gremlin/src/client/Client.cpp

399 lines
10 KiB
C++

#include "Client.h"
#include "Network.h"
#include "Explosion.h"
#include "Time.h"
#include "btBulletDynamicsCommon.h"
#include "Horde3D.h"
#include <GL/glfw.h>
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
#include <string.h>
#include <sstream>
namespace gln {
Explosion explosion;
void setup_explosion() {
// Loads particle texture
GLuint textures[5];
glGenTextures(5, textures);
glBindTexture(GL_TEXTURE_2D, textures[0]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glfwLoadTexture2D("data/explosion/explosion.tga", GLFW_ALPHA_MAP_BIT);
glBindTexture(GL_TEXTURE_2D, textures[1]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glfwLoadTexture2D("data/explosion/flash.tga", 0);
glBindTexture(GL_TEXTURE_2D, textures[2]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glfwLoadTexture2D("data/explosion/spark.tga", 0);
glBindTexture(GL_TEXTURE_2D, textures[3]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glfwLoadTexture2D("data/explosion/point.tga", GLFW_ALPHA_MAP_BIT);
glBindTexture(GL_TEXTURE_2D, textures[4]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glfwLoadTexture2D("data/explosion/wave.tga", 0);
explosion.initialize(textures[0], textures[1], textures[2], textures[3],
textures[4]);
}
void Client::accelerate(double x, double y, double z) {
if (game.local_player == 0)
return;
player_accelerate_message_t msg;
msg.player_id = game.local_player->id;
msg.x = x;
msg.y = y;
msg.z = z;
YAML::Emitter m;
m << msg;
network.send(m);
}
void Client::drop_bomb(double rx, double ry, double rz, double ttl) {
bomb_drop_meesage_t msg;
btVector3 p = game.local_player->body->getWorldTransform().getOrigin();
btVector3 v = game.local_player->body->getLinearVelocity();
msg.x = p.x() + rx * 1;
msg.y = p.y() + ry * 1;
msg.z = p.z() + rz * 1;
msg.vx = v.x() + rx * 500;
msg.vy = v.y() + ry * 500;
msg.vz = v.z() + rz * 500;
msg.ttl = ttl;
YAML::Emitter m;
m << msg;
network.send(m);
}
void Client::loadConsoleFont() {
GLuint font_id = 0;
glGenTextures(1, &font_id);
glBindTexture(GL_TEXTURE_2D, font_id);
// Set texture parameters
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
// Upload texture from file to texture memory
glfwLoadTexture2D("data/fonts/console.tga", 0);
oglf_load(&font, "data/fonts/console.fnt", font_id);
}
void Client::initialize(Config &config) {
Application::initialize(config);
window.initialize(config);
renderer.initialize(&window, config);
loadConsoleFont();
//setup_explosion();
if (isMaster()) {
Team *team = game.getTeam(0);
game.local_player = game.spawnPlayer(team);
std::cout << "[Game] local player " << game.local_player->id
<< std::endl;
}
size_t i;
last_bomb = time - 5.;
glfwGetMousePos(&last_x, &last_y);
accelerate_schudule.setExact(true);
accelerate_schudule.setInterval(0.05);
theta = 0.0;
phi = 0.0;
loadConsoleFont();
// setup signals
game.ExplosionSignal.connect(this, &Client::onExplosion);
renderer.create("level");
}
void Client::processInput(double step) {
if (!game.local_player)
return;
btRigidBody *body = game.local_player->body.get();
if (!body)
return;
btMatrix3x3 &basis = body->getWorldTransform().getBasis();
btVector3 front = basis * btVector3(0, 0, -10) * step;
btVector3 right = basis * btVector3(10, 0, 0) * step;
btVector3 up = basis * btVector3(0, 10, 0) * step;
float accelSpeed = 200 / body->getInvMass();
btVector3 accel(0, 0, 0);
if (glfwGetKey('W') == GLFW_PRESS) {
accel += accelSpeed * front;
}
if (glfwGetKey('A') == GLFW_PRESS) {
accel += -accelSpeed * right;
}
if (glfwGetKey('S') == GLFW_PRESS) {
accel += -accelSpeed * front;
}
if (glfwGetKey('D') == GLFW_PRESS) {
accel += accelSpeed * right;
}
if (glfwGetKey('R') == GLFW_PRESS) {
accel += accelSpeed * up;
}
if (glfwGetKey('F') == GLFW_PRESS) {
accel += -accelSpeed * up;
}
accel *= step;
accelerate(accel.x(), accel.y(), accel.z());
#if 0
float rotationSpeed = 1000 / body->getInvMass();
float lx = (mouseX - 0.5) * 2;
float ly = (mouseY - 0.5) * 2;
btVector3 desiredLocalAngualarVelocity = btVector3(0, -2 * lx, 0)
+ btVector3(-2 * ly, 0, 0);
btVector3 desiredAngualarVelocity = body->getWorldTransform().getBasis()
* desiredLocalAngualarVelocity;
btVector3 angularVelocity = body->getAngularVelocity();
btVector3 a = desiredAngualarVelocity - angularVelocity;
float turningAngle = a.length();
a *= fabs(turningAngle);
Steering *s = 0;
if (entity->getComponent(s))
s->setAngularForce(a);
//}
if (turningAngle > 0.001) {
activate = true;
jetStrength += std::min(0.2f, turningAngle * turningAngle * 10);
}
if (glfwGetKey(GLFW_KEY_LEFT) == GLFW_PRESS) {
body->applyForce(-rotationSpeed * right, front);
body->applyForce(rotationSpeed * right, -front);
activate = true;
}
if (glfwGetKey(GLFW_KEY_RIGHT) == GLFW_PRESS) {
body->applyForce(rotationSpeed * right, front);
body->applyForce(-rotationSpeed * right, -front);
activate = true;
}
if (glfwGetKey(GLFW_KEY_UP) == GLFW_PRESS) {
body->applyForce(-rotationSpeed * up, front);
body->applyForce(rotationSpeed * up, -front);
activate = true;
}
if (glfwGetKey(GLFW_KEY_DOWN) == GLFW_PRESS) {
body->applyForce(rotationSpeed * up, front);
body->applyForce(-rotationSpeed * up, -front);
activate = true;
}
// roll
if (glfwGetKey('Q') == GLFW_PRESS) {
body->applyForce(rotationSpeed * up, right);
body->applyForce(-rotationSpeed * up, -right);
jetStrength += 0.1;
activate = true;
}
if (glfwGetKey('E') == GLFW_PRESS) {
body->applyForce(-rotationSpeed * up, right);
body->applyForce(rotationSpeed * up, -right);
jetStrength += 0.1;
activate = true;
}
if (activate) {
body->activate();
}
if (jetStrength > 0) {
jet->setVolume(jetStrength);
if (!jet->isPlaying()) {
jet->play2d(true);
}
} else {
jet->stop();
}
#endif
}
void Client::update() {
Application::update();
window.update();
int x, y;
glfwGetMousePos(&x, &y);
if (glfwGetMouseButton(GLFW_MOUSE_BUTTON_2) == GLFW_PRESS) {
phi += (x - last_x) * 0.01;
theta += (y - last_y) * -0.01;
if (theta > 1.5)
theta = 1.5;
if (theta < -1.5)
theta = -1.5;
}
last_x = x;
last_y = y;
double rx = cos(phi) * cos(theta);
double ry = sin(theta);
double rz = sin(phi) * cos(theta);
if (accelerate_schudule.next(time)) {
double t = accelerate_schudule.getInterval();
processInput(t);
}
if (glfwGetKey(GLFW_KEY_LCTRL)) {
if (time - last_bomb > 1.0) {
last_bomb = time;
drop_bomb(rx, ry, rz, 5.0);
}
}
btScalar bullet_trafo[16];
if (game.local_player) {
game.local_player->body->getWorldTransform().getOpenGLMatrix(
bullet_trafo);
// bullet_trafo[12] -= origin.x();
// bullet_trafo[13] -= origin.y();
// bullet_trafo[14] -= origin.z();
} else {
bullet_trafo[12] = 1000.0;
bullet_trafo[13] = 1000.0;
bullet_trafo[14] = 1000.0;
}
float trafo[16];
for (size_t i = 0; i < 16; i++)
trafo[i] = bullet_trafo[i];
h3dSetNodeTransMat(renderer.getCameraNode(), trafo);
// h3dSetNodeTransform(renderer.getCameraNode(), camX, camY, camZ,
// -theta * 180 / M_PI - 90, phi * 180 / M_PI, 0, 1, 1, 1);
// H3DNode cam = renderer.getCameraNode();
renderer.draw();
#if 0
prepareFrame(rx, ry, rz);
setup_light();
glEnable(GL_LIGHT0);
glEnable(GL_LIGHTING);
glEnable(GL_CULL_FACE);
glDisable(GL_TEXTURE_2D);
// for (size_t i = 0; i < game.teams.size(); i++)
// draw_team(&game.teams[i]);
for (size_t i = 0; i < GAME_PLAYER_COUNT; i++)
drawPlayer(&game.player[i]);
for (size_t i = 0; i < GAME_BOMB_COUNT; i++)
draw_bomb(&game.bomb[i]);
//
// for (size_t i = 0; i < GAME_POINT_COUNT; i++)
// draw_point(&game.point[i]);
drawLevel();
explosion.update(dt * 1000.0, camX, camY, camZ);
explosion.render();
#endif
glDisable(GL_LIGHT0);
glDisable(GL_LIGHTING);
glDisable(GL_CULL_FACE);
oglf_begin(&font, width, height);
size_t fy = 1;
if (game.local_player) {
std::stringstream sstr;
sstr << "Points: " << game.local_player->points;
oglf_print(&font, 10, 25 * fy++, sstr.str().c_str());
}
for (size_t i = 0; i < game.teams.size(); i++) {
std::stringstream sstr;
if (game.local_player && &game.teams[i] == game.local_player->team) {
sstr << "Team " << i << " (yours) : " << game.teams[i].points;
} else {
sstr << "Team " << i << " (other) : " << game.teams[i].points;
}
oglf_print(&font, 10, 25 * fy++, sstr.str().c_str());
}
{
std::stringstream sstr;
sstr << "FPS: " << (int) (1 / dt) << " Time: "
<< floor(dt * 10000.0 + 0.5) / 10.0;
oglf_print(&font, 10, 25 * fy++, sstr.str().c_str());
}
oglf_end();
// Swap buffers
glfwSwapBuffers();
// Check if the ESC key was pressed or the window was closed
if (glfwGetKey(GLFW_KEY_ESC))
stop();
if (glfwGetWindowParam(GLFW_OPENED) != GL_TRUE)
stop();
}
void Client::shutdown() {
Application::shutdown();
oglf_destroy(&font);
glfwTerminate();
}
void Client::onExplosion(double x, double y, double z) {
explosion.add(x, y, z);
}
} // namespace grln