minor fixes
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1006f94ba0
commit
89a4b6ffb2
@ -399,7 +399,7 @@ void Client::initialize(Arguments &arg) {
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if (isMaster()) {
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if (isMaster()) {
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Team *team = game.getTeam(0);
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Team *team = game.getTeam(0);
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game.local_player = game.spawn_player(team);
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game.local_player = game.spawnPlayer(team);
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std::cout << "[Game] local player " << game.local_player->id
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std::cout << "[Game] local player " << game.local_player->id
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<< std::endl;
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<< std::endl;
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}
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}
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@ -479,17 +479,17 @@ void Client::update() {
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glEnable( GL_LIGHTING);
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glEnable( GL_LIGHTING);
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glEnable( GL_CULL_FACE);
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glEnable( GL_CULL_FACE);
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glDisable( GL_TEXTURE_2D);
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glDisable( GL_TEXTURE_2D);
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// for (size_t i = 0; i < game.teams.size(); i++)
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// for (size_t i = 0; i < game.teams.size(); i++)
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// draw_team(&game.teams[i]);
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// draw_team(&game.teams[i]);
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for (size_t i = 0; i < GAME_PLAYER_COUNT; i++)
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for (size_t i = 0; i < GAME_PLAYER_COUNT; i++)
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drawPlayer(&game.player[i]);
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drawPlayer(&game.player[i]);
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// for (size_t i = 0; i < GAME_BOMB_COUNT; i++)
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// for (size_t i = 0; i < GAME_BOMB_COUNT; i++)
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// draw_bomb(&game.bomb[i]);
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// draw_bomb(&game.bomb[i]);
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//
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//
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// for (size_t i = 0; i < GAME_POINT_COUNT; i++)
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// for (size_t i = 0; i < GAME_POINT_COUNT; i++)
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// draw_point(&game.point[i]);
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// draw_point(&game.point[i]);
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drawLevel();
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drawLevel();
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@ -102,6 +102,9 @@ void Game::loadLevelShape() {
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levelMesh = tlLoadTrimesh("data/level.obj", TL_FVF_XYZ | TL_FVF_UV
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levelMesh = tlLoadTrimesh("data/level.obj", TL_FVF_XYZ | TL_FVF_UV
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| TL_FVF_NORMAL);
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| TL_FVF_NORMAL);
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if (levelMesh == 0)
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throw("level mesh not found! (data/level.obj)");
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btIndexedMesh im;
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btIndexedMesh im;
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im.m_numTriangles = levelMesh->face_count;
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im.m_numTriangles = levelMesh->face_count;
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im.m_triangleIndexBase = (unsigned char *) levelMesh->faces;
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im.m_triangleIndexBase = (unsigned char *) levelMesh->faces;
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@ -120,8 +123,6 @@ void Game::loadLevelShape() {
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btVector3 center;
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btVector3 center;
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btScalar radius;
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btScalar radius;
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_levelShape->getBoundingSphere(center, radius);
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_levelShape->getBoundingSphere(center, radius);
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std::cout << center.x() << " " << center.y() << " " << center.y() << ", "
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<< radius << std::endl;
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levelShape.reset(_levelShape);
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levelShape.reset(_levelShape);
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}
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}
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@ -218,7 +219,7 @@ player_t *Game::getFreePlayer() {
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}
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}
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}
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}
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player_t *Game::spawn_player(Team *team) {
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player_t *Game::spawnPlayer(Team *team) {
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player_t *player = getFreePlayer();
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player_t *player = getFreePlayer();
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player->team = team;
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player->team = team;
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player->status = 1;
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player->status = 1;
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@ -226,7 +227,7 @@ player_t *Game::spawn_player(Team *team) {
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reset_player(player);
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reset_player(player);
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if (player->body.get() == 0) {
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if (player->body.get() == 0) {
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std::cout << "Game::spawn_player: create body" << std::endl;
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std::cout << "[Game] create body" << std::endl;
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/// Create Dynamic Objects
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/// Create Dynamic Objects
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btTransform startTransform;
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btTransform startTransform;
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startTransform.setIdentity();
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startTransform.setIdentity();
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@ -245,7 +246,7 @@ player_t *Game::spawn_player(Team *team) {
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return player;
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return player;
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}
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}
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player_t *Game::spawn_player_id(Team *team, uint16_t id) {
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player_t *Game::spawnPlayerWithId(Team *team, uint16_t id) {
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player_t *player = getFreePlayer();
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player_t *player = getFreePlayer();
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player->team = team;
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player->team = team;
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player->id = id;
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player->id = id;
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@ -79,8 +79,8 @@ public:
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void setup();
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void setup();
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void reset();
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void reset();
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Team *team_with_least_players();
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Team *team_with_least_players();
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player_t *spawn_player(Team *team);
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player_t *spawnPlayer(Team *team);
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player_t *spawn_player_id(Team *team, uint16_t id);
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player_t *spawnPlayerWithId(Team *team, uint16_t id);
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Team *getTeam(uint16_t id);
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Team *getTeam(uint16_t id);
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player_t *getPlayer(uint16_t id);
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player_t *getPlayer(uint16_t id);
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bomb_t *getBomb(uint16_t index);
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bomb_t *getBomb(uint16_t index);
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@ -114,7 +114,7 @@ void Network::dispatch(enet_uint8 *data, size_t length) {
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case MESSAGE_PLAYER_SPAWN: {
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case MESSAGE_PLAYER_SPAWN: {
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player_spawn_message_t *sm = (player_spawn_message_t *) data;
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player_spawn_message_t *sm = (player_spawn_message_t *) data;
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Team *team = game->getTeam(sm->team_id);
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Team *team = game->getTeam(sm->team_id);
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player_t *player = game->spawn_player_id(team, sm->player_id);
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player_t *player = game->spawnPlayerWithId(team, sm->player_id);
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break;
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break;
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}
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}
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case MESSAGE_PLAYER_KILL: {
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case MESSAGE_PLAYER_KILL: {
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@ -132,7 +132,6 @@ void Network::dispatch(enet_uint8 *data, size_t length) {
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}
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}
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case MESSAGE_PLAYER_UPDATE: {
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case MESSAGE_PLAYER_UPDATE: {
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player_update_message_t *um = (player_update_message_t *) data;
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player_update_message_t *um = (player_update_message_t *) data;
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std::cout << "[Network] update player " << um->player_id << std::endl;
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player_t *player = game->getPlayer(um->player_id);
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player_t *player = game->getPlayer(um->player_id);
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#if 1
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#if 1
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btVector3 v = player->body->getLinearVelocity();
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btVector3 v = player->body->getLinearVelocity();
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@ -271,7 +270,7 @@ void Network::service(uint32_t timeout) {
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}
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}
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Team *team = game->team_with_least_players();
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Team *team = game->team_with_least_players();
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player_t *player = game->spawn_player(team);
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player_t *player = game->spawnPlayer(team);
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event.peer->data = player;
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event.peer->data = player;
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// send player spawn message
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// send player spawn message
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