanBias::Client; C_StaticObj::C_StaticObj(void) + :C_Object() { } diff --git a/Code/Game/GameClient/GameClientState/GameState.cpp b/Code/Game/GameClient/GameClientState/GameState.cpp index cd4083b7..d08b1101 100644 --- a/Code/Game/GameClient/GameClientState/GameState.cpp +++ b/Code/Game/GameClient/GameClientState/GameState.cpp @@ -218,13 +218,16 @@ bool GameState::Render() playerObject = this->privData->players.begin(); for( ; playerObject != this->privData->players.end(); ++playerObject ) { - if( playerObject->second->getBRtype() == RB_Type_Cube) + if(playerObject->second) { - Oyster::Graphics::API::RenderDebugCube( playerObject->second->getRBWorld()); - } - if( playerObject->second->getBRtype() == RB_Type_Sphere) - { - Oyster::Graphics::API::RenderDebugSphere( playerObject->second->getRBWorld()); + if( playerObject->second->getBRtype() == RB_Type_Cube) + { + Oyster::Graphics::API::RenderDebugCube( playerObject->second->getRBWorld()); + } + if( playerObject->second->getBRtype() == RB_Type_Sphere) + { + Oyster::Graphics::API::RenderDebugSphere( playerObject->second->getRBWorld()); + } } } diff --git a/Code/Game/GameClient/GameClientState/GamingUI.cpp b/Code/Game/GameClient/GameClientState/GamingUI.cpp index 6d8c0d37..d356028a 100644 --- a/Code/Game/GameClient/GameClientState/GamingUI.cpp +++ b/Code/Game/GameClient/GameClientState/GamingUI.cpp @@ -33,7 +33,7 @@ bool GamingUI::Init() // z value should be between 0.5 - 0.9 so that it will be behind other states // add textures and text this->plane = new Plane_UI(L"box_tex.png", Float3(0.5f, 0.0f, 0.5f), Float2(0.3f, 0.1f)); - this->text = new Text_UI(L"hej", Float3(0.5f,0.0f,0.1f), Float2(0.1f,0.1f)); + this->text = new Text_UI(L"hej", Float3(0.3f,0.0f,0.1f), Float2(0.1f,0.1f)); return true; } diff --git a/Code/Game/GameLogic/AttatchmentMassDriver.cpp b/Code/Game/GameLogic/AttatchmentMassDriver.cpp index a092c81e..b988451f 100644 --- a/Code/Game/GameLogic/AttatchmentMassDriver.cpp +++ b/Code/Game/GameLogic/AttatchmentMassDriver.cpp @@ -56,19 +56,14 @@ void AttatchmentMassDriver::Update(float dt) //update position of heldObject if there is an object being held if(hasObject) { - //Oyster::Physics::ICustomBody::State state; - //state = heldObject->GetState(); Oyster::Math::Float3 ownerPos = owner->GetPosition(); Oyster::Physics::ICustomBody::State ownerState = owner->GetRigidBody()->GetState(); Oyster::Math::Float3 up = -ownerState.GetOrientation().v[2]; up *= -0.3f; - Oyster::Math::Float3 pos = ownerPos + (owner->GetLookDir().GetNormalized()*5); - - //state.centerPos = pos; + Oyster::Math::Float3 pos = ownerPos + (owner->GetLookDir().GetNormalized()*2); heldObject->SetPosition(pos); heldObject->SetLinearVelocity(Oyster::Math::Float3::null); - //heldObject->SetState(state); } } @@ -149,7 +144,7 @@ void AttatchmentMassDriver::ForcePull(const WEAPON_FIRE &usage, float dt) void AttatchmentMassDriver::PickUpObject(const WEAPON_FIRE &usage, float dt) { - Oyster::Math::Float3 pos = owner->GetPosition() + owner->GetLookDir().GetNormalized()*5; + Oyster::Math::Float3 pos = owner->GetPosition() + owner->GetLookDir().GetNormalized()*2; Oyster::Collision3D::Sphere *hitSphere = new Oyster::Collision3D::Sphere(pos,10); Oyster::Physics::API::Instance().ApplyEffect(hitSphere,this,AttemptPickUp); diff --git a/Code/Game/GameLogic/CollisionManager.cpp b/Code/Game/GameLogic/CollisionManager.cpp index 3e042765..90a2aefe 100644 --- a/Code/Game/GameLogic/CollisionManager.cpp +++ b/Code/Game/GameLogic/CollisionManager.cpp @@ -108,13 +108,31 @@ using namespace GameLogic; obj.SetPosition(target); } - void ExplosiveCrate::ExplosiveCrateCollision(Oyster::Physics::ICustomBody *rigidBodyCrate, Oyster::Physics::ICustomBody *obj, Oyster::Math::Float kineticEnergyLoss) + void ExplosiveCrate::ExplosiveCrateCollision(Oyster::Physics::ICustomBody *objA, Oyster::Physics::ICustomBody *objB, Oyster::Math::Float kineticEnergyLoss) { - int forceThreashHold = 200000; //how much force for the box to explode of the impact + - Object *realObj = (Object*)obj->GetCustomTag(); //needs to be changed? + Object *realObjA = ((Object*)(objA->GetCustomTag())); + Object *realObjB = (Object*)objB->GetCustomTag(); //needs to be changed? + ExplosiveCrate* crate; - switch (realObj->GetObjectType()) + if(!realObjA) + return; + if(!realObjB) + return; + + //check who is player and who is the object + if(realObjA->GetObjectType() == ObjectSpecialType::ObjectSpecialType_RedExplosiveBox) + { + crate = (ExplosiveCrate*)realObjA; + } + else + { + crate = (ExplosiveCrate*)realObjB; + realObjB = realObjA; + } + + switch (realObjB->GetObjectType()) { case ObjectSpecialType::ObjectSpecialType_Generic: break; @@ -122,29 +140,15 @@ using namespace GameLogic; break; case ObjectSpecialType::ObjectSpecialType_Player: - ExplosiveCrate* crate = ((ExplosiveCrate*)rigidBodyCrate->GetCustomTag()); - - - Oyster::Math::Float3 pos = rigidBodyCrate->GetState().centerPos; + if(crate->hasExploaded) return; + Oyster::Math::Float3 pos = crate->GetRigidBody()->GetState().centerPos; Oyster::Collision3D::Sphere *hitSphere = new Oyster::Collision3D::Sphere(pos,crate->ExplosionRadius); Oyster::Physics::API::Instance().ApplyEffect(hitSphere,crate,Explode); - + crate->hasExploaded = true; delete hitSphere; break; } - /*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) @@ -155,16 +159,17 @@ using namespace GameLogic; Oyster::Math::Float3 explosionCenterPos = ExplosionSource->GetPosition(); Oyster::Math::Float3 hitObjectPos = obj->GetState().centerPos; Oyster::Math::Float3 force = (((hitObjectPos- explosionCenterPos).GetNormalized()) * ExplosionSource->pushForceMagnitude); - + + if(realObj->GetObjectType() == ObjectSpecialType::ObjectSpecialType_Player) { Player *hitPlayer = (Player*)realObj; - - //hitPlayer->DamageLife(ExplosionSource->getExtraDamageOnCollision()); + hitPlayer->DamageLife(ExplosionSource->extraDamageOnCollision); + //hitPlayer->GetRigidBody()->ApplyImpulse(force); //do shredding damage } - realObj->GetRigidBody()->ApplyImpulse(force); + } @@ -181,11 +186,11 @@ using namespace GameLogic; Oyster::Math::Float angularFactor = deltaPos.GetNormalized().Dot( (objPrevVel - playerPrevVel).GetNormalized()); Oyster::Math::Float impactPower = deltaSpeed * angularFactor; - Oyster::Math::Float damageFactor = 0.1f; + Oyster::Math::Float damageFactor = 0.01f; int damageDone = 0; - int forceThreashHold = 100; //FIX: balance this + int forceThreashHold = 30; //FIX: balance this if(impactPower > forceThreashHold) //should only take damage if the force is high enough { @@ -198,7 +203,7 @@ using namespace GameLogic; damageDone = (impactPower * obj.GetRigidBody()->GetState().mass)* damageFactor; } - //player.DamageLife(damageDone); + player.DamageLife(damageDone); } } diff --git a/Code/Game/GameLogic/ExplosiveCrate.cpp b/Code/Game/GameLogic/ExplosiveCrate.cpp index d236d400..cf011ce4 100644 --- a/Code/Game/GameLogic/ExplosiveCrate.cpp +++ b/Code/Game/GameLogic/ExplosiveCrate.cpp @@ -7,6 +7,7 @@ ExplosiveCrate::ExplosiveCrate(void) { this->pushForceMagnitude = 0; this->ExplosionRadius = 0; + this->hasExploaded = false; } ExplosiveCrate::ExplosiveCrate(Oyster::Physics::ICustomBody *rigidBody,ObjectSpecialType type, int objectID,Oyster::Math::Float extraDamageOnCollision, Oyster::Math::Float pushForceMagnitude, Oyster::Math::Float ExplosionRadius) @@ -15,6 +16,7 @@ ExplosiveCrate::ExplosiveCrate(Oyster::Physics::ICustomBody *rigidBody,ObjectSpe this->extraDamageOnCollision = extraDamageOnCollision; this->pushForceMagnitude = pushForceMagnitude; this->ExplosionRadius = ExplosionRadius; + this->hasExploaded = false; } ExplosiveCrate::~ExplosiveCrate(void) diff --git a/Code/Game/GameLogic/ExplosiveCrate.h b/Code/Game/GameLogic/ExplosiveCrate.h index 75afdc4a..b6054266 100644 --- a/Code/Game/GameLogic/ExplosiveCrate.h +++ b/Code/Game/GameLogic/ExplosiveCrate.h @@ -18,6 +18,7 @@ namespace GameLogic private: Oyster::Math::Float pushForceMagnitude; Oyster::Math::Float ExplosionRadius; + bool hasExploaded; }; diff --git a/Code/Game/GameLogic/Game.cpp b/Code/Game/GameLogic/Game.cpp index c599fecf..0e1ab178 100644 --- a/Code/Game/GameLogic/Game.cpp +++ b/Code/Game/GameLogic/Game.cpp @@ -43,6 +43,9 @@ Game::Game(void) : initiated(false) , onMoveFnc(0) , onDisableFnc(0) + , onDamageTakenFnc(0) + , onRespawnFnc(0) + , onDeadFnc(0) , frameTime(1.0f/120.0f) {} @@ -156,7 +159,18 @@ void Game::SetSubscription(GameEvent::ObjectMovedFunction functionPointer) void Game::SetSubscription(GameEvent::ObjectDisabledFunction functionPointer) { this->onDisableFnc = functionPointer; - +} +void Game::SetHpSubscription(GameEvent::ObjectHpFunction functionPointer) +{ + this->onDamageTakenFnc = functionPointer; +} +void Game::SetRespawnSubscription(GameEvent::ObjectRespawnedFunction functionPointer) +{ + this->onRespawnFnc = functionPointer; +} +void Game::SetDeadSubscription(GameEvent::ObjectDeadFunction functionPointer) +{ + this->onDeadFnc = functionPointer; } bool Game::Initiate() diff --git a/Code/Game/GameLogic/Game.h b/Code/Game/GameLogic/Game.h index 81410ac8..37abe97f 100644 --- a/Code/Game/GameLogic/Game.h +++ b/Code/Game/GameLogic/Game.h @@ -80,6 +80,10 @@ namespace GameLogic void SetFrameTimeLength( float seconds ) override; void SetSubscription(GameEvent::ObjectMovedFunction functionPointer) override; void SetSubscription(GameEvent::ObjectDisabledFunction functionPointer) override; + void SetHpSubscription(GameEvent::ObjectHpFunction functionPointer) override; + void SetRespawnSubscription(GameEvent::ObjectRespawnedFunction functionPointer) override; + void SetDeadSubscription(GameEvent::ObjectDeadFunction functionPointer) override; + bool Initiate() override; float GetFrameTime() const; @@ -91,9 +95,11 @@ namespace GameLogic LevelData* level; float frameTime; bool initiated; - GameEvent::ObjectDisabledFunction onDisableFnc; - GameEvent::ObjectMovedFunction onMoveFnc; - + GameEvent::ObjectDisabledFunction onDisableFnc; + GameEvent::ObjectMovedFunction onMoveFnc; + GameEvent::ObjectHpFunction onDamageTakenFnc; + GameEvent::ObjectRespawnedFunction onRespawnFnc; + GameEvent::ObjectDeadFunction onDeadFnc; }; } diff --git a/Code/Game/GameLogic/GameAPI.h b/Code/Game/GameLogic/GameAPI.h index 290b1c30..0c79f33d 100644 --- a/Code/Game/GameLogic/GameAPI.h +++ b/Code/Game/GameLogic/GameAPI.h @@ -27,6 +27,9 @@ namespace GameLogic { typedef void(*ObjectMovedFunction)(IObjectData* object); // Callback method that recieves and object typedef void(*ObjectDisabledFunction)(IObjectData* object, float seconds); // 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 + typedef void(*ObjectDeadFunction)(IObjectData* object, float seconds); // Callback method that sends death timer //etc... }; @@ -178,6 +181,9 @@ namespace GameLogic * @param */ virtual void SetSubscription(GameEvent::ObjectDisabledFunction functionPointer) = 0; + virtual void SetHpSubscription(GameEvent::ObjectHpFunction functionPointer) = 0; + virtual void SetRespawnSubscription(GameEvent::ObjectRespawnedFunction functionPointer) = 0; + virtual void SetDeadSubscription(GameEvent::ObjectDeadFunction functionPointer) = 0; }; } diff --git a/Code/Game/GameLogic/Level.cpp b/Code/Game/GameLogic/Level.cpp index c9938dbd..922d2a8f 100644 --- a/Code/Game/GameLogic/Level.cpp +++ b/Code/Game/GameLogic/Level.cpp @@ -69,9 +69,9 @@ Object* Level::CreateGameObj(ObjectHeader* obj, ICustomBody* rigidBody) break; case ObjectSpecialType_RedExplosiveBox: { - Oyster::Math::Float dmg = 50; - Oyster::Math::Float force = 50; - Oyster::Math::Float radie = 50; + Oyster::Math::Float dmg = 90; + Oyster::Math::Float force = 500; + Oyster::Math::Float radie = 3; gameObj = new ExplosiveCrate(rigidBody, (ObjectSpecialType)obj->specialTypeID, objID++, dmg, force, radie); } break; @@ -422,5 +422,5 @@ void Level::PhysicsOnMoveLevel(const ICustomBody *object) // function call from physics update when object was moved Object* temp = (Object*)object->GetCustomTag(); ((Game*)&Game::Instance())->onMoveFnc(temp); - } + diff --git a/Code/Game/GameLogic/Level.h b/Code/Game/GameLogic/Level.h index 9dce227d..27f0bab6 100644 --- a/Code/Game/GameLogic/Level.h +++ b/Code/Game/GameLogic/Level.h @@ -66,6 +66,7 @@ namespace GameLogic int getNrOfDynamicObj(); Object* GetObj( int ID ) const; + static void PhysicsOnMoveLevel(const Oyster::Physics::ICustomBody *object); diff --git a/Code/Game/GameLogic/Player.cpp b/Code/Game/GameLogic/Player.cpp index 7166f539..69569d44 100644 --- a/Code/Game/GameLogic/Player.cpp +++ b/Code/Game/GameLogic/Player.cpp @@ -29,6 +29,8 @@ Player::Player(Oyster::Physics::ICustomBody *rigidBody, void (*EventOnCollision) key_strafeLeft = 0; key_jump = 0; invincibleCooldown = 0; + this->deathTimeLeft = 0; + this->deathTime = 5; this->previousPosition = Oyster::Math::Float3(0,0,0); @@ -54,7 +56,8 @@ Player::Player(Oyster::Physics::ICustomBody *rigidBody, Oyster::Physics::ICustom key_strafeLeft = 0; key_jump = 0; invincibleCooldown = 0; - + this->deathTimeLeft = 0; + this->deathTime = 5; this->previousPosition = Oyster::Math::Float3(0,0,0); this->moveDir = Oyster::Math::Float3(0,0,0); this->moveSpeed = 20; @@ -74,137 +77,142 @@ Player::~Player(void) void Player::BeginFrame() { - weapon->Update(0.002f); - //Object::BeginFrame(); + if( this->playerState != PLAYER_STATE_DEAD) + { + weapon->Update(0.002f); - Oyster::Math::Float maxSpeed = 30; + Oyster::Math::Float maxSpeed = 30; - // Rotate player accordingly - this->rigidBody->SetUp(this->rigidBody->GetState().centerPos.GetNormalized()); - Oyster::Math::Quaternion firstUp = this->rigidBody->GetState().quaternion; - this->rigidBody->SetRotationAsAngularAxis(Oyster::Math3D::Float4(this->rigidBody->GetState().centerPos.GetNormalized(), this->rotationUp)); - Oyster::Math::Quaternion secondTurn = this->rigidBody->GetState().quaternion; + // Rotate player accordingly + this->rigidBody->SetUp(this->rigidBody->GetState().centerPos.GetNormalized()); + Oyster::Math::Quaternion firstUp = this->rigidBody->GetState().quaternion; + this->rigidBody->SetRotationAsAngularAxis(Oyster::Math3D::Float4(this->rigidBody->GetState().centerPos.GetNormalized(), this->rotationUp)); + Oyster::Math::Quaternion secondTurn = this->rigidBody->GetState().quaternion; - this->rigidBody->SetRotation(secondTurn*firstUp); + this->rigidBody->SetRotation(secondTurn*firstUp); - // Direction data - Oyster::Math::Float4x4 xform; - xform = this->rigidBody->GetState().GetOrientation(); + // Direction data + Oyster::Math::Float4x4 xform; + xform = this->rigidBody->GetState().GetOrientation(); - Oyster::Math::Float3 forwardDir = xform.v[2]; - Oyster::Math::Float3 upDir = xform.v[1]; - Oyster::Math::Float3 rightDir = xform.v[0]; - forwardDir.Normalize(); - upDir.Normalize(); - rightDir.Normalize(); + Oyster::Math::Float3 forwardDir = xform.v[2]; + Oyster::Math::Float3 upDir = xform.v[1]; + Oyster::Math::Float3 rightDir = xform.v[0]; + forwardDir.Normalize(); + upDir.Normalize(); + rightDir.Normalize(); - // Previous velocities data - Oyster::Math::Float3 linearVelocity = this->rigidBody->GetLinearVelocity(); - Oyster::Math::Float3 forwardVelocity = linearVelocity*Oyster::Math::Float3(fabs(forwardDir.x), fabs(forwardDir.y), fabs(forwardDir.z)); - Oyster::Math::Float forwardSpeed = (linearVelocity*forwardDir).GetLength(); - Oyster::Math::Float3 rightVelocity = linearVelocity*Oyster::Math::Float3(fabs(rightDir.x), fabs(rightDir.y), fabs(rightDir.z)); - Oyster::Math::Float rightSpeed = (linearVelocity*rightDir).GetLength(); - Oyster::Math::Float3 upVelocity = linearVelocity*Oyster::Math::Float3(fabs(upDir.x), fabs(upDir.y), fabs(upDir.z)); + // Previous velocities data + Oyster::Math::Float3 linearVelocity = this->rigidBody->GetLinearVelocity(); + Oyster::Math::Float3 forwardVelocity = linearVelocity*Oyster::Math::Float3(fabs(forwardDir.x), fabs(forwardDir.y), fabs(forwardDir.z)); + Oyster::Math::Float forwardSpeed = (linearVelocity*forwardDir).GetLength(); + Oyster::Math::Float3 rightVelocity = linearVelocity*Oyster::Math::Float3(fabs(rightDir.x), fabs(rightDir.y), fabs(rightDir.z)); + Oyster::Math::Float rightSpeed = (linearVelocity*rightDir).GetLength(); + Oyster::Math::Float3 upVelocity = linearVelocity*Oyster::Math::Float3(fabs(upDir.x), fabs(upDir.y), fabs(upDir.z)); - // Walking data - Oyster::Math::Float3 walkDirection = Oyster::Math::Float3(0.0, 0.0, 0.0); - Oyster::Math::Float walkSpeed = this->moveSpeed*0.2f; + // Walking data + Oyster::Math::Float3 walkDirection = Oyster::Math::Float3(0.0, 0.0, 0.0); + Oyster::Math::Float walkSpeed = this->moveSpeed*0.2f; - // Check for input - if(key_forward > 0.001) - { - key_forward -= gameInstance->GetFrameTime(); - walkDirection += forwardDir; - } - if(key_backward > 0.001) - { - key_backward -= gameInstance->GetFrameTime(); - walkDirection -= forwardDir; - } - if(key_strafeRight > 0.001) - { - key_strafeRight -= gameInstance->GetFrameTime(); - walkDirection += rightDir; - } - if(key_strafeLeft > 0.001) - { - key_strafeLeft -= gameInstance->GetFrameTime(); - walkDirection -= rightDir; - } - - // Dampen velocity if certain keys are not pressed - if(key_jump <= 0.001 && this->rigidBody->GetLambda() < 0.9f) - { - if(key_forward <= 0.001 && key_backward <= 0.001) + // Check for input + if(key_forward > 0.001) { - forwardVelocity *= Oyster::Math::Float3(0.2f*fabs(forwardDir.x), 0.2f*fabs(forwardDir.y), 0.2f*fabs(forwardDir.z)); + key_forward -= gameInstance->GetFrameTime(); + walkDirection += forwardDir; } - if(key_strafeRight <= 0.001 && key_strafeLeft <= 0.001) + if(key_backward > 0.001) { - rightVelocity *= Oyster::Math::Float3(0.2f*fabs(rightDir.x), 0.2f*fabs(rightDir.y), 0.2f*fabs(rightDir.z)); + key_backward -= gameInstance->GetFrameTime(); + walkDirection -= forwardDir; } - } - - // Walk if walkdirection is something - if(walkDirection != Oyster::Math::Float3::null) - { - walkDirection.Normalize(); - - // If on the ground, accelerate normally - if(this->rigidBody->GetLambda() < 0.9f) + if(key_strafeRight > 0.001) { - if(forwardSpeed < maxSpeed) + key_strafeRight -= gameInstance->GetFrameTime(); + walkDirection += rightDir; + } + if(key_strafeLeft > 0.001) + { + key_strafeLeft -= gameInstance->GetFrameTime(); + walkDirection -= rightDir; + } + + // Dampen velocity if certain keys are not pressed + if(key_jump <= 0.001 && this->rigidBody->GetLambda() < 0.9f) + { + if(key_forward <= 0.001 && key_backward <= 0.001) { - forwardVelocity += walkDirection*Oyster::Math::Float3(fabs(forwardDir.x), fabs(forwardDir.y), fabs(forwardDir.z)) * walkSpeed; + forwardVelocity *= Oyster::Math::Float3(0.2f*fabs(forwardDir.x), 0.2f*fabs(forwardDir.y), 0.2f*fabs(forwardDir.z)); } - if(rightSpeed < maxSpeed) + if(key_strafeRight <= 0.001 && key_strafeLeft <= 0.001) { - rightVelocity += walkDirection*Oyster::Math::Float3(fabs(rightDir.x), abs(rightDir.y), fabs(rightDir.z)) * walkSpeed; + rightVelocity *= Oyster::Math::Float3(0.2f*fabs(rightDir.x), 0.2f*fabs(rightDir.y), 0.2f*fabs(rightDir.z)); } } - // If in the air, accelerate slower - if(this->rigidBody->GetLambda() >= 0.9f) + + // Walk if walkdirection is something + if(walkDirection != Oyster::Math::Float3::null) { - if(forwardSpeed < maxSpeed) + walkDirection.Normalize(); + + // If on the ground, accelerate normally + if(this->rigidBody->GetLambda() < 0.9f) { - forwardVelocity += walkDirection*Oyster::Math::Float3(fabs(forwardDir.x), fabs(forwardDir.y), fabs(forwardDir.z)) * walkSpeed*0.2f; + if(forwardSpeed < maxSpeed) + { + forwardVelocity += walkDirection*Oyster::Math::Float3(fabs(forwardDir.x), fabs(forwardDir.y), fabs(forwardDir.z)) * walkSpeed; + } + if(rightSpeed < maxSpeed) + { + rightVelocity += walkDirection*Oyster::Math::Float3(fabs(rightDir.x), abs(rightDir.y), fabs(rightDir.z)) * walkSpeed; + } } - if(rightSpeed < maxSpeed) + // If in the air, accelerate slower + if(this->rigidBody->GetLambda() >= 0.9f) { - rightVelocity += walkDirection*Oyster::Math::Float3(fabs(rightDir.x), fabs(rightDir.y), fabs(rightDir.z)) * walkSpeed*0.2f; + if(forwardSpeed < maxSpeed) + { + forwardVelocity += walkDirection*Oyster::Math::Float3(fabs(forwardDir.x), fabs(forwardDir.y), fabs(forwardDir.z)) * walkSpeed*0.2f; + } + if(rightSpeed < maxSpeed) + { + rightVelocity += walkDirection*Oyster::Math::Float3(fabs(rightDir.x), fabs(rightDir.y), fabs(rightDir.z)) * walkSpeed*0.2f; + } + } + } + + // Adjust velocities so no squaring occurs + forwardVelocity *= Oyster::Math::Float3(fabs(forwardDir.x), fabs(forwardDir.y), fabs(forwardDir.z)); + rightVelocity *= Oyster::Math::Float3(fabs(rightDir.x), fabs(rightDir.y), fabs(rightDir.z)); + upVelocity *= Oyster::Math::Float3(fabs(upDir.x), fabs(upDir.y), fabs(upDir.z)); + + this->rigidBody->SetLinearVelocity(forwardVelocity+rightVelocity+upVelocity); + + //Jump + if(key_jump > 0.001) + { + this->key_jump -= this->gameInstance->GetFrameTime(); + if(this->rigidBody->GetLambda() < 0.9f) + { + Oyster::Math::Float3 up = this->rigidBody->GetState().centerPos.GetNormalized(); + this->rigidBody->ApplyImpulse(up*this->rigidBody->GetState().mass*20); + this->playerState = PLAYER_STATE::PLAYER_STATE_JUMPING; } } } - - // Adjust velocities so no squaring occurs - forwardVelocity *= Oyster::Math::Float3(fabs(forwardDir.x), fabs(forwardDir.y), fabs(forwardDir.z)); - rightVelocity *= Oyster::Math::Float3(fabs(rightDir.x), fabs(rightDir.y), fabs(rightDir.z)); - upVelocity *= Oyster::Math::Float3(fabs(upDir.x), fabs(upDir.y), fabs(upDir.z)); - - this->rigidBody->SetLinearVelocity(forwardVelocity+rightVelocity+upVelocity); - - //Jump - if(key_jump > 0.001) + else { - this->key_jump -= this->gameInstance->GetFrameTime(); - if(this->rigidBody->GetLambda() < 0.9f) + // player is dead + // TODO move this logic to lvl + this->deathTimeLeft -= gameInstance->GetFrameTime(); + if( this->deathTimeLeft <= 0) { - Oyster::Math::Float3 up = this->rigidBody->GetState().centerPos.GetNormalized(); - this->rigidBody->ApplyImpulse(up*this->rigidBody->GetState().mass*20); - this->playerState = PLAYER_STATE::PLAYER_STATE_JUMPING; + Respawn( Oyster::Math::Float3( -50, 180, 0)); } } - - - - - //this->weapon->Update(0.01f); } void Player::EndFrame() { - - //Object::EndFrame(); } @@ -258,10 +266,15 @@ void Player::UseWeapon(const WEAPON_FIRE &usage) void Player::Respawn(Oyster::Math::Float3 spawnPoint) { - this->life = 100; - this->playerState = PLAYER_STATE::PLAYER_STATE_IDLE; - this->lookDir = Oyster::Math::Float4(1,0,0); - this->rigidBody->SetPosition(spawnPoint); + if( this->playerState == PLAYER_STATE_DEAD) + { + this->life = 100; + this->playerState = PLAYER_STATE::PLAYER_STATE_IDLE; + //this->lookDir = Oyster::Math::Float4(1,0,0); + this->rigidBody->SetPosition(spawnPoint); + this->gameInstance->onRespawnFnc( this, spawnPoint); + this->gameInstance->onDamageTakenFnc( this, this->life); + } } void Player::SetLookDir(const Oyster::Math3D::Float3& lookDir) @@ -321,13 +334,17 @@ PLAYER_STATE Player::GetState() const void Player::DamageLife(int damage) { - this->life -= damage; - this->life = 0; - - if(this->life <= 0) + if( this->playerState != PLAYER_STATE_DEAD) { - this->life = 0; - playerState = PLAYER_STATE_DEAD; - this->gameInstance->onDisableFnc(this, 0.0f); + this->life -= damage; + this->gameInstance->onDamageTakenFnc( this, this->life); + + if(this->life <= 0) + { + this->life = 0; + playerState = PLAYER_STATE_DEAD; + this->deathTimeLeft = this->deathTime; + this->gameInstance->onDeadFnc(this, this->deathTimeLeft); + } } } diff --git a/Code/Game/GameLogic/Player.h b/Code/Game/GameLogic/Player.h index 1fc3443a..001c9141 100644 --- a/Code/Game/GameLogic/Player.h +++ b/Code/Game/GameLogic/Player.h @@ -100,6 +100,8 @@ namespace GameLogic Oyster::Math::Float rotationUp; + float deathTime; + float deathTimeLeft; bool hasTakenDamage; float invincibleCooldown; diff --git a/Code/Game/GameProtocols/ObjectProtocols.h b/Code/Game/GameProtocols/ObjectProtocols.h index 3dfdf8f4..47c2dddc 100644 --- a/Code/Game/GameProtocols/ObjectProtocols.h +++ b/Code/Game/GameProtocols/ObjectProtocols.h @@ -75,13 +75,15 @@ namespace GameLogic } Protocol_ObjectDamage(Oyster::Network::CustomNetProtocol& p) { - + this->object_ID = p[1].value.netInt; + this->healthLost = p[2].value.netFloat; } Protocol_ObjectDamage(int id, float hp) { this->protocol[0].value = protocol_Gameplay_ObjectDamage; this->protocol[0].type = Oyster::Network::NetAttributeType_Short; - + + this->protocol[1].type = Oyster::Network::NetAttributeType_Int; this->protocol[2].type = Oyster::Network::NetAttributeType_Float; object_ID = id; diff --git a/Code/Game/GameServer/GameSession.h b/Code/Game/GameServer/GameSession.h index ad9440e9..12067c2b 100644 --- a/Code/Game/GameServer/GameSession.h +++ b/Code/Game/GameServer/GameSession.h @@ -99,7 +99,10 @@ namespace DanBias //Callback method recieving from gamelogic static void ObjectMove ( GameLogic::IObjectData* movedObject ); static void ObjectDisabled ( GameLogic::IObjectData* movedObject, float seconds ); - + static void ObjectDamaged ( GameLogic::IObjectData* movedObject, float hp ); + static void ObjectRespawned ( GameLogic::IObjectData* movedObject, Oyster::Math::Float3 spawnPos ); + static void ObjectDead ( GameLogic::IObjectData* movedObject, float seconds ); + //Private member variables private: Utility::DynamicMemory::DynamicArray gClients; diff --git a/Code/Game/GameServer/Implementation/GameSession_Gameplay.cpp b/Code/Game/GameServer/Implementation/GameSession_Gameplay.cpp index bc839554..147cd19e 100644 --- a/Code/Game/GameServer/Implementation/GameSession_Gameplay.cpp +++ b/Code/Game/GameServer/Implementation/GameSession_Gameplay.cpp @@ -90,7 +90,7 @@ using namespace DanBias; { for (unsigned int i = 0; i < this->gClients.Size(); i++) { - if(this->gClients[i] ) + if(this->gClients[i] && !this->gClients[i]->IsInvalid()) { this->gClients[i]->UpdateClient(); } @@ -101,7 +101,7 @@ using namespace DanBias; bool returnValue = false; for (unsigned int i = 0; i < this->gClients.Size(); i++) { - if(this->gClients[i]) + if(this->gClients[i] && !this->gClients[i]->IsInvalid()) { this->gClients[i]->GetClient()->Send(message); returnValue = true; @@ -115,7 +115,7 @@ using namespace DanBias; { for (unsigned int i = 0; i < this->gClients.Size(); i++) { - if(this->gClients[i] && this->gClients[i]->GetClient()->GetID() == ID) + if(this->gClients[i] && !this->gClients[i]->IsInvalid() && this->gClients[i]->GetClient()->GetID() == ID) { this->gClients[i]->GetClient()->Send(protocol); return true; @@ -150,7 +150,18 @@ using namespace DanBias; { GameSession::gameSession->Send(Protocol_ObjectDisable(movedObject->GetID(), seconds).GetProtocol()); } - + void GameSession::ObjectDamaged( GameLogic::IObjectData* movedObject, float hp ) + { + GameSession::gameSession->Send(Protocol_ObjectDamage(movedObject->GetID(), hp).GetProtocol()); + } + void GameSession::ObjectRespawned( GameLogic::IObjectData* movedObject, Oyster::Math::Float3 spawnPos ) + { + GameSession::gameSession->Send(Protocol_ObjectRespawn(movedObject->GetID(), spawnPos).GetProtocol()); + } + void GameSession::ObjectDead( GameLogic::IObjectData* movedObject, float seconds ) + { + GameSession::gameSession->Send(Protocol_ObjectDie(movedObject->GetID(), seconds).GetProtocol()); + } //*****************************************************// //****************** Protocol methods *****************// //******************************************************************************************************************// diff --git a/Code/Game/GameServer/Implementation/GameSession_General.cpp b/Code/Game/GameServer/Implementation/GameSession_General.cpp index fb4c9246..0ad12987 100644 --- a/Code/Game/GameServer/Implementation/GameSession_General.cpp +++ b/Code/Game/GameServer/Implementation/GameSession_General.cpp @@ -36,8 +36,8 @@ GameSession::GameSession() this->isCreated = false; this->isRunning = false; this->gameSession = this; - this->logicFrameTime = DELTA_TIME_20; - this->networkFrameTime = DELTA_TIME_20; + this->logicFrameTime = DELTA_TIME_60; + this->networkFrameTime = DELTA_TIME_60; this->networkTimer.reset(); this->logicTimer.reset(); @@ -108,6 +108,9 @@ bool GameSession::Create(GameDescription& desc, bool forceStart) /* Set some game instance data options */ this->gameInstance.SetSubscription(GameSession::ObjectMove); this->gameInstance.SetSubscription(GameSession::ObjectDisabled); + this->gameInstance.SetHpSubscription(GameSession::ObjectDamaged); + this->gameInstance.SetRespawnSubscription(GameSession::ObjectRespawned); + this->gameInstance.SetDeadSubscription(GameSession::ObjectDead); this->gameInstance.SetFPS(60); this->description.clients.Clear(); diff --git a/Code/Game/LanServer/GameServerDebugEnvironment/Source.cpp b/Code/Game/LanServer/GameServerDebugEnvironment/Source.cpp index 62332541..3357f52c 100644 --- a/Code/Game/LanServer/GameServerDebugEnvironment/Source.cpp +++ b/Code/Game/LanServer/GameServerDebugEnvironment/Source.cpp @@ -32,7 +32,7 @@ int WINAPI WinMain( HINSTANCE hinst, HINSTANCE prevInst, PSTR cmdLine, int cmdSh GameServerAPI::GameSetGameMode(L"free-for-all"); GameServerAPI::GameSetGameName(L"DebugServer"); GameServerAPI::GameSetGameTime(15); - GameServerAPI::GameSetMapName(L"2ofAll.bias"); + GameServerAPI::GameSetMapName(L"erik_250.bias"); GameServerAPI::GameSetMaxClients(10); if(GameServerAPI::GameStart(true)) diff --git a/Code/Physics/GamePhysics/Implementation/PhysicsAPI_Impl.cpp b/Code/Physics/GamePhysics/Implementation/PhysicsAPI_Impl.cpp index 91886313..b86f3821 100644 --- a/Code/Physics/GamePhysics/Implementation/PhysicsAPI_Impl.cpp +++ b/Code/Physics/GamePhysics/Implementation/PhysicsAPI_Impl.cpp @@ -291,7 +291,7 @@ void API_Impl::UpdateWorld() simpleBody->SetPreviousVelocity(simpleBody->GetLinearVelocity()); } - this->dynamicsWorld->stepSimulation(this->timeStep, 1, this->timeStep); + this->dynamicsWorld->stepSimulation(this->timeStep, 10, this->timeStep); ICustomBody::State state; @@ -314,8 +314,33 @@ void API_Impl::UpdateWorld() ICustomBody* bodyA = (ICustomBody*)obA->getUserPointer(); ICustomBody* bodyB = (ICustomBody*)obB->getUserPointer(); - bodyA->CallSubscription_AfterCollisionResponse(bodyA, bodyB, 0.0f); - bodyB->CallSubscription_AfterCollisionResponse(bodyB, bodyA, 0.0f); + + + int numContacts = contactManifold->getNumContacts(); + for (int j=0;jgetContactPoint(j); + if (pt.getDistance()<0.f) + { + if(bodyA->GetState().mass == 40 && bodyB->GetState().centerPos == Float3::null) + { + const char* breakPoint = "STOP"; + } + if(bodyB->GetState().mass == 40 && bodyA->GetState().centerPos == Float3::null) + { + const char* breakPoint = "STOP"; + } + + const btVector3& ptA = pt.getPositionWorldOnA(); + const btVector3& ptB = pt.getPositionWorldOnB(); + const btVector3& normalOnB = pt.m_normalWorldOnB; + + bodyA->CallSubscription_AfterCollisionResponse(bodyA, bodyB, 0.0f); + bodyB->CallSubscription_AfterCollisionResponse(bodyB, bodyA, 0.0f); + } + } + + } } diff --git a/Code/Physics/GamePhysics/Implementation/SimpleRigidBody.cpp b/Code/Physics/GamePhysics/Implementation/SimpleRigidBody.cpp index fe76ade7..25c57e3b 100644 --- a/Code/Physics/GamePhysics/Implementation/SimpleRigidBody.cpp +++ b/Code/Physics/GamePhysics/Implementation/SimpleRigidBody.cpp @@ -22,6 +22,8 @@ SimpleRigidBody::SimpleRigidBody() this->state.restitutionCoeff = 0.0f; this->state.reach = Float3(0.0f, 0.0f, 0.0f); + this->collisionFlags = 0; + this->afterCollision = NULL; this->onMovement = NULL; @@ -85,7 +87,7 @@ void SimpleRigidBody::SetMotionState(btDefaultMotionState* motionState) void SimpleRigidBody::SetRigidBody(btRigidBody* rigidBody) { this->rigidBody = rigidBody; - + this->collisionFlags = rigidBody->getCollisionFlags(); } void SimpleRigidBody::SetSubscription(EventAction_AfterCollisionResponse function) @@ -421,7 +423,7 @@ void SimpleRigidBody::MoveToLimbo() void SimpleRigidBody::ReleaseFromLimbo() { - this->rigidBody->setCollisionFlags(btCollisionObject::CF_KINEMATIC_OBJECT); + this->rigidBody->setCollisionFlags(this->collisionFlags); } void SimpleRigidBody::SetPreviousVelocity(::Oyster::Math::Float3 velocity) diff --git a/Code/Physics/GamePhysics/Implementation/SimpleRigidBody.h b/Code/Physics/GamePhysics/Implementation/SimpleRigidBody.h index 4d1ec3ce..f3e7e0c6 100644 --- a/Code/Physics/GamePhysics/Implementation/SimpleRigidBody.h +++ b/Code/Physics/GamePhysics/Implementation/SimpleRigidBody.h @@ -93,6 +93,8 @@ namespace Oyster btVector3 raySource[2]; btVector3 rayTarget[2]; btScalar rayLambda[2]; + + int collisionFlags; }; } }