485 lines
12 KiB
C++
485 lines
12 KiB
C++
#include "Game.h"
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#include "btBulletDynamicsCommon.h"
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#include <stdlib.h>
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#include <math.h>
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#include <stdlib.h>
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#include <iostream>
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namespace gln {
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Game::Game() :
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local_player(0), collisionConfiguration(
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new btDefaultCollisionConfiguration()), dispatcher(
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new btCollisionDispatcher(collisionConfiguration.get())), overlappingPairCache(
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new btDbvtBroadphase), solver(
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new btSequentialImpulseConstraintSolver), dynamicsWorld(
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new btDiscreteDynamicsWorld(dispatcher.get(),
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overlappingPairCache.get(), solver.get(),
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collisionConfiguration.get())), levelMesh(0) {
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slaveUpdate.setInterval(1. / 60.);
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slaveUpdate.setExact(true);
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}
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Game::~Game() {
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tlDeleteTrimesh(levelMesh);
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tlDeleteTrimesh(shipMesh);
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}
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double rand2() {
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float u = (float) rand() / (float) RAND_MAX;
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return 2.0 * (u - 0.5);
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}
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void reset_team(Team *team) {
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team->points = 0;
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}
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void reset_player(player_t *player) {
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if (player->body.get() == 0)
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return;
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if (player->team) {
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player->body->getWorldTransform().setOrigin(
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btVector3(player->team->x, player->team->y, player->team->z));
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} else {
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player->body->getWorldTransform().setOrigin(btVector3(0, 0, 0));
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}
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player->body->setLinearVelocity(btVector3(0, 0, 0));
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}
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void reset_point(point_t *point) {
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point->status = 1;
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point->x = 1000 + 500.0 * rand2();
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point->y = 500.0 * rand2();
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point->z = 500.0 * rand2();
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}
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void setup_team(Team *team, uint8_t id) {
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team->id = id;
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team->color[0] = .5f + .5f * (id & (1 << 0));
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team->color[1] = .5f + .5f * (id & (1 << 1));
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team->color[2] = .5f + .5f * (id & (1 << 2));
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team->color[3] = 1.0f;
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team->x = 0.0;
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team->y = 0;
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team->z = 0;
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team->points = 0;
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team->wins = 0;
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}
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void setup_player(player_t *player) {
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player->id = 0;
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player->status = 0;
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player->team = NULL;
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// player->x = 0.0;
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// player->y = 0.0;
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// player->z = 0.0;
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// player->vx = 0.0;
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// player->vy = 0.0;
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// player->vz = 0.0;
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}
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void setup_point(point_t *point) {
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point->status = 0;
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point->x = 0.0;
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point->y = 0.0;
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point->z = 0.0;
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}
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void setup_bomb(bomb_t *bomb) {
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bomb->status = 0;
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bomb->x = 0.0;
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bomb->y = 0.0;
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bomb->z = 0.0;
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}
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void Game::loadLevelShape() {
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levelMesh = tlLoadTrimesh("data/level.obj",
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TL_FVF_XYZ | TL_FVF_UV | 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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im.m_numTriangles = levelMesh->face_count;
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im.m_triangleIndexBase = (unsigned char *) levelMesh->faces;
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im.m_triangleIndexStride = sizeof(unsigned short) * 3;
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im.m_numVertices = levelMesh->vertex_count;
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im.m_vertexBase = (unsigned char *) levelMesh->vertices;
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im.m_vertexStride = levelMesh->vertex_size;
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im.m_vertexType = PHY_FLOAT;
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levelVertexArray.reset(new btTriangleIndexVertexArray);
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levelVertexArray->addIndexedMesh(im, PHY_SHORT);
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btBvhTriangleMeshShape *_levelShape = new btBvhTriangleMeshShape(
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levelVertexArray.get(), true, true);
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btVector3 center;
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btScalar radius;
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_levelShape->getBoundingSphere(center, radius);
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levelShape.reset(_levelShape);
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}
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void Game::loadShipShape() {
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shipMesh = tlLoadTrimesh("data/ship.obj",
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TL_FVF_XYZ | TL_FVF_UV | TL_FVF_NORMAL);
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/*
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btIndexedMesh sim;
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sim.m_numTriangles = shipMesh->face_count;
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sim.m_triangleIndexBase = (unsigned char *) shipMesh->faces;
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sim.m_triangleIndexStride = sizeof(unsigned short) * 3;
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sim.m_numVertices = shipMesh->vertex_count;
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sim.m_vertexBase = (unsigned char *) shipMesh->vertices;
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sim.m_vertexStride = shipMesh->vertex_size;
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sim.m_vertexType = PHY_FLOAT;
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shipVertexArray.reset(new btTriangleIndexVertexArray);
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shipVertexArray->addIndexedMesh(sim, PHY_SHORT);
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btBvhTriangleMeshShape *_shipShape = new btBvhTriangleMeshShape(
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shipVertexArray.get(), true, true);
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btVector3 center;
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btScalar radius;
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_shipShape->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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shipShape.reset(_shipShape);
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*/
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shipShape.reset(
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new btBoxShape(
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btVector3(btScalar(1.5), btScalar(1.5), btScalar(1.5))));
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}
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void Game::setupLevel() {
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dynamicsWorld->setGravity(btVector3(0, 0, 0));
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loadLevelShape();
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loadShipShape();
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levelState.reset(new btDefaultMotionState());
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btRigidBody::btRigidBodyConstructionInfo rbInfo(0, levelState.get(),
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levelShape.get());
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levelBody.reset(new btRigidBody(rbInfo));
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dynamicsWorld->addRigidBody(levelBody.get());
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}
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void Game::setup() {
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size_t i;
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setupLevel();
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teams.resize(2);
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for (i = 0; i < teams.size(); i++)
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setup_team(&teams[i], i);
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for (i = 0; i < GAME_BOMB_COUNT; i++)
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setup_bomb(&bomb[i]);
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for (i = 0; i < GAME_PLAYER_COUNT; i++)
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setup_player(&player[i]);
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for (i = 0; i < GAME_POINT_COUNT; i++)
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setup_point(&point[i]);
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max_player_id = 0;
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master = 0;
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updateTime = 0.0;
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local_player = 0;
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}
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void Game::reset() {
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size_t i;
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for (i = 0; i < teams.size(); i++)
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reset_team(&teams[i]);
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for (i = 0; i < GAME_BOMB_COUNT; i++)
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setup_bomb(&bomb[i]);
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for (i = 0; i < GAME_PLAYER_COUNT; i++)
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reset_player(&player[i]);
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for (i = 0; i < GAME_POINT_COUNT; i++)
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reset_point(&point[i]);
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}
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player_t *Game::getFreePlayer() {
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size_t i;
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for (i = 0; i < GAME_PLAYER_COUNT; i++) {
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if (player[i].status == 0)
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return &player[i];
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}
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return 0;
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}
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player_t *Game::spawnPlayer(Team *team) {
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player_t *player = getFreePlayer();
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player->team = team;
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player->status = 1;
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player->id = max_player_id++;
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if (player->body.get() == 0) {
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std::cout << "[Game] create body" << std::endl;
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/// Create Dynamic Objects
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btScalar mass(1.f);
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btVector3 localInertia(0, 0, 0);
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shipShape->calculateLocalInertia(mass, localInertia);
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player->state.reset(new btDefaultMotionState());
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player->state->setWorldTransform(btTransform::getIdentity());
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btRigidBody::btRigidBodyConstructionInfo rbInfo(mass,
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player->state.get(), shipShape.get(), localInertia);
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player->body.reset(new btRigidBody(rbInfo));
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player->body->setCcdSweptSphereRadius(1.5);
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dynamicsWorld->addRigidBody(player->body.get());
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}
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reset_player(player);
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return player;
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}
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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->team = team;
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player->id = id;
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if (max_player_id < id)
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max_player_id = id;
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player->status = 1;
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if (player->body.get() == 0) {
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/// Create Dynamic Objects
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std::cout << "[Game] create body" << std::endl;
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btScalar mass(1.f);
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btVector3 localInertia(0, 0, 0);
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shipShape->calculateLocalInertia(mass, localInertia);
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player->state.reset(new btDefaultMotionState());
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player->state->setWorldTransform(btTransform::getIdentity());
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btRigidBody::btRigidBodyConstructionInfo rbInfo(mass,
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player->state.get(), shipShape.get(), localInertia);
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player->body.reset(new btRigidBody(rbInfo));
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player->body->setCcdSweptSphereRadius(1.5);
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dynamicsWorld->addRigidBody(player->body.get());
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}
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reset_player(player);
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return player;
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}
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void Game::update_players(double dt) {
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size_t i;
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for (i = 0; i < GAME_PLAYER_COUNT; i++) {
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player_t *p = &player[i];
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if (p->status == 0)
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return;
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btVector3 team_position(p->team->x, p->team->y, p->team->z);
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btTransform player_transform;
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p->state->getWorldTransform(player_transform);
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player_transform.getOpenGLMatrix(p->m);
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double distance2 = player_transform.getOrigin().distance2(
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team_position);
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if (distance2 < 10000) {
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p->team->points += p->points;
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p->points = 0;
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}
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}
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}
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#if 0
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void Game::explode_bomb(bomb_t *bomb) {
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size_t i, j;
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for (i = 0; i < GAME_PLAYER_COUNT; i++) {
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player_t *p = &player[i];
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if (p->status == 0)
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continue;
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double distance2 = pow(p->x - bomb->x, 2) + pow(p->y - bomb->y, 2)
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+ pow(p->z - bomb->z, 2);
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if (distance2 < pow(150., 2.)) {
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ExplosionSignal(p->x, p->y, p->z);
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p->x = p->team->x + 100;
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p->y = p->team->y;
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p->z = p->team->z;
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p->vx = 0.;
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p->vy = 0.;
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p->vz = 0.;
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for (j = 0; j < p->points; j++) {
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point_t *point = spawn_point();
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point->x = p->x + 20.0 * rand2();
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point->y = p->x + 20.0 * rand2();
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point->z = p->x + 20.0 * rand2();
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}
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p->points = 0;
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}
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}
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}
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void Game::update_bombs(double dt) {
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size_t i;
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for (i = 0; i < GAME_BOMB_COUNT; i++) {
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bomb_t *b = &bomb[i];
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if (b->status == 0)
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continue;
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b->x += b->vx * dt;
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b->y += b->vy * dt;
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b->z += b->vz * dt;
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b->ttl -= dt;
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if (b->x < (-1000 + 10)) {
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b->x = (-1000 + 10);
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b->ttl = -0.1;
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} else if (b->x > (5000 - 10)) {
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b->x = (5000 - 10);
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b->ttl = -0.1;
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} else if (b->y < (-3000 + 10)) {
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b->y = (-3000 + 10);
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b->ttl = -0.1;
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} else if (b->y > (3000 - 10)) {
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b->y = (3000 - 10);
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b->ttl = -0.1;
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} else if (b->z < (-3000 + 10)) {
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b->z = (-3000 + 10);
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b->ttl = -0.1;
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} else if (b->z > (3000 - 10)) {
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b->z = (3000 - 10);
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b->ttl = -0.1;
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}
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if (b->ttl < 0) {
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if (b->status == 1) {
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ExplosionSignal(b->x, b->y, b->z);
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b->status = 2;
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} else if (b->ttl < -0.2) {
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if (master) {
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explode_bomb(b);
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}
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b->status = 0;
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}
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}
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}
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}
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void Game::update_point(point_t *point) {
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size_t i;
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for (i = 0; i < GAME_PLAYER_COUNT; i++) {
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player_t *P = &player[i];
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if (P->status == 0)
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continue;
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double distance2 = pow(P->x - point->x, 2) + pow(P->y - point->y, 2)
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+ pow(P->z - point->z, 2);
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if (distance2 > 1000.0)
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continue;
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point->status = 0;
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P->points += 1;
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}
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}
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void Game::update_points(double dt) {
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size_t i;
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for (i = 0; i < GAME_POINT_COUNT; i++) {
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point_t *p = &point[i];
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if (p->status == 0)
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continue;
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update_point(p);
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}
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}
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#endif
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void Game::update(double time, double dt) {
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if (master || true) {
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int steps = dynamicsWorld->stepSimulation(dt, 10);
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if (steps > 0) {
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double timeStep = dt;
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Game::update_players(timeStep);
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//Game::update_bombs(timeStep);
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//Game::update_points(timeStep);
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}
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} else if (slaveUpdate.next(time)) {
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Game::update_players(slaveUpdate.getInterval());
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//Game::update_bombs(slaveUpdate.getInterval());
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//Game::update_points(slaveUpdate.getInterval());
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}
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}
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size_t Game::active_team_players(Team *team) {
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size_t i, count = 0;
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for (i = 0; i < GAME_PLAYER_COUNT; i++) {
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if (player[i].status == 0)
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continue;
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if (player[i].team == team)
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count++;
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}
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return count;
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}
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Team *Game::team_with_least_players() {
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size_t i, count = -1;
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Team *team = NULL;
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for (i = 0; i < teams.size(); i++) {
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size_t players = active_team_players(&teams[i]);
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if (players < count) {
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count = players;
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team = &teams[i];
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}
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}
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return team;
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}
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Team *Game::getTeam(uint16_t id) {
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size_t i;
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for (i = 0; i < teams.size(); i++) {
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if (teams[i].id == id) {
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return &teams[i];
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}
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}
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return NULL;
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}
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player_t *Game::getPlayer(uint16_t id) {
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size_t i;
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for (i = 0; i < GAME_PLAYER_COUNT; i++) {
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if (player[i].id == id) {
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return &player[i];
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}
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}
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return NULL;
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}
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bomb_t *Game::spawn_bomb() {
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size_t i;
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for (i = 0; i < GAME_BOMB_COUNT; i++) {
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if (bomb[i].status == 0) {
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bomb[i].status = 1;
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return &bomb[i];
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}
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}
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return NULL;
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}
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point_t *Game::spawn_point() {
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size_t i;
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for (i = 0; i < GAME_POINT_COUNT; i++) {
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if (point[i].status == 0) {
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point[i].status = 1;
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return &point[i];
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}
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}
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return NULL;
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}
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void Game::set_master(int master) {
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this->master = master;
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}
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} // namespace grln
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