427 lines
15 KiB
C++
427 lines
15 KiB
C++
#include "Level.h"
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#include "CollisionManager.h"
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#include "Game.h"
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#include "JumpPad.h"
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#include "ExplosiveCrate.h"
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#include "Portal.h"
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#include <Resource\OResource.h>
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//Conversion from wstring to string
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#include <codecvt>
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using namespace GameLogic;
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using namespace Utility::DynamicMemory;
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using namespace Oyster::Physics;
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Level::Level(void)
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{
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objID = 100;
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}
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Level::~Level(void)
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{
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delete this->levelObj;
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this->levelObj = NULL;
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}
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Object* Level::CreateGameObj(ObjectHeader* obj, ICustomBody* rigidBody)
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{
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Object* gameObj = NULL;
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switch ((ObjectSpecialType)obj->specialTypeID)
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{
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case ObjectSpecialType_None:
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{
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gameObj = new StaticObject(rigidBody, Object::DefaultOnCollision, (ObjectSpecialType)obj->specialTypeID, objID);
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}
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break;
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case ObjectSpecialType_Sky:
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{
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float skySize = ((SkyAttributes*)obj)->skySize;
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//gameObj = new StaticObject(rigidBody, Object::DefaultOnCollision, (ObjectSpecialType)obj->specialTypeID, objID);
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}
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break;
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case ObjectSpecialType_World:
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{
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API::Instance().SetGravityPoint(Oyster::Math3D::Float3(0,0,0));
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API::Instance().SetGravity(200); // could balance gravitation with the world size
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float worldSize = ((WorldAttributes*)obj)->worldSize;
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float atmosphereSize = ((WorldAttributes*)obj)->atmoSphereSize;
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gameObj = new StaticObject(rigidBody, Object::DefaultOnCollision, (ObjectSpecialType)obj->specialTypeID, objID);
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}
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break;
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case ObjectSpecialType_Building:
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{
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gameObj = new StaticObject(rigidBody, Object::DefaultOnCollision, (ObjectSpecialType)obj->specialTypeID, objID);
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}
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break;
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case ObjectSpecialType_Stone:
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{
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gameObj = new DynamicObject(rigidBody, DynamicObject::DynamicDefaultOnCollision, (ObjectSpecialType)obj->specialTypeID, objID);
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}
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break;
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case ObjectSpecialType_StandardBox:
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{
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gameObj = new DynamicObject(rigidBody, DynamicObject::DynamicDefaultOnCollision, (ObjectSpecialType)obj->specialTypeID, objID);
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}
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break;
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case ObjectSpecialType_RedExplosiveBox:
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{
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Oyster::Math::Float dmg = 90;
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Oyster::Math::Float force = 500;
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Oyster::Math::Float radie = 3;
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gameObj = new ExplosiveCrate(rigidBody, (ObjectSpecialType)obj->specialTypeID, objID++, dmg, force, radie);
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}
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break;
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//case ObjectSpecialType_BlueExplosiveBox:
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// int dmg = 70;
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// gameObj = new ExplosiveBox(rigidBody, ObjectSpecialType_BlueExplosiveBox);
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// break;
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case ObjectSpecialType_SpikeBox:
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{
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gameObj = new DynamicObject(rigidBody, DynamicObject::DynamicDefaultOnCollision, (ObjectSpecialType)obj->specialTypeID, objID);
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}
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break;
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case ObjectSpecialType_Spike:
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{
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gameObj = new DynamicObject(rigidBody, DynamicObject::DynamicDefaultOnCollision, (ObjectSpecialType)obj->specialTypeID, objID);
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}
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break;
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case ObjectSpecialType_CrystalFormation:
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{
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int dmg = 50;
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//gameObj = new Crystal(rigidBody);
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gameObj = new StaticObject(rigidBody, Object::DefaultOnCollision, (ObjectSpecialType)obj->specialTypeID, objID);
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}
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break;
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case ObjectSpecialType_CrystalShard:
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{
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gameObj = new DynamicObject(rigidBody, DynamicObject::DynamicDefaultOnCollision, (ObjectSpecialType)obj->specialTypeID, objID);
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}
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break;
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case ObjectSpecialType_JumpPad:
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{
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float power = 500; //((JumpPadAttributes*)obj)->power;
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Oyster::Math::Float3 dir = ((JumpPadAttributes*)obj)->direction;
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Oyster::Math::Float3 pushForce = dir * power;
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gameObj = new JumpPad(rigidBody, (ObjectSpecialType)obj->specialTypeID, objID , pushForce);
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}
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break;
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case ObjectSpecialType_Portal:
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{
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Oyster::Math::Float3 destination = ((PortalAttributes*)obj)->destination;
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gameObj = new Portal(rigidBody, (ObjectSpecialType)obj->specialTypeID, objID, destination);
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}
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break;
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//case ObjectSpecialType_SpawnPoint:
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//{
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// save
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//}
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break;
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case ObjectSpecialType_Player:
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{
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// should not be read from the lvl format
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}
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break;
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case ObjectSpecialType_Generic:
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{
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gameObj = new StaticObject(rigidBody, Object::DefaultOnCollision, (ObjectSpecialType)obj->specialTypeID, objID);
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}
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break;
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default:
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{
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gameObj = new StaticObject(rigidBody, Object::DefaultOnCollision, (ObjectSpecialType)obj->specialTypeID, objID);
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}
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break;
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}
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return gameObj;
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}
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ICustomBody* Level::InitRigidBodyCube( const ObjectHeader* obj)
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{
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ICustomBody* rigidBody = NULL;
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Oyster::Math::Float3 rigidWorldPos;
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Oyster::Math::Float4 rigidWorldRotation;
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float rigidBodyMass;
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Oyster::Math::Float3 rigidBodySize;
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//offset the rigidPosition from modelspace to worldspace;
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rigidWorldPos = (Oyster::Math::Float3)obj->position + (Oyster::Math::Float3)obj->boundingVolume.box.position;
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//scales the position so the collision geomentry is in the right place
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rigidWorldPos = rigidWorldPos * obj->scale;
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//offset the rigidRotation from modelspace to worldspace;
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Oyster::Math::Quaternion worldPosQuaternion = Oyster::Math::Quaternion(Oyster::Math::Float3(obj->rotation[0],obj->rotation[1],obj->rotation[2]), obj->rotation[3]);
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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]);
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Oyster::Math::Quaternion rigidWorldQuaternion = worldPosQuaternion * physicsPosQuaternion;
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rigidWorldRotation = Oyster::Math::Float4(rigidWorldQuaternion);
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//mass scaled
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rigidBodyMass = obj->scale[0] * obj->scale[1] * obj->scale[2] * obj->boundingVolume.box.mass;
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//size scaled
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rigidBodySize = (Oyster::Math::Float3)obj->boundingVolume.box.size * (Oyster::Math::Float3)obj->scale;
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//create the rigid body
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rigidBody = API::Instance().AddCollisionBox(rigidBodySize , rigidWorldRotation , rigidWorldPos , rigidBodyMass, obj->boundingVolume.box.restitutionCoeff , obj->boundingVolume.box.frictionCoeffStatic , obj->boundingVolume.box.frictionCoeffDynamic);
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return rigidBody;
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}
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ICustomBody* Level::InitRigidBodySphere( const ObjectHeader* obj)
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{
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ICustomBody* rigidBody = NULL;
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Oyster::Math::Float3 rigidWorldPos;
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Oyster::Math::Float4 rigidWorldRotation;
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float rigidBodyMass;
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float rigidBodyRadius;
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//offset the rigidPosition from modelspace to worldspace;
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rigidWorldPos = (Oyster::Math::Float3)obj->position + (Oyster::Math::Float3)obj->boundingVolume.sphere.position;
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//scales the position so the collision geomentry is in the right place
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rigidWorldPos = rigidWorldPos * obj->scale;
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//offset the rigidRotation from modelspace to worldspace;
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Oyster::Math::Quaternion worldPosQuaternion = Oyster::Math::Quaternion(Oyster::Math::Float3(obj->rotation[0],obj->rotation[1],obj->rotation[2]), obj->rotation[3]);
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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]);
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Oyster::Math::Quaternion rigidWorldQuaternion = worldPosQuaternion * physicsPosQuaternion;
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rigidWorldRotation = Oyster::Math::Float4(rigidWorldQuaternion);
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//mass scaled
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rigidBodyMass = obj->scale[0] * obj->scale[1] * obj->scale[2] * obj->boundingVolume.sphere.mass;
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//Radius scaled
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rigidBodyRadius = (obj->scale[0]) * obj->boundingVolume.sphere.radius;
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//rigidBodyRadius = (obj->scale[0] * obj->scale[1] * obj->scale[2]) * obj->boundingVolume.sphere.radius;
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//create the rigid body
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rigidBody = API::Instance().AddCollisionSphere( rigidBodyRadius , rigidWorldRotation , rigidWorldPos , rigidBodyMass, obj->boundingVolume.sphere.restitutionCoeff , obj->boundingVolume.sphere.frictionCoeffStatic , obj->boundingVolume.sphere.frictionCoeffDynamic);
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return rigidBody;
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}
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bool Level::InitiateLevel(std::wstring levelPath)
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{
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LevelLoader ll;
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ll.SetFolderPath("..\\Content\\Worlds\\");
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std::vector<Utility::DynamicMemory::SmartPointer<ObjectTypeHeader>> objects;
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//Convert from wstring to string
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typedef std::codecvt_utf8<wchar_t> convert_typeX;
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std::wstring_convert<convert_typeX, wchar_t> converterX;
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std::string convertedLevelPath = converterX.to_bytes(levelPath);
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objects = ll.LoadLevel(convertedLevelPath);
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if(objects.size() == 0)
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return false;
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API::Instance().SetGravityPoint(Oyster::Math3D::Float3(0,0,0));
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API::Instance().SetGravity(200);
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int objCount = (int)objects.size();
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for (int i = 0; i < objCount; i++)
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{
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++this->objID;
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ObjectTypeHeader* obj = objects.at(i);
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switch (obj->typeID)
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{
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case ObjectType::ObjectType_LevelMetaData:
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{
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LevelMetaData* LevelObjData = ((LevelMetaData*)obj);
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std::string levelName = LevelObjData->levelName;
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// LevelObjData->worldSize;
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}
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break;
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case ObjectType::ObjectType_Static:
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{
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ObjectHeader* staticObjData = ((ObjectHeader*)obj);
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staticObjData->ModelFile;
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ICustomBody* rigidBody_Static = NULL;
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// collision shape
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if(staticObjData->boundingVolume.geoType == CollisionGeometryType_Sphere)
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{
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rigidBody_Static = InitRigidBodySphere(staticObjData);
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}
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else if(staticObjData->boundingVolume.geoType == CollisionGeometryType_Box)
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{
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rigidBody_Static = InitRigidBodyCube(staticObjData);
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}
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else if(staticObjData->boundingVolume.geoType == CollisionGeometryType_Cylinder)
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{
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//rigidBody_Static = InitRigidBodyCylinder(staticObjData);
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}
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if(rigidBody_Static != NULL)
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{
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// create game object
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Object* staticGameObj = CreateGameObj(staticObjData, rigidBody_Static);
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if(staticGameObj != NULL)
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{
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this->staticObjects.Push((StaticObject*)staticGameObj);
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}
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}
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}
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break;
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case ObjectType::ObjectType_Dynamic:
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{
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ObjectHeader* dynamicObjData = ((ObjectHeader*)obj);
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dynamicObjData->ModelFile;
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ICustomBody* rigidBody_Dynamic = NULL;
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// collision shape
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if(dynamicObjData->boundingVolume.geoType == CollisionGeometryType_Sphere)
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{
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rigidBody_Dynamic = InitRigidBodySphere(dynamicObjData);
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}
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else if(dynamicObjData->boundingVolume.geoType == CollisionGeometryType_Box)
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{
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rigidBody_Dynamic = InitRigidBodyCube(dynamicObjData);
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}
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else if(dynamicObjData->boundingVolume.geoType == CollisionGeometryType_Cylinder)
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{
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//rigidBody_Dynamic = InitRigidBodyCylinder(dynamicObjData);
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}
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if(rigidBody_Dynamic != NULL)
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{
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// create game object
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Object* dynamicGameObj = CreateGameObj(dynamicObjData, rigidBody_Dynamic);
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if (dynamicGameObj != NULL)
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{
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dynamicGameObj->GetRigidBody()->SetSubscription(Level::PhysicsOnMoveLevel);
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this->dynamicObjects.Push((DynamicObject*)dynamicGameObj);
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}
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}
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}
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break;
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case ObjectType::ObjectType_Light:
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// read on client
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break;
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case ObjectType::ObjectType_SpawnPoint:
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{
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Oyster::Math::Float3 pos;
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pos.x = ((SpawnPointAttributes*)obj)->position[0];
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pos.y = ((SpawnPointAttributes*)obj)->position[1];
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pos.z = ((SpawnPointAttributes*)obj)->position[2];
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spawnPoints.Push(pos);
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}
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default:
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break;
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}
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}
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return true;
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}
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bool Level::InitiateLevel(float radius)
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{
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API::Instance().SetGravityPoint(Oyster::Math3D::Float3(0,0,0));
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API::Instance().SetGravity(200);
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int idCount = 100;
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// add level sphere
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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);
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levelObj = new StaticObject(rigidBody, LevelCollisionAfter, ObjectSpecialType_World, idCount++);
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//this->levelObj->objectID = idCount++;
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rigidBody->SetCustomTag(levelObj);
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ICustomBody* rigidBody_TestBox;
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int nrOfBoxex = 5;
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int offset = 0;
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for(int i =0; i< nrOfBoxex; i ++)
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{
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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);
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this->dynamicObjects.Push(new DynamicObject(rigidBody_TestBox, Object::DefaultOnCollision, ObjectSpecialType_StandardBox, idCount++));
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}
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/*offset += nrOfBoxex;
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for(int i =0; i< nrOfBoxex; i ++)
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{
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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);
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this->dynamicObjects.Push(new DynamicObject(rigidBody_TestBox,Object::DefaultCollisionBefore, Object::DefaultOnCollision, OBJECT_TYPE::OBJECT_TYPE_BOX));
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rigidBody_TestBox->SetCustomTag(this->dynamicObjects[i+offset]);
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}
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offset += nrOfBoxex;
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for(int i =0; i< nrOfBoxex; i ++)
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{
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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);
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this->dynamicObjects.Push(new DynamicObject(rigidBody_TestBox,Object::DefaultCollisionBefore, Object::DefaultOnCollision, OBJECT_TYPE::OBJECT_TYPE_BOX));
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rigidBody_TestBox->SetCustomTag(this->dynamicObjects[i+offset]);
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}
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offset += nrOfBoxex;
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for(int i =0; i< nrOfBoxex; i ++)
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{
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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);
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this->dynamicObjects.Push(new DynamicObject(rigidBody_TestBox,Object::DefaultCollisionBefore, Object::DefaultOnCollision, OBJECT_TYPE::OBJECT_TYPE_BOX));
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rigidBody_TestBox->SetCustomTag(this->dynamicObjects[i]);
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}*/
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// add crystal
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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);
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this->dynamicObjects.Push(new DynamicObject(rigidBody_Crystal, Object::DefaultOnCollision, ObjectSpecialType_StandardBox, idCount++));
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// add house
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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);
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this->staticObjects.Push(new StaticObject(rigidBody_House, Object::DefaultOnCollision, ObjectSpecialType_Generic, idCount++));
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// add jumppad
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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);
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this->staticObjects.Push(new JumpPad(rigidBody_Jumppad, ObjectSpecialType_JumpPad,idCount++ ,Oyster::Math::Float3(0,2000,0)));
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return true;
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}
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void Level::AddPlayerToTeam(Player *player, int teamID)
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{
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this->teamManager.AddPlayerToTeam(player,teamID);
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}
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void Level::CreateTeam(int teamSize)
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{
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this->teamManager.CreateTeam(teamSize);
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}
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void Level::RespawnPlayer(Player *player)
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{
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this->teamManager.RespawnPlayerRandom(player);
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}
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int Level::getNrOfDynamicObj()
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{
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return this->dynamicObjects.Size();
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}
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Object* Level::GetObj( int ID) const
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{
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for (int i = 0; i < (int)this->dynamicObjects.Size(); i++)
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{
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if(this->dynamicObjects[i]->GetID() == ID)
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return this->dynamicObjects[i];
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}
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return NULL;
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}
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void Level::PhysicsOnMoveLevel(const ICustomBody *object)
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{
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// function call from physics update when object was moved
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Object* temp = (Object*)object->GetCustomTag();
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((Game*)&Game::Instance())->onMoveFnc(temp);
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}
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