#include "Level.h" #include "CollisionManager.h" #include "Game.h" #include "JumpPad.h" #include "ExplosiveCrate.h" #include "Portal.h" #include //Conversion from wstring to string #include using namespace GameLogic; using namespace Utility::DynamicMemory; using namespace Oyster::Physics; using namespace Oyster::Math; Level::Level(void) { srand (time(NULL)); objIDCounter = 100; } Level::~Level(void) { } Object* Level::CreateGameObj(ObjectHeader* obj, ICustomBody* rigidBody) { Object* gameObj = NULL; switch ((ObjectSpecialType)obj->specialTypeID) { case ObjectSpecialType_None: { gameObj = new StaticObject(rigidBody, Object::DefaultOnCollision, (ObjectSpecialType)obj->specialTypeID, objIDCounter); } break; case ObjectSpecialType_Sky: { float skySize = ((SkyAttributes*)obj)->skySize; //gameObj = new StaticObject(rigidBody, Object::DefaultOnCollision, (ObjectSpecialType)obj->specialTypeID, objID); } break; case ObjectSpecialType_World: { API::Instance().SetGravityPoint(Oyster::Math3D::Float3(0,0,0)); API::Instance().SetGravity(200); // could balance gravitation with the world size float worldSize = ((WorldAttributes*)obj)->worldSize; float atmosphereSize = ((WorldAttributes*)obj)->atmoSphereSize; gameObj = new StaticObject(rigidBody, Object::DefaultOnCollision, (ObjectSpecialType)obj->specialTypeID, objIDCounter); } break; case ObjectSpecialType_Building: { gameObj = new StaticObject(rigidBody, Object::DefaultOnCollision, (ObjectSpecialType)obj->specialTypeID, objIDCounter); } break; case ObjectSpecialType_Stone: { gameObj = new DynamicObject(rigidBody, DynamicObject::DynamicDefaultOnCollision, (ObjectSpecialType)obj->specialTypeID, objIDCounter); } break; case ObjectSpecialType_StandardBox: { gameObj = new DynamicObject(rigidBody, DynamicObject::DynamicDefaultOnCollision, (ObjectSpecialType)obj->specialTypeID, objIDCounter); } break; case ObjectSpecialType_RedExplosiveBox: { Oyster::Math::Float dmg = 50; Oyster::Math::Float force = 800; Oyster::Math::Float radie = 3; gameObj = new ExplosiveCrate(rigidBody, (ObjectSpecialType)obj->specialTypeID, objIDCounter, dmg, force, radie); } break; //case ObjectSpecialType_BlueExplosiveBox: // int dmg = 70; // gameObj = new ExplosiveBox(rigidBody, ObjectSpecialType_BlueExplosiveBox); // break; case ObjectSpecialType_SpikeBox: { gameObj = new DynamicObject(rigidBody, DynamicObject::DynamicDefaultOnCollision, (ObjectSpecialType)obj->specialTypeID, objIDCounter); } break; case ObjectSpecialType_Spike: { gameObj = new DynamicObject(rigidBody, DynamicObject::DynamicDefaultOnCollision, (ObjectSpecialType)obj->specialTypeID, objIDCounter); } break; case ObjectSpecialType_CrystalFormation: { int dmg = 30; gameObj = new StaticObject(rigidBody, Object::DefaultOnCollision, (ObjectSpecialType)obj->specialTypeID, objIDCounter); } break; case ObjectSpecialType_CrystalShard: { gameObj = new DynamicObject(rigidBody, DynamicObject::DynamicDefaultOnCollision, (ObjectSpecialType)obj->specialTypeID, objIDCounter); } break; case ObjectSpecialType_JumpPad: { float power = ((JumpPadAttributes*)obj)->power; Oyster::Math::Float3 dir = ((JumpPadAttributes*)obj)->direction; Oyster::Math::Float3 pushForce = dir * power; gameObj = new JumpPad(rigidBody, (ObjectSpecialType)obj->specialTypeID, objIDCounter , pushForce); } break; case ObjectSpecialType_Portal: { Oyster::Math::Float3 destination = ((PortalAttributes*)obj)->destination; gameObj = new Portal(rigidBody, (ObjectSpecialType)obj->specialTypeID, objIDCounter, destination); } break; case ObjectSpecialType_Generic: { gameObj = new StaticObject(rigidBody, Object::DefaultOnCollision, (ObjectSpecialType)obj->specialTypeID, objIDCounter); } break; case ObjectSpecialType_PickupHealth: { gameObj = new PickupHealth(rigidBody, obj->specialTypeID, objIDCounter, ((PickupHealthAttributes*)obj)->spawnTime, ((PickupHealthAttributes*)obj)->healthValue); } break; default: { gameObj = new StaticObject(rigidBody, Object::DefaultOnCollision, (ObjectSpecialType)obj->specialTypeID, objIDCounter); } break; } return gameObj; } ICustomBody* Level::InitRigidBodyCube( const ObjectHeader* obj) { ICustomBody* rigidBody = NULL; Oyster::Math::Float3 rigidWorldPos; Oyster::Math::Float4 rigidWorldRotation; float rigidBodyMass; Oyster::Math::Float3 rigidBodySize; //offset the rigidPosition from modelspace to worldspace; rigidWorldPos = (Oyster::Math::Float3)obj->position + (Oyster::Math::Float3)obj->boundingVolume.box.position; //scales the position so the collision geomentry is in the right place rigidWorldPos = rigidWorldPos * obj->scale; //offset the rigidRotation from modelspace to worldspace; Oyster::Math::Quaternion worldPosQuaternion = Oyster::Math::Quaternion(Oyster::Math::Float3(obj->rotation[0],obj->rotation[1],obj->rotation[2]), obj->rotation[3]); Oyster::Math::Quaternion physicsPosQuaternion = Oyster::Math::Quaternion(Oyster::Math::Float3(obj->boundingVolume.sphere.rotation[0],obj->boundingVolume.sphere.rotation[1],obj->boundingVolume.sphere.rotation[2]), obj->boundingVolume.sphere.rotation[3]); Oyster::Math::Quaternion rigidWorldQuaternion = worldPosQuaternion * physicsPosQuaternion; rigidWorldRotation = Oyster::Math::Float4(rigidWorldQuaternion); //mass scaled rigidBodyMass = obj->scale[0] * obj->scale[1] * obj->scale[2] * obj->boundingVolume.box.mass; //size scaled rigidBodySize = (Oyster::Math::Float3)obj->boundingVolume.box.size * (Oyster::Math::Float3)obj->scale; //create the rigid body rigidBody = API::Instance().AddCollisionBox(rigidBodySize , rigidWorldRotation , rigidWorldPos , rigidBodyMass, obj->boundingVolume.box.restitutionCoeff , obj->boundingVolume.box.frictionCoeffStatic , obj->boundingVolume.box.frictionCoeffDynamic); return rigidBody; } ICustomBody* Level::InitRigidBodySphere( const ObjectHeader* obj) { ICustomBody* rigidBody = NULL; Oyster::Math::Float3 rigidWorldPos; Oyster::Math::Float4 rigidWorldRotation; float rigidBodyMass; float rigidBodyRadius; //offset the rigidPosition from modelspace to worldspace; rigidWorldPos = (Oyster::Math::Float3)obj->position + (Oyster::Math::Float3)obj->boundingVolume.sphere.position; //scales the position so the collision geomentry is in the right place rigidWorldPos = rigidWorldPos * obj->scale; //offset the rigidRotation from modelspace to worldspace; Oyster::Math::Quaternion worldPosQuaternion = Oyster::Math::Quaternion(Oyster::Math::Float3(obj->rotation[0],obj->rotation[1],obj->rotation[2]), obj->rotation[3]); Oyster::Math::Quaternion physicsPosQuaternion = Oyster::Math::Quaternion(Oyster::Math::Float3(obj->boundingVolume.sphere.rotation[0],obj->boundingVolume.sphere.rotation[1],obj->boundingVolume.sphere.rotation[2]), obj->boundingVolume.sphere.rotation[3]); Oyster::Math::Quaternion rigidWorldQuaternion = worldPosQuaternion * physicsPosQuaternion; rigidWorldRotation = Oyster::Math::Float4(rigidWorldQuaternion); //mass scaled rigidBodyMass = obj->scale[0] * obj->scale[1] * obj->scale[2] * obj->boundingVolume.sphere.mass; //Radius scaled rigidBodyRadius = (obj->scale[0]) * obj->boundingVolume.sphere.radius; //rigidBodyRadius = (obj->scale[0] * obj->scale[1] * obj->scale[2]) * obj->boundingVolume.sphere.radius; //create the rigid body rigidBody = API::Instance().AddCollisionSphere( rigidBodyRadius , rigidWorldRotation , rigidWorldPos , rigidBodyMass, obj->boundingVolume.sphere.restitutionCoeff , obj->boundingVolume.sphere.frictionCoeffStatic , obj->boundingVolume.sphere.frictionCoeffDynamic); return rigidBody; } ICustomBody* Level::InitRigidBodyMesh( const ObjectHeader* obj) { ICustomBody* rigidBody = NULL; Oyster::Math::Float3 rigidWorldPos; Oyster::Math::Float4 rigidWorldRotation; float rigidBodyMass; float rigidBodyRadius; //offset the rigidPosition from modelspace to worldspace; rigidWorldPos = (Oyster::Math::Float3)obj->position + (Oyster::Math::Float3)obj->boundingVolume.cgMesh.position; //scales the position so the collision geomentry is in the right place rigidWorldPos = rigidWorldPos * obj->scale; //offset the rigidRotation from modelspace to worldspace; Oyster::Math::Quaternion worldPosQuaternion = Oyster::Math::Quaternion(Oyster::Math::Float3(obj->rotation[0],obj->rotation[1],obj->rotation[2]), obj->rotation[3]); Oyster::Math::Quaternion physicsPosQuaternion = Oyster::Math::Quaternion(Oyster::Math::Float3(obj->boundingVolume.cgMesh.rotation[0],obj->boundingVolume.cgMesh.rotation[1],obj->boundingVolume.cgMesh.rotation[2]), obj->boundingVolume.cgMesh.rotation[3]); Oyster::Math::Quaternion rigidWorldQuaternion = worldPosQuaternion * physicsPosQuaternion; rigidWorldRotation = Oyster::Math::Float4(rigidWorldQuaternion); //mass scaled rigidBodyMass = obj->scale[0] * obj->scale[1] * obj->scale[2] * obj->boundingVolume.cgMesh.mass; //Radius scaled //rigidBodyRadius = (obj->scale[0]) * obj->boundingVolume.sphere.radius; //rigidBodyRadius = (obj->scale[0] * obj->scale[1] * obj->scale[2]) * obj->boundingVolume.sphere.radius; //create the rigid body std::wstring fname = L"..\\Content\\Worlds\\cgf\\"; fname.append(obj->boundingVolume.cgMesh.filename); rigidBody = API::Instance().AddTriangleMesh( fname , rigidWorldRotation , rigidWorldPos , rigidBodyMass, obj->boundingVolume.cgMesh.restitutionCoeff , obj->boundingVolume.cgMesh.frictionCoeffStatic , obj->boundingVolume.cgMesh.frictionCoeffDynamic); return rigidBody; } bool Level::InitiateLevel(std::wstring levelPath) { LevelLoader ll; ll.SetFolderPath("..\\Content\\Worlds\\"); std::vector> objects; //Convert from wstring to string typedef std::codecvt_utf8 convert_typeX; std::wstring_convert converterX; std::string convertedLevelPath = converterX.to_bytes(levelPath); objects = ll.LoadLevel(convertedLevelPath); if(objects.size() == 0) return false; API::Instance().SetGravityPoint(Oyster::Math3D::Float3(0,0,0)); API::Instance().SetGravity(200); int objCount = (int)objects.size(); for (int i = 0; i < objCount; i++) { ++this->objIDCounter; ObjectTypeHeader* obj = objects.at(i); switch (obj->typeID) { case ObjectType::ObjectType_LevelMetaData: { LevelMetaData* LevelObjData = ((LevelMetaData*)obj); std::string levelName = LevelObjData->levelName; // LevelObjData->worldSize; } break; case ObjectType::ObjectType_Static: { ObjectHeader* staticObjData = ((ObjectHeader*)obj); staticObjData->ModelFile; ICustomBody* rigidBody_Static = NULL; // collision shape if(staticObjData->boundingVolume.geoType == CollisionGeometryType_Sphere) { rigidBody_Static = InitRigidBodySphere(staticObjData); } else if(staticObjData->boundingVolume.geoType == CollisionGeometryType_Box) { rigidBody_Static = InitRigidBodyCube(staticObjData); } else if(staticObjData->boundingVolume.geoType == CollisionGeometryType_Cylinder) { //rigidBody_Static = InitRigidBodyCylinder(staticObjData); } else if(staticObjData->boundingVolume.geoType == CollisionGeometryType_CG_MESH) { rigidBody_Static = InitRigidBodyMesh(staticObjData); } if(rigidBody_Static != NULL) { // create game object Object* staticGameObj = CreateGameObj(staticObjData, rigidBody_Static); if(staticObjData->specialTypeID == ObjectSpecialType_PickupHealth) { this->pickupSystem.CreatePickup((PickupHealth*)staticGameObj); } else if(staticGameObj != NULL) { this->staticObjects.Push((StaticObject*)staticGameObj); } } } break; case ObjectType::ObjectType_Dynamic: { ObjectHeader* dynamicObjData = ((ObjectHeader*)obj); dynamicObjData->ModelFile; ICustomBody* rigidBody_Dynamic = NULL; // collision shape if(dynamicObjData->boundingVolume.geoType == CollisionGeometryType_Sphere) { rigidBody_Dynamic = InitRigidBodySphere(dynamicObjData); } else if(dynamicObjData->boundingVolume.geoType == CollisionGeometryType_Box) { rigidBody_Dynamic = InitRigidBodyCube(dynamicObjData); } else if(dynamicObjData->boundingVolume.geoType == CollisionGeometryType_Cylinder) { //rigidBody_Dynamic = InitRigidBodyCylinder(dynamicObjData); } if(rigidBody_Dynamic != NULL) { // create game object Object* dynamicGameObj = CreateGameObj(dynamicObjData, rigidBody_Dynamic); if (dynamicGameObj != NULL) { dynamicGameObj->GetRigidBody()->SetSubscription(Level::PhysicsOnMoveLevel); this->dynamicObjects.Push((DynamicObject*)dynamicGameObj); } } } break; case ObjectType::ObjectType_Light: // read on client break; case ObjectType::ObjectType_SpawnPoint: { Oyster::Math::Float3 pos; pos.x = ((SpawnPointAttributes*)obj)->position[0]; pos.y = ((SpawnPointAttributes*)obj)->position[1]; pos.z = ((SpawnPointAttributes*)obj)->position[2]; spawnPoints.Push(pos); } default: break; } } return true; } void Level::AddPlayerToTeam(Player *player, int teamID) { this->teamManager.AddPlayerToTeam(player,teamID); } void Level::AddPlayerToGame(Player *player) { int i = rand() % spawnPoints.Size(); Float3 spawnPoint = spawnPoints[i]; player->ResetPlayer(spawnPoint); for(int i = 0; i < (int)this->playerObjects.Size(); i++) { if (!this->playerObjects[i]) { this->playerObjects[i] = player; return; } } // if no free space, allocate a new spot this->playerObjects.Push(player); } void Level::RemovePlayerFromGame(Player *player) { for(int i = 0; i < (int)this->playerObjects.Size(); i++) { if ((Player*)this->playerObjects[i] == player) { this->playerObjects[i] = nullptr; } } } void Level::CreateTeam(int teamSize) { this->teamManager.CreateTeam(teamSize); } void Level::RespawnPlayer(Player *player) { //this->teamManager.RespawnPlayerRandom(player); int i = rand() % spawnPoints.Size(); Float3 spawnPoint = spawnPoints[i]; player->Respawn(spawnPoint); } void Level::Update(float deltaTime) { // update lvl-things for(int i = 0; i < (int)this->playerObjects.Size(); i++) { if(this->playerObjects[i]) { if(this->playerObjects[i]->getAffectingPlayer() != NULL) { } if (this->playerObjects[i]->GetState() == PLAYER_STATE::PLAYER_STATE_DEAD) { // true when timer reaches 0 if(this->playerObjects[i]->deathTimerTick(deltaTime)) RespawnPlayer(this->playerObjects[i]); } else if (this->playerObjects[i]->GetState() == PLAYER_STATE::PLAYER_STATE_DIED) { this->playerObjects[i]->setDeathTimer(DEATH_TIMER); // HACK to avoid crasch. affected by tag is NULL //((Game*)&Game::Instance())->onDeadFnc(this->playerObjects[i], this->playerObjects[i], DEATH_TIMER); // add killer ID Player* killer = this->playerObjects[i]->getAffectingPlayer(); if(!killer) //if there is no killer then you commited suicide { killer = this->playerObjects[i]; } ((Game*)&Game::Instance())->onDeadFnc(this->playerObjects[i], killer, DEATH_TIMER); // add killer ID } } } for(int i = 0; i < dynamicObjects.Size(); i++) { if(dynamicObjects[i]->getAffectingPlayer() != NULL) { Oyster::Math::Float vel = dynamicObjects[i]->GetRigidBody()->GetLinearVelocity().GetMagnitude(); if(vel <= 0.1f) // is bearly moving { //set the tag AffectedBy to NULL dynamicObjects[i]->RemoveAffectedBy(); } } } for(int i = 0; i < playerObjects.Size(); i++) { if(playerObjects[i]->getAffectingPlayer() != NULL) { Oyster::Math::Float vel = playerObjects[i]->GetRigidBody()->GetLinearVelocity().GetMagnitude(); if(vel <= 0.1f) // is bearly moving { //set the tag AffectedBy to NULL playerObjects[i]->RemoveAffectedBy(); } } } this->pickupSystem.Update(); } int Level::getNrOfDynamicObj() { return this->dynamicObjects.Size(); } Object* Level::GetObj( int ID) const { for (int i = 0; i < (int)this->dynamicObjects.Size(); i++) { if(this->dynamicObjects[i]->GetID() == ID) return this->dynamicObjects[i]; } return NULL; } 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); } Utility::DynamicMemory::DynamicArray Level::GetPlayers() { return this->playerObjects; } Utility::DynamicMemory::DynamicArray> Level::GetStaticObjects() { return this->staticObjects; } Utility::DynamicMemory::DynamicArray> Level::GetDynamicObject() { return this->dynamicObjects; }