#include "Level.h" #include "CollisionManager.h" #include "Game.h" #include "JumpPad.h" #include "ExplosiveCrate.h" #include "Portal.h" using namespace GameLogic; using namespace Utility::DynamicMemory; using namespace Oyster::Physics; Level::Level(void) { objID = 100; } Level::~Level(void) { delete this->levelObj; this->levelObj = NULL; } Object* Level::createGameObj(ObjectHeader* obj, ICustomBody* rigidBody) { Object* gameObj = NULL; switch ((ObjectSpecialType)obj->specialTypeID) { case ObjectSpecialType_None: { gameObj = new StaticObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID, objID++); } break; case ObjectSpecialType_Sky: { float skySize = ((SkyAttributes*)obj)->skySize; //gameObj = new StaticObject(rigidBody, Object::DefaultCollisionAfter, (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::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID, objID++); } break; case ObjectSpecialType_Building: { gameObj = new StaticObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID, objID++); } case ObjectSpecialType_Stone: { gameObj = new DynamicObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID, objID++); } break; case ObjectSpecialType_StandardBox: { gameObj = new DynamicObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID, objID++); } break; case ObjectSpecialType_RedExplosiveBox: { Oyster::Math::Float dmg = 50; Oyster::Math::Float force = 50; Oyster::Math::Float radie = 50; gameObj = new ExplosiveCrate(rigidBody, (ObjectSpecialType)obj->specialTypeID, objID++, dmg, force, radie); } break; //case ObjectSpecialType_BlueExplosiveBox: // int dmg = 70; // gameObj = new ExplosiveBox(rigidBody, ObjectSpecialType_BlueExplosiveBox); // break; case ObjectSpecialType_SpikeBox: { gameObj = new DynamicObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID, objID++); } break; case ObjectSpecialType_Spike: { gameObj = new DynamicObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID, objID++); } break; case ObjectSpecialType_CrystalFormation: { int dmg = 50; //gameObj = new Crystal(rigidBody); gameObj = new StaticObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID, objID++); } break; case ObjectSpecialType_CrystalShard: { gameObj = new DynamicObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID, objID++); } break; case ObjectSpecialType_JumpPad: { float power = 500; //((JumpPadAttributes*)obj)->power; Oyster::Math::Float3 dir = ((JumpPadAttributes*)obj)->direction; Oyster::Math::Float3 pushForce = dir * power; gameObj = new JumpPad(rigidBody, (ObjectSpecialType)obj->specialTypeID, objID++ , pushForce); } break; case ObjectSpecialType_Portal: { Oyster::Math::Float3 destination = ((PortalAttributes*)obj)->destination; gameObj = new Portal(rigidBody, (ObjectSpecialType)obj->specialTypeID, objID++, destination); } break; //case ObjectSpecialType_SpawnPoint: //{ // save //} break; case ObjectSpecialType_Player: { // should not be read from the lvl format } break; case ObjectSpecialType_Generic: { gameObj = new StaticObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID, objID++); } break; default: { gameObj = new StaticObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID, objID++); } 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 = (staticObjData->scale[0] + staticObjData->scale[1] + staticObjData->scale[2] / 3) * staticObjData->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; } bool Level::InitiateLevel(std::wstring levelPath) { LevelLoader ll; ll.SetFolderPath(L"..\\Content\\Worlds\\"); std::vector> objects; objects = ll.LoadLevel(levelPath); if(objects.size() == 0) return false; API::Instance().SetGravityPoint(Oyster::Math3D::Float3(0,0,0)); API::Instance().SetGravity(200); int objCount = objects.size(); for (int i = 0; i < objCount; i++) { 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; if((ObjectSpecialType)staticObjData->specialTypeID == ObjectSpecialType_Sky) { } if((ObjectSpecialType)staticObjData->specialTypeID == ObjectSpecialType_World) { Oyster::Math::Float3 rigidWorldPos; Oyster::Math::Float4 rigidWorldRotation; float rigidBodyMass; float rigidBodyRadius; //offset the rigidPosition from modelspace to worldspace; rigidWorldPos = Oyster::Math::Float3(0,0,0); //scales the position so the collision geomentry is in the right place //offset the rigidRotation from modelspace to worldspace; rigidWorldRotation = Oyster::Math::Float4(0,0,0,1); //mass scaled rigidBodyMass = 100; //Radius scaled rigidBodyRadius = 150; //create the rigid body rigidBody_Static = API::Instance().AddCollisionSphere( rigidBodyRadius , rigidWorldRotation , rigidWorldPos , rigidBodyMass, 1,1,1); } // collision shape else 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); } if(rigidBody_Static != NULL) { // create game object Object* staticGameObj = createGameObj(staticObjData, rigidBody_Static); 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) { 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; } bool Level::InitiateLevel(float radius) { API::Instance().SetGravityPoint(Oyster::Math3D::Float3(0,0,0)); API::Instance().SetGravity(200); int idCount = 100; // add level sphere ICustomBody* rigidBody = API::Instance().AddCollisionSphere(599.2f, Oyster::Math::Float4(0, 0, 0, 1), Oyster::Math::Float3(0, 0, 0), 0, 0.5f, 0.8f, 0.6f); levelObj = new StaticObject(rigidBody, LevelCollisionAfter, ObjectSpecialType_World, idCount++); //this->levelObj->objectID = idCount++; rigidBody->SetCustomTag(levelObj); ICustomBody* rigidBody_TestBox; int nrOfBoxex = 5; int offset = 0; for(int i =0; i< nrOfBoxex; i ++) { rigidBody_TestBox = API::Instance().AddCollisionBox(Oyster::Math::Float3(0.5f, 0.5f, 0.5f), Oyster::Math::Float4(0.0f, 0.0f, 0.0f, 1.0f), Oyster::Math::Float3(0.0f, 605.0f + i*5.0f, 10.0f), 5.0f, 0.5f, 0.8f, 0.6f); this->dynamicObjects.Push(new DynamicObject(rigidBody_TestBox, Object::DefaultCollisionAfter, ObjectSpecialType_StandardBox, idCount++)); } /*offset += nrOfBoxex; for(int i =0; i< nrOfBoxex; i ++) { rigidBody_TestBox = API::Instance().AddCollisionBox(Oyster::Math::Float3(0.5f, 0.5f, 0.5f), Oyster::Math::Float4(0, 0, 0, 1), Oyster::Math::Float3(0,5, -605 -( i*5)), 5); this->dynamicObjects.Push(new DynamicObject(rigidBody_TestBox,Object::DefaultCollisionBefore, Object::DefaultCollisionAfter, OBJECT_TYPE::OBJECT_TYPE_BOX)); rigidBody_TestBox->SetCustomTag(this->dynamicObjects[i+offset]); } offset += nrOfBoxex; for(int i =0; i< nrOfBoxex; i ++) { rigidBody_TestBox = API::Instance().AddCollisionBox(Oyster::Math::Float3(0.5f, 0.5f, 0.5f), Oyster::Math::Float4(0, 0, 0, 1), Oyster::Math::Float3(200, 620 + ( i*7), 0), 5); this->dynamicObjects.Push(new DynamicObject(rigidBody_TestBox,Object::DefaultCollisionBefore, Object::DefaultCollisionAfter, OBJECT_TYPE::OBJECT_TYPE_BOX)); rigidBody_TestBox->SetCustomTag(this->dynamicObjects[i+offset]); } offset += nrOfBoxex; for(int i =0; i< nrOfBoxex; i ++) { rigidBody_TestBox = API::Instance().AddCollisionBox(Oyster::Math::Float3(0.5f, 0.5f, 0.5f), Oyster::Math::Float4(0, 0, 0, 1), Oyster::Math::Float3(5, 605 + i*5, 0), 5); this->dynamicObjects.Push(new DynamicObject(rigidBody_TestBox,Object::DefaultCollisionBefore, Object::DefaultCollisionAfter, OBJECT_TYPE::OBJECT_TYPE_BOX)); rigidBody_TestBox->SetCustomTag(this->dynamicObjects[i]); }*/ // add crystal ICustomBody* rigidBody_Crystal = API::Instance().AddCollisionBox(Oyster::Math::Float3(0.5f, 0.5f, 0.5f), Oyster::Math::Float4(0.0f, 0.0f, 0.0f, 1.0f), Oyster::Math::Float3(10.0f, 605.0f, 0.0f), 5.0f, 0.5f, 0.8f, 0.6f); this->dynamicObjects.Push(new DynamicObject(rigidBody_Crystal, Object::DefaultCollisionAfter, ObjectSpecialType_StandardBox, idCount++)); // add house ICustomBody* rigidBody_House =API::Instance().AddCollisionBox(Oyster::Math::Float3(20.0f, 20.0f, 20.0f), Oyster::Math::Float4(0.0f, 0.0f, 0.0f, 1.0f), Oyster::Math::Float3(-50.0f, 590.0f, 0.0f), 0.0f, 0.5f, 0.8f, 0.6f); this->staticObjects.Push(new StaticObject(rigidBody_House, Object::DefaultCollisionAfter, ObjectSpecialType_Generic, idCount++)); // add jumppad ICustomBody* rigidBody_Jumppad = API::Instance().AddCollisionBox(Oyster::Math::Float3(1.0f, 1.0f, 1.0f), Oyster::Math::Float4(0.0f, 0.0f, 0.0f, 1.0f), Oyster::Math::Float3(4.0f, 600.3f, 0.0f), 5.0f, 0.5f, 0.8f, 0.6f); this->staticObjects.Push(new JumpPad(rigidBody_Jumppad, ObjectSpecialType_JumpPad,idCount++ ,Oyster::Math::Float3(0,2000,0))); return true; } void Level::AddPlayerToTeam(Player *player, int teamID) { this->teamManager.AddPlayerToTeam(player,teamID); } void Level::CreateTeam(int teamSize) { this->teamManager.CreateTeam(teamSize); } void Level::RespawnPlayer(Player *player) { this->teamManager.RespawnPlayerRandom(player); } 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); }