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			3 Commits
		
	
	
		
			RUNNINGREA
			...
			SQC-35_nou
		
	
	| Author | SHA1 | Date | |
|---|---|---|---|
| 
						 | 
					e330f5dd67 | ||
| 
						 | 
					2f5579875e | ||
| 
						 | 
					114c1631a8 | 
@@ -7,7 +7,7 @@ Bullet::Bullet(Vector3f pos, Vector3f dir, uint64_t tid): m_startpos(pos), m_cur
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Bullet::~Bullet() {}
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bool Bullet::Update(World* world, float elapsedtime, int perframe, std::unordered_map<uint64_t, Player*> mapPlayer, netprot::ChunkMod** chunkmod) {
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bool Bullet::Update(World* world, float elapsedtime, int perframe, std::unordered_map<uint64_t, Player*> mapPlayer) {
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	int max = 100 / perframe;
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	float damage = 0.057f;
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	for (int x = 0; x < max; ++x) {
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@@ -23,15 +23,6 @@ bool Bullet::Update(World* world, float elapsedtime, int perframe, std::unordere
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		if (!world->ChunkAt(m_currentpos))
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			return true;
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		else if (world->BlockAt(m_currentpos) != BTYPE_AIR) {
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			if (chunkmod) {
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				using namespace netprot;
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				ChunkMod* cmod = *chunkmod;
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				cmod = new ChunkMod();
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				cmod->old_b_type = world->BlockAt(m_currentpos);
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				cmod->b_type = BTYPE_AIR;
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				cmod->pos = m_currentpos;
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			}
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			world->ChangeBlockAtPosition(BTYPE_AIR, m_currentpos);
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			return true;
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		}
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@@ -5,7 +5,7 @@
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#include "define.h"
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#include "vector3.h"
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#include "player.h"
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#include "netprotocol.h"
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class World;
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class Player;
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@@ -16,7 +16,7 @@ public:
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	Bullet(Vector3f pos, Vector3f dir, uint64_t tid);
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	~Bullet();
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	bool Update(World* world, float elapsedtime, int perframe, std::unordered_map<uint64_t, Player*> m_mapPlayer, netprot::ChunkMod** chunkmod);
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	bool Update(World* world, float elapsedtime, int perframe, std::unordered_map<uint64_t, Player*> m_mapPlayer);
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	void Transpose(int& x, int& z);
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	Vector3f getPos() const;
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	Vector3f getVel() const;
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@@ -9,6 +9,10 @@ Chunk::Chunk(unsigned int x, unsigned int y, int64_t seed) : m_posX(x), m_posY(y
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	//if (input.fail()) {
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	OpenSimplexNoise::Noise simplex = OpenSimplexNoise::Noise(seed);
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	m_blocks.Reset(BTYPE_AIR);
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	int ratio = 0;
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	ratio = x * y % 7;
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	for (int ix = 0; ix < CHUNK_SIZE_X; ++ix) // Montagnes
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		for (int iz = 0; iz < CHUNK_SIZE_Z; ++iz) {
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@@ -47,8 +51,8 @@ Chunk::Chunk(unsigned int x, unsigned int y, int64_t seed) : m_posX(x), m_posY(y
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			}
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		}
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	int rnd = rand() % 15;
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	if (rnd == 4)
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	//int rnd = rand() % 15;
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	if (ratio == 1)
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		for (int ix = 0; ix < CHUNK_SIZE_X; ++ix) // structure
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			for (int iz = 0; iz < CHUNK_SIZE_Z; ++iz) {
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				for (int iy = 0; iy < 14; ++iy) {
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@@ -57,16 +61,16 @@ Chunk::Chunk(unsigned int x, unsigned int y, int64_t seed) : m_posX(x), m_posY(y
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							Structure(ix, iy, iz, 2);
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				}
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			}
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	if (rnd == 3)
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	if (ratio == 3)
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		for (int ix = 0; ix < CHUNK_SIZE_Z; ++ix) // structure
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			for (int iz = 0; iz < CHUNK_SIZE_X; ++iz) {
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				for (int iy = 0; iy < 14; ++iy) {
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					if (iz == 4)
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						if (GetBlock(ix, iy, iz) == BTYPE_AIR)
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							Structure(ix, iy, iz, 2);
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							Structure(ix, iy, iz, 1);
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				}
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			}
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	if (rnd == 6)
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	if (ratio == 5)
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		for (int ix = 0; ix < CHUNK_SIZE_X; ++ix) // structure
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			for (int iz = 0; iz < CHUNK_SIZE_Z; ++iz) {
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				for (int iy = 0; iy < 14; ++iy) {
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@@ -41,11 +41,8 @@ typedef uint8_t BlockType;
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enum BLOCK_TYPE { BTYPE_AIR, BTYPE_DIRT, BTYPE_GRASS, BTYPE_METAL, BTYPE_ICE, BTYPE_GREENGRASS, BTYPE_LAST };
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typedef uint8_t BoostType;
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enum BOOST_TYPE { BTYPE_SPEED, BTYPE_HEAL, BTYPE_DAMAGE, BTYPE_INVINCIBLE, BTYPE_BOOST_LAST };
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//anim 
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enum ANIM_TYPE { STILL = 0, SHOOTING = 8, JUMPING = 16, JUMPINGSHOOTING = 24, DEAD = 32, TYPE_LAST = 40};
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enum ANIM_POS {FRONT, QUARTER_FRONT_LEFT, QUATER_FRONT_RIGHT, PROFIL_LEFT, PROFIL_RIGHT, QUARTER_BACK_LEFT, QUARTER_BACK_RIGHT, BACK , POS_LAST};
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typedef uint64_t Timestamp;
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#ifdef _WIN32
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@@ -76,7 +73,6 @@ typedef uint64_t Timestamp;
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#include <arpa/inet.h>
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#include <netinet/in.h>
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#include <cstring>
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#include <poll.h>
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#define flag_t unsigned int
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#define addrlen_t unsigned int
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@@ -29,13 +29,13 @@ void netprot::Serialize(Input* in, char* buf[], uint32_t* buflen) {
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	Keys keys = in->keys;
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	uint8_t keys8 = // Reste un bit.
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		(keys.forward? 0b10000000: 0) |
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		(keys.backward? 0b01000000: 0) |
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		(keys.left? 0b00100000: 0) |
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		(keys.right? 0b00010000: 0) |
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		(keys.jump? 0b00001000: 0) |
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		(keys.shoot? 0b00000100: 0) |
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		(keys.block? 0b00000010: 0);
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		keys.forward & 0b10000000 |
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		keys.backward & 0b01000000 |
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		keys.left & 0b00100000 |
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		keys.right & 0b00010000 |
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		keys.jump & 0b00001000 |
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		keys.shoot & 0b00000100 |
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		keys.block & 0b00000010;
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	memcpy(*buf + sizeof(uint64_t) * 2 + 1, &keys8, sizeof(uint8_t));
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@@ -90,14 +90,14 @@ void netprot::Serialize(Output* out, char* buf[], uint32_t* buflen) {
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	States states = out->states;
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	uint8_t states8 =
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		(states.jumping? 0b10000000: 0) |
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		(states.shooting? 0b01000000: 0) |
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		(states.hit? 0b00100000: 0) |
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		(states.powerup? 0b00010000: 0) |
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		(states.dead? 0b00001000: 0) |
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		(states.still? 0b00000100: 0) |
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		(states.jumpshot? 0b00000010: 0) |
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		(states.running? 0b00000001: 0);
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		states.jumping & 0b10000000 |
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		states.shooting & 0b01000000 |
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		states.hit & 0b00100000 |
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		states.powerup & 0b00010000 |
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		states.dead & 0b00001000 |
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		states.still & 0b00000100 |
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		states.jumpshot & 0b00000010 |
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		states.running & 0b00000001;
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	memcpy(*buf + sizeof(uint64_t) * 2 + 1, &states8, sizeof(uint8_t));
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@@ -402,34 +402,6 @@ void netprot::Serialize(Chat* chat, char* buf[], uint32_t* buflen) {
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	*buflen = messize + sizeof(uint64_t) * 3 + 2;
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}
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void netprot::Serialize(ChunkMod* chmod, char* buf[], uint32_t* buflen) {
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	*buf[0] = (char)netprot::PACKET_TYPE::CHUNKMOD;
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	uint32_t vec[3];
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	memcpy(vec, &chmod->pos, sizeof(Vector3f)); // Pour d<>naturer les floats.
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	uint8_t vec8[3 * sizeof(uint32_t)] = {
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							(uint8_t)((vec[0] >> 24) & 0xFF),
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							(uint8_t)((vec[0] >> 16) & 0xFF),
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							(uint8_t)((vec[0] >> 8) & 0xFF),
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							 (uint8_t)(vec[0] & 0xFF),
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						(uint8_t)((vec[1] >> 24) & 0xFF),
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						(uint8_t)((vec[1] >> 16) & 0xFF),
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						(uint8_t)((vec[1] >> 8) & 0xFF),
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						 (uint8_t)(vec[1] & 0xFF),
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					 (uint8_t)((vec[2] >> 24) & 0xFF),
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					 (uint8_t)((vec[2] >> 16) & 0xFF),
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					(uint8_t)((vec[2] >> 8) & 0xFF),
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					 (uint8_t)(vec[2] & 0xFF) };
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	memcpy(*buf + 1, vec8, sizeof(uint32_t) * 3);
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	memcpy(*buf + sizeof(uint32_t) * 3 + 1, &chmod->b_type, sizeof(BlockType));
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	memcpy(*buf + sizeof(uint32_t) * 3 + 2, &chmod->old_b_type, sizeof(BlockType));
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	*buflen = sizeof(uint32_t) * 3 + 3;
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}
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void netprot::Serialize(ErrorLog* errlog, char* buf[], uint32_t* buflen) {
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	*buf[0] = (char)netprot::PACKET_TYPE::ERRLOG;
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@@ -846,36 +818,6 @@ bool netprot::Deserialize(Chat* chat, char* buf, uint32_t *buflen) {
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	return true;
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}
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bool netprot::Deserialize(ChunkMod* chmod, char* buf, uint32_t* buflen) {
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	if (*buflen <= sizeof(ChunkMod))
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		return false;
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	uint8_t subvec[3 * sizeof(uint32_t)] = { 0,0,0,0,0,0,0,0,0,0,0,0 };
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	memcpy(subvec, &buf[1], sizeof(uint8_t) * 12);
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	uint32_t vec[3] = {
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		(uint32_t)subvec[0] << 24 |
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		(uint32_t)subvec[1] << 16 |
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		(uint32_t)subvec[2] << 8 |
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		(uint32_t)subvec[3],
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			(uint32_t)subvec[4] << 24 |
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			(uint32_t)subvec[5] << 16 |
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			(uint32_t)subvec[6] << 8 |
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			(uint32_t)subvec[7],
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				(uint32_t)subvec[8] << 24 |
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				(uint32_t)subvec[9] << 16 |
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				(uint32_t)subvec[10] << 8 |
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				(uint32_t)subvec[11] };
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	memcpy(&chmod->pos, vec, sizeof(uint32_t) * 3);
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	memcpy(&chmod->b_type, &buf[1 + sizeof(uint8_t) * 12], sizeof(BlockType));
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	memcpy(&chmod->old_b_type, &buf[2 + sizeof(uint8_t) * 12], sizeof(BlockType));
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	*buflen = sizeof(uint32_t) * 3 + 3;
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	return true;
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}
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bool netprot::Deserialize(ErrorLog* errlog, char* buf, uint32_t *buflen) {
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	if (*buflen <= sizeof(ErrorLog))
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		return false;
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@@ -130,11 +130,6 @@ namespace netprot {
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		Chat(Chat* cha) : src_id(cha->src_id), dest_id(cha->dest_id), dest_team_id(cha->dest_team_id) { strcpy(cha->mess, mess); }
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	};
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	struct ChunkMod {
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		Vector3f pos;
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		BlockType b_type, old_b_type;
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	};
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	struct ErrorLog {									// srv -> cli			TCP			event
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		char mess[140];
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		bool is_fatal;
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@@ -152,7 +147,6 @@ namespace netprot {
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	void Serialize(PlayerInfo* pinfo, char* buf[], uint32_t* buflen); // srv
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	void Serialize(GameInfo* ginfo, char* buf[], uint32_t* buflen); // cli/srv
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	void Serialize(Chat* chat, char* buf[], uint32_t* buflen); // cli/srv
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	void Serialize(ChunkMod* chmod, char* buf[], uint32_t* buflen); // srv
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	void Serialize(ErrorLog* errlog, char* buf[], uint32_t* buflen); // srv
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	bool Deserialize(Input* in, char* buf, uint32_t* buflen); // srv
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@@ -163,7 +157,6 @@ namespace netprot {
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	bool Deserialize(PlayerInfo* pinfo, char* buf, uint32_t* buflen); // cli
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	bool Deserialize(GameInfo* ginfo, char* buf, uint32_t* buflen); // cli
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	bool Deserialize(Chat* chat, char* buf, uint32_t* buflen); // srv/cli
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	bool Deserialize(ChunkMod* chmod, char* buf, uint32_t* buflen); // cli
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	bool Deserialize(ErrorLog* errlog, char* buf, uint32_t* buflen); // srv
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	PACKET_TYPE getType(char* buf, uint32_t buflen);
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@@ -14,21 +14,17 @@ void Player::TurnLeftRight(float value) {
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	m_rotY += value;
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	if (m_rotY > 360) m_rotY = 0;
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	else if (m_rotY < -360) m_rotY = 0;
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	float yrotrad = (m_rotY / 57.2957795056f); // 180/Pi = 57.295...
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	float xrotrad = (m_rotX / 57.2957795056f);
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	m_direction = Vector3f(cos(xrotrad) * sin(yrotrad),
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		-sin(xrotrad),
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		cos(xrotrad) * -cos(yrotrad));
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	m_direction.Normalize();
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}
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		||||
void Player::TurnTopBottom(float value) {
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	m_rotX += value;
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	if (m_rotX > 80) m_rotX = 80;
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	else if (m_rotX < -80) m_rotX = -80;
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}
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Vector3f Player::GetInput(bool front, bool back, bool left, bool right, bool jump, bool shoot, float elapsedTime) {
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		||||
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	Vector3f delta = Vector3f(0, 0, 0);
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		||||
	float yrotrad = (m_rotY / 57.2957795056f); // 180/Pi = 57.295...
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	float xrotrad = (m_rotX / 57.2957795056f);
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@@ -38,29 +34,23 @@ void Player::TurnTopBottom(float value) {
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						   cos(xrotrad) * -cos(yrotrad));
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		||||
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	m_direction.Normalize();
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		||||
}
 | 
			
		||||
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		||||
Vector3f Player::GetInput(bool front, bool back, bool left, bool right, bool jump, bool shoot, float elapsedTime) {
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		||||
	Vector3f delta = Vector3f(0, 0, 0);
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		||||
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		||||
	Vector3f dir = m_direction;
 | 
			
		||||
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		||||
	dir.y = 0;
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		||||
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		||||
	if (front) {
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		delta += dir;
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		delta.x += float(sin(yrotrad)) * elapsedTime * 10.f;
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		||||
		delta.z += float(-cos(yrotrad)) * elapsedTime * 10.f;
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		||||
	}
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		||||
	else if (back) {
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		||||
		delta -= dir;
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		||||
		delta.x += float(-sin(yrotrad)) * elapsedTime * 10.f;
 | 
			
		||||
		delta.z += float(cos(yrotrad)) * elapsedTime * 10.f;
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		||||
	}
 | 
			
		||||
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		||||
	if (left) {
 | 
			
		||||
		delta.x += dir.z;
 | 
			
		||||
		delta.z += -dir.x;
 | 
			
		||||
		delta.x += float(-cos(yrotrad)) * elapsedTime * 10.f;
 | 
			
		||||
		delta.z += float(-sin(yrotrad)) * elapsedTime * 10.f;
 | 
			
		||||
	}
 | 
			
		||||
	else if (right) {
 | 
			
		||||
		delta.x -= dir.z;
 | 
			
		||||
		delta.z -= -dir.x;
 | 
			
		||||
		delta.x += float(cos(yrotrad)) * elapsedTime * 10.f;
 | 
			
		||||
		delta.z += float(sin(yrotrad)) * elapsedTime * 10.f;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	delta.Normalize();
 | 
			
		||||
@@ -204,11 +194,11 @@ Player::Sound Player::ApplyPhysics(Vector3f input, World* world, float elapsedTi
 | 
			
		||||
void Player::ApplyTransformation(Transformation& transformation, bool rel, bool rot) const {
 | 
			
		||||
	transformation.ApplyRotation(-m_rotX, 1, 0, 0);
 | 
			
		||||
	transformation.ApplyRotation(-m_rotY, 0, 1, 0);
 | 
			
		||||
	
 | 
			
		||||
 | 
			
		||||
	if (rel) transformation.ApplyTranslation(-GetPOV());
 | 
			
		||||
	
 | 
			
		||||
 | 
			
		||||
	if (!rot) {
 | 
			
		||||
		transformation.ApplyRotation(-m_rotX, 1, 0, 0);
 | 
			
		||||
		transformation.ApplyRotation(-m_rotY, 0, 1, 0);
 | 
			
		||||
	}
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void Player::GetBooster(Booster boosttype)
 | 
			
		||||
@@ -256,12 +246,8 @@ void Player::RemoveBooster(float elapsedtime)
 | 
			
		||||
}
 | 
			
		||||
void Player::SetDirection(Vector3f dir) { m_direction = dir; }
 | 
			
		||||
 | 
			
		||||
void Player::Move(Vector3f diff) { m_position -= diff; }
 | 
			
		||||
 | 
			
		||||
Vector3f Player::GetPosition() const { return Vector3f(m_position.x + CHUNK_SIZE_X * WORLD_SIZE_X / 2, m_position.y, m_position.z + CHUNK_SIZE_Z * WORLD_SIZE_Y / 2); }
 | 
			
		||||
 | 
			
		||||
Vector3f Player::GetPositionAbs() const { return m_position; }
 | 
			
		||||
 | 
			
		||||
Vector3f Player::GetVelocity() const { return m_velocity; }
 | 
			
		||||
 | 
			
		||||
Vector3f Player::GetPOV() const { return Vector3f(GetPosition().x, m_POV, GetPosition().z); }
 | 
			
		||||
 
 | 
			
		||||
@@ -25,9 +25,7 @@ public:
 | 
			
		||||
	void ApplyTransformation(Transformation& transformation, bool rel = true, bool rot = true) const;
 | 
			
		||||
 | 
			
		||||
	void SetDirection(Vector3f dir);
 | 
			
		||||
	void Move(Vector3f diff);
 | 
			
		||||
	Vector3f GetPosition() const;
 | 
			
		||||
	Vector3f GetPositionAbs() const;
 | 
			
		||||
	Vector3f GetDirection() const;
 | 
			
		||||
	Vector3f GetVelocity() const;
 | 
			
		||||
	Vector3f GetPOV() const;
 | 
			
		||||
 
 | 
			
		||||
@@ -169,26 +169,31 @@ void World::Update(Bullet* bullets[MAX_BULLETS], const Vector3f& player_pos, Blo
 | 
			
		||||
	UpdateWorld(player_pos, blockinfo);
 | 
			
		||||
	//TransposeWorld(player_pos, bullets);
 | 
			
		||||
}
 | 
			
		||||
//
 | 
			
		||||
//void World::UpdateChunk(int& updates, unsigned int chx, unsigned int chy, BlockInfo* blockinfo[BTYPE_LAST]) {
 | 
			
		||||
//	if (updates == 0 && ChunkAt(chx, 1, chy) &&
 | 
			
		||||
//		ChunkAt(chx, 1, chy)->IsDirty()) {
 | 
			
		||||
//		ChunkAt(chx, 1, chy)->Update(blockinfo, this);
 | 
			
		||||
//		updates = FRAMES_UPDATE_CHUNKS;
 | 
			
		||||
//	}
 | 
			
		||||
//
 | 
			
		||||
//}
 | 
			
		||||
 | 
			
		||||
netprot::ChunkMod* World::ChangeBlockAtCursor(BlockType blockType, const Vector3f& player_pos, const Vector3f& player_dir, bool& block, bool net) {
 | 
			
		||||
void World::ChangeBlockAtCursor(BlockType blockType, const Vector3f& player_pos, const Vector3f& player_dir, bool& block) {
 | 
			
		||||
	Vector3f currentPos = player_pos;
 | 
			
		||||
	Vector3f currentBlock = currentPos;
 | 
			
		||||
	Vector3f ray = player_dir;
 | 
			
		||||
	BlockType oldbtype;
 | 
			
		||||
	netprot::ChunkMod* cmod = nullptr;
 | 
			
		||||
	bool found = false;
 | 
			
		||||
 | 
			
		||||
	if (block) return cmod;
 | 
			
		||||
	if (block) return;
 | 
			
		||||
 | 
			
		||||
	while ((currentPos - currentBlock).Length() <= MAX_SELECTION_DISTANCE && !found) {
 | 
			
		||||
		currentBlock += ray / 10.f;
 | 
			
		||||
 | 
			
		||||
		BlockType bt = BlockAt(currentBlock);
 | 
			
		||||
 | 
			
		||||
		if (bt != BTYPE_AIR) {
 | 
			
		||||
		if (bt != BTYPE_AIR)
 | 
			
		||||
			found = true;
 | 
			
		||||
			oldbtype = bt;
 | 
			
		||||
		}
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	if (found)
 | 
			
		||||
@@ -214,30 +219,21 @@ netprot::ChunkMod* World::ChangeBlockAtCursor(BlockType blockType, const Vector3
 | 
			
		||||
						(By == PyA ||
 | 
			
		||||
							By == PyB ||
 | 
			
		||||
							By == PyC) &&
 | 
			
		||||
						Bz == Pz)) {
 | 
			
		||||
						Bz == Pz))
 | 
			
		||||
						found = true;
 | 
			
		||||
						oldbtype = bt;
 | 
			
		||||
						}
 | 
			
		||||
				}
 | 
			
		||||
			}
 | 
			
		||||
		}
 | 
			
		||||
 | 
			
		||||
	if (found && (int)currentBlock.y < CHUNK_SIZE_Y) {
 | 
			
		||||
		if (net) {
 | 
			
		||||
			cmod = new netprot::ChunkMod();
 | 
			
		||||
			cmod->old_b_type = oldbtype;
 | 
			
		||||
			cmod->b_type = blockType;
 | 
			
		||||
			cmod->pos = currentBlock;
 | 
			
		||||
		}
 | 
			
		||||
		int bx = (int)currentBlock.x % CHUNK_SIZE_X;
 | 
			
		||||
		int by = (int)currentBlock.y % CHUNK_SIZE_Y;
 | 
			
		||||
		int bz = (int)currentBlock.z % CHUNK_SIZE_Z;
 | 
			
		||||
 | 
			
		||||
		ChunkAt(currentBlock)->SetBlock(bx, by, bz, blockType, this);
 | 
			
		||||
		ChunkAt(currentBlock)->MakeModified();
 | 
			
		||||
		block = true;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	return cmod;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void World::ChangeBlockAtPosition(BlockType blockType, Vector3f pos) {
 | 
			
		||||
 
 | 
			
		||||
@@ -11,7 +11,6 @@
 | 
			
		||||
#include "array2d.h"
 | 
			
		||||
#include "bullet.h"
 | 
			
		||||
#include "chunk.h"
 | 
			
		||||
#include "netprotocol.h"
 | 
			
		||||
 | 
			
		||||
class Chunk;
 | 
			
		||||
class Bullet;
 | 
			
		||||
@@ -38,7 +37,7 @@ public:
 | 
			
		||||
 | 
			
		||||
	void GetScope(unsigned int& x, unsigned int& y);
 | 
			
		||||
 | 
			
		||||
	netprot::ChunkMod* ChangeBlockAtCursor(BlockType blockType, const Vector3f& player_pos, const Vector3f& player_dir, bool& block, bool net);
 | 
			
		||||
	void ChangeBlockAtCursor(BlockType blockType, const Vector3f& player_pos, const Vector3f& player_dir, bool& block);
 | 
			
		||||
	void ChangeBlockAtPosition(BlockType blockType, Vector3f pos);
 | 
			
		||||
	void CleanUpWorld(int& deleteframes, bool clear);
 | 
			
		||||
	int GettbDeleted() const;
 | 
			
		||||
 
 | 
			
		||||
@@ -21,7 +21,7 @@ uint64_t Connection::GetTeamHash() const { return m_loginfo.tid; }
 | 
			
		||||
 | 
			
		||||
std::string Connection::GetName() const { return m_loginfo.name; }
 | 
			
		||||
 | 
			
		||||
void Connection::AddInput(Input in) { m_input_manifest.insert({ in.timestamp, in }); m_input_vector.push_back(in); }
 | 
			
		||||
void Connection::AddInput(Input in) { m_input_manifest.insert({ in.timestamp, in }); }
 | 
			
		||||
 | 
			
		||||
Output* Connection::getOutput(Timestamp time) {
 | 
			
		||||
	auto out = m_output_manifest.find(time);
 | 
			
		||||
@@ -50,62 +50,33 @@ sockaddr_in* Connection::getAddr() const { return (sockaddr_in*)&m_addr; }
 | 
			
		||||
void Connection::getPacks(SOCKET sock) {
 | 
			
		||||
	std::vector<char*> lsPck;
 | 
			
		||||
	Input in;
 | 
			
		||||
	Sync sync;
 | 
			
		||||
	while (true) {
 | 
			
		||||
		lsPck = recvPacksFrom(sock, &m_buf, m_addr);
 | 
			
		||||
 | 
			
		||||
		for (auto& pck : lsPck) {
 | 
			
		||||
			uint32_t bsize = m_buf.len - (pck - m_buf.ptr);
 | 
			
		||||
			switch (netprot::getType(pck, 1)) {
 | 
			
		||||
				using enum netprot::PACKET_TYPE;
 | 
			
		||||
			case INPUT:
 | 
			
		||||
				if (Deserialize(&in, pck, &bsize)) {
 | 
			
		||||
				if (Deserialize(&in, pck, &bsize))
 | 
			
		||||
					m_input_manifest[in.timestamp] = in;
 | 
			
		||||
					m_input_vector.push_back(in);
 | 
			
		||||
				}
 | 
			
		||||
				break;
 | 
			
		||||
			case SYNC:
 | 
			
		||||
				if (Deserialize(&sync, pck, &bsize))
 | 
			
		||||
					m_nsync = true;
 | 
			
		||||
				break;
 | 
			
		||||
			default: break;
 | 
			
		||||
			}
 | 
			
		||||
		}
 | 
			
		||||
		lsPck.clear();
 | 
			
		||||
	}
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void Connection::sendPacks(SOCKET sock, std::unordered_map<uint64_t, Connection*> conns) {
 | 
			
		||||
	while (m_last_out < m_output_manifest.size()) {
 | 
			
		||||
		Output out = m_output_manifest.at(m_last_out++);
 | 
			
		||||
 | 
			
		||||
void Connection::sendPacks(SOCKET sock, std::unordered_map<uint64_t, Connection*> conns, const uint32_t timer) {
 | 
			
		||||
	static int outs = 0;
 | 
			
		||||
	static Timestamp last = 0;
 | 
			
		||||
	while (!m_output_vector.empty()) {
 | 
			
		||||
		Output out = m_output_vector.front();
 | 
			
		||||
		for (auto& [key, conn] : conns) {
 | 
			
		||||
			if (m_playinfo.id == conn->GetHash(false))
 | 
			
		||||
			if (m_playinfo.id == conn->GetHash(true))
 | 
			
		||||
				continue;
 | 
			
		||||
			//std::cout << m_playinfo.id << ": " << m_playinfo.name << ": " << conn->GetName() << std::endl;
 | 
			
		||||
			//std::cout << out.id << ": " << out.position << std::endl;
 | 
			
		||||
 | 
			
		||||
			sendPackTo<Output>(sock, &out, &m_bufout, conn->getAddr());
 | 
			
		||||
		}
 | 
			
		||||
		++outs;
 | 
			
		||||
 | 
			
		||||
		[[unlikely]] if (last == 0) // !
 | 
			
		||||
			last = out.timestamp;
 | 
			
		||||
 | 
			
		||||
		outs += out.timestamp + last;
 | 
			
		||||
 | 
			
		||||
		if (outs >= 1000) {
 | 
			
		||||
			outs -= 1000;
 | 
			
		||||
			Sync sync;
 | 
			
		||||
			sync.hp = player.get()->GetHP();
 | 
			
		||||
			sync.timestamp = out.timestamp;
 | 
			
		||||
			sync.position = out.position;
 | 
			
		||||
			sync.sid = m_loginfo.sid;
 | 
			
		||||
			sync.timer = timer;
 | 
			
		||||
			sync.timestamp = out.timestamp;
 | 
			
		||||
			sync.ammo = -1;
 | 
			
		||||
			sendPackTo<Sync>(sock, &sync, &m_bufout, &m_addr);
 | 
			
		||||
		}
 | 
			
		||||
 | 
			
		||||
		m_output_vector.pop_front();
 | 
			
		||||
	}
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
@@ -117,18 +88,11 @@ void Connection::Run(World* world) {
 | 
			
		||||
	if (m_input_manifest.size() < 2)
 | 
			
		||||
		return;
 | 
			
		||||
 | 
			
		||||
	while (m_last_in < m_input_vector.size() - 1) {
 | 
			
		||||
		in = m_input_vector.at(m_last_in + 1);
 | 
			
		||||
		last = m_input_vector.at(m_last_in);
 | 
			
		||||
 | 
			
		||||
		el = (double)(in.timestamp - last.timestamp) / 1000.;
 | 
			
		||||
 | 
			
		||||
		if (m_shoot_acc > 0.) {
 | 
			
		||||
			m_shoot_acc -= el;
 | 
			
		||||
			if (m_shoot_acc < 0.)
 | 
			
		||||
				m_shoot_acc = 0;
 | 
			
		||||
		}
 | 
			
		||||
	while (m_last_in < m_input_manifest.size()) {
 | 
			
		||||
		in = m_input_manifest.at(m_last_in + 1);
 | 
			
		||||
		last = m_input_manifest.at(m_last_in);
 | 
			
		||||
 | 
			
		||||
		el = (float)(in.timestamp - last.timestamp) / 1000.;
 | 
			
		||||
		player.get()->SetDirection(in.direction);
 | 
			
		||||
		player.get()->ApplyPhysics(player.get()->GetInput(in.keys.forward, 
 | 
			
		||||
														  in.keys.backward, 
 | 
			
		||||
@@ -136,28 +100,20 @@ void Connection::Run(World* world) {
 | 
			
		||||
														  in.keys.right, 
 | 
			
		||||
														  in.keys.jump, false, el), world, el);
 | 
			
		||||
 | 
			
		||||
		//if (in.keys.block)
 | 
			
		||||
		//	ChunkDiffs.push_back()
 | 
			
		||||
 | 
			
		||||
		if (in.keys.shoot && m_shoot_acc <= 0.)
 | 
			
		||||
			Bullets.push_back(Bullet(player.get()->GetPOV() + player.get()->GetDirection(), player.get()->GetDirection()));
 | 
			
		||||
		
 | 
			
		||||
 | 
			
		||||
		out.position = player.get()->GetPositionAbs();
 | 
			
		||||
		out.position = player.get()->GetPosition();
 | 
			
		||||
		out.direction = in.direction;
 | 
			
		||||
		out.timestamp = in.timestamp;
 | 
			
		||||
		out.id = m_playinfo.id;
 | 
			
		||||
 | 
			
		||||
		m_output_manifest[out.timestamp] = out;
 | 
			
		||||
		m_output_vector.push_back(out);
 | 
			
		||||
 | 
			
		||||
		++m_last_in;
 | 
			
		||||
	}
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void Connection::CleanInputManifest(Timestamp time) {
 | 
			
		||||
//	auto wat = m_input_manifest.find(time);
 | 
			
		||||
	auto wat = m_input_manifest.find(time);
 | 
			
		||||
 | 
			
		||||
//	while (wat != m_input_manifest.begin())
 | 
			
		||||
//		m_input_manifest.erase(wat--);
 | 
			
		||||
	while (wat != m_input_manifest.begin())
 | 
			
		||||
		m_input_manifest.erase(wat--);
 | 
			
		||||
}
 | 
			
		||||
 
 | 
			
		||||
@@ -34,26 +34,16 @@ public:
 | 
			
		||||
	sockaddr_in* getAddr() const;
 | 
			
		||||
 | 
			
		||||
	void getPacks(SOCKET sock);
 | 
			
		||||
	void sendPacks(SOCKET sock, std::unordered_map<uint64_t, Connection*> conns, const uint32_t timer);
 | 
			
		||||
	void sendPacks(SOCKET sock, std::unordered_map<uint64_t, Connection*> conns);
 | 
			
		||||
 | 
			
		||||
	void Run(World* world);
 | 
			
		||||
 | 
			
		||||
	void CleanInputManifest(Timestamp time);
 | 
			
		||||
	
 | 
			
		||||
	bool m_nsync = true;
 | 
			
		||||
 | 
			
		||||
	std::vector<Bullet> Bullets;
 | 
			
		||||
	std::vector<ChunkMod> ChunkDiffs;
 | 
			
		||||
 | 
			
		||||
private:
 | 
			
		||||
	std::unordered_map<Timestamp, Input> m_input_manifest;
 | 
			
		||||
	std::vector<Input> m_input_vector;
 | 
			
		||||
	std::unordered_map<Timestamp, Output> m_output_manifest;
 | 
			
		||||
	std::deque<Output> m_output_vector;
 | 
			
		||||
	std::unordered_map<Timestamp, Chat> m_chatlog;
 | 
			
		||||
 | 
			
		||||
	float m_shoot_acc = 0;
 | 
			
		||||
 | 
			
		||||
	SOCKET m_sock;
 | 
			
		||||
	sockaddr_in m_addr;
 | 
			
		||||
	LoginInfo m_loginfo;
 | 
			
		||||
 
 | 
			
		||||
@@ -21,7 +21,6 @@ Server::~Server() {
 | 
			
		||||
	for (const auto& [key, player] : m_players)
 | 
			
		||||
			closesocket(player->getSock());
 | 
			
		||||
		m_players.clear();
 | 
			
		||||
	delete m_world;
 | 
			
		||||
#ifdef _WIN32
 | 
			
		||||
	WSACleanup();
 | 
			
		||||
#endif
 | 
			
		||||
@@ -77,8 +76,7 @@ int Server::Ready() {
 | 
			
		||||
		std::cin.getline(m_buf.ptr, BUFFER_LENGTH);
 | 
			
		||||
		try {	
 | 
			
		||||
			m_game.countdown = std::stoi(m_buf.ptr);
 | 
			
		||||
		}
 | 
			
		||||
		catch (const std::exception& e) {
 | 
			
		||||
		} catch(const std::exception& e) {
 | 
			
		||||
			Log(e.what(), true, false);
 | 
			
		||||
			m_game.countdown = 0;
 | 
			
		||||
		}
 | 
			
		||||
@@ -87,9 +85,8 @@ int Server::Ready() {
 | 
			
		||||
		Log("Entrez le seed de la partie: ", false, false);
 | 
			
		||||
		std::cin.getline(m_buf.ptr, BUFFER_LENGTH);
 | 
			
		||||
		try {	
 | 
			
		||||
			m_game.seed = 9370707;//std::stoi(m_buf.ptr);
 | 
			
		||||
		}
 | 
			
		||||
		catch (const std::exception& e) {
 | 
			
		||||
			m_game.seed = std::stoi(m_buf.ptr);
 | 
			
		||||
		} catch(const std::exception& e) {
 | 
			
		||||
			Log(e.what(), true, false);
 | 
			
		||||
			m_game.seed = 0;
 | 
			
		||||
		}
 | 
			
		||||
@@ -99,8 +96,7 @@ int Server::Ready() {
 | 
			
		||||
		std::cin.getline(m_buf.ptr, BUFFER_LENGTH);
 | 
			
		||||
		try {	
 | 
			
		||||
			nbrjoueurs = std::stoi(m_buf.ptr);
 | 
			
		||||
		}
 | 
			
		||||
		catch (const std::exception& e) {
 | 
			
		||||
		} catch(const std::exception& e) {
 | 
			
		||||
			Log(e.what(), true, false);
 | 
			
		||||
			nbrjoueurs = 0;
 | 
			
		||||
		}
 | 
			
		||||
@@ -149,23 +145,24 @@ int Server::Ready() {
 | 
			
		||||
				Log(str.append(" Nom: ").append(log->name), false, false);
 | 
			
		||||
				str.clear();
 | 
			
		||||
					
 | 
			
		||||
				Log(str.append(log->name).append(" SID: [").append(std::to_string(log->sid).append("]")), false, false);
 | 
			
		||||
 | 
			
		||||
				sendPackTo<LoginInfo>(m_sock_udp, log, &m_buf, &sockad);
 | 
			
		||||
				sendPack<LoginInfo>(sock, log, &m_buf);
 | 
			
		||||
				
 | 
			
		||||
				play.id = getUniqueId();
 | 
			
		||||
				play.tid = log->tid;
 | 
			
		||||
				strcpy(play.name, log->name);
 | 
			
		||||
				
 | 
			
		||||
				Log(str.append(play.name).append(" SID: [").append(std::to_string(log->sid)).append("]")
 | 
			
		||||
					.append(" ID: [").append(std::to_string(play.id)).append("]")
 | 
			
		||||
					.append(" TID: [").append(std::to_string(play.tid)).append("]"), false, false);
 | 
			
		||||
				play.tid = log->tid;
 | 
			
		||||
 | 
			
		||||
				sendPackTo<GameInfo>(m_sock_udp, &m_game, &m_buf, &sockad);
 | 
			
		||||
				std::cout << m_game.seed << std::endl;
 | 
			
		||||
				sendPack<GameInfo>(sock, &m_game, &m_buf);
 | 
			
		||||
				Connection* conn = new Connection(sock, sockad, *log, play);
 | 
			
		||||
 | 
			
		||||
				m_players[log->sid] = conn;
 | 
			
		||||
				for (auto& [key, player] : m_players) {
 | 
			
		||||
					sendPack<PlayerInfo>(player->getSock(), &play, &m_buf); // Envoyer les infos de joueur distant aux joueurs d<>j<EFBFBD> connect<63>s		
 | 
			
		||||
					sendPack<PlayerInfo>(sock, player->getInfo(), &m_buf); // et envoyer les infos des joueurs distants au nouveau joueur.
 | 
			
		||||
				}
 | 
			
		||||
 | 
			
		||||
				m_players[log->sid] = std::move(conn);
 | 
			
		||||
 | 
			
		||||
				delete log;
 | 
			
		||||
 | 
			
		||||
@@ -174,13 +171,6 @@ int Server::Ready() {
 | 
			
		||||
			}
 | 
			
		||||
		}
 | 
			
		||||
	}
 | 
			
		||||
	for (auto& [keyin, playin] : m_players) // Not pretty, but it works.
 | 
			
		||||
		for (auto& [keyout, playout] : m_players) {
 | 
			
		||||
			if (keyin == keyout)
 | 
			
		||||
				continue;
 | 
			
		||||
			sendPackTo<PlayerInfo>(m_sock_udp, playout->getInfo(), &m_buf, playin->getAddr()); // et envoyer les infos des joueurs distants au nouveau joueur.
 | 
			
		||||
		}
 | 
			
		||||
 | 
			
		||||
	return 0;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
@@ -200,89 +190,51 @@ void Server::Run() {
 | 
			
		||||
	m_world->BuildWorld();
 | 
			
		||||
	
 | 
			
		||||
	for (auto& [key, conn] : m_players) { // Creation des instances de joueurs et premier sync.
 | 
			
		||||
		int x = rand() % (CHUNK_SIZE_X + WORLD_SIZE_X - 1), y = rand() % (CHUNK_SIZE_Y + WORLD_SIZE_Y - 1);
 | 
			
		||||
		conn->player = std::make_unique<Player>(Vector3f(x + .5f, CHUNK_SIZE_Y + 1.8f, y + .5f));
 | 
			
		||||
		conn->player = std::make_unique<Player>(Vector3f(8.5f, CHUNK_SIZE_Y + 1.8f, 8.5f));
 | 
			
		||||
		Sync sync;
 | 
			
		||||
		sync.position = conn->player->GetPositionAbs();
 | 
			
		||||
		sync.position = conn->player->GetPosition();
 | 
			
		||||
		sync.hp = conn->player->GetHP();
 | 
			
		||||
		sync.sid = key;
 | 
			
		||||
		sync.ammo = 0;
 | 
			
		||||
		sync.timestamp = 0;
 | 
			
		||||
		sync.timer = m_game.countdown;
 | 
			
		||||
		sendPackTo<Sync>(m_sock_udp, &sync, &m_buf, conn->getAddr());
 | 
			
		||||
		sendPack<Sync>(conn->getSock(), &sync, &m_buf);
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	int timer = m_game.countdown, sync_acc = 0;
 | 
			
		||||
	std::chrono::high_resolution_clock::time_point start = std::chrono::high_resolution_clock::now();
 | 
			
		||||
	Timestamp last = 0;
 | 
			
		||||
	std::vector<Chat> chatlog;
 | 
			
		||||
 | 
			
		||||
	while (!endgame) {
 | 
			
		||||
		using namespace std::chrono;
 | 
			
		||||
		Timestamp tstamp = duration_cast<milliseconds>(high_resolution_clock::now() - start).count();
 | 
			
		||||
 | 
			
		||||
		if (last == 0)
 | 
			
		||||
			last = tstamp;
 | 
			
		||||
		sync_acc += tstamp - last;
 | 
			
		||||
		if (sync_acc >= 1000) {
 | 
			
		||||
			sync_acc -= 1000;
 | 
			
		||||
			--timer;
 | 
			
		||||
		}
 | 
			
		||||
 | 
			
		||||
		for (auto& [key, conn] : m_players) {
 | 
			
		||||
 | 
			
		||||
			/* In */
 | 
			
		||||
 | 
			
		||||
			int deadplayers = 0;
 | 
			
		||||
			std::vector<char*> lsPck;
 | 
			
		||||
			Input in; Chat chat; Sync sync;
 | 
			
		||||
			lsPck = recvPacks(m_sock_udp, &m_buf);
 | 
			
		||||
			for (auto& pck : lsPck) {
 | 
			
		||||
				uint32_t bsize = m_buf.len - (pck - m_buf.ptr);
 | 
			
		||||
				switch (netprot::getType(pck, 1)) {
 | 
			
		||||
					using enum netprot::PACKET_TYPE;
 | 
			
		||||
				case INPUT:
 | 
			
		||||
					if (Deserialize(&in, pck, &bsize))
 | 
			
		||||
						m_players[in.sid]->AddInput(in);
 | 
			
		||||
					break;
 | 
			
		||||
				case SYNC:
 | 
			
		||||
					if (Deserialize(&sync, pck, &bsize)) {}
 | 
			
		||||
					break;
 | 
			
		||||
				case CHAT:
 | 
			
		||||
					if (Deserialize(&chat, pck, &bsize))
 | 
			
		||||
						chatlog.push_back(chat);
 | 
			
		||||
					break;
 | 
			
		||||
				default: break;
 | 
			
		||||
				}
 | 
			
		||||
			}
 | 
			
		||||
			lsPck.clear();
 | 
			
		||||
 | 
			
		||||
			/* Process */
 | 
			
		||||
 | 
			
		||||
			if (conn->m_nsync) {
 | 
			
		||||
				if (conn->player->AmIDead()) {
 | 
			
		||||
					++deadplayers;
 | 
			
		||||
					conn->m_nsync == false;
 | 
			
		||||
					continue;
 | 
			
		||||
				}
 | 
			
		||||
			conn->getPacks(m_sock_udp);
 | 
			
		||||
			conn->Run(m_world);
 | 
			
		||||
 | 
			
		||||
				/* Out */
 | 
			
		||||
 | 
			
		||||
				conn->sendPacks(m_sock_udp, m_players, timer);
 | 
			
		||||
			conn->sendPacks(m_sock_udp, m_players);
 | 
			
		||||
		}
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
			if (deadplayers == players - 1 || timer <= 0)
 | 
			
		||||
				endgame = true;
 | 
			
		||||
		}
 | 
			
		||||
 | 
			
		||||
		for (auto& chat : chatlog)
 | 
			
		||||
			for (auto& [key, conn] : m_players)
 | 
			
		||||
				sendPackTo<Chat>(m_sock_udp, &chat, &m_buf, conn->getAddr());
 | 
			
		||||
		chatlog.clear();
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	// TODO: Gérer les 2-3 secondes post-game avant le billboard pour pas avoir un whiplash à la fin de la game.
 | 
			
		||||
	//while (true) {
 | 
			
		||||
	//	if (recvfrom(m_sock_udp, m_buf.ptr, m_buf.len, 0, (sockaddr*)&sockad, &socklen) > 0) {
 | 
			
		||||
	//		Packet pck = getPack(&m_buf);
 | 
			
		||||
	//		switch (pck.type) {
 | 
			
		||||
	//			using enum netprot::PACKET_TYPE;
 | 
			
		||||
 //           	case ERR:			std::puts("ERROR!");		break;
 | 
			
		||||
 //               case INPUT:			std::puts("INPUT!");		break;
 | 
			
		||||
 //               case OUTPUT:		std::puts("OUTPUT!");		break;
 | 
			
		||||
	//			case SYNC:			std::puts("SYNC!");			break;
 | 
			
		||||
 //               case TEAMINF:		std::puts("TEAMINF!");		break;
 | 
			
		||||
 //               case SELFINF:		std::puts("SELFINF!");		break;
 | 
			
		||||
 //               case PLAYINF:		std::puts("PLAYINF!");		break;
 | 
			
		||||
 //               case LOGINF:		std::puts("LOGINF!");		break;
 | 
			
		||||
 //               case CHUNKMOD:		std::puts("CHUNKMOD!");		break;
 | 
			
		||||
 //               case PLAYERMOD:		std::puts("PLAYERMOD!");	break;
 | 
			
		||||
 //               case PICKUPMOD:		std::puts("PICKUPMOD!");	break;
 | 
			
		||||
 //               case GAMEINFO:		std::puts("GAMEINFO!");		break;
 | 
			
		||||
 //               case ENDINFO:		std::puts("ENDINFO!");		break;
 | 
			
		||||
 //               case CHAT:			std::puts("CHAT!");			break;
 | 
			
		||||
 //               case ERRLOG:		std::puts("ERRLOG!");		break;
 | 
			
		||||
	//			case LAST_PACK:									[[falltrough]];
 | 
			
		||||
	//			default:			std::puts("wtf?!");			break;
 | 
			
		||||
 //           }
 | 
			
		||||
	//		netprot::emptyPack(pck);
 | 
			
		||||
 //       }
 | 
			
		||||
	//}
 | 
			
		||||
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
@@ -327,7 +279,6 @@ void Server::Log(std::string str, bool is_error = false, bool is_fatal = false)
 | 
			
		||||
		for (const auto& [key, player] : m_players) {
 | 
			
		||||
			closesocket(player->getSock());
 | 
			
		||||
		}
 | 
			
		||||
		delete m_world;
 | 
			
		||||
		m_players.clear();
 | 
			
		||||
#ifdef _WIN32
 | 
			
		||||
		WSACleanup();
 | 
			
		||||
 
 | 
			
		||||
@@ -1,4 +1,4 @@
 | 
			
		||||
#include "booster.h"
 | 
			
		||||
#include "booster.h";
 | 
			
		||||
 | 
			
		||||
void Booster::RenderBillboard(const Vector3f pos, TextureAtlas& textureAtlas,  Shader& shader, Transformation tran)
 | 
			
		||||
{
 | 
			
		||||
 
 | 
			
		||||
@@ -28,7 +28,6 @@ include_directories(
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
add_library(SQCSim-common
 | 
			
		||||
			"${SQCSIM_COMMON_DIR}boostinfo.cpp"
 | 
			
		||||
			"${SQCSIM_COMMON_DIR}blockinfo.cpp"
 | 
			
		||||
			"${SQCSIM_COMMON_DIR}bullet.cpp"
 | 
			
		||||
			"${SQCSIM_COMMON_DIR}chunk.cpp"
 | 
			
		||||
@@ -41,7 +40,6 @@ add_library(SQCSim-common
 | 
			
		||||
 | 
			
		||||
add_executable(SQCSim-client
 | 
			
		||||
			"../audio.cpp"
 | 
			
		||||
			"../booster.cpp"
 | 
			
		||||
			"../connector.cpp"
 | 
			
		||||
			"../engine.cpp"
 | 
			
		||||
			"../mesh.cpp"
 | 
			
		||||
 
 | 
			
		||||
@@ -78,7 +78,7 @@ int Connector::Connect(const char* srv_addr, std::string name) {
 | 
			
		||||
	int errors = 0;
 | 
			
		||||
	std::vector<char*> lsPck;
 | 
			
		||||
	while (!ready) {
 | 
			
		||||
		lsPck = netprot::recvPacks(m_sock_udp, &bf);
 | 
			
		||||
		lsPck = netprot::recvPacks(m_sock_tcp, &bf);
 | 
			
		||||
 | 
			
		||||
		for (auto& pck : lsPck) {
 | 
			
		||||
			uint32_t bsize = bf.len - (pck - bf.ptr);
 | 
			
		||||
@@ -97,9 +97,7 @@ int Connector::Connect(const char* srv_addr, std::string name) {
 | 
			
		||||
				pl = new netprot::PlayerInfo();
 | 
			
		||||
				if (!netprot::Deserialize(pl, pck, &bsize))
 | 
			
		||||
					++errors;
 | 
			
		||||
				else {
 | 
			
		||||
					m_players[pl->id] = pl;
 | 
			
		||||
				}
 | 
			
		||||
				else m_players[pl->id] = pl;
 | 
			
		||||
				break;
 | 
			
		||||
			case TEAMINF:
 | 
			
		||||
				// TODO: Faire dequoi avec TeamInfo si on fini par avoir des teams.
 | 
			
		||||
 
 | 
			
		||||
@@ -28,17 +28,8 @@
 | 
			
		||||
#define BASE_WIDTH 640
 | 
			
		||||
#define BASE_HEIGHT 480
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
#define ANIME_PATH_JUMP		"./media/textures/AssetOtherPlayer/FinalPNGJumping/"
 | 
			
		||||
#define ANIME_PATH_STILL	"./media/textures/AssetOtherPlayer/FinalPNGStanding/"
 | 
			
		||||
 | 
			
		||||
//1 = jump shoot sans anim, 2 = jump shoot avec anim
 | 
			
		||||
#define ANIM_PATH_JSHOOT1    "./media/textures/AssetOtherPlayer/FinalPNGJumpingShooting/"
 | 
			
		||||
#define ANIM_PATH_JSHOOT2	"./media/textures/AssetOtherPlayer/FinalPNGJumpingShooting/ShootingJump/"
 | 
			
		||||
//1 = shoot sans anim, 2 = shoot avec anim
 | 
			
		||||
#define ANIM_PATH_SSHOOT1	"./media/textures/AssetOtherPlayer/FinalPNGShooting/"
 | 
			
		||||
#define ANIM_PATH_SSHOOT2	"./media/textures/AssetOtherPlayer/FinalPNGShooting/Shooting/"
 | 
			
		||||
 | 
			
		||||
#define TEXTURE_PATH        "./media/textures/"
 | 
			
		||||
#define SHADER_PATH		    "./media/shaders/"
 | 
			
		||||
#define AUDIO_PATH			"./media/audio/"
 | 
			
		||||
 
 | 
			
		||||
@@ -319,8 +319,33 @@ void Engine::DrawPause()
 | 
			
		||||
 | 
			
		||||
void Engine::Init() {
 | 
			
		||||
 | 
			
		||||
	GLenum glewErr = glewInit();
 | 
			
		||||
	if (glewErr != GLEW_OK) {
 | 
			
		||||
		std::cerr << " ERREUR GLEW : " << glewGetErrorString(glewErr) << std::endl;
 | 
			
		||||
		abort();
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	uint64_t seed = SEED;
 | 
			
		||||
 | 
			
		||||
	glDisable(GL_FRAMEBUFFER_SRGB);
 | 
			
		||||
	glEnable(GL_DEPTH_TEST);
 | 
			
		||||
	glEnable(GL_STENCIL_TEST);
 | 
			
		||||
	glEnable(GL_POINT_SMOOTH);
 | 
			
		||||
	glEnable(GL_BLEND);
 | 
			
		||||
	//glEnable(GL_CULL_FACE);
 | 
			
		||||
	glEnable(GL_TEXTURE_2D);
 | 
			
		||||
 | 
			
		||||
	glMatrixMode(GL_PROJECTION);
 | 
			
		||||
	glLoadIdentity();
 | 
			
		||||
 | 
			
		||||
	gluPerspective(45.0f, (float)Width() / (float)Height(), 0.1f, VIEW_DISTANCE);
 | 
			
		||||
	glShadeModel(GL_SMOOTH);
 | 
			
		||||
 | 
			
		||||
	glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
 | 
			
		||||
	glDisable(GL_BLEND);
 | 
			
		||||
	glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
 | 
			
		||||
	glBlendEquation(GL_FUNC_SUBTRACT);
 | 
			
		||||
 | 
			
		||||
	if (m_istarted)
 | 
			
		||||
		return;
 | 
			
		||||
	else m_istarted = true;
 | 
			
		||||
@@ -338,9 +363,6 @@ void Engine::Init() {
 | 
			
		||||
		m_whoosh[x] = nullptr;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	// Init Chunks
 | 
			
		||||
	m_world.GetChunks().Reset(nullptr);
 | 
			
		||||
 | 
			
		||||
	char* ch = new char[2];
 | 
			
		||||
 | 
			
		||||
	std::cout << "Jouer en ligne? [o/N] ";
 | 
			
		||||
@@ -373,16 +395,13 @@ void Engine::Init() {
 | 
			
		||||
			if (!m_conn.Connect(srvname.c_str(), playname)) {
 | 
			
		||||
				// setup jeu en reseau.
 | 
			
		||||
				std::cout << "ID recu du serveur: " << std::to_string(m_conn.getId()) << "!" << std::endl;
 | 
			
		||||
				//std::cout << "Seed recu du serveur: " << std::to_string(m_conn.getSeed()) << "!" << std::endl;
 | 
			
		||||
				std::cout << "Seed recu du serveur: " << std::to_string(m_conn.getSeed()) << "!" << std::endl;
 | 
			
		||||
				m_player = Player(m_conn.getOrigin().position);
 | 
			
		||||
 | 
			
		||||
				for (auto& [key, player] : m_conn.m_players) {
 | 
			
		||||
				for (auto& [key, player] : m_conn.m_players)
 | 
			
		||||
					m_players[key] = new RemotePlayer(player);
 | 
			
		||||
					RemotePlayer* rt = (RemotePlayer*)m_players[key];
 | 
			
		||||
					rt->SetPosition(Vector3f(555, 555, 555));
 | 
			
		||||
				}
 | 
			
		||||
 | 
			
		||||
				seed = 9370707;//m_conn.getSeed();
 | 
			
		||||
				seed = m_conn.getSeed();
 | 
			
		||||
				m_networkgame = true;
 | 
			
		||||
			}
 | 
			
		||||
			else std::cout << "Erreur de connexion." << std::endl;
 | 
			
		||||
@@ -393,7 +412,11 @@ void Engine::Init() {
 | 
			
		||||
 | 
			
		||||
	m_world.SetSeed(seed);
 | 
			
		||||
 | 
			
		||||
	// Init Chunks
 | 
			
		||||
	m_world.GetChunks().Reset(nullptr);
 | 
			
		||||
 | 
			
		||||
	m_startTime = std::chrono::high_resolution_clock::now();
 | 
			
		||||
 | 
			
		||||
	m_remotePlayer.SetPosition(Vector3f(.5,CHUNK_SIZE_Y + 10., .5));
 | 
			
		||||
	// Gestion de souris.
 | 
			
		||||
	CenterMouse();
 | 
			
		||||
@@ -403,31 +426,6 @@ void Engine::Init() {
 | 
			
		||||
void Engine::DeInit() {}
 | 
			
		||||
 | 
			
		||||
void Engine::LoadResource() {
 | 
			
		||||
	GLenum glewErr = glewInit();
 | 
			
		||||
	if (glewErr != GLEW_OK) {
 | 
			
		||||
		std::cerr << " ERREUR GLEW : " << glewGetErrorString(glewErr) << std::endl;
 | 
			
		||||
		abort();
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	glDisable(GL_FRAMEBUFFER_SRGB);
 | 
			
		||||
	glEnable(GL_DEPTH_TEST);
 | 
			
		||||
	glEnable(GL_STENCIL_TEST);
 | 
			
		||||
	glEnable(GL_POINT_SMOOTH);
 | 
			
		||||
	glEnable(GL_BLEND);
 | 
			
		||||
	glEnable(GL_CULL_FACE);
 | 
			
		||||
	glEnable(GL_TEXTURE_2D);
 | 
			
		||||
 | 
			
		||||
	glMatrixMode(GL_PROJECTION);
 | 
			
		||||
	glLoadIdentity();
 | 
			
		||||
 | 
			
		||||
	gluPerspective(45.0f, (float)Width() / (float)Height(), 0.1f, VIEW_DISTANCE);
 | 
			
		||||
	glShadeModel(GL_SMOOTH);
 | 
			
		||||
 | 
			
		||||
	glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
 | 
			
		||||
	glDisable(GL_BLEND);
 | 
			
		||||
	glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
 | 
			
		||||
	glBlendEquation(GL_FUNC_SUBTRACT);
 | 
			
		||||
 | 
			
		||||
	LoadTexture(m_skybox.GetTexture(), TEXTURE_PATH "skybox.png", true);
 | 
			
		||||
	//LoadTexture(m_skybox2.GetTexture(), TEXTURE_PATH "skybox.png", true);
 | 
			
		||||
	LoadTexture(m_textureCrosshair, TEXTURE_PATH "cross.bmp", true);
 | 
			
		||||
@@ -461,70 +459,28 @@ void Engine::LoadResource() {
 | 
			
		||||
 | 
			
		||||
	//AJOUTER LES TEXTURES DANS L'ORDRE DE L'ÉNUM 
 | 
			
		||||
 | 
			
		||||
	//STILL//STANDING
 | 
			
		||||
	TextureAtlas::TextureIndex StillFront = m_animeAtlas.AddTexture(ANIME_PATH_STILL "BlueFrontRight.png"); //0
 | 
			
		||||
	TextureAtlas::TextureIndex StillQuarterFrontLeft = m_animeAtlas.AddTexture(ANIME_PATH_STILL "BlueLeft.png"); //1
 | 
			
		||||
	TextureAtlas::TextureIndex StillQuarterFrontRight = m_animeAtlas.AddTexture(ANIME_PATH_STILL "BlueRight.png"); //2
 | 
			
		||||
	TextureAtlas::TextureIndex StillProfiltLeft = m_animeAtlas.AddTexture(ANIME_PATH_STILL "BlueProfilLeft.png"); //3
 | 
			
		||||
	TextureAtlas::TextureIndex StillProfiltRight = m_animeAtlas.AddTexture(ANIME_PATH_STILL "BlueProfilRight.png"); //4
 | 
			
		||||
	TextureAtlas::TextureIndex StillQuarterBackLeft = m_animeAtlas.AddTexture(ANIME_PATH_STILL "BlueLeftBack.png"); //5
 | 
			
		||||
	TextureAtlas::TextureIndex StillQuarterBackRight = m_animeAtlas.AddTexture(ANIME_PATH_STILL "BlueRightBack.png"); //6 
 | 
			
		||||
	TextureAtlas::TextureIndex StillBack = m_animeAtlas.AddTexture(ANIME_PATH_STILL "BlueBackRight.png"); //7
 | 
			
		||||
 | 
			
		||||
	//SHOOTINGSTILL SANS TIRER
 | 
			
		||||
	//TextureAtlas::TextureIndex StillFrontShoot = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT1 "BlueFrontRightShootingRight.png"); ////9
 | 
			
		||||
	//TextureAtlas::TextureIndex StillQuarterFrontLeftShoot = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT1 "BlueFrontRightShootingRight.png"); ////10
 | 
			
		||||
	//TextureAtlas::TextureIndex StillQuarterFrontRightShoot = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT1 "BlueRightShootingRight.png"); ////11
 | 
			
		||||
	//TextureAtlas::TextureIndex StillProfiltLeftShoot = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT1 "BlueProfilShootingLeft.png"); ////12
 | 
			
		||||
	//TextureAtlas::TextureIndex StillProfiltRightShoot = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT1 "BlueProfilShootingRight.png"); ////13
 | 
			
		||||
	//TextureAtlas::TextureIndex StillQuarterBackLeftShoot = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT1 "BlueBackLeftShootingLeft.png"); ////14
 | 
			
		||||
	//TextureAtlas::TextureIndex StillQuarterBackRightShoot = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT1 "BlueBackRightShootingRight.png"); ////15
 | 
			
		||||
	//TextureAtlas::TextureIndex StillBackShoot = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT1 "BlueShootingBackRight.png"); ////16
 | 
			
		||||
 | 
			
		||||
	//SHOOTINGSTILL TIRER
 | 
			
		||||
	//TextureAtlas::TextureIndex StillFrontShootFire = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT2  "BlueFrontRightShootingRightShoot1.png"); ////17
 | 
			
		||||
	//TextureAtlas::TextureIndex StillQuarterFrontLeftFire = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT2  "BlueLeftShootingLeftShoot1.png"); ////18
 | 
			
		||||
	//TextureAtlas::TextureIndex StillQuarterFrontRightShootFire = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT2  "BlueRightShootingRightShoot1.png"); ////19
 | 
			
		||||
	//TextureAtlas::TextureIndex StillProfiltLeftShootFire = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT2  "BlueProfilShootingLeftShoot1.png"); ////20
 | 
			
		||||
	//TextureAtlas::TextureIndex StillProfiltRightShootFire = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT2  "BlueProfilShootingRightShoot1.png"); ////21 
 | 
			
		||||
	//TextureAtlas::TextureIndex StillQuarterBackLeftShootFire = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT2  "BlueBackLeftShootingLeftShoot1.png"); ////22
 | 
			
		||||
	//TextureAtlas::TextureIndex StillQuarterBackRightShootFire = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT2  "BlueBackRightShootingRightShoot1.png"); ////23
 | 
			
		||||
	//TextureAtlas::TextureIndex StillBackShootFire = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT2  "BlueShootingBackRightShoot1.png"); ////24
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
	//JUMP
 | 
			
		||||
	//TextureAtlas::TextureIndex JumpFront = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueFrontJumpRight.png"); ////25
 | 
			
		||||
	//TextureAtlas::TextureIndex JumpQuarterFrontLeft = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueLeftFrontJumpLeft.png"); ////26
 | 
			
		||||
	//TextureAtlas::TextureIndex JumpQuarterFrontRight = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueRightFrontJumpRight.png"); ////27
 | 
			
		||||
	//TextureAtlas::TextureIndex JumpProfiltLeft = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueProfilJumpLeft.png"); ////28
 | 
			
		||||
	//TextureAtlas::TextureIndex JumpProfiltRight = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueProfilJumpRight.png"); ////29
 | 
			
		||||
	//TextureAtlas::TextureIndex JumpQuarterBackLeft = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueLeftBackJumpLeft.png"); ////30
 | 
			
		||||
	//TextureAtlas::TextureIndex JumpQuarterBackRight = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueRightBackJumpRight.png"); ////31
 | 
			
		||||
	//TextureAtlas::TextureIndex JumpBack = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueBackJumpRight.png"); ////32
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
	//SHOOTINGJUMP SANS TIRER  
 | 
			
		||||
	//TextureAtlas::TextureIndex JumpFrontShoot = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT1  "BlueFrontJumpRightShootingRight.png"); ////33
 | 
			
		||||
	//TextureAtlas::TextureIndex JumpQuarterFrontLeftShoot = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT1  "BlueFrontLeftJumpLeftShootingLeft.png"); ////34
 | 
			
		||||
	//TextureAtlas::TextureIndex JumpQuarterFrontRightShoot = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT1  "BlueFrontRightJumpRightShootingRight.png"); ////35
 | 
			
		||||
	//TextureAtlas::TextureIndex JumpProfiltLeftShoot = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT1  "BlueProfilLeftJumpLeftShootingLeft.png");  ////36
 | 
			
		||||
	//TextureAtlas::TextureIndex JumpProfiltRightShoot = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT1  "BluerProfilRightJumprightShootingRight.png"); ////37
 | 
			
		||||
	//TextureAtlas::TextureIndex JumpQuarterBackLeftShoot = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT1  "BlueBackLeftJumpLeftShootingLeft.png"); ////38
 | 
			
		||||
	//TextureAtlas::TextureIndex JumpQuarterBackRightShoot = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT1  "BlueBackRightJumpRightShootingRight.png"); ////39
 | 
			
		||||
	//TextureAtlas::TextureIndex JumpBackShoot = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT1  "BlueBackJumpRightShootingRight.png"); ////40
 | 
			
		||||
	 
 | 
			
		||||
 | 
			
		||||
	//SHOOTINGJUMP TIRER
 | 
			
		||||
	//TextureAtlas::TextureIndex JumpFrontShootFire = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT2  "BlueFrontJumpRightShootingRightShoot1.png"); ////41
 | 
			
		||||
	//TextureAtlas::TextureIndex JumpQuarterFrontLeftShootFire = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT2  "BlueFrontLeftJumpLeftShootingLeftShoot1.png"); ////42
 | 
			
		||||
	//TextureAtlas::TextureIndex JumpQuarterFrontRightShootFire = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT2  "BlueFrontRightJumpRightShootingRightShoot1.png"); ////43
 | 
			
		||||
	//TextureAtlas::TextureIndex JumpProfiltLeftShootFire = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT2  "BlueProfilLeftJumpLeftShootingLeftShoot1.png"); ////44
 | 
			
		||||
	//TextureAtlas::TextureIndex JumpProfiltRightShootFire = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT2  "BluerProfilRightJumprightShootingRightShoot1.png"); ////45
 | 
			
		||||
	//TextureAtlas::TextureIndex JumpQuarterBackLeftShootFire = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT2  "BlueBackLeftJumpLeftShootingLeftShoot1.png"); ////46
 | 
			
		||||
	//TextureAtlas::TextureIndex JumpQuarterBackRightShootFire = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT2  "BlueBackRightJumpRightShootingRightShoot1.png"); ////47
 | 
			
		||||
	//TextureAtlas::TextureIndex JumpBackShootFire = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT2  "BlueBackJumpRightShootingRightShoot1.png"); ////48
 | 
			
		||||
	//TextureAtlas::TextureIndex JumpBack = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueBackJumpRight.png");
 | 
			
		||||
	//TextureAtlas::TextureIndex JumpFront = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueFrontJumpRight.png");
 | 
			
		||||
	//TextureAtlas::TextureIndex JumpQuarterBackLeft = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueLeftBackJumpLeft.png");
 | 
			
		||||
	//TextureAtlas::TextureIndex JumpQuarterBackRight = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueRightBackJumpRight.png");
 | 
			
		||||
	//TextureAtlas::TextureIndex JumpProfiltLeft = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueProfilJumpLeft.png");
 | 
			
		||||
	//TextureAtlas::TextureIndex JumpProfiltRight = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueProfilJumpRight.png");
 | 
			
		||||
	//TextureAtlas::TextureIndex JumpQuarterFrontLeft = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueLeftFrontJumpLeft.png");
 | 
			
		||||
	//TextureAtlas::TextureIndex JumpQuarterFrontRight = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueRightFrontJumpRight.png");
 | 
			
		||||
 | 
			
		||||
	//STILL
 | 
			
		||||
	//TextureAtlas::TextureIndex StillBack = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueBackRight.png");
 | 
			
		||||
	TextureAtlas::TextureIndex StillFront = m_animeAtlas.AddTexture(ANIME_PATH_STILL "BlueFrontRight.png");
 | 
			
		||||
	//TextureAtlas::TextureIndex StillQuarterBackLeft = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueLeftBack.png");
 | 
			
		||||
	//TextureAtlas::TextureIndex StillQuarterBackRight = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueRightBack.png");
 | 
			
		||||
	//TextureAtlas::TextureIndex StillProfiltLeft = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueProfilLeft.png");
 | 
			
		||||
	//TextureAtlas::TextureIndex StillProfiltRight = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueProfilRight.png");
 | 
			
		||||
	//TextureAtlas::TextureIndex StillQuarterFrontLeft = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueLeft.png");
 | 
			
		||||
	//TextureAtlas::TextureIndex StillQuarterFrontRight = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueRight.png");
 | 
			
		||||
 | 
			
		||||
	//SHOOTINGSTILL
 | 
			
		||||
	//SHOOTINGJUMP
 | 
			
		||||
 | 
			
		||||
	if (!m_animeAtlas.Generate(TEXTURE_SIZE, false)) {
 | 
			
		||||
		std::cout << " Unable to generate texture atlas ..." << std::endl;
 | 
			
		||||
@@ -738,7 +694,6 @@ void Engine::DisplayHud(int timer) {
 | 
			
		||||
	glBindTexture(GL_TEXTURE_2D, 0);
 | 
			
		||||
	glLoadIdentity();
 | 
			
		||||
	glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
 | 
			
		||||
	glClear(GL_STENCIL_BUFFER_BIT);
 | 
			
		||||
 | 
			
		||||
	float itemBackgroundWidthProportion = 0.25f;
 | 
			
		||||
	float itemBackgroundHeightProportion = 0.175f;
 | 
			
		||||
@@ -871,7 +826,7 @@ void Engine::DisplayInfo(float elapsedTime, BlockType bloc) {
 | 
			
		||||
	fPosY = fPosYJump;
 | 
			
		||||
	fPosY -= charSize;
 | 
			
		||||
 | 
			
		||||
	ss << " Velocity  : " << m_player.GetVelocity();
 | 
			
		||||
	ss << " Velocity  : " << m_remotePlayer.GetVelocity();
 | 
			
		||||
	PrintText(fPosX, fPosY, ss.str());
 | 
			
		||||
	ss.str("");
 | 
			
		||||
	fPosY -= charSize;
 | 
			
		||||
@@ -881,7 +836,7 @@ void Engine::DisplayInfo(float elapsedTime, BlockType bloc) {
 | 
			
		||||
	ss.str("");
 | 
			
		||||
	fPosY -= charSize;
 | 
			
		||||
 | 
			
		||||
	ss << " Remote Position  : " << m_otherplayerpos;
 | 
			
		||||
	ss << " Remote Position  : " << m_remotePlayer.GetPosition();//m_player.GetPosition();
 | 
			
		||||
	PrintText(fPosX, fPosY, ss.str());
 | 
			
		||||
	ss.str("");
 | 
			
		||||
	fPosY -= charSize;
 | 
			
		||||
@@ -1123,11 +1078,11 @@ int Engine::GetCountdown(float elapsedTime) {
 | 
			
		||||
void Engine::Render(float elapsedTime) {
 | 
			
		||||
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
 | 
			
		||||
 | 
			
		||||
	/*m_time_SplashScreen += elapsedTime;
 | 
			
		||||
	m_time_SplashScreen += elapsedTime;
 | 
			
		||||
	if (m_time_SplashScreen < 2) {
 | 
			
		||||
		DrawSplachScreen();
 | 
			
		||||
	}
 | 
			
		||||
	else */if (m_gamestate == GameState::PLAY)
 | 
			
		||||
	else if (m_gamestate == GameState::PLAY)
 | 
			
		||||
	{
 | 
			
		||||
		HideCursor();
 | 
			
		||||
		CenterMouse(); //D<>placement de centermouse dans l'action de jouer
 | 
			
		||||
@@ -1193,11 +1148,10 @@ void Engine::Render(float elapsedTime) {
 | 
			
		||||
		if (bloc == BTYPE_LAST + 1) bloc = BTYPE_AIR + 1;
 | 
			
		||||
		else if (bloc == BTYPE_AIR) bloc = BTYPE_LAST; // La selection de BTYPE_LAST <20>quipe l'arme.
 | 
			
		||||
		m_mouseWU = m_mouseWD = m_key1 = m_key2 = false;
 | 
			
		||||
		netprot::ChunkMod* cmod = nullptr;
 | 
			
		||||
 | 
			
		||||
		if (m_mouseL) {
 | 
			
		||||
			if (bloc != BTYPE_LAST)
 | 
			
		||||
				cmod = m_world.ChangeBlockAtCursor(bloc, m_player.GetPosition(), m_player.GetDirection(), m_block, m_networkgame);
 | 
			
		||||
				m_world.ChangeBlockAtCursor(bloc, m_player.GetPosition(), m_player.GetDirection(), m_block);
 | 
			
		||||
			else if (bulletTime <= 0.f) {
 | 
			
		||||
				for (int x = 0; x < MAX_BULLETS; ++x)  // Ajouter une balle dans l'array (aussi connu sous le nom de "faire pow pow").
 | 
			
		||||
					if (!m_bullets[x]) {
 | 
			
		||||
@@ -1219,12 +1173,12 @@ void Engine::Render(float elapsedTime) {
 | 
			
		||||
			}
 | 
			
		||||
		}
 | 
			
		||||
		else if (m_mouseR)
 | 
			
		||||
			cmod = m_world.ChangeBlockAtCursor(BTYPE_AIR, m_player.GetPosition(), m_player.GetDirection(), m_block, m_networkgame);
 | 
			
		||||
			m_world.ChangeBlockAtCursor(BTYPE_AIR, m_player.GetPosition(), m_player.GetDirection(), m_block);
 | 
			
		||||
 | 
			
		||||
		for (int x = 0; x < MAX_BULLETS; ++x) { // Array de bullets en jeu.
 | 
			
		||||
			if (m_bullets[x]) {
 | 
			
		||||
				for (int b = 0; b < BULLET_UPDATES_PER_FRAME; ++b) {
 | 
			
		||||
					if (m_bullets[x]->Update(&m_world, elapsedTime, BULLET_UPDATES_PER_FRAME, m_players, m_networkgame ? &m_chunkmod : nullptr)) {
 | 
			
		||||
					if (m_bullets[x]->Update(&m_world, elapsedTime, BULLET_UPDATES_PER_FRAME, m_players)) {
 | 
			
		||||
						m_bullets[x]->~Bullet();
 | 
			
		||||
						if (m_whoosh[x])
 | 
			
		||||
							m_whoosh[x]->drop();
 | 
			
		||||
@@ -1245,12 +1199,18 @@ void Engine::Render(float elapsedTime) {
 | 
			
		||||
 | 
			
		||||
		gameTime += elapsedTime * 10;
 | 
			
		||||
 | 
			
		||||
		Vector3f dance = Vector3f(sin(gameTime), 0, cos(-gameTime));
 | 
			
		||||
		dance.Normalize();
 | 
			
		||||
		m_remotePlayer.ApplyPhysics(dance, &m_world, elapsedTime);
 | 
			
		||||
		m_world.Update(m_bullets, m_player.GetPosition(), m_blockinfo);
 | 
			
		||||
		m_renderer.UpdateMesh(&m_world, m_player.GetPosition(), m_blockinfo);
 | 
			
		||||
		m_remotePlayer.Render(m_animeAtlas, m_shader01, all, elapsedTime);
 | 
			
		||||
		m_booster.RenderBillboard({ 195,16,195 }, m_textureAtlas, m_shader01, all);
 | 
			
		||||
 | 
			
		||||
		//m_booster.RenderBillboard({ 195,16,195 }, m_textureAtlas, m_shader01, all);
 | 
			
		||||
	/*	m_remotePlayer.ApplyPhysics(Vector3f(0, 0, 0), &m_world, elapsedTime);
 | 
			
		||||
		m_remotePlayer.Render(m_animeAtlas, m_shader01, all ,elapsedTime , m_player);*/
 | 
			
		||||
		if (m_isSkybox) m_renderer.RenderWorld(&m_world, m_renderCount, m_player.GetPosition(), m_player.GetDirection(), all, m_shader01, m_textureAtlas);
 | 
			
		||||
 | 
			
		||||
		//glClear(GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
 | 
			
		||||
		//m_remotePlayer.Render(m_textureAtlas, m_shader01, all, elapsedTime);
 | 
			
		||||
 | 
			
		||||
		m_renderer.RenderWorld(&m_world, m_renderCount, m_player.GetPosition(), m_player.GetDirection(), all, m_shader01, m_textureAtlas);
 | 
			
		||||
 | 
			
		||||
@@ -1274,36 +1234,20 @@ void Engine::Render(float elapsedTime) {
 | 
			
		||||
		}
 | 
			
		||||
 | 
			
		||||
		if (m_networkgame) { // Pour se gerer le paquet.
 | 
			
		||||
			static bool has_synced = false;
 | 
			
		||||
			using namespace std::chrono;
 | 
			
		||||
			using namespace netprot;
 | 
			
		||||
			Timestamp tstamp = duration_cast<milliseconds>(high_resolution_clock::now() - m_startTime).count();
 | 
			
		||||
			static Timestamp last = 0;
 | 
			
		||||
			Input input;
 | 
			
		||||
			Sync sync;
 | 
			
		||||
			uint64_t id = m_conn.getId();
 | 
			
		||||
			static std::vector<char*> lsPck;
 | 
			
		||||
			static int sync_acc = 0;
 | 
			
		||||
 | 
			
		||||
			if (cmod)
 | 
			
		||||
				m_chunkmod_manifest.emplace_back(cmod);
 | 
			
		||||
 | 
			
		||||
			if (last == 0)
 | 
			
		||||
				last = tstamp;
 | 
			
		||||
 | 
			
		||||
			sync_acc += tstamp - last;
 | 
			
		||||
 | 
			
		||||
			if (sync_acc >= 1000) {
 | 
			
		||||
				sync_acc -= 1000;
 | 
			
		||||
			if (false) { // TODO: Faire un checkup pour chaque ~1000ms.
 | 
			
		||||
				sync.sid = id;
 | 
			
		||||
				sync.timestamp = tstamp;
 | 
			
		||||
				sync.position = m_player.GetPositionAbs();
 | 
			
		||||
				sync.position = m_player.GetPosition();
 | 
			
		||||
				sync.hp = m_player.GetHP();
 | 
			
		||||
				if (!has_synced) {
 | 
			
		||||
					has_synced = true;
 | 
			
		||||
					sendPackTo<Sync>(m_conn.m_sock_udp, &sync, &m_bufout, &m_conn.m_srvsockaddr);
 | 
			
		||||
				}
 | 
			
		||||
				m_syncs[sync.timestamp] = sync;
 | 
			
		||||
				// TODO: Garrocher ca quelque-part. 
 | 
			
		||||
			}
 | 
			
		||||
 | 
			
		||||
			input.sid = id;
 | 
			
		||||
@@ -1332,59 +1276,23 @@ void Engine::Render(float elapsedTime) {
 | 
			
		||||
					using enum PACKET_TYPE;
 | 
			
		||||
				case SYNC:
 | 
			
		||||
					if (Deserialize(&sync, pck, &bsize)) {
 | 
			
		||||
						if (sync.sid != m_conn.getId()) {
 | 
			
		||||
							std::cout << "syncsid be no good.";
 | 
			
		||||
						if (sync.sid != m_conn.getId())
 | 
			
		||||
							break;
 | 
			
		||||
						}
 | 
			
		||||
						if (m_syncs.count(sync.timestamp)) {
 | 
			
		||||
							Sync comp = m_syncs[sync.timestamp];
 | 
			
		||||
							m_player.InflictDamage(sync.hp - comp.hp);
 | 
			
		||||
 | 
			
		||||
							Vector3f diff = sync.position - comp.position;
 | 
			
		||||
							
 | 
			
		||||
							if (diff.y < 1.)
 | 
			
		||||
								diff.y = 0;
 | 
			
		||||
 | 
			
		||||
							if (diff.Length() > 1.5) {
 | 
			
		||||
								diff.Normalize();
 | 
			
		||||
								m_player.Move(-diff);
 | 
			
		||||
							}
 | 
			
		||||
 | 
			
		||||
							// TODO: Syncer sync.timer avec le timer
 | 
			
		||||
 | 
			
		||||
							m_syncs.erase(sync.timestamp);
 | 
			
		||||
						}
 | 
			
		||||
						else std::cout << "sync be no good.";
 | 
			
		||||
						// TODO: Vérifier si les positions concordent au sync local.
 | 
			
		||||
					}
 | 
			
		||||
					break;
 | 
			
		||||
				case OUTPUT:
 | 
			
		||||
					if (Deserialize(&out, pck, &bsize)) {
 | 
			
		||||
						if (!m_players.contains(out.id)) {
 | 
			
		||||
							
 | 
			
		||||
							std::cout << out.id << " is id no good." << std::endl;
 | 
			
		||||
							break;
 | 
			
		||||
						}
 | 
			
		||||
						RemotePlayer* rt = static_cast<RemotePlayer*>(m_players[out.id]);
 | 
			
		||||
						rt->Feed(out);
 | 
			
		||||
						RemotePlayer* r = (RemotePlayer*)m_players[out.id];
 | 
			
		||||
						r->Feed(out);
 | 
			
		||||
					}
 | 
			
		||||
					break;
 | 
			
		||||
				default:
 | 
			
		||||
					std::cout << "packet be no good.";
 | 
			
		||||
					break;
 | 
			
		||||
				}
 | 
			
		||||
			}
 | 
			
		||||
			lsPck.clear();
 | 
			
		||||
 | 
			
		||||
			glDisable(GL_CULL_FACE);
 | 
			
		||||
			for (auto& [key, player] : m_players) {
 | 
			
		||||
				RemotePlayer* rt = static_cast<RemotePlayer*>(player);
 | 
			
		||||
				glClear(GL_STENCIL_BUFFER_BIT);
 | 
			
		||||
				rt->Render(m_animeAtlas, m_shader01, all, elapsedTime, m_player);
 | 
			
		||||
				m_otherplayerpos = player->GetPosition(); // Aller chercher GetPosition des deux façon, voir si ça chie.
 | 
			
		||||
		}
 | 
			
		||||
			glEnable(GL_CULL_FACE);
 | 
			
		||||
		}
 | 
			
		||||
 | 
			
		||||
	}
 | 
			
		||||
	else if (m_gamestate == GameState::MAIN_MENU || m_gamestate == GameState::OPTIONS)
 | 
			
		||||
	{
 | 
			
		||||
 
 | 
			
		||||
@@ -101,16 +101,14 @@ private:
 | 
			
		||||
    Player m_player = Player(Vector3f(.5f, CHUNK_SIZE_Y + 1.8f, .5f));
 | 
			
		||||
    
 | 
			
		||||
    Bullet* m_bullets[MAX_BULLETS];
 | 
			
		||||
    std::vector<netprot::ChunkMod*> m_chunkmod_manifest;
 | 
			
		||||
 | 
			
		||||
    std::unordered_map<uint64_t, Player*> m_players;
 | 
			
		||||
    netprot::Buffer m_buf, m_bufout;
 | 
			
		||||
    std::chrono::high_resolution_clock::time_point m_startTime;
 | 
			
		||||
    netprot::ChunkMod* m_chunkmod = nullptr;
 | 
			
		||||
 | 
			
		||||
    //Menu
 | 
			
		||||
    enum class GameState: uint8_t { MAIN_MENU, OPTIONS, QUIT, NEWG, PLAY, PAUSE };
 | 
			
		||||
    GameState m_gamestate = GameState::PLAY;
 | 
			
		||||
    GameState m_gamestate = GameState::MAIN_MENU;
 | 
			
		||||
    Texture MenuTitleTexture;
 | 
			
		||||
    Texture MenuBGTexture;
 | 
			
		||||
    Texture MenuStartTexture;
 | 
			
		||||
@@ -119,7 +117,6 @@ private:
 | 
			
		||||
    Texture PauseBGTexture;
 | 
			
		||||
    Texture SplachScreenTexture;
 | 
			
		||||
 | 
			
		||||
    Vector3f m_otherplayerpos = Vector3f(999, 999, 999);
 | 
			
		||||
 | 
			
		||||
    float m_scale;
 | 
			
		||||
    float m_time = 0;
 | 
			
		||||
@@ -168,7 +165,6 @@ private:
 | 
			
		||||
 | 
			
		||||
    bool m_networkgame = false;
 | 
			
		||||
    netprot::PlayerInfo m_pinfo;
 | 
			
		||||
    std::unordered_map<uint64_t, netprot::Sync> m_syncs;
 | 
			
		||||
    RemotePlayer m_remotePlayer = RemotePlayer(netprot::PlayerInfo(),Vector3f(5.5f, CHUNK_SIZE_Y + 1.8f, 5.5f));
 | 
			
		||||
    std::string m_messageNotification = "";
 | 
			
		||||
};
 | 
			
		||||
 
 | 
			
		||||
@@ -5,5 +5,5 @@
 | 
			
		||||
int main() {
 | 
			
		||||
    Engine engine;
 | 
			
		||||
    engine.SetMaxFps(60);
 | 
			
		||||
    engine.Start("Syndicat Quebecois de la Construction Simulator 2023", 800, 600, false);
 | 
			
		||||
    engine.Start("Syndicat Quebecois de la Construction Simulator 2023", BASE_WIDTH, BASE_HEIGHT, false);
 | 
			
		||||
}
 | 
			
		||||
 
 | 
			
		||||
| 
		 After Width: | Height: | Size: 264 KiB  | 
| 
		 After Width: | Height: | Size: 320 KiB  | 
| 
		 After Width: | Height: | Size: 337 KiB  | 
| 
		 After Width: | Height: | Size: 360 KiB  | 
| 
		 After Width: | Height: | Size: 394 KiB  | 
| 
		 After Width: | Height: | Size: 339 KiB  | 
| 
		 After Width: | Height: | Size: 374 KiB  | 
| 
		 After Width: | Height: | Size: 656 KiB  | 
| 
		 After Width: | Height: | Size: 653 KiB  | 
| 
		 After Width: | Height: | Size: 656 KiB  | 
| 
		 After Width: | Height: | Size: 652 KiB  | 
| 
		 After Width: | Height: | Size: 485 KiB  | 
| 
		 After Width: | Height: | Size: 512 KiB  | 
| 
		 After Width: | Height: | Size: 575 KiB  | 
| 
		 After Width: | Height: | Size: 512 KiB  | 
| 
		 After Width: | Height: | Size: 575 KiB  | 
| 
		 After Width: | Height: | Size: 716 KiB  | 
| 
		 After Width: | Height: | Size: 732 KiB  | 
| 
		 After Width: | Height: | Size: 715 KiB  | 
| 
		 After Width: | Height: | Size: 731 KiB  | 
| 
		 After Width: | Height: | Size: 629 KiB  | 
| 
		 After Width: | Height: | Size: 649 KiB  | 
| 
		 After Width: | Height: | Size: 644 KiB  | 
| 
		 After Width: | Height: | Size: 646 KiB  | 
| 
		 After Width: | Height: | Size: 326 KiB  | 
| 
		 After Width: | Height: | Size: 268 KiB  | 
| 
		 After Width: | Height: | Size: 660 KiB  | 
| 
		 After Width: | Height: | Size: 680 KiB  | 
| 
		 After Width: | Height: | Size: 659 KiB  | 
| 
		 After Width: | Height: | Size: 680 KiB  | 
| 
		 After Width: | Height: | Size: 486 KiB  | 
| 
		 After Width: | Height: | Size: 494 KiB  | 
| 
		 After Width: | Height: | Size: 517 KiB  | 
| 
		 After Width: | Height: | Size: 493 KiB  | 
| 
		 After Width: | Height: | Size: 517 KiB  | 
| 
		 After Width: | Height: | Size: 695 KiB  | 
| 
		 After Width: | Height: | Size: 710 KiB  | 
| 
		 After Width: | Height: | Size: 701 KiB  | 
| 
		 After Width: | Height: | Size: 728 KiB  | 
| 
		 After Width: | Height: | Size: 696 KiB  | 
| 
		 After Width: | Height: | Size: 732 KiB  | 
| 
		 After Width: | Height: | Size: 694 KiB  | 
| 
		 After Width: | Height: | Size: 710 KiB  | 
| 
		 After Width: | Height: | Size: 410 KiB  | 
| 
		 After Width: | Height: | Size: 402 KiB  | 
| 
		 After Width: | Height: | Size: 413 KiB  | 
| 
		 After Width: | Height: | Size: 402 KiB  | 
| 
		 After Width: | Height: | Size: 413 KiB  | 
@@ -16,8 +16,8 @@ bool OpenglContext::Start(const std::string& title, int width, int height, bool
 | 
			
		||||
    m_fullscreen = fullscreen;
 | 
			
		||||
    InitWindow(width, height);
 | 
			
		||||
    
 | 
			
		||||
    LoadResource();
 | 
			
		||||
    Init();
 | 
			
		||||
    LoadResource();
 | 
			
		||||
 | 
			
		||||
    sf::Clock clock;
 | 
			
		||||
 | 
			
		||||
 
 | 
			
		||||
@@ -10,13 +10,13 @@
 | 
			
		||||
 | 
			
		||||
RemotePlayer::RemotePlayer(netprot::PlayerInfo pinfo) : m_pinfo(pinfo), m_aminacc(0.0f), m_animstate(Anim::STILL), m_team_id(0), current(), previous(), m_texture_front(), Player(Vector3f(0, 0, 0)){
 | 
			
		||||
 | 
			
		||||
	
 | 
			
		||||
	LoadTexture(m_texture_front, TEXTURE_PATH "AssetOtherPlayer/FinalPNGStanding/BlueFrontRight.png", false, false);
 | 
			
		||||
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
RemotePlayer::RemotePlayer(netprot::PlayerInfo pinfo, const Vector3f& pos) : m_pinfo(pinfo), m_aminacc(0.0f), m_animstate(Anim::STILL), m_team_id(0), current(), previous(), m_texture_front(), Player(pos) {
 | 
			
		||||
 | 
			
		||||
	
 | 
			
		||||
	LoadTexture(m_texture_front, TEXTURE_PATH "AssetOtherPlayer/FinalPNGStanding/BlueFrontRight.png", false, false);
 | 
			
		||||
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
@@ -33,7 +33,6 @@ void RemotePlayer::Init()
 | 
			
		||||
 | 
			
		||||
void RemotePlayer::Feed(const netprot::Output out) {
 | 
			
		||||
 | 
			
		||||
	m_position = Vector3f(out.position);
 | 
			
		||||
	//current.position = out.position;
 | 
			
		||||
	//current.direction = out.direction;
 | 
			
		||||
	//current.states = out.states;
 | 
			
		||||
@@ -76,72 +75,35 @@ void RemotePlayer::Feed(const netprot::Output out) {
 | 
			
		||||
	//previous.position = current.position;
 | 
			
		||||
	//previous.states = current.states;
 | 
			
		||||
	//previous.id = current.id;
 | 
			
		||||
 | 
			
		||||
	//m_direction = current.direction;
 | 
			
		||||
	//m_position = current.position;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
void RemotePlayer::Render(TextureAtlas& atlas, Shader& shader, Transformation tran, float elapsedTime, Player& camera)
 | 
			
		||||
void RemotePlayer::Render(TextureAtlas& atlas, Shader& shader, Transformation tran, float elapsedTime)
 | 
			
		||||
{
 | 
			
		||||
 | 
			
		||||
	float x = GetPosition().x;
 | 
			
		||||
	float y = GetPosition().y;
 | 
			
		||||
	float z = GetPosition().z;
 | 
			
		||||
	float width = 1.f;
 | 
			
		||||
	float height = 1.7f;
 | 
			
		||||
 | 
			
		||||
	Vector3f DiffCam = GetPosition() - camera.GetPosition();
 | 
			
		||||
	Vector3f UpCam = Vector3f(0.f, 1.f, 0.f);
 | 
			
		||||
	Vector3f CrossA = DiffCam.Cross(UpCam);
 | 
			
		||||
	Vector3f CrossB = DiffCam.Cross(CrossA);
 | 
			
		||||
	CrossA.Normalize();
 | 
			
		||||
	CrossB.Normalize();
 | 
			
		||||
	Vector3f playerPosition = GetPosition() + Vector3f(0.f, -.75f, 0.f);
 | 
			
		||||
	Vector3f v2 = (playerPosition + CrossA * 0.5 * width + CrossB * 0.5 * height);
 | 
			
		||||
	Vector3f v1 = (playerPosition - CrossA * 0.5 * width + CrossB * 0.5 * height);
 | 
			
		||||
	Vector3f v3 = (playerPosition + CrossA * 0.5 * width - CrossB * 0.5 * height);
 | 
			
		||||
	Vector3f v4 = (playerPosition - CrossA * 0.5 * width - CrossB * 0.5 * height);
 | 
			
		||||
	
 | 
			
		||||
	Vector3f angleRemote = GetDirection();
 | 
			
		||||
	Vector3f angleCam = (v1 - v2).Cross(v3 - v2);
 | 
			
		||||
	angleCam.y = 0;
 | 
			
		||||
	angleRemote.y = 0;
 | 
			
		||||
	angleCam.Normalize();
 | 
			
		||||
	angleRemote.Normalize();
 | 
			
		||||
	//Matrix4 mat4 = tran.GetMatrix();
 | 
			
		||||
	//mat4 VP = pMatrix * vMatrix;
 | 
			
		||||
	//Vector3f CameraRight = Vector3f(mat4.Get11(), mat4.Get21(), mat4.Get31());
 | 
			
		||||
	//Vector3f CameraUp = Vector3f(mat4.Get12(), mat4.Get22(), mat4.Get32());
 | 
			
		||||
 | 
			
		||||
	float angle = angleRemote.Dot(angleCam);
 | 
			
		||||
	int index = 0;
 | 
			
		||||
	
 | 
			
		||||
	Vector3f side = angleRemote.Cross(angleCam);
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
	bool isLeft = side.y > 0;
 | 
			
		||||
	if (angle >= 0.75 ) //Face //side positif
 | 
			
		||||
		index = 0;
 | 
			
		||||
	else if (angle >= 0.25 && isLeft) //Frontleft
 | 
			
		||||
		index = 1;
 | 
			
		||||
	else if (angle >= -0.25 && isLeft) //ProfileLeft
 | 
			
		||||
		index = 3;
 | 
			
		||||
	else if (angle >= -0.75 && isLeft) //BackLeft
 | 
			
		||||
		index = 5;
 | 
			
		||||
	else if (angle < -0.75) //Dos //side n<>gatif
 | 
			
		||||
		index = 7;
 | 
			
		||||
	else if (angle >= 0.25 && !isLeft) //FrontRight
 | 
			
		||||
		index = 2;
 | 
			
		||||
	else if (angle >= -0.25 && !isLeft) //ProfileRight
 | 
			
		||||
		index = 4;
 | 
			
		||||
	else if (angle >= -0.75 && !isLeft) //BackRight
 | 
			
		||||
		index = 6;
 | 
			
		||||
 | 
			
		||||
	std::cout << index << std::endl;
 | 
			
		||||
 | 
			
		||||
	std::cout << "angle: " << angle << std::endl;
 | 
			
		||||
	//Vector3f v1 = (m_position + CameraRight * 0.5 * width + CameraUp * -0.5 * width);
 | 
			
		||||
	//Vector3f v2 = (m_position + CameraRight * 0.5 * width + CameraUp * 0.5 * width);
 | 
			
		||||
	//Vector3f v4 = (m_position + CameraRight * -0.5 * width + CameraUp * -0.5 * width);
 | 
			
		||||
	//Vector3f v3 = (m_position + CameraRight * -0.5 * width + CameraUp * 0.5 * width);
 | 
			
		||||
 | 
			
		||||
	//tran.ApplyTranslation(m_position);
 | 
			
		||||
	float u, v, w, h;
 | 
			
		||||
 | 
			
		||||
	//glDisable(GL_DEPTH_TEST);
 | 
			
		||||
	shader.Use();
 | 
			
		||||
	atlas.Bind();
 | 
			
		||||
	atlas.TextureIndexToCoord(index, u, v, w, h);
 | 
			
		||||
	atlas.TextureIndexToCoord(0, u, v, w, h);
 | 
			
		||||
	//glLoadIdentity();
 | 
			
		||||
 | 
			
		||||
	glEnable(GL_BLEND);
 | 
			
		||||
	glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
 | 
			
		||||
@@ -149,19 +111,20 @@ void RemotePlayer::Render(TextureAtlas& atlas, Shader& shader, Transformation tr
 | 
			
		||||
 | 
			
		||||
	glLoadMatrixf(tran.GetMatrix().GetInternalValues());
 | 
			
		||||
	glBegin(GL_QUADS);
 | 
			
		||||
	glTexCoord2f(u, v); glVertex3f(v1.x, v1.y, v1.z);
 | 
			
		||||
	glTexCoord2f(u + w, v); glVertex3f(v2.x, v2.y, v2.z);
 | 
			
		||||
	glTexCoord2f(u + w, v + h); glVertex3f(v3.x, v3.y, v3.z);
 | 
			
		||||
	glTexCoord2f(u, v + h); glVertex3f(v4.x, v4.y, v4.z);
 | 
			
		||||
 | 
			
		||||
	glTexCoord2f(u, v); glVertex3f(x - width/2., y - height, z); //glVertex3f(v4.x, v4.y, v4.z);//glVertex3f(0, 50, 0);
 | 
			
		||||
	glTexCoord2f(u + w, v); glVertex3f(x+width/2., y - height, z); //glVertex3f(v3.x, v3.y, v3.z); //glVertex3f(50,50, 0);
 | 
			
		||||
	glTexCoord2f(u + w, v + h); glVertex3f(x+width/2., y, z); //glVertex3f(v2.x, v2.y, v2.z); //glVertex3f(50, 0, 0);
 | 
			
		||||
	glTexCoord2f(u, v + h); glVertex3f(x-width/2., y, z); //glVertex3f(v1.x, v1.y, v1.z);// glVertex3f(0, 0, 0);
 | 
			
		||||
	glEnd();
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
	glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_CONSTANT_COLOR);
 | 
			
		||||
	glBlendEquation(GL_FUNC_SUBTRACT);
 | 
			
		||||
	glDisable(GL_BLEND);
 | 
			
		||||
 | 
			
		||||
	shader.Disable();
 | 
			
		||||
 | 
			
		||||
	//tran.ApplyTranslation(-m_position);
 | 
			
		||||
	//glEnable(GL_DEPTH_TEST);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
bool RemotePlayer::LoadTexture(Texture& texture, const std::string& filename, bool useMipmaps, bool stopOnError)
 | 
			
		||||
 
 | 
			
		||||
@@ -21,7 +21,7 @@ public:
 | 
			
		||||
 | 
			
		||||
	void Init();
 | 
			
		||||
	void Feed(const netprot::Output out);
 | 
			
		||||
	void Render(TextureAtlas& atlas, Shader& shader, Transformation tran, float elapsedTime, Player& camera);
 | 
			
		||||
	void Render(TextureAtlas& atlas, Shader& shader, Transformation tran, float elapsedTime);
 | 
			
		||||
	bool LoadTexture(Texture& texture, const std::string& filename, bool useMipmaps, bool stopOnError);
 | 
			
		||||
	
 | 
			
		||||
	void SetPosition(Vector3f pos) { m_position = pos; }
 | 
			
		||||
 
 | 
			
		||||