Danbias/Code/Game/GameLogic/Level.cpp

505 lines
17 KiB
C++

#include "Level.h"
#include "CollisionManager.h"
#include "Game.h"
#include "JumpPad.h"
#include "ExplosiveCrate.h"
#include "Portal.h"
#include <Resource\OResource.h>
//Conversion from wstring to string
#include <codecvt>
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<Utility::DynamicMemory::SmartPointer<ObjectTypeHeader>> objects;
//Convert from wstring to string
typedef std::codecvt_utf8<wchar_t> convert_typeX;
std::wstring_convert<convert_typeX, wchar_t> 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<Player*> Level::GetPlayers()
{
return this->playerObjects;
}
Utility::DynamicMemory::DynamicArray<Utility::DynamicMemory::SmartPointer<StaticObject>> Level::GetStaticObjects()
{
return this->staticObjects;
}
Utility::DynamicMemory::DynamicArray<Utility::DynamicMemory::SmartPointer<DynamicObject>> Level::GetDynamicObject()
{
return this->dynamicObjects;
}