Merge branch 'GameLogic' of https://github.com/dean11/Danbias into GameLogic
This commit is contained in:
commit
fa02814ca0
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@ -35,7 +35,7 @@ using namespace GameLogic;
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//return Physics::ICustomBody::SubscriptMessage_none;
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//return Physics::ICustomBody::SubscriptMessage_none;
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break;
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break;
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case OBJECT_TYPE::OBJECT_TYPE_WORLD:
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case OBJECT_TYPE::OBJECT_TYPE_WORLD:
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int test = 5;
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PlayerVObject(*player,*realObj, kineticEnergyLoss);
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break;
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break;
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}
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}
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@ -30,7 +30,8 @@ std::vector<SmartPointer<ObjectTypeHeader>> LevelParser::Parse(std::string filen
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//Read format version
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//Read format version
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FormatVersion levelFormatVersion;
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FormatVersion levelFormatVersion;
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//ParseObject(&buffer[counter], &levelFormatVersion, sizeof(formatVersion));
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ParseObject(&buffer[counter], &levelFormatVersion, sizeof(levelFormatVersion));
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counter += sizeof(levelFormatVersion);
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if(this->formatVersion != levelFormatVersion)
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if(this->formatVersion != levelFormatVersion)
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{
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{
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//Do something if it's not the same version
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//Do something if it's not the same version
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@ -55,9 +56,8 @@ std::vector<SmartPointer<ObjectTypeHeader>> LevelParser::Parse(std::string filen
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case ObjectType_Static: case ObjectType_Dynamic:
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case ObjectType_Static: case ObjectType_Dynamic:
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{
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{
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ObjectHeader* header = new ObjectHeader;
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ObjectHeader* header = new ObjectHeader;
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ParseObject(&buffer[counter], header, sizeof(*header));
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ParseObject(&buffer[counter], *header, counter);
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objects.push_back(header);
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objects.push_back(header);
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counter += sizeof(*header);
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break;
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break;
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}
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}
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@ -124,7 +124,8 @@ LevelMetaData LevelParser::ParseHeader(std::string filename)
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//Read format version
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//Read format version
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FormatVersion levelFormatVersion;
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FormatVersion levelFormatVersion;
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//ParseObject(&buffer[counter], &levelFormatVersion, sizeof(formatVersion));
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ParseObject(&buffer[counter], &levelFormatVersion, sizeof(formatVersion));
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counter += sizeof(levelFormatVersion);
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if(this->formatVersion != levelFormatVersion)
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if(this->formatVersion != levelFormatVersion)
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{
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{
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//Do something if it's not the same version
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//Do something if it's not the same version
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@ -142,11 +143,42 @@ LevelMetaData LevelParser::ParseHeader(std::string filename)
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ParseLevelMetaData(&buffer[counter], levelHeader, counter);
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ParseLevelMetaData(&buffer[counter], levelHeader, counter);
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return levelHeader;
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return levelHeader;
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break;
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break;
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case ObjectType_Dynamic:
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//Do not call parse this object, since we are only interested in the LevelMetaData
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//This is by design, static and dynamic is using the same converter. Do not add anything inbetween them.
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//Only increase the counter size
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case ObjectType_Static: case ObjectType_Dynamic:
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counter += sizeof(ObjectHeader);
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{
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ObjectHeader header;
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ParseObject(&buffer[counter], header, counter);
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break;
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break;
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}
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case ObjectType_Light:
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{
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LightType lightType;
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ParseObject(&buffer[counter+4], &lightType, sizeof(lightType));
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switch(lightType)
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{
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case LightType_PointLight:
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{
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counter += sizeof(PointLight);
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break;
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}
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case LightType_DirectionalLight:
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{
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counter += sizeof(DirectionalLight);
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break;
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}
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case LightType_SpotLight:
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{
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counter += sizeof(SpotLight);
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break;
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}
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default:
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//Undefined LightType.
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break;
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}
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}
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default:
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default:
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//Couldn't find typeID. FAIL!!!!!!
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//Couldn't find typeID. FAIL!!!!!!
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@ -28,6 +28,7 @@ namespace GameLogic
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UsePhysics_UseFullPhysics,
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UsePhysics_UseFullPhysics,
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UsePhysics_IgnoreGravity,
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UsePhysics_IgnoreGravity,
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UsePhysics_IgnorePhysics,
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UsePhysics_IgnorePhysics,
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UsePhysics_IgnoreCollision,
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UsePhysics_Count,
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UsePhysics_Count,
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UsePhysics_Unknown = -1
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UsePhysics_Unknown = -1
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@ -82,12 +83,13 @@ namespace GameLogic
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struct PhysicsObject
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struct PhysicsObject
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{
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{
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UsePhysics usePhysics;
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float mass;
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float mass;
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float elasticity;
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float inertiaMagnitude[3];
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float inertiaRotation[3];
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float frictionCoeffStatic;
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float frictionCoeffStatic;
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float frictionCoeffDynamic;
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float frictionCoeffDynamic;
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float inertiaTensor[16];
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UsePhysics usePhysics;
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};
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};
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struct LevelMetaData : ObjectTypeHeader
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struct LevelMetaData : ObjectTypeHeader
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@ -97,17 +99,15 @@ namespace GameLogic
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std::string levelDescription;
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std::string levelDescription;
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std::string levelAuthor;
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std::string levelAuthor;
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int maxNumberOfPlayer;
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int maxNumberOfPlayer;
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float worldSize;
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int worldSize;
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int overviewPictureID;
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std::string overviewPicturePath;
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std::vector<GameMode> gameModesSupported;
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std::vector<GameMode> gameModesSupported;
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};
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};
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struct ObjectHeader : public ObjectTypeHeader
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struct ObjectHeader : public ObjectTypeHeader
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{
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{
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//Model,
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//Model,
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int ModelID;
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std::string ModelFile;
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//Texture
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int TextureID;
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//Position
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//Position
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float position[3];
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float position[3];
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//Rotation
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//Rotation
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@ -20,11 +20,33 @@ namespace GameLogic
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memcpy(header, buffer, size);
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memcpy(header, buffer, size);
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}
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}
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void ParseObject(char* buffer, ObjectHeader& header, int& size)
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{
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char tempName[128];
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int tempSize = 0;
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int start = 0;
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memcpy(&header.typeID, &buffer[start], 4);
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start += 4;
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memcpy(&tempSize, &buffer[start], 4);
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start += 4;
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memcpy(&tempName, &buffer[start], tempSize);
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header.ModelFile.assign(&tempName[0], &tempName[tempSize]);
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start += tempSize;
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memcpy(&header.position, &buffer[start], 36);
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start += 36;
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size += start;
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}
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void ParseLevelMetaData(char* buffer, LevelMetaData &header, int &size)
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void ParseLevelMetaData(char* buffer, LevelMetaData &header, int &size)
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{
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{
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int start = 0;
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int start = 0;
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int tempSize;
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int tempSize;
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char tempName[100];
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char tempName[128];
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memcpy(&header.typeID, &buffer[start], 4);
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memcpy(&header.typeID, &buffer[start], 4);
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start += 4;
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start += 4;
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@ -59,9 +81,13 @@ namespace GameLogic
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memcpy(&header.worldSize, &buffer[start], 4);
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memcpy(&header.worldSize, &buffer[start], 4);
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start += 4;
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start += 4;
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memcpy(&header.overviewPictureID, &buffer[start], 4);
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memcpy(&tempSize, &buffer[start], 4);
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start += 4;
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start += 4;
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memcpy(&tempName, &buffer[start], tempSize);
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header.overviewPicturePath.assign(&tempName[0], &tempName[tempSize]);
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start += tempSize;
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memcpy(&tempSize, &buffer[start], 4);
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memcpy(&tempSize, &buffer[start], 4);
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start += 4;
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start += 4;
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@ -19,6 +19,7 @@ namespace GameLogic
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*/
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*/
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void ParseObject(char* buffer, void *header, int size);
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void ParseObject(char* buffer, void *header, int size);
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void ParseObject(char* buffer, ObjectHeader& header, int& size);
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void ParseLevelMetaData(char* buffer, LevelMetaData &header, int &size);
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void ParseLevelMetaData(char* buffer, LevelMetaData &header, int &size);
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}
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}
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}
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}
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@ -61,6 +61,7 @@ Player::~Player(void)
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void Player::BeginFrame()
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void Player::BeginFrame()
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{
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{
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weapon->Update(0.002f);
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weapon->Update(0.002f);
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if(playerState == PLAYER_STATE_DEAD) Respawn(Oyster::Math::Float3(0,308,0));
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Object::BeginFrame();
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Object::BeginFrame();
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}
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}
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@ -136,6 +137,7 @@ void Player::Respawn(Oyster::Math::Float3 spawnPoint)
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this->life = 100;
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this->life = 100;
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this->playerState = PLAYER_STATE::PLAYER_STATE_IDLE;
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this->playerState = PLAYER_STATE::PLAYER_STATE_IDLE;
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this->lookDir = Oyster::Math::Float4(1,0,0);
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this->lookDir = Oyster::Math::Float4(1,0,0);
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this->setState.SetCenterPosition(spawnPoint);
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}
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}
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void Player::Rotate(const Oyster::Math3D::Float4 lookDir)
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void Player::Rotate(const Oyster::Math3D::Float4 lookDir)
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@ -197,5 +199,13 @@ PLAYER_STATE Player::GetState() const
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void Player::DamageLife(int damage)
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void Player::DamageLife(int damage)
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{
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{
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this->life -= damage;
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this->life -= damage;
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this->life = 0;
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if(this->life <= 0)
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{
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this->life = 0;
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playerState = PLAYER_STATE_DEAD;
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//do stuff that makes you dead
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}
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}
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}
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