gremlin/src/common/Game.cpp

481 lines
11 KiB
C++

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