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