From c2ef8350cfa7288bc3093c307952f3a41eb8ef9e Mon Sep 17 00:00:00 2001 From: Erik Persson Date: Wed, 19 Feb 2014 10:15:52 +0100 Subject: [PATCH] GL - players created with unique ids --- Code/Game/GameLogic/Game.cpp | 39 +++++++++++++++++-------- Code/Game/GameLogic/Game_PlayerData.cpp | 18 +++++++++--- Code/Misc/Utilities/Utilities.h | 6 +--- 3 files changed, 42 insertions(+), 21 deletions(-) diff --git a/Code/Game/GameLogic/Game.cpp b/Code/Game/GameLogic/Game.cpp index ba294349..8b77dea4 100644 --- a/Code/Game/GameLogic/Game.cpp +++ b/Code/Game/GameLogic/Game.cpp @@ -68,12 +68,33 @@ void Game::GetAllPlayerPositions() const Game::PlayerData* Game::CreatePlayer() { // Find a free space in array or insert at end - int i = InsertObject(this->players, (PlayerData*)0); + int insert = InsertObject(this->players, (PlayerData*)0); + int freeID = 0; + bool found = false; - this->players[i] = new PlayerData(); - this->players[i]->player->GetRigidBody()->SetSubscription(Game::PhysicsOnMove); + for(int i = 0; i < 100; i++) + { + found = true; + freeID = i; - return this->players[i]; + for(int j = 0; j < players.Size(); j++) + { + + if(this->players[j] && this->players[j]->GetID() == freeID) + { + found = false; + } + + if(!found) break; + } + + if(found) break; + } + + this->players[insert] = new PlayerData(freeID, 0); // user constructor with objectID and teamID + this->players[insert]->player->GetRigidBody()->SetSubscription(Game::PhysicsOnMove); + + return this->players[insert]; } Game::LevelData* Game::CreateLevel(const wchar_t mapName[255]) @@ -95,21 +116,15 @@ bool Game::NewFrame() { for (unsigned int i = 0; i < this->players.Size(); i++) { - if(this->players[i]->player) this->players[i]->player->BeginFrame(); + if(this->players[i] && this->players[i]->player) this->players[i]->player->BeginFrame(); } API::Instance().UpdateWorld(); for (unsigned int i = 0; i < this->players.Size(); i++) { - if(this->players[i]->player) this->players[i]->player->EndFrame(); - gameInstance.onMoveFnc(this->players[i]); + if(this->players[i] && this->players[i]->player) this->players[i]->player->EndFrame(); } - for (unsigned int i = 0; i < this->level->level->dynamicObjects.Size(); i++) - { - gameInstance.onMoveFnc(this->level->level->dynamicObjects[i]); - } - return true; } diff --git a/Code/Game/GameLogic/Game_PlayerData.cpp b/Code/Game/GameLogic/Game_PlayerData.cpp index e7a77bbd..3858d370 100644 --- a/Code/Game/GameLogic/Game_PlayerData.cpp +++ b/Code/Game/GameLogic/Game_PlayerData.cpp @@ -21,13 +21,23 @@ Game::PlayerData::PlayerData() rigidBody->SetAngularFactor(0.0f); //create player with this rigid body 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) { - this->player = new Player(); + Oyster::Math::Float3 centerPosition = Oyster::Math::Float3(50,130,0); + + Oyster::Math::Float3 size = Oyster::Math::Float3(0.25f,2.0f,0.5f); + Oyster::Math::Float mass = 60; + Oyster::Math::Float restitutionCoeff = 0.5f; + Oyster::Math::Float frictionCoeff_Static = 0.4f; + Oyster::Math::Float frictionCoeff_Dynamic = 0.3f; + //sbDesc.quaternion = Oyster::Math::Float3(0, Oyster::Math::pi, 0); + + //create rigid body + 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,playerID,teamID); } Game::PlayerData::~PlayerData() { diff --git a/Code/Misc/Utilities/Utilities.h b/Code/Misc/Utilities/Utilities.h index b97d62d7..c259a845 100644 --- a/Code/Misc/Utilities/Utilities.h +++ b/Code/Misc/Utilities/Utilities.h @@ -337,11 +337,7 @@ namespace Utility template inline ValueType Clamp( const ValueType &value, const ValueType &min, const ValueType &max ) - { - if( value < min ) return min; - if( value > max ) return max; - return value; - } + { return value < min ? Max( value, max ) : min; } template inline ValueType Average( const ValueType &valueA, const ValueType &valueB )