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80 Commits

Author SHA1 Message Date
MarcEricMartel
2e30995f1b Merge branch 'SQC-15_animation' into SQC-15_paquets 2023-11-24 12:46:04 -05:00
Claudel-D-Roy
9572a7d6fd push des textures Atlas des animations 2023-11-24 12:45:17 -05:00
MarcEricMartel
f22c405915 Erratum. 2023-11-24 12:43:09 -05:00
MarcEricMartel
bc7127ef7d Eh baswell 2023-11-24 12:41:20 -05:00
MarcEricMartel
06a5bb67d3 :clock: côté client 2023-11-24 12:36:01 -05:00
Claudel-D-Roy
3600e597e6 Modif 2023-11-20 16:53:35 -05:00
Claudel-D-Roy
38a6c26407 Modif de booster 2023-11-20 16:51:36 -05:00
Frederic Leger
e2ff55603d Merge branch 'master' of https://github.com/CegepSTH/SQCSim2023 2023-11-20 16:28:14 -05:00
Frederic Leger
49b90509b9 ajustement booster 2023-11-20 16:27:59 -05:00
MarcEricMartel
14be450f09 🎶 You spin me right round, baby, right round, like a record, baby, right round, round, round 🎶 2023-11-20 16:27:19 -05:00
Claudel-D-Roy
279ea6072f 🚑 2023-11-20 16:19:12 -05:00
Claudel-D-Roy
488fe55410 Merge pull request #30 from CegepSTH/SQC-35_nouvelles_structures
Sqc 35 nouvelles structures
2023-11-20 16:12:33 -05:00
Jonathan Trottier
f7bfa8a81e Merge branch 'master' into SQC-35_nouvelles_structures 2023-11-20 16:05:29 -05:00
Jonathan Trottier
3118f71b9c ajout de billot de bois 2023-11-20 16:02:45 -05:00
MarcEricMartel
6855e50144 Merge pull request #29 from CegepSTH/SQC19_Booster
Sqc19 booster
2023-11-20 15:56:23 -05:00
Frederic Leger
3a38753d8e Merge branch 'master' into SQC19_Booster 2023-11-20 15:43:01 -05:00
Frederic Leger
8769aa9e38 booster affiche
affiche simplement un carre rouge pour l'instant et ne se ramasse pas encore
2023-11-20 15:40:43 -05:00
Claudel-D-Roy
547772b2f9 Merge pull request #28 from CegepSTH/SQC-15_paquets
Sqc 15 paquets
2023-11-20 15:31:30 -05:00
MarcEricMartel
a91e5dcf5e OUaip 2023-11-20 15:20:20 -05:00
Claudel-D-Roy
02fafea45c Push de couleur qui marche pas 💢 2023-11-20 15:02:02 -05:00
Claudel-D-Roy
85b8f4b94b Ajout des TextureAtlas et affichage de RemotePlayer 2023-11-20 14:28:54 -05:00
Frederic Leger
225c815da4 Merge branch 'SQC-15_animation' into SQC19_Booster 2023-11-20 12:15:28 -05:00
Claudel-D-Roy
4751b2350a Biggest ReSeizing Ever On Earth 2023-11-19 19:37:28 -05:00
MarcEricMartel
8860593740 :godmode: ENFIN SANT-CALISSE DE CRISS 2023-11-19 16:46:13 -05:00
Claudel-D-Roy
82cfc2d1b1 pleurer en rotation 2023-11-18 14:16:24 -05:00
Claudel-D-Roy
dc0d2d8148 Merge branch 'SQC-15_paquets' into SQC-15_animation 2023-11-15 11:35:03 -05:00
MarcEricMartel
86536fbb99 Maintenant je comprend les singes au début de 2001 A Space Odyssey 2023-11-15 08:27:51 -05:00
Claudel-D-Roy
9426af39e7 push triste du quad qui marche pas 2023-11-14 22:17:00 -05:00
MarcEricMartel
e011e2f1fc Merge remote-tracking branch 'origin/SQC-15_animation' into SQC-15_paquets 2023-11-13 17:02:39 -05:00
MarcEricMartel
bb810ba1c1 Merge pull request #27 from CegepSTH/master
Reverse pr
2023-11-13 16:55:21 -05:00
MarcEricMartel
71852738c1 Merge branch 'master' into SQC-15_paquets 2023-11-13 16:51:27 -05:00
MarcEricMartel
fedd150461 Merge pull request #26 from CegepSTH/SQC-33_Retrecissage_du_monde
correction
2023-11-13 16:48:02 -05:00
MarcEricMartel
cfb9b56ee8 Merge pull request #25 from CegepSTH/SQC-33_Retrecissage_du_monde
rétrécissement du monde
2023-11-13 16:46:49 -05:00
MarcEricMartel
c98625a610 correction 2023-11-13 16:46:03 -05:00
Claudel-D-Roy
dfd2ddc8af push de test pour les animations 2023-11-13 16:02:13 -05:00
MarcEricMartel
a4a99ed425 Merge pull request #24 from CegepSTH/SQC-22
Sqc 22
2023-11-10 18:36:31 -05:00
Jonathan Trottier
80a5bf90b4 rétrécissement du monde 2023-11-08 10:32:16 -05:00
MarcEricMartel
e5e3c19137 🕐 Implémentation de la synchro basique. 2023-11-07 07:56:59 -05:00
MarcEricMartel
8bd46ba831 Receiving 📦 2023-11-07 07:46:11 -05:00
MarcEricMartel
bc1f4f750b heum well 2023-11-06 17:59:57 -05:00
MarcEricMartel
253e49b1cc DOMO ARIGATO, MISUTA ROBOTO :trollface: 2023-11-06 16:43:52 -05:00
Rynort
cd921b3ab3 Réparation du Merge du Pause 2023-11-06 16:04:34 -05:00
MarcEricMartel
ef7851bebf Merge branch 'master' into SQC-22 2023-11-06 15:39:54 -05:00
MarcEricMartel
d49d5cdebc ehm 2023-11-06 14:07:38 -05:00
MarcEricMartel
9b9e2b3f1f Poll McSocket 2023-11-06 13:56:12 -05:00
MarcEricMartel
ac9174f793 Envoi des millis avec les Inputs 2023-11-02 15:47:15 -04:00
Marc-Eric Martel
f51305bd11 O_o' 2023-11-02 11:52:49 -04:00
MarcEricMartel
13ba82d09e on enlève le ouach. 2023-11-01 16:45:38 -04:00
MarcEricMartel
2753e41d34 😠 2023-11-01 16:40:33 -04:00
MarcEricMartel
408679433b wtf?! 2023-11-01 15:02:41 -04:00
MarcEricMartel
5cf5eb132a 📼 2023-11-01 12:40:38 -04:00
MarcEricMartel
ab84e42c72 un tipeu de cleanup 2023-11-01 12:18:27 -04:00
MarcEricMartel
0ef437600d Merge branch 'master' into SQC-15_paquets 2023-11-01 10:14:05 -04:00
MarcEricMartel
6e47bdc8a4 Comments 2023-11-01 10:13:10 -04:00
Jonathan Trottier
79013fe5d1 Merge pull request #21 from CegepSTH/SQC_21_MenuSoloMulti
Push menu solo ou multi.
2023-11-01 10:04:30 -04:00
MarcEricMartel
88acc268b8 🐶 2023-11-01 09:19:26 -04:00
MarcEricMartel
e5d9eb2fa6 Erratum 2023-11-01 08:59:09 -04:00
MarcEricMartel
ccad131370 Merge branch 'master' into SQC-15_paquets 2023-11-01 06:27:02 -04:00
MarcEricMartel
11e8684ee0 Merge pull request #23 from CegepSTH/SQC-54_MenuBackGround
Sqc 54 menu back ground
2023-11-01 06:20:44 -04:00
MarcEricMartel
6570ce1302 *laugh maniacally* 2023-11-01 06:17:58 -04:00
MarcEricMartel
88a8553608 *guttural scream* 2023-11-01 06:12:38 -04:00
MarcEricMartel
48078182a1 ser/deser toch dood, wat nou? 2023-10-31 15:30:07 -04:00
MarcEricMartel
3db59a876c ser/deser dood, wat nou? 2023-10-31 15:28:10 -04:00
MarcEricMartel
78f7974f1c OH YEAH. 2023-10-31 15:06:03 -04:00
MarcEricMartel
553ef01765 ptit cleanup 2023-10-31 14:40:38 -04:00
MarcEricMartel
54307b7c17 Le seed est pas bon, mais ON A LES DROITS! 2023-10-31 14:38:30 -04:00
mduval76
9dd2e1b821 Fix pour resize dynamique de la fenetre de jeu (positionnement et scalaires).
Fix pour le maudit F10-fullscreen
2023-10-31 11:11:14 -04:00
MarcEricMartel
eb7116bac8 BUFFER_LENGTH 2023-10-30 17:22:21 -04:00
MarcEricMartel
f44b6cd7dc y tho 2023-10-30 16:57:12 -04:00
Rynort
e5189f437c Finission du code pour le Pause 2023-10-30 15:49:17 -04:00
MarcEricMartel
35c2a5be31 pouet pouet 2023-10-30 15:36:43 -04:00
Frederic Leger
2d52abab07 Merge branch 'master' into SQC19_Booster 2023-10-30 14:33:41 -04:00
Frederic Leger
559a8efc19 ajout texture 2023-10-30 14:32:20 -04:00
Claudel-D-Roy
a82f994d49 Merge branch 'SQC19_Booster' of https://github.com/CegepSTH/SQCSim2023 into SQC19_Booster 2023-10-30 14:19:57 -04:00
Claudel-D-Roy
5f3b5b3777 BoosterVert 2023-10-30 14:19:55 -04:00
Frederic Leger
b67d7c647f Merge branch 'master' into SQC19_Booster 2023-10-30 14:09:39 -04:00
Frederic Leger
9fa4f2829b add boostinfo 2023-10-30 14:03:10 -04:00
mduval76
eed8f5f04a Push menu solo ou multi. 2023-10-29 15:39:29 -04:00
Rynort
85f4f82660 avancement menu pause 2023-10-23 17:51:29 -04:00
Frederic Leger
dd851a17e1 Merge pull request #17 from CegepSTH/master
update branche
2023-10-23 12:50:03 -04:00
137 changed files with 1828 additions and 617 deletions

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@@ -134,6 +134,7 @@
<ClInclude Include="array2d.h" /> <ClInclude Include="array2d.h" />
<ClInclude Include="array3d.h" /> <ClInclude Include="array3d.h" />
<ClInclude Include="blockinfo.h" /> <ClInclude Include="blockinfo.h" />
<ClInclude Include="boostinfo.h" />
<ClInclude Include="bullet.h" /> <ClInclude Include="bullet.h" />
<ClInclude Include="chunk.h" /> <ClInclude Include="chunk.h" />
<ClInclude Include="define.h" /> <ClInclude Include="define.h" />
@@ -147,6 +148,7 @@
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<ClCompile Include="blockinfo.cpp" /> <ClCompile Include="blockinfo.cpp" />
<ClCompile Include="boostinfo.cpp" />
<ClCompile Include="bullet.cpp" /> <ClCompile Include="bullet.cpp" />
<ClCompile Include="chunk.cpp" /> <ClCompile Include="chunk.cpp" />
<ClCompile Include="netprotocol.cpp" /> <ClCompile Include="netprotocol.cpp" />

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@@ -54,6 +54,9 @@
<ClInclude Include="transformation.h"> <ClInclude Include="transformation.h">
<Filter>Fichiers d%27en-tête</Filter> <Filter>Fichiers d%27en-tête</Filter>
</ClInclude> </ClInclude>
<ClInclude Include="boostinfo.h">
<Filter>Fichiers d%27en-tête</Filter>
</ClInclude>
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<ClCompile Include="world.cpp"> <ClCompile Include="world.cpp">
@@ -80,5 +83,8 @@
<ClCompile Include="transformation.cpp"> <ClCompile Include="transformation.cpp">
<Filter>Fichiers sources</Filter> <Filter>Fichiers sources</Filter>
</ClCompile> </ClCompile>
<ClCompile Include="boostinfo.cpp">
<Filter>Fichiers sources</Filter>
</ClCompile>
</ItemGroup> </ItemGroup>
</Project> </Project>

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@@ -0,0 +1,32 @@
#include "boostinfo.h"
#include <iostream>
BoostInfo::BoostInfo(BoostType type, const std::string& name, float u, float v, float s, int dur) : m_type(type), m_name(name), m_u(u), m_v(v), m_s(s), m_durability(dur)
{
}
BoostInfo::~BoostInfo()
{
}
BoostType BoostInfo::GetType() const
{
return m_type;
}
void BoostInfo::GetTexture(float& u, float& v, float& s)
{
u = m_u;
v = m_v;
s = m_s;
}
void BoostInfo::Show() const
{
std::cout << "Type: " << m_type << std::endl;
std::cout << "Nom: " << m_name << std::endl;
std::cout << "Durabilite: " << m_durability << std::endl;
std::cout << "Coordonnees Texture: " << m_u << ", " << m_v << ", " << m_s << std::endl;
}

29
SQCSim-common/boostinfo.h Normal file
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@@ -0,0 +1,29 @@
#ifndef BOOSTINFO_H__
#define BOOSTINFO_H__
#include <string>
#include "define.h"
class BoostInfo
{
public:
BoostInfo(BoostType type, const std::string& name, float u, float v, float s, int dur);
~BoostInfo();
BoostType GetType() const;
void GetTexture(float& u, float& v, float& s);
void Show() const;
private:
BoostType m_type;
float m_u;
float m_v;
float m_s;
std::string m_name;
int m_durability;
};
#endif // BOOSTINFO_H__

View File

@@ -7,7 +7,7 @@ Bullet::Bullet(Vector3f pos, Vector3f dir, uint64_t tid): m_startpos(pos), m_cur
Bullet::~Bullet() {} Bullet::~Bullet() {}
bool Bullet::Update(World* world, float elapsedtime, int perframe, std::map<uint64_t, Player*> mapPlayer) { bool Bullet::Update(World* world, float elapsedtime, int perframe, std::unordered_map<uint64_t, Player*> mapPlayer) {
int max = 100 / perframe; int max = 100 / perframe;
float damage = 0.057f; float damage = 0.057f;
for (int x = 0; x < max; ++x) { for (int x = 0; x < max; ++x) {

View File

@@ -1,9 +1,9 @@
#ifndef BULLET_H__ #ifndef BULLET_H__
#define BULLET_H__ #define BULLET_H__
#include <unordered_map>
#include "define.h" #include "define.h"
#include "vector3.h" #include "vector3.h"
#include <map>
#include "player.h" #include "player.h"
@@ -16,7 +16,7 @@ public:
Bullet(Vector3f pos, Vector3f dir, uint64_t tid); Bullet(Vector3f pos, Vector3f dir, uint64_t tid);
~Bullet(); ~Bullet();
bool Update(World* world, float elapsedtime, int perframe, std::map<uint64_t, Player*> m_mapPlayer); bool Update(World* world, float elapsedtime, int perframe, std::unordered_map<uint64_t, Player*> m_mapPlayer);
void Transpose(int& x, int& z); void Transpose(int& x, int& z);
Vector3f getPos() const; Vector3f getPos() const;
Vector3f getVel() const; Vector3f getVel() const;

View File

@@ -36,7 +36,7 @@ Chunk::Chunk(unsigned int x, unsigned int y, int64_t seed) : m_posX(x), m_posY(y
float height = simplex.eval(xnoiz, ynoiz) * 50.f;// +1.f; float height = simplex.eval(xnoiz, ynoiz) * 50.f;// +1.f;
for (int iy = 0; iy <= (int)height % CHUNK_SIZE_Y; ++iy) { for (int iy = 0; iy <= (int)height % CHUNK_SIZE_Y; ++iy) {
if (GetBlock(ix, iy, iz) == BTYPE_AIR) if (GetBlock(ix, iy, iz) == BTYPE_AIR)
SetBlock(ix, iy, iz, BTYPE_GRASS, nullptr); SetBlock(ix, iy, iz, BTYPE_GREENGRASS, nullptr);
} }
} }
for (int ix = 0; ix < CHUNK_SIZE_X; ++ix) // "Lacs" for (int ix = 0; ix < CHUNK_SIZE_X; ++ix) // "Lacs"
@@ -46,6 +46,37 @@ Chunk::Chunk(unsigned int x, unsigned int y, int64_t seed) : m_posX(x), m_posY(y
SetBlock(ix, iy, iz, BTYPE_ICE, nullptr); SetBlock(ix, iy, iz, BTYPE_ICE, nullptr);
} }
} }
int rnd = rand() % 15;
if (rnd == 4)
for (int ix = 0; ix < CHUNK_SIZE_X; ++ix) // structure
for (int iz = 0; iz < CHUNK_SIZE_Z; ++iz) {
for (int iy = 0; iy < 14; ++iy) {
if (ix == 3)
if (GetBlock(ix, iy, iz) == BTYPE_AIR)
Structure(ix, iy, iz, 2);
}
}
if (rnd == 3)
for (int ix = 0; ix < CHUNK_SIZE_Z; ++ix) // structure
for (int iz = 0; iz < CHUNK_SIZE_X; ++iz) {
for (int iy = 0; iy < 14; ++iy) {
if (iz == 4)
if (GetBlock(ix, iy, iz) == BTYPE_AIR)
Structure(ix, iy, iz, 2);
}
}
if (rnd == 6)
for (int ix = 0; ix < CHUNK_SIZE_X; ++ix) // structure
for (int iz = 0; iz < CHUNK_SIZE_Z; ++iz) {
for (int iy = 0; iy < 14; ++iy) {
if (ix == 3)
if (GetBlock(ix, iy, iz) == BTYPE_AIR)
Structure(ix, iy, iz, 2);
}
}
//for (int ix = 0; ix < CHUNK_SIZE_X; ++ix) // "Arbres" //for (int ix = 0; ix < CHUNK_SIZE_X; ++ix) // "Arbres"
// for (int iz = 0; iz < CHUNK_SIZE_Z; ++iz) { // for (int iz = 0; iz < CHUNK_SIZE_Z; ++iz) {
// float xnoiz, ynoiz; // float xnoiz, ynoiz;
@@ -61,8 +92,8 @@ Chunk::Chunk(unsigned int x, unsigned int y, int64_t seed) : m_posX(x), m_posY(y
// break; // break;
// } // }
// } // }
/* } /* }
else { else {
input.seekg(0, std::ios_base::end); input.seekg(0, std::ios_base::end);
int size = input.tellg(); int size = input.tellg();
input.seekg(0, std::ios_base::beg); input.seekg(0, std::ios_base::beg);
@@ -75,7 +106,7 @@ Chunk::Chunk(unsigned int x, unsigned int y, int64_t seed) : m_posX(x), m_posY(y
for (int iz = 0; iz < CHUNK_SIZE_Z; ++iz) for (int iz = 0; iz < CHUNK_SIZE_Z; ++iz)
for (int iy = 0; iy < CHUNK_SIZE_Y; ++iy) for (int iy = 0; iy < CHUNK_SIZE_Y; ++iy)
m_blocks.Set(ix, iy, iz, data[ix + (iz * CHUNK_SIZE_X) + (iy * CHUNK_SIZE_Z * CHUNK_SIZE_X)]); m_blocks.Set(ix, iy, iz, data[ix + (iz * CHUNK_SIZE_X) + (iy * CHUNK_SIZE_Z * CHUNK_SIZE_X)]);
}*/ }*/
} }
Chunk::~Chunk() { Chunk::~Chunk() {
@@ -140,3 +171,31 @@ void Chunk::MakeClean() { m_isDirty = false; }
void Chunk::MakeModified() { m_isModified = true; } void Chunk::MakeModified() { m_isModified = true; }
void Chunk::Structure(int x, int y, int z,int height)
{
for (int i = 0; i < height; i++)
{
SetBlock(x, i + y, z, BTYPE_GRASS, nullptr);
}
}

View File

@@ -28,6 +28,7 @@ class Chunk {
void CheckNeighbors(unsigned int x, unsigned int z, World* world); void CheckNeighbors(unsigned int x, unsigned int z, World* world);
void GetPosition(unsigned int& x, unsigned int& y) const; void GetPosition(unsigned int& x, unsigned int& y) const;
void Structure(int x, int y, int z, int height);
bool IsDirty() const; bool IsDirty() const;
void MakeDirty(); void MakeDirty();
void MakeClean(); void MakeClean();

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@@ -7,11 +7,11 @@
#define SRV_PORT 10000 #define SRV_PORT 10000
#define CLI_PORT 10001 #define CLI_PORT 10001
#define BUFFER_LENGTH 150 #define BUFFER_LENGTH 1500
#define CHUNK_SIZE_X 4 #define CHUNK_SIZE_X 6
#define CHUNK_SIZE_Y 64 #define CHUNK_SIZE_Y 64
#define CHUNK_SIZE_Z 4 #define CHUNK_SIZE_Z 6
#define MAX_SELECTION_DISTANCE 5 #define MAX_SELECTION_DISTANCE 5
#define SEED 0 #define SEED 0
#define COUNTDOWN 300 #define COUNTDOWN 300
@@ -27,14 +27,25 @@
#define THREADS_UPDATE_CHUNKS 6 #define THREADS_UPDATE_CHUNKS 6
#define THREADS_DELETE_CHUNKS 3 #define THREADS_DELETE_CHUNKS 3
#define VIEW_DISTANCE 512 // Si les chunks arr<72>tent de s'afficher pendant une game et qu'il y a un access violation quand tu quitte, il faut augmenter ce chiffre. #define VIEW_DISTANCE 512 // Si les chunks arr<72>tent de s'afficher pendant une game et qu'il y a un access violation quand tu quitte, il faut augmenter ce chiffre.
#define TEXTURE_SIZE 512 #define TEXTURE_SIZE 512
#define MAX_BULLETS 512 #define MAX_BULLETS 512
#define TIME_SPEED_BOOST 10 //secondes
#define TIME_DAMAGE_BOOST 10 //secondes
#define TIME_INVINCIBLE_BOOST 4 //secondes
#define STRENGTH_SPEED_BOOST 10 //Pourcentage
#define BULLET_TIME .1 #define BULLET_TIME .1
typedef uint8_t BlockType; typedef uint8_t BlockType;
enum BLOCK_TYPE { BTYPE_AIR, BTYPE_DIRT, BTYPE_GRASS, BTYPE_METAL, BTYPE_ICE, BTYPE_LAST }; enum BLOCK_TYPE { BTYPE_AIR, BTYPE_DIRT, BTYPE_GRASS, BTYPE_METAL, BTYPE_ICE, BTYPE_GREENGRASS, BTYPE_LAST };
typedef uint8_t BoostType;
enum BOOST_TYPE { BTYPE_SPEED, BTYPE_HEAL, BTYPE_DAMAGE, BTYPE_INVINCIBLE, BTYPE_BOOST_LAST };
//anim
enum ANIM_TYPE { STILL = 0, SHOOTING = 8, JUMPING = 16, JUMPINGSHOOTING = 24, DEAD = 32, TYPE_LAST = 40};
enum ANIM_POS {FRONT, QUARTER_FRONT_LEFT, QUATER_FRONT_RIGHT, PROFIL_LEFT, PROFIL_RIGHT, QUARTER_BACK_LEFT, QUARTER_BACK_RIGHT, BACK , POS_LAST};
typedef uint64_t Timestamp; typedef uint64_t Timestamp;
#ifdef _WIN32 #ifdef _WIN32
@@ -46,6 +57,7 @@ typedef uint64_t Timestamp;
#include <cstdio> #include <cstdio>
#include <ctime> #include <ctime>
#define poll WSAPoll
#define flag_t u_long #define flag_t u_long
#define addrlen_t int #define addrlen_t int
#define ioctl ioctlsocket #define ioctl ioctlsocket

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@@ -4,26 +4,26 @@ void netprot::Serialize(Input* in, char* buf[], uint32_t* buflen) {
*buf[0] = (char)netprot::PACKET_TYPE::INPUT; *buf[0] = (char)netprot::PACKET_TYPE::INPUT;
uint64_t time = in->timestamp; uint64_t time = in->timestamp;
uint8_t time8[sizeof(uint64_t)] = {(uint8_t)((time >> 56) & 0xFF), uint8_t time8[sizeof(uint64_t)] = { (uint8_t)((time >> 56) & 0xFF),
(uint8_t)((time >> 48) & 0xFF), (uint8_t)((time >> 48) & 0xFF),
(uint8_t)((time >> 40) & 0xFF), (uint8_t)((time >> 40) & 0xFF),
(uint8_t)((time >> 32) & 0xFF), (uint8_t)((time >> 32) & 0xFF),
(uint8_t)((time >> 24) & 0xFF), (uint8_t)((time >> 24) & 0xFF),
(uint8_t)((time >> 16) & 0xFF), (uint8_t)((time >> 16) & 0xFF),
(uint8_t)((time >> 8 ) & 0xFF), (uint8_t)((time >> 8) & 0xFF),
(uint8_t)(time & 0xFF)}; (uint8_t)(time & 0xFF) };
memcpy(*buf + 1, time8, sizeof(uint64_t)); memcpy(*buf + 1, time8, sizeof(uint64_t));
uint64_t sid = in->sid; uint64_t sid = in->sid;
uint8_t sid8[sizeof(uint64_t)] = {(uint8_t)((sid >> 56) & 0xFF), uint8_t sid8[sizeof(uint64_t)] = { (uint8_t)((sid >> 56) & 0xFF),
(uint8_t)((sid >> 48) & 0xFF), (uint8_t)((sid >> 48) & 0xFF),
(uint8_t)((sid >> 40) & 0xFF), (uint8_t)((sid >> 40) & 0xFF),
(uint8_t)((sid >> 32) & 0xFF), (uint8_t)((sid >> 32) & 0xFF),
(uint8_t)((sid >> 24) & 0xFF), (uint8_t)((sid >> 24) & 0xFF),
(uint8_t)((sid >> 16) & 0xFF), (uint8_t)((sid >> 16) & 0xFF),
(uint8_t)((sid >> 8 ) & 0xFF), (uint8_t)((sid >> 8) & 0xFF),
(uint8_t)( sid & 0xFF)}; (uint8_t)(sid & 0xFF) };
memcpy(*buf + sizeof(uint64_t) + 1, sid8, sizeof(uint64_t)); memcpy(*buf + sizeof(uint64_t) + 1, sid8, sizeof(uint64_t));
@@ -35,7 +35,7 @@ void netprot::Serialize(Input* in, char* buf[], uint32_t* buflen) {
keys.right & 0b00010000 | keys.right & 0b00010000 |
keys.jump & 0b00001000 | keys.jump & 0b00001000 |
keys.shoot & 0b00000100 | keys.shoot & 0b00000100 |
keys.block & 0b00000010 ; keys.block & 0b00000010;
memcpy(*buf + sizeof(uint64_t) * 2 + 1, &keys8, sizeof(uint8_t)); memcpy(*buf + sizeof(uint64_t) * 2 + 1, &keys8, sizeof(uint8_t));
@@ -54,7 +54,7 @@ void netprot::Serialize(Input* in, char* buf[], uint32_t* buflen) {
(uint8_t)((vec[2] >> 24) & 0xFF), (uint8_t)((vec[2] >> 24) & 0xFF),
(uint8_t)((vec[2] >> 16) & 0xFF), (uint8_t)((vec[2] >> 16) & 0xFF),
(uint8_t)((vec[2] >> 8) & 0xFF), (uint8_t)((vec[2] >> 8) & 0xFF),
(uint8_t)(vec[2] & 0xFF)}; (uint8_t)(vec[2] & 0xFF) };
memcpy(*buf + sizeof(uint64_t) * 2 + 2, vec8, sizeof(uint32_t) * 3); memcpy(*buf + sizeof(uint64_t) * 2 + 2, vec8, sizeof(uint32_t) * 3);
@@ -88,7 +88,57 @@ void netprot::Serialize(Output* out, char* buf[], uint32_t* buflen) {
memcpy(*buf + sizeof(uint64_t) + 1, sid8, sizeof(uint64_t)); memcpy(*buf + sizeof(uint64_t) + 1, sid8, sizeof(uint64_t));
// TODO: Finir ca. States states = out->states;
uint8_t states8 =
states.jumping & 0b10000000 |
states.shooting & 0b01000000 |
states.hit & 0b00100000 |
states.powerup & 0b00010000 |
states.dead & 0b00001000 |
states.still & 0b00000100 |
states.jumpshot & 0b00000010 |
states.running & 0b00000001;
memcpy(*buf + sizeof(uint64_t) * 2 + 1, &states8, sizeof(uint8_t));
uint32_t vec[3];
memcpy(vec, &out->direction, sizeof(Vector3f)); // Pour d<>naturer les floats.
uint8_t vec8[3 * sizeof(uint32_t)] = {
(uint8_t)((vec[0] >> 24) & 0xFF),
(uint8_t)((vec[0] >> 16) & 0xFF),
(uint8_t)((vec[0] >> 8) & 0xFF),
(uint8_t)(vec[0] & 0xFF),
(uint8_t)((vec[1] >> 24) & 0xFF),
(uint8_t)((vec[1] >> 16) & 0xFF),
(uint8_t)((vec[1] >> 8) & 0xFF),
(uint8_t)(vec[1] & 0xFF),
(uint8_t)((vec[2] >> 24) & 0xFF),
(uint8_t)((vec[2] >> 16) & 0xFF),
(uint8_t)((vec[2] >> 8) & 0xFF),
(uint8_t)(vec[2] & 0xFF) };
memcpy(*buf + sizeof(uint64_t) * 2 + 2, vec8, sizeof(uint32_t) * 3);
memcpy(vec, &out->position, sizeof(Vector3f)); // Pour d<>naturer les floats.
uint8_t vec82[3 * sizeof(uint32_t)] = {
(uint8_t)((vec[0] >> 24) & 0xFF),
(uint8_t)((vec[0] >> 16) & 0xFF),
(uint8_t)((vec[0] >> 8) & 0xFF),
(uint8_t)(vec[0] & 0xFF),
(uint8_t)((vec[1] >> 24) & 0xFF),
(uint8_t)((vec[1] >> 16) & 0xFF),
(uint8_t)((vec[1] >> 8) & 0xFF),
(uint8_t)(vec[1] & 0xFF),
(uint8_t)((vec[2] >> 24) & 0xFF),
(uint8_t)((vec[2] >> 16) & 0xFF),
(uint8_t)((vec[2] >> 8) & 0xFF),
(uint8_t)(vec[2] & 0xFF) };
memcpy(*buf + sizeof(uint64_t) * 2 + 2 + sizeof(uint32_t) * 3, vec82, sizeof(uint32_t) * 3);
*buflen = sizeof(uint64_t) * 2 + 2 + sizeof(uint32_t) * 6;
} }
void netprot::Serialize(Sync* sync, char* buf[], uint32_t* buflen) { void netprot::Serialize(Sync* sync, char* buf[], uint32_t* buflen) {
@@ -118,7 +168,7 @@ void netprot::Serialize(Sync* sync, char* buf[], uint32_t* buflen) {
memcpy(*buf + sizeof(uint64_t) + 1, sid8, sizeof(uint64_t)); memcpy(*buf + sizeof(uint64_t) + 1, sid8, sizeof(uint64_t));
uint32_t timer = sync->timer; uint32_t timer = sync->timer;
uint8_t time8[sizeof(uint32_t)] = {(uint8_t)((timer >> 24) & 0xFF), uint8_t time8[sizeof(uint32_t)] = { (uint8_t)((timer >> 24) & 0xFF),
(uint8_t)((timer >> 16) & 0xFF), (uint8_t)((timer >> 16) & 0xFF),
(uint8_t)((timer >> 8) & 0xFF), (uint8_t)((timer >> 8) & 0xFF),
(uint8_t)(timer & 0xFF) }; (uint8_t)(timer & 0xFF) };
@@ -366,8 +416,8 @@ void netprot::Serialize(ErrorLog* errlog, char* buf[], uint32_t* buflen) {
bool netprot::Deserialize(Input* in, char* buf, const uint32_t buflen) { bool netprot::Deserialize(Input* in, char* buf, uint32_t *buflen) {
if (buflen <= sizeof(Input)) if (*buflen <= sizeof(Input))
return false; return false;
uint8_t diff[sizeof(uint64_t)] = { 0,0,0,0,0,0,0,0 }; uint8_t diff[sizeof(uint64_t)] = { 0,0,0,0,0,0,0,0 };
@@ -417,19 +467,94 @@ bool netprot::Deserialize(Input* in, char* buf, const uint32_t buflen) {
(uint32_t)subvec[8] << 24 | (uint32_t)subvec[8] << 24 |
(uint32_t)subvec[9] << 16 | (uint32_t)subvec[9] << 16 |
(uint32_t)subvec[10] << 8 | (uint32_t)subvec[10] << 8 |
(uint32_t)subvec[11]}; (uint32_t)subvec[11] };
memcpy(&in->direction, vec, sizeof(uint32_t) * 3); memcpy(&in->direction, vec, sizeof(uint32_t) * 3);
*buflen = sizeof(uint64_t) * 2 + 2 + sizeof(uint32_t) * 3;
return true; return true;
} }
bool netprot::Deserialize(Output* out, char* buf, const uint32_t buflen) { bool netprot::Deserialize(Output* out, char* buf, uint32_t *buflen) {
if (*buflen <= sizeof(Output))
return false; return false;
uint8_t diff[sizeof(uint64_t)] = { 0,0,0,0,0,0,0,0 };
memcpy(diff, &buf[1], sizeof(uint64_t));
out->timestamp =
(uint64_t)diff[0] << 56 |
(uint64_t)diff[1] << 48 |
(uint64_t)diff[2] << 40 |
(uint64_t)diff[3] << 32 |
(uint64_t)diff[4] << 24 |
(uint64_t)diff[5] << 16 |
(uint64_t)diff[6] << 8 |
(uint64_t)diff[7];
memcpy(diff, &buf[1 + sizeof(uint64_t)], sizeof(uint64_t));
out->id =
(uint64_t)diff[0] << 56 |
(uint64_t)diff[1] << 48 |
(uint64_t)diff[2] << 40 |
(uint64_t)diff[3] << 32 |
(uint64_t)diff[4] << 24 |
(uint64_t)diff[5] << 16 |
(uint64_t)diff[6] << 8 |
(uint64_t)diff[7];
uint8_t states = 0;
memcpy(&states, &buf[1 + sizeof(uint64_t) * 2], sizeof(uint8_t));
out->states.jumping = states & 0b10000000;
out->states.shooting = states & 0b01000000;
out->states.hit = states & 0b00100000;
out->states.dead = states & 0b00010000;
out->states.still = states & 0b00001000;
out->states.jumpshot = states & 0b00000100;
out->states.running = states & 0b00000010;
uint8_t subvec[3 * sizeof(uint32_t)] = { 0,0,0,0,0,0,0,0,0,0,0,0 };
memcpy(subvec, &buf[2 + sizeof(uint64_t) * 2], sizeof(uint8_t) * 12);
uint32_t vec[3] = {
(uint32_t)subvec[0] << 24 |
(uint32_t)subvec[1] << 16 |
(uint32_t)subvec[2] << 8 |
(uint32_t)subvec[3],
(uint32_t)subvec[4] << 24 |
(uint32_t)subvec[5] << 16 |
(uint32_t)subvec[6] << 8 |
(uint32_t)subvec[7],
(uint32_t)subvec[8] << 24 |
(uint32_t)subvec[9] << 16 |
(uint32_t)subvec[10] << 8 |
(uint32_t)subvec[11] };
memcpy(&out->direction, vec, sizeof(uint32_t) * 3);
memcpy(subvec, &buf[2 + sizeof(uint64_t) * 2 + sizeof(uint32_t) * 3], sizeof(uint8_t) * 12);
uint32_t vec2[3] = {
(uint32_t)subvec[0] << 24 |
(uint32_t)subvec[1] << 16 |
(uint32_t)subvec[2] << 8 |
(uint32_t)subvec[3],
(uint32_t)subvec[4] << 24 |
(uint32_t)subvec[5] << 16 |
(uint32_t)subvec[6] << 8 |
(uint32_t)subvec[7],
(uint32_t)subvec[8] << 24 |
(uint32_t)subvec[9] << 16 |
(uint32_t)subvec[10] << 8 |
(uint32_t)subvec[11] };
memcpy(&out->position, vec2, sizeof(uint32_t) * 3);
*buflen = sizeof(uint64_t) * 2 + 2 + sizeof(uint32_t) * 6;
return true;
} }
bool netprot::Deserialize(Sync* sync, char* buf, const uint32_t buflen) { bool netprot::Deserialize(Sync* sync, char* buf, uint32_t *buflen) {
if (buflen <= sizeof(Sync)) if (*buflen <= sizeof(Sync))
return false; return false;
uint8_t diff[sizeof(uint64_t)] = { 0,0,0,0,0,0,0,0 }; uint8_t diff[sizeof(uint64_t)] = { 0,0,0,0,0,0,0,0 };
@@ -487,11 +612,13 @@ bool netprot::Deserialize(Sync* sync, char* buf, const uint32_t buflen) {
memcpy(&sync->position, vec, sizeof(uint32_t) * 3); memcpy(&sync->position, vec, sizeof(uint32_t) * 3);
*buflen = sizeof(uint64_t) * 2 + sizeof(uint32_t) * 4 + sizeof(uint16_t) + 2;
return true; return true;
} }
bool netprot::Deserialize(TeamInfo* tinfo, char* buf, const uint32_t buflen) { bool netprot::Deserialize(TeamInfo* tinfo, char* buf, uint32_t *buflen) {
if (buflen <= sizeof(LoginInfo)) if (*buflen <= sizeof(LoginInfo))
return false; return false;
size_t namesize = std::strlen(buf) + 1; size_t namesize = std::strlen(buf) + 1;
@@ -513,11 +640,13 @@ bool netprot::Deserialize(TeamInfo* tinfo, char* buf, const uint32_t buflen) {
(uint64_t)diff[6] << 8 | (uint64_t)diff[6] << 8 |
(uint64_t)diff[7]; (uint64_t)diff[7];
*buflen = namesize + sizeof(uint64_t) + 2;
return true; return true;
} }
bool netprot::Deserialize(LoginInfo* linfo, char* buf, const uint32_t buflen) { bool netprot::Deserialize(LoginInfo* linfo, char* buf, uint32_t *buflen) {
if (buflen <= sizeof(LoginInfo)) if (*buflen <= sizeof(LoginInfo))
return false; return false;
size_t namesize = std::strlen(buf) + 1; size_t namesize = std::strlen(buf) + 1;
@@ -550,11 +679,13 @@ bool netprot::Deserialize(LoginInfo* linfo, char* buf, const uint32_t buflen) {
(uint64_t)diff[6] << 8 | (uint64_t)diff[6] << 8 |
(uint64_t)diff[7]; (uint64_t)diff[7];
*buflen = namesize + sizeof(uint64_t) * 2 + 2;
return true; return true;
} }
bool netprot::Deserialize(PlayerInfo* pinfo, char* buf, const uint32_t buflen) { bool netprot::Deserialize(PlayerInfo* pinfo, char* buf, uint32_t *buflen) {
if (buflen <= sizeof(PlayerInfo)) if (*buflen <= sizeof(PlayerInfo))
return false; return false;
size_t namesize = std::strlen(buf) + 1; size_t namesize = std::strlen(buf) + 1;
@@ -587,11 +718,13 @@ bool netprot::Deserialize(PlayerInfo* pinfo, char* buf, const uint32_t buflen) {
(uint64_t)diff[6] << 8 | (uint64_t)diff[6] << 8 |
(uint64_t)diff[7]; (uint64_t)diff[7];
*buflen = namesize + sizeof(uint64_t) * 2 + 2;
return true; return true;
} }
bool netprot::Deserialize(GameInfo* ginfo, char* buf, const uint32_t buflen) { bool netprot::Deserialize(GameInfo* ginfo, char* buf, uint32_t *buflen) {
if (buflen <= sizeof(GameInfo)) if (*buflen <= sizeof(GameInfo))
return false; return false;
uint8_t diff[sizeof(uint64_t)] = { 0,0,0,0,0,0,0,0 }; uint8_t diff[sizeof(uint64_t)] = { 0,0,0,0,0,0,0,0 };
@@ -628,11 +761,13 @@ bool netprot::Deserialize(GameInfo* ginfo, char* buf, const uint32_t buflen) {
(uint64_t)diff[6] << 8 | (uint64_t)diff[6] << 8 |
(uint64_t)diff[7]; (uint64_t)diff[7];
*buflen = sizeof(uint64_t) * 3 + 1;
return true; return true;
} }
bool netprot::Deserialize(Chat* chat, char* buf, const uint32_t buflen) { bool netprot::Deserialize(Chat* chat, char* buf, uint32_t *buflen) {
if (buflen <= sizeof(Chat)) if (*buflen <= sizeof(Chat))
return false; return false;
uint8_t src[sizeof(uint64_t)] = { 0,0,0,0,0,0,0,0 }; uint8_t src[sizeof(uint64_t)] = { 0,0,0,0,0,0,0,0 };
@@ -677,11 +812,14 @@ bool netprot::Deserialize(Chat* chat, char* buf, const uint32_t buflen) {
return false; return false;
memcpy(&chat->mess, &buf[1 + sizeof(uint64_t) * 3], messsize); memcpy(&chat->mess, &buf[1 + sizeof(uint64_t) * 3], messsize);
*buflen = messsize + sizeof(uint64_t) * 3 + 2;
return true; return true;
} }
bool netprot::Deserialize(ErrorLog* errlog, char* buf, const uint32_t buflen) { bool netprot::Deserialize(ErrorLog* errlog, char* buf, uint32_t *buflen) {
if (buflen <= sizeof(ErrorLog)) if (*buflen <= sizeof(ErrorLog))
return false; return false;
size_t messsize = std::strlen(buf) + 1; size_t messsize = std::strlen(buf) + 1;
@@ -692,9 +830,13 @@ bool netprot::Deserialize(ErrorLog* errlog, char* buf, const uint32_t buflen) {
memcpy(&errlog->mess, &buf[1], messsize); memcpy(&errlog->mess, &buf[1], messsize);
memcpy(&errlog->is_fatal, &buf[1 + messsize], sizeof(bool)); memcpy(&errlog->is_fatal, &buf[1 + messsize], sizeof(bool));
*buflen = messsize + sizeof(uint64_t) * 3 + 2;
return true; return true;
} }
netprot::PACKET_TYPE netprot::getType(char* buf, const uint32_t buflen) { netprot::PACKET_TYPE netprot::getType(char* buf, const uint32_t buflen) {
if (buflen < 1 || if (buflen < 1 ||
buf[0] >= (char)netprot::PACKET_TYPE::LAST_PACK || buf[0] >= (char)netprot::PACKET_TYPE::LAST_PACK ||
@@ -703,7 +845,7 @@ netprot::PACKET_TYPE netprot::getType(char* buf, const uint32_t buflen) {
return (netprot::PACKET_TYPE)buf[0]; return (netprot::PACKET_TYPE)buf[0];
} }
netprot::Packet netprot::getPack(char* buf, uint32_t buflen) { netprot::Packet netprot::getPack(char* buf, uint32_t *buflen) {
Packet pck = { nullptr, PACKET_TYPE::ERR }; Packet pck = { nullptr, PACKET_TYPE::ERR };
Input* in = nullptr; Input* in = nullptr;
Output* out = nullptr; Output* out = nullptr;
@@ -713,7 +855,7 @@ netprot::Packet netprot::getPack(char* buf, uint32_t buflen) {
ErrorLog* errlog = nullptr; ErrorLog* errlog = nullptr;
LoginInfo* loginf = nullptr; LoginInfo* loginf = nullptr;
switch (getType(buf, buflen)) { switch (getType(buf, *buflen)) {
case PACKET_TYPE::INPUT: case PACKET_TYPE::INPUT:
in = new Input(); in = new Input();
if (netprot::Deserialize(in, buf, buflen)) { if (netprot::Deserialize(in, buf, buflen)) {
@@ -770,7 +912,7 @@ netprot::Packet netprot::getPack(char* buf, uint32_t buflen) {
} }
netprot::Packet netprot::getPack(netprot::Buffer* buf) { netprot::Packet netprot::getPack(netprot::Buffer* buf) {
return netprot::getPack(buf->ptr, buf->len); return netprot::getPack(buf->ptr, &buf->len);
} }
bool netprot::emptyPack(netprot::Packet pck) { bool netprot::emptyPack(netprot::Packet pck) {
@@ -808,80 +950,197 @@ netprot::Packet netprot::makePack(void* ptr, PACKET_TYPE type) {
return pck; return pck;
} }
std::vector<netprot::Packet> netprot::recvPacks(SOCKET sock, Buffer* buf) { std::vector<char*> netprot::recvPacks(SOCKET sock, Buffer* buf, Buffer* outbuf) {
std::vector<Packet> lsPck; std::vector<char*> lsPck;
int len = 0, end = 0; int len = buf->tmp? buf->tmp - buf->ptr: 0,
bool pck_received = false; end = 0;
char* cursor = nullptr; char * cursor = buf->tmp ? buf->tmp: nullptr ,
* next = buf->tmp ? buf->tmp + 1: buf->ptr,
* last = buf->tmp ? buf->tmp: buf->ptr;
bool ended = true;
struct pollfd fds[1];
fds[0].fd = sock;
fds[0].events = POLLIN;
while (true) { while (true) {
while (!pck_received) { if (!poll(fds, 1, 0)) {
int bytes = recv(sock, &buf->ptr[len], buf->len - len, 0); if (ended)
if (bytes < 0) // si recv() retourne -1; ça veut dire qu'il y a plus rien a lire. buf->tmp = nullptr;
return lsPck; return lsPck;
}
int bytes = recv(sock, &buf->ptr[len], buf->len - len, 0);
if (bytes <= 0) { // si recv() retourne -1 ou 0; ça veut dire qu'il y a plus rien a lire qui n'a pas déjà été traité.
if (ended)
buf->tmp = nullptr;
return lsPck;
}
len += bytes; len += bytes;
// TODO: Voir si on trouve un footer (5 '\0' d'affilee). end = len;
// Si oui, mettre l'index du debut du footer dans
// la variable "end" et mettre pck_received a true. ended = false;
while (true) {
int cmp = 0;
if (cursor)
end -= (cursor - buf->ptr);
if (end < 0)
break;
cursor = (char*)memchr(next, '\r', end);
if (cursor) {
next = cursor;
cursor--;
cmp = memcmp(cursor, Footer, sizeof(uint32_t));
if (cmp == 0) {
if (!outbuf) {
lsPck.push_back(last);
cursor += sizeof(uint32_t);
last = cursor;
next = cursor + 1;
}
else {
memcpy(&outbuf->ptr[cursor - last], last, cursor - last);
lsPck.push_back(&outbuf->ptr[cursor - last]);
cursor += sizeof(uint32_t);
last = cursor;
next = cursor + 1;
}
}
}
else {
if (!outbuf)
buf->tmp = last;
cursor = &buf->ptr[len];
next = cursor + 1;
break;
};
}
}
}
std::vector<char*> netprot::recvPacksFrom(SOCKET sock, Buffer* buf, sockaddr_in from, Buffer* outbuf) {
std::vector<char*> lsPck;
int len = buf->tmp ? buf->tmp - buf->ptr : 0,
end = 0;
char* cursor = buf->tmp ? buf->tmp : nullptr,
* next = buf->tmp ? buf->tmp + 1 : buf->ptr,
* last = buf->tmp ? buf->tmp : buf->ptr;
bool ended = true;
struct pollfd fds[1];
sockaddr_in sockad = from;
addrlen_t socklen = sizeof(sockad);
fds[0].fd = sock;
fds[0].events = POLLIN;
while (true) {
if (!poll(fds, 1, 0)) {
if (ended)
buf->tmp = nullptr;
return lsPck;
} }
cursor = &buf->ptr[end]; int bytes = recvfrom(sock, &buf->ptr[len], buf->len - len, 0, (sockaddr*)&sockad, &socklen);
if (bytes <= 0) { // si recv() retourne -1 ou 0; ça veut dire qu'il y a plus rien a lire qui n'a pas déjà été traité.
lsPck.push_back(getPack(buf)); if (ended)
buf->tmp = nullptr;
while (*cursor == '\0') { return lsPck;
cursor++;
end++;
} }
len += bytes;
end = len;
if (cursor) { // mettre le début du prochain paquet au début du buffer. ended = false;
memcpy(buf->ptr, cursor, buf->len - end); // et voir s'il y a en un autre
len = 0; while (true) {
pck_received = true; int cmp = 0;
if (cursor)
end -= (cursor - buf->ptr);
if (end < 0)
break;
cursor = (char*)memchr(next, '\r', end);
if (cursor) {
next = cursor;
cursor--;
cmp = memcmp(cursor, Footer, sizeof(uint32_t));
if (cmp == 0) {
if (!outbuf) {
lsPck.push_back(last);
cursor += sizeof(uint32_t);
last = cursor;
next = cursor + 1;
}
else {
memcpy(&outbuf->ptr[cursor - last], last, cursor - last);
lsPck.push_back(&outbuf->ptr[cursor - last]);
cursor += sizeof(uint32_t);
last = cursor;
next = cursor + 1;
}
}
}
else {
if (!outbuf)
buf->tmp = last;
cursor = &buf->ptr[len];
next = cursor + 1;
break;
};
} }
} }
} }
template <> template <>
void netprot::sendPack<netprot::Packet>(SOCKET sock, Packet* pack, char** buf, uint32_t* buflen) { void netprot::sendPack<netprot::Packet>(SOCKET sock, Packet* pack, Buffer* buf) {
switch (pack->type) { switch (pack->type) {
case PACKET_TYPE::INPUT: case PACKET_TYPE::INPUT:
sendPack<Input>(sock, (Input*)pack->ptr, buf, buflen); sendPack<Input>(sock, (Input*)pack->ptr, buf);
return; return;
case PACKET_TYPE::OUTPUT: case PACKET_TYPE::OUTPUT:
sendPack<Output>(sock, (Output*)pack->ptr, buf, buflen); sendPack<Output>(sock, (Output*)pack->ptr, buf);
return; return;
case PACKET_TYPE::SYNC: case PACKET_TYPE::SYNC:
sendPack<Sync>(sock, (Sync*)pack->ptr, buf, buflen); sendPack<Sync>(sock, (Sync*)pack->ptr, buf);
return; return;
case PACKET_TYPE::TEAMINF: case PACKET_TYPE::TEAMINF:
sendPack<TeamInfo>(sock, (TeamInfo*)pack->ptr, buf, buflen); sendPack<TeamInfo>(sock, (TeamInfo*)pack->ptr, buf);
return; return;
case PACKET_TYPE::PLAYINF: case PACKET_TYPE::PLAYINF:
sendPack<PlayerInfo>(sock, (PlayerInfo*)pack->ptr, buf, buflen); sendPack<PlayerInfo>(sock, (PlayerInfo*)pack->ptr, buf);
return; return;
case PACKET_TYPE::LOGINF: case PACKET_TYPE::LOGINF:
sendPack<LoginInfo>(sock, (LoginInfo*)pack->ptr, buf, buflen); sendPack<LoginInfo>(sock, (LoginInfo*)pack->ptr, buf);
return; return;
case PACKET_TYPE::CHUNKMOD: case PACKET_TYPE::CHUNKMOD:
//sendPack<ChunkMod>(sock, (ChunkMod*)pack->ptr, buf, buflen); //sendPack<ChunkMod>(sock, (ChunkMod*)pack->ptr, buf);
return;
case PACKET_TYPE::PLAYERMOD: case PACKET_TYPE::PLAYERMOD:
//sendPack<PlayerMod>(sock, (PlayerMod*)pack->ptr, buf, buflen); //sendPack<PlayerMod>(sock, (PlayerMod*)pack->ptr, buf);
return; return;
case PACKET_TYPE::PICKUPMOD: case PACKET_TYPE::PICKUPMOD:
//sendPack<PickupMod>(sock, (PickupMod*)pack->ptr, buf, buflen); //sendPack<PickupMod>(sock, (PickupMod*)pack->ptr, buf);
return; return;
case PACKET_TYPE::GAMEINFO: case PACKET_TYPE::GAMEINFO:
sendPack<GameInfo>(sock, (GameInfo*)pack->ptr, buf, buflen); sendPack<GameInfo>(sock, (GameInfo*)pack->ptr, buf);
return; return;
case PACKET_TYPE::ENDINFO: case PACKET_TYPE::ENDINFO:
//sendPack<EndInfo>(sock, (EndInfo*)pack->ptr, buf, buflen); //sendPack<EndInfo>(sock, (EndInfo*)pack->ptr, buf);
return; return;
case PACKET_TYPE::CHAT: case PACKET_TYPE::CHAT:
sendPack<Chat>(sock, (Chat*)pack->ptr, buf, buflen); sendPack<Chat>(sock, (Chat*)pack->ptr, buf);
return; return;
case PACKET_TYPE::ERRLOG: case PACKET_TYPE::ERRLOG:
sendPack<ErrorLog>(sock, (ErrorLog*)pack->ptr, buf, buflen); sendPack<ErrorLog>(sock, (ErrorLog*)pack->ptr, buf);
return; return;
case PACKET_TYPE::LAST_PACK: [[fallthrough]]; case PACKET_TYPE::LAST_PACK: [[fallthrough]];
case PACKET_TYPE::ERR: [[fallthrough]]; case PACKET_TYPE::ERR: [[fallthrough]];
@@ -891,46 +1150,46 @@ void netprot::sendPack<netprot::Packet>(SOCKET sock, Packet* pack, char** buf, u
} }
template <> template <>
void netprot::sendPackTo<netprot::Packet>(SOCKET sock, Packet* pack, char** buf, uint32_t* buflen, sockaddr_in* sockad) { void netprot::sendPackTo<netprot::Packet>(SOCKET sock, Packet* pack, Buffer* buf, sockaddr_in* sockad) {
switch (pack->type) { switch (pack->type) {
case PACKET_TYPE::INPUT: case PACKET_TYPE::INPUT:
sendPackTo<Input>(sock, (Input*)pack->ptr, buf, buflen, sockad); sendPackTo<Input>(sock, (Input*)pack->ptr, buf, sockad);
return; return;
case PACKET_TYPE::OUTPUT: case PACKET_TYPE::OUTPUT:
sendPackTo<Output>(sock, (Output*)pack->ptr, buf, buflen, sockad); sendPackTo<Output>(sock, (Output*)pack->ptr, buf, sockad);
return; return;
case PACKET_TYPE::SYNC: case PACKET_TYPE::SYNC:
sendPackTo<Sync>(sock, (Sync*)pack->ptr, buf, buflen, sockad); sendPackTo<Sync>(sock, (Sync*)pack->ptr, buf, sockad);
return; return;
case PACKET_TYPE::TEAMINF: case PACKET_TYPE::TEAMINF:
sendPackTo<TeamInfo>(sock, (TeamInfo*)pack->ptr, buf, buflen, sockad); sendPackTo<TeamInfo>(sock, (TeamInfo*)pack->ptr, buf, sockad);
return; return;
case PACKET_TYPE::PLAYINF: case PACKET_TYPE::PLAYINF:
sendPackTo<PlayerInfo>(sock, (PlayerInfo*)pack->ptr, buf, buflen, sockad); sendPackTo<PlayerInfo>(sock, (PlayerInfo*)pack->ptr, buf, sockad);
return; return;
case PACKET_TYPE::LOGINF: case PACKET_TYPE::LOGINF:
sendPackTo<LoginInfo>(sock, (LoginInfo*)pack->ptr, buf, buflen, sockad); sendPackTo<LoginInfo>(sock, (LoginInfo*)pack->ptr, buf, sockad);
return; return;
case PACKET_TYPE::CHUNKMOD: case PACKET_TYPE::CHUNKMOD:
//sendPackTo<ChunkMod>(sock, (ChunkMod*)pack->ptr, buf, buflen, sockad); //sendPackTo<ChunkMod>(sock, (ChunkMod*)pack->ptr, buf, sockad);
return; return;
case PACKET_TYPE::PLAYERMOD: case PACKET_TYPE::PLAYERMOD:
//sendPackTo<PlayerMod>(sock, (PlayerMod*)pack->ptr, buf, buflen, sockad); //sendPackTo<PlayerMod>(sock, (PlayerMod*)pack->ptr, buf, sockad);
return; return;
case PACKET_TYPE::PICKUPMOD: case PACKET_TYPE::PICKUPMOD:
//sendPackTo<PickupMod>(sock, (PickupMod*)pack->ptr, buf, buflen, sockad); //sendPackTo<PickupMod>(sock, (PickupMod*)pack->ptr, buf, sockad);
return; return;
case PACKET_TYPE::GAMEINFO: case PACKET_TYPE::GAMEINFO:
sendPackTo<GameInfo>(sock, (GameInfo*)pack->ptr, buf, buflen, sockad); sendPackTo<GameInfo>(sock, (GameInfo*)pack->ptr, buf, sockad);
return; return;
case PACKET_TYPE::ENDINFO: case PACKET_TYPE::ENDINFO:
//sendPackTo<EndInfo>(sock, (EndInfo*)pack->ptr, buf, buflen, sockad); //sendPackTo<EndInfo>(sock, (EndInfo*)pack->ptr, buf, sockad);
return; return;
case PACKET_TYPE::CHAT: case PACKET_TYPE::CHAT:
sendPackTo<Chat>(sock, (Chat*)pack->ptr, buf, buflen, sockad); sendPackTo<Chat>(sock, (Chat*)pack->ptr, buf, sockad);
return; return;
case PACKET_TYPE::ERRLOG: case PACKET_TYPE::ERRLOG:
sendPackTo<ErrorLog>(sock, (ErrorLog*)pack->ptr, buf, buflen, sockad); sendPackTo<ErrorLog>(sock, (ErrorLog*)pack->ptr, buf, sockad);
return; return;
case PACKET_TYPE::LAST_PACK: [[fallthrough]]; case PACKET_TYPE::LAST_PACK: [[fallthrough]];
case PACKET_TYPE::ERR: [[fallthrough]]; case PACKET_TYPE::ERR: [[fallthrough]];

View File

@@ -7,8 +7,6 @@
/* Protocole Particulier de Partie a Plusieurs Personnes (PPPPP) */ /* Protocole Particulier de Partie a Plusieurs Personnes (PPPPP) */
// Packet: packet[0] = PacketType, packet[1..n-1] = {packet}
namespace netprot { namespace netprot {
enum class PACKET_TYPE: uint8_t { enum class PACKET_TYPE: uint8_t {
ERR, INPUT, OUTPUT, SYNC, ERR, INPUT, OUTPUT, SYNC,
@@ -18,8 +16,10 @@ namespace netprot {
LAST_PACK LAST_PACK
}; };
/* Structures */
struct Buffer { // Pour pouvoir rendre l'utilisation des buffers plus clean. struct Buffer { // Pour pouvoir rendre l'utilisation des buffers plus clean.
char* ptr = new char[BUFFER_LENGTH]; char* ptr = new char[BUFFER_LENGTH] { 1 }, * tmp = nullptr;
uint32_t len = BUFFER_LENGTH; uint32_t len = BUFFER_LENGTH;
~Buffer() { delete[] ptr; } ~Buffer() { delete[] ptr; }
@@ -31,6 +31,12 @@ namespace netprot {
PACKET_TYPE type = PACKET_TYPE::ERR; PACKET_TYPE type = PACKET_TYPE::ERR;
}; };
/* Constantes */
inline const char Footer[sizeof(uint32_t)] = { '\0', '\r', '\0', '\n' }; // constante de footer qui est ajoutée à chaque paquet envoyé.
/* Sous-structures */
struct Keys { struct Keys {
bool forward, bool forward,
backward, backward,
@@ -52,6 +58,8 @@ namespace netprot {
running; running;
}; };
/* Structures de paquets */
struct Input { // cli -> srv UDP ~frame struct Input { // cli -> srv UDP ~frame
Timestamp timestamp; Timestamp timestamp;
uint64_t sid = 0; uint64_t sid = 0;
@@ -67,7 +75,7 @@ namespace netprot {
States states; // 0bJSH_____ bit-packing de bool. States states; // 0bJSH_____ bit-packing de bool.
}; };
struct Sync { // srv -> cli TCP ~second struct Sync { // srv -> cli TCP ~second - un premier sync démarre la partie.
Timestamp timestamp; Timestamp timestamp;
uint64_t sid = 0; uint64_t sid = 0;
uint32_t timer = 0; uint32_t timer = 0;
@@ -98,7 +106,11 @@ namespace netprot {
uint64_t id = 0, uint64_t id = 0,
tid = 0; tid = 0;
PlayerInfo() {} PlayerInfo() {}
PlayerInfo(PlayerInfo* log) : id(log->id), tid(log->tid) { strcpy(log->name, name); } PlayerInfo(PlayerInfo* log) : id(log->id), tid(log->tid) {
strcpy(log->name, name);
};
PlayerInfo(int id, int tid, std::string strname) : id(id), tid(tid) { memcpy((void*)strname.c_str(), name, strname.length());
}
}; };
struct GameInfo { // cli <-> srv TCP event (before game start)/ once struct GameInfo { // cli <-> srv TCP event (before game start)/ once
@@ -125,6 +137,8 @@ namespace netprot {
ErrorLog(ErrorLog* err) : is_fatal(err->is_fatal) { strcpy(err->mess, mess); } ErrorLog(ErrorLog* err) : is_fatal(err->is_fatal) { strcpy(err->mess, mess); }
}; };
/* Fonctions */
void Serialize(Input* in, char* buf[], uint32_t* buflen); // cli void Serialize(Input* in, char* buf[], uint32_t* buflen); // cli
void Serialize(Output* out, char* buf[], uint32_t* buflen); // srv void Serialize(Output* out, char* buf[], uint32_t* buflen); // srv
void Serialize(Sync* sync, char* buf[], uint32_t* buflen); // srv void Serialize(Sync* sync, char* buf[], uint32_t* buflen); // srv
@@ -135,48 +149,56 @@ namespace netprot {
void Serialize(Chat* chat, char* buf[], uint32_t* buflen); // cli/srv void Serialize(Chat* chat, char* buf[], uint32_t* buflen); // cli/srv
void Serialize(ErrorLog* errlog, char* buf[], uint32_t* buflen); // srv void Serialize(ErrorLog* errlog, char* buf[], uint32_t* buflen); // srv
bool Deserialize(Input* in, char* buf, const uint32_t buflen); // srv bool Deserialize(Input* in, char* buf, uint32_t* buflen); // srv
bool Deserialize(Output* out, char* buf, const uint32_t buflen); // cli bool Deserialize(Output* out, char* buf, uint32_t* buflen); // cli
bool Deserialize(Sync* sync, char* buf, const uint32_t buflen); // cli bool Deserialize(Sync* sync, char* buf, uint32_t* buflen); // cli
bool Deserialize(TeamInfo* tinfo, char* buf, const uint32_t buflen); // cli/srv bool Deserialize(TeamInfo* tinfo, char* buf, uint32_t* buflen); // cli/srv
bool Deserialize(LoginInfo* linfo, char* buf, const uint32_t buflen); // cli/srv bool Deserialize(LoginInfo* linfo, char* buf, uint32_t* buflen); // cli/srv
bool Deserialize(PlayerInfo* pinfo, char* buf, const uint32_t buflen); // cli bool Deserialize(PlayerInfo* pinfo, char* buf, uint32_t* buflen); // cli
bool Deserialize(GameInfo* ginfo, char* buf, const uint32_t buflen); // cli bool Deserialize(GameInfo* ginfo, char* buf, uint32_t* buflen); // cli
bool Deserialize(Chat* chat, char* buf, const uint32_t buflen); // srv/cli bool Deserialize(Chat* chat, char* buf, uint32_t* buflen); // srv/cli
bool Deserialize(ErrorLog* errlog, char* buf, const uint32_t buflen); // srv bool Deserialize(ErrorLog* errlog, char* buf, uint32_t* buflen); // srv
PACKET_TYPE getType(char* buf, uint32_t buflen); PACKET_TYPE getType(char* buf, uint32_t buflen);
Packet getPack(char* buf, uint32_t buflen); Packet getPack(char* buf, uint32_t *buflen);
Packet getPack(Buffer* buf); Packet getPack(Buffer* buf);
bool emptyPack(Packet pck); bool emptyPack(Packet pck);
Packet makePack(void* ptr, PACKET_TYPE type); // Pour pouvoir faire une liste de stock a supprimer sans avoir a en faire une pour chaque type. Packet makePack(void* ptr, PACKET_TYPE type); // Pour pouvoir faire une liste de stock a supprimer sans avoir a en faire une pour chaque type.
template <class T> T copyPack(Packet* pck);
template <class T> void sendPack(SOCKET sock, T* pack, char** buf, uint32_t* buflen); template <class T> void sendPack(SOCKET sock, T* pack, char** buf, uint32_t* buflen);
template <class T> void sendPackTo(SOCKET sock, T* pack, char** buf, uint32_t* buflen, sockaddr_in* sockad); template <class T> void sendPackTo(SOCKET sock, T* pack, char** buf, uint32_t* buflen, sockaddr_in* sockad);
template <class T> void sendPack(SOCKET sock, T* pack, Buffer* buf); template <class T> void sendPack(SOCKET sock, T* pack, Buffer* buf);
template <class T> void sendPackTo(SOCKET sock, T* pack, Buffer* buf, sockaddr_in* sockad); template <class T> void sendPackTo(SOCKET sock, T* pack, Buffer* buf, sockaddr_in* sockad);
std::vector<Packet> recvPacks(SOCKET sock, Buffer* buf); std::vector<char*> recvPacks(SOCKET sock, Buffer* buf, Buffer* oufbuf = nullptr);
std::vector<char*> recvPacksFrom(SOCKET sock, Buffer* buf, sockaddr_in from, Buffer* oufbuf = nullptr);
/* Templates */
template <class T>
T copyPack(Packet* pck) { return T((T*)pck->ptr); }
template <class T> template <class T>
void sendPack(SOCKET sock, T* pack, char** buf, uint32_t* buflen) { void sendPack(SOCKET sock, T* pack, char** buf, uint32_t* buflen) {
netprot::Serialize(pack, buf, buflen); netprot::Serialize(pack, buf, buflen);
memset(&buf[*buflen], '\0', sizeof(uint64_t) + sizeof(uint8_t)); memcpy(*buf + *buflen, Footer, sizeof(uint32_t));
buflen += (sizeof(uint64_t) + sizeof(uint8_t)); *buflen += sizeof(Footer);
send(sock, *buf, *buflen, 0); send(sock, *buf, *buflen, 0);
*buflen = BUFFER_LENGTH; *buflen = BUFFER_LENGTH;
} }
template <class T> template <class T>
void sendPackTo(SOCKET sock, T* pack, char** buf, uint32_t* buflen, sockaddr_in* sockad) { void sendPackTo(SOCKET sock, T* pack, char** buf, uint32_t* buflen, sockaddr_in* sockad) {
sockaddr_in addr = *sockad; const sockaddr_in addr = *sockad;
netprot::Serialize(pack, buf, buflen); netprot::Serialize(pack, buf, buflen);
memset(&buf[*buflen], '\0', sizeof(uint64_t) + sizeof(uint8_t)); memcpy(*buf + *buflen, Footer, sizeof(uint32_t));
buflen += (sizeof(uint64_t) + sizeof(uint8_t)); *buflen += sizeof(Footer);
sendto(sock, *buf, *buflen, 0, (sockaddr*)&addr, sizeof(addr)); sendto(sock, *buf, *buflen, 0, (sockaddr*)&addr, sizeof(addr));
*buflen = BUFFER_LENGTH; *buflen = BUFFER_LENGTH;
} }
@@ -184,22 +206,21 @@ namespace netprot {
template <class T> template <class T>
void sendPack(SOCKET sock, T* pack, Buffer* buf) { void sendPack(SOCKET sock, T* pack, Buffer* buf) {
netprot::Serialize(pack, &buf->ptr, &buf->len); netprot::Serialize(pack, &buf->ptr, &buf->len);
memset(&buf->ptr[buf->len], '\0', sizeof(uint64_t) + sizeof(uint8_t)); memcpy(&buf->ptr[buf->len], Footer, sizeof(uint32_t));
buf->len += sizeof(uint64_t) + sizeof(uint8_t); buf->len += sizeof(Footer);
send(sock, buf->ptr, buf->len, 0); send(sock, buf->ptr, buf->len, 0);
buf->rstLen(); buf->rstLen();
} }
template <class T> template <class T>
void sendPackTo(SOCKET sock, T* pack, Buffer* buf, sockaddr_in* sockad) { void sendPackTo(SOCKET sock, T* pack, Buffer* buf, sockaddr_in* sockad) {
sockaddr_in addr = *sockad; const sockaddr_in addr = *sockad;
netprot::Serialize(pack, &buf->ptr, &buf->len); netprot::Serialize(pack, &buf->ptr, &buf->len);
memset(&buf->ptr[buf->len], '\0', sizeof(uint64_t) + sizeof(uint8_t)); memcpy(&buf->ptr[buf->len], Footer, sizeof(uint32_t));
buf->len += sizeof(uint64_t) + sizeof(uint8_t); buf->len += sizeof(Footer);
sendto(sock, buf->ptr, buf->len, 0, (sockaddr*)&addr, sizeof(addr)); sendto(sock, buf->ptr, buf->len, 0, (sockaddr*)&addr, sizeof(addr));
buf->rstLen(); buf->rstLen();
} }
}; };
#endif #endif

View File

@@ -61,6 +61,11 @@ Vector3f Player::GetInput(bool front, bool back, bool left, bool right, bool jum
delta.y += jump? .32f: shoot? .1f : 0.f; delta.y += jump? .32f: shoot? .1f : 0.f;
m_airborne = true; m_airborne = true;
} }
if (boostspeed)
{
delta.x += STRENGTH_SPEED_BOOST / 100 * delta.x;
delta.z += STRENGTH_SPEED_BOOST / 100 * delta.z;
}
if (shoot) // Recoil! if (shoot) // Recoil!
TurnTopBottom(-1); TurnTopBottom(-1);
@@ -182,18 +187,69 @@ Player::Sound Player::ApplyPhysics(Vector3f input, World* world, float elapsedTi
else isStep = false; else isStep = false;
m_POV = m_position.y; m_POV = m_position.y;
m_POV += m_airborne ? 0 : (sin(bobbingtime) - 0.5f) * (abs(m_velocity.x) + abs(m_velocity.z)) * .2f; m_POV += m_airborne ? 0 : (sin(bobbingtime) - 0.5f) * (abs(m_velocity.x) + abs(m_velocity.z)) * .2f;
RemoveBooster(elapsedTime);
return snd; return snd;
} }
void Player::ApplyTransformation(Transformation& transformation, bool rel) const { void Player::ApplyTransformation(Transformation& transformation, bool rel, bool rot) const {
transformation.ApplyRotation(-m_rotX, 1, 0, 0); transformation.ApplyRotation(-m_rotX, 1, 0, 0);
transformation.ApplyRotation(-m_rotY, 0, 1, 0); transformation.ApplyRotation(-m_rotY, 0, 1, 0);
if (rel) transformation.ApplyTranslation(-GetPOV()); 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)
{
if (boosttype == SPEED)
{
boostspeed = true;
timeboostspeed = 0;
}
if (boosttype == HEAL)
{
m_hp = 100;
}
if (boosttype == DAMAGE)
{
boostdamage = true;
timeboostdamage = 0;
}
if (boosttype == INVINCIBLE)
{
boostinvincible = true;
boostinvincible = 0;
}
}
void Player::RemoveBooster(float elapsedtime)
{
if (boostspeed)
{
timeboostspeed += elapsedtime;
if (timeboostspeed >= TIME_SPEED_BOOST)
boostspeed = false;
}
if (boostdamage)
{
timeboostdamage += elapsedtime;
if (timeboostdamage >= TIME_DAMAGE_BOOST)
boostdamage = false;
}
if (boostinvincible)
{
timeboostinvincible += elapsedtime;
if (timeboostinvincible >= TIME_INVINCIBLE_BOOST)
boostinvincible = false;
}
}
void Player::SetDirection(Vector3f dir) { m_direction = dir; }
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::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::GetVelocity() const { return m_velocity; }
Vector3f Player::GetPOV() const { return Vector3f(GetPosition().x, m_POV, GetPosition().z); } Vector3f Player::GetPOV() const { return Vector3f(GetPosition().x, m_POV, GetPosition().z); }

View File

@@ -5,11 +5,13 @@
#include "transformation.h" #include "transformation.h"
#include "vector3.h" #include "vector3.h"
class World; class World;
class Player { class Player {
public: public:
enum Sound { NOSOUND, STEP, FALL }; enum Sound { NOSOUND, STEP, FALL };
enum Booster { SPEED, HEAL, DAMAGE, INVINCIBLE };
Player(const Vector3f& position, float rotX = 0, float rotY = 0); Player(const Vector3f& position, float rotX = 0, float rotY = 0);
~Player(); ~Player();
@@ -18,9 +20,13 @@ public:
void TurnTopBottom(float value); void TurnTopBottom(float value);
Vector3f GetInput(bool front, bool back, bool left, bool right, bool jump, bool dash, float elapsedTime); Vector3f GetInput(bool front, bool back, bool left, bool right, bool jump, bool dash, float elapsedTime);
Sound ApplyPhysics(Vector3f input, World* world, float elapsedTime); Sound ApplyPhysics(Vector3f input, World* world, float elapsedTime);
void ApplyTransformation(Transformation& transformation, bool rel = true) const; void GetBooster(Booster boosttype);
void RemoveBooster(float elapsedtime);
void ApplyTransformation(Transformation& transformation, bool rel = true, bool rot = true) const;
void SetDirection(Vector3f dir);
Vector3f GetPosition() const; Vector3f GetPosition() const;
Vector3f GetPositionAbs() const;
Vector3f GetDirection() const; Vector3f GetDirection() const;
Vector3f GetVelocity() const; Vector3f GetVelocity() const;
Vector3f GetPOV() const; Vector3f GetPOV() const;
@@ -45,13 +51,20 @@ protected:
float m_rotX = 0; float m_rotX = 0;
float m_rotY = 0; float m_rotY = 0;
float m_POV; float m_POV;
float timeboostspeed;
float timeboostdamage;
float timeboostinvincible;
float m_hp; float m_hp;
bool m_airborne; bool m_airborne;
bool boostspeed;
bool boostdamage;
bool boostinvincible;
Vector3f InterpolatePosition(const Vector3f& vec1, const Vector3f& vec2, const Timestamp& tim1, const Timestamp& tim2, const Timestamp& now); Vector3f InterpolatePosition(const Vector3f& vec1, const Vector3f& vec2, const Timestamp& tim1, const Timestamp& tim2, const Timestamp& now);
}; };
#endif //_PLAYER_H__ #endif //_PLAYER_H__

View File

@@ -16,6 +16,9 @@ void World::SetSeed(uint64_t seed) {
m_seed = seed; m_seed = seed;
} }
Chunk* World::ChunkAt(float x, float y, float z) const { Chunk* World::ChunkAt(float x, float y, float z) const {
int cx = (int)x / CHUNK_SIZE_X; int cx = (int)x / CHUNK_SIZE_X;
int cz = (int)z / CHUNK_SIZE_Z; int cz = (int)z / CHUNK_SIZE_Z;
@@ -31,6 +34,32 @@ Chunk* World::ChunkAt(float x, float y, float z) const {
Chunk* World::ChunkAt(const Vector3f& pos) const { return ChunkAt(pos.x, pos.y, pos.z); } Chunk* World::ChunkAt(const Vector3f& pos) const { return ChunkAt(pos.x, pos.y, pos.z); }
void World::RemoveChunk(int nbReduit)
{
for (int x = 0; x < WORLD_SIZE_X; ++x)
for (int y = 0; y < WORLD_SIZE_Y; ++y)
{
Chunk* chk = nullptr;
if (x < nbReduit)
chk = m_chunks.Remove(x, y);
if (y < nbReduit)
chk = m_chunks.Remove(x, y);
if (y > WORLD_SIZE_Y - nbReduit)
chk = m_chunks.Remove(x, y);
if (x > WORLD_SIZE_X - nbReduit)
chk = m_chunks.Remove(x, y);
// TODO: MakeDirty() les voisins pour qu'ils se redessinent.
if (!chk)
continue;
m_tbDeleted.emplace_back(chk);
}
}
BlockType World::BlockAt(float x, float y, float z, BlockType defaultBlockType) const { BlockType World::BlockAt(float x, float y, float z, BlockType defaultBlockType) const {
Chunk* c = ChunkAt(x, y, z); Chunk* c = ChunkAt(x, y, z);

View File

@@ -28,6 +28,8 @@ public:
Chunk* ChunkAt(float x, float y, float z) const; Chunk* ChunkAt(float x, float y, float z) const;
Chunk* ChunkAt(const Vector3f& pos) const; Chunk* ChunkAt(const Vector3f& pos) const;
void RemoveChunk(int nbReduit);
BlockType BlockAt(float x, float y, float z, BlockType defaultBlockType = BTYPE_AIR) const; BlockType BlockAt(float x, float y, float z, BlockType defaultBlockType = BTYPE_AIR) const;
BlockType BlockAt(const Vector3f& pos, BlockType defaultBlockType = BTYPE_AIR) const; BlockType BlockAt(const Vector3f& pos, BlockType defaultBlockType = BTYPE_AIR) const;

View File

@@ -47,6 +47,70 @@ PlayerInfo* Connection::getInfo() const { return (PlayerInfo*)&m_playinfo; }
sockaddr_in* Connection::getAddr() const { return (sockaddr_in*)&m_addr; } sockaddr_in* Connection::getAddr() const { return (sockaddr_in*)&m_addr; }
void Connection::getPacks(SOCKET sock) {
std::vector<char*> lsPck;
Input in;
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))
m_input_manifest[in.timestamp] = in;
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++);
for (auto& [key, conn] : conns) {
if (m_playinfo.id == conn->GetHash(true))
continue;
sendPackTo<Output>(sock, &out, &m_bufout, conn->getAddr());
}
}
}
void Connection::Run(World* world) {
Input in, last;
Output out;
float el;
if (m_input_manifest.size() < 2)
return;
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,
in.keys.left,
in.keys.right,
in.keys.jump, false, el), world, el);
out.position = player.get()->GetPositionAbs();
out.direction = in.direction;
out.timestamp = in.timestamp;
out.id = m_playinfo.id;
m_output_manifest[out.timestamp] = out;
++m_last_in;
}
}
void Connection::CleanInputManifest(Timestamp time) { void Connection::CleanInputManifest(Timestamp time) {
auto wat = m_input_manifest.find(time); auto wat = m_input_manifest.find(time);

View File

@@ -2,10 +2,11 @@
#define CONNECTION_H__ #define CONNECTION_H__
#include <deque> #include <deque>
#include <map> #include <unordered_map>
#include "../SQCSim-common/player.h" #include "../SQCSim-common/player.h"
#include "../SQCSim-common/vector3.h" #include "../SQCSim-common/vector3.h"
#include "../SQCSim-common/netprotocol.h" #include "../SQCSim-common/netprotocol.h"
#include "../SQCSim-common/world.h"
#include "define.h" #include "define.h"
using namespace netprot; using namespace netprot;
@@ -32,16 +33,27 @@ public:
PlayerInfo* getInfo() const; PlayerInfo* getInfo() const;
sockaddr_in* getAddr() const; sockaddr_in* getAddr() const;
void getPacks(SOCKET sock);
void sendPacks(SOCKET sock, std::unordered_map<uint64_t, Connection*> conns);
void Run(World* world);
void CleanInputManifest(Timestamp time); void CleanInputManifest(Timestamp time);
private: private:
std::map<Timestamp, Input> m_input_manifest; std::unordered_map<Timestamp, Input> m_input_manifest;
std::map<Timestamp, Output> m_output_manifest; std::unordered_map<Timestamp, Output> m_output_manifest;
std::map<Timestamp, Chat> m_chatlog; std::unordered_map<Timestamp, Chat> m_chatlog;
SOCKET m_sock; SOCKET m_sock;
sockaddr_in m_addr; sockaddr_in m_addr;
LoginInfo m_loginfo; LoginInfo m_loginfo;
PlayerInfo m_playinfo; PlayerInfo m_playinfo;
Timestamp m_startsync;
uint64_t m_last_in = 0,
m_last_out = 0;
Buffer m_buf,
m_bufout;
}; };
#endif #endif

View File

@@ -129,6 +129,7 @@ int Server::Ready() {
if (recv(sock, m_buf.ptr, m_buf.len, 0) > 0) { if (recv(sock, m_buf.ptr, m_buf.len, 0) > 0) {
PlayerInfo play; PlayerInfo play;
m_buf.len = BUFFER_LENGTH;
Packet pck = getPack(&m_buf); Packet pck = getPack(&m_buf);
if (pck.type != PACKET_TYPE::LOGINF) { if (pck.type != PACKET_TYPE::LOGINF) {
Log("Paquet invalide.", true, false); Log("Paquet invalide.", true, false);
@@ -139,22 +140,22 @@ int Server::Ready() {
LoginInfo* log = (LoginInfo*)pck.ptr; LoginInfo* log = (LoginInfo*)pck.ptr;
log->sid = getUniqueId(); log->sid = getUniqueId();
log->tid = 0; // TODO: À changer si on implemente un mode en equipe. log->tid = 1145389380; // TODO: À changer si on implemente un mode en equipe.
Log(str.append(" Nom: ").append(log->name), false, false); Log(str.append(" Nom: ").append(log->name), false, false);
str.clear(); str.clear();
Log(str.append(log->name).append(" SID: [").append(std::to_string(log->sid).append("]")), false, false); Log(str.append(log->name).append(" SID: [").append(std::to_string(log->sid).append("]")), false, false);
sendPack<LoginInfo>(sock, log, &m_buf.ptr, &m_buf.len); sendPack<LoginInfo>(sock, log, &m_buf);
play.id = getUniqueId(); play.id = getUniqueId();
strcpy(play.name, log->name); strcpy(play.name, log->name);
play.tid = log->tid; play.tid = log->tid;
sendPack<GameInfo>(sock, &m_game, &m_buf.ptr, &m_buf.len); sendPack<GameInfo>(sock, &m_game, &m_buf);
std::unique_ptr<Connection> conn = std::make_unique<Connection>(sock, sockad, *log, play); Connection* conn = new Connection(sock, sockad, *log, play);
for (auto& [key, player] : m_players) { 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>(player->getSock(), &play, &m_buf); // Envoyer les infos de joueur distant aux joueurs d<>j<EFBFBD> connect<63>s
@@ -174,13 +175,16 @@ int Server::Ready() {
} }
void Server::Run() { void Server::Run() {
bool endgame = false;
Input in; Input in;
sockaddr_in sockad; sockaddr_in sockad;
addrlen_t socklen = sizeof(sockad); addrlen_t socklen = sizeof(sockad);
Log("Debut de la partie...", false, false); Log("Debut de la partie...", false, false);
m_world = std::make_unique<World>(); int players = m_players.size();
m_world = new World();
m_world->SetSeed(m_game.seed); m_world->SetSeed(m_game.seed);
m_world->GetChunks().Reset(nullptr); m_world->GetChunks().Reset(nullptr);
m_world->BuildWorld(); m_world->BuildWorld();
@@ -197,32 +201,41 @@ void Server::Run() {
sendPack<Sync>(conn->getSock(), &sync, &m_buf); sendPack<Sync>(conn->getSock(), &sync, &m_buf);
} }
while (true) { while (!endgame) {
if (recvfrom(m_sock_udp, m_buf.ptr, m_buf.len, 0, (sockaddr*)&sockad, &socklen) > 0) { for (auto& [key, conn] : m_players) {
Packet pck = getPack(&m_buf); conn->getPacks(m_sock_udp);
switch (pck.type) { conn->Run(m_world);
using enum netprot::PACKET_TYPE; conn->sendPacks(m_sock_udp, m_players);
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);
} }
} }
//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);
// }
//}
} }
inline std::string Server::LogTimestamp() { inline std::string Server::LogTimestamp() {

View File

@@ -5,6 +5,7 @@
#include <vector> #include <vector>
#include <set> #include <set>
#include <string> #include <string>
#include <unordered_map>
#include "../SQCSim-common/world.h" #include "../SQCSim-common/world.h"
#include "../SQCSim-common/netprotocol.h" #include "../SQCSim-common/netprotocol.h"
#include "define.h" #include "define.h"
@@ -35,12 +36,12 @@ private:
Buffer m_buf; Buffer m_buf;
std::map<uint64_t, std::unique_ptr<Connection>> m_players; std::unordered_map<uint64_t, Connection*> m_players;
std::map <Timestamp, Chat> m_chatlog; std::unordered_map<Timestamp, Chat> m_chatlog;
std::vector<uint64_t> m_ids; std::vector<uint64_t> m_ids;
GameInfo m_game; GameInfo m_game;
std::unique_ptr<World> m_world = nullptr; World* m_world = nullptr;
const bool m_manual_setup = SRV_MANUAL_SETUP; const bool m_manual_setup = SRV_MANUAL_SETUP;
std::string LogTimestamp(); std::string LogTimestamp();

View File

@@ -20,6 +20,7 @@
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<ClInclude Include="audio.h" /> <ClInclude Include="audio.h" />
<ClInclude Include="booster.h" />
<ClInclude Include="connector.h" /> <ClInclude Include="connector.h" />
<ClInclude Include="define.h" /> <ClInclude Include="define.h" />
<ClInclude Include="engine.h" /> <ClInclude Include="engine.h" />
@@ -36,6 +37,7 @@
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<ClCompile Include="audio.cpp" /> <ClCompile Include="audio.cpp" />
<ClCompile Include="booster.cpp" />
<ClCompile Include="connector.cpp" /> <ClCompile Include="connector.cpp" />
<ClCompile Include="engine.cpp" /> <ClCompile Include="engine.cpp" />
<ClCompile Include="main.cpp" /> <ClCompile Include="main.cpp" />
@@ -170,7 +172,7 @@
<FloatingPointModel>Fast</FloatingPointModel> <FloatingPointModel>Fast</FloatingPointModel>
</ClCompile> </ClCompile>
<Link> <Link>
<SubSystem>Windows</SubSystem> <SubSystem>Console</SubSystem>
<GenerateDebugInformation>false</GenerateDebugInformation> <GenerateDebugInformation>false</GenerateDebugInformation>
<EnableCOMDATFolding>true</EnableCOMDATFolding> <EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences> <OptimizeReferences>true</OptimizeReferences>
@@ -192,7 +194,7 @@
<FloatingPointModel>Fast</FloatingPointModel> <FloatingPointModel>Fast</FloatingPointModel>
</ClCompile> </ClCompile>
<Link> <Link>
<SubSystem>Windows</SubSystem> <SubSystem>Console</SubSystem>
<GenerateDebugInformation>false</GenerateDebugInformation> <GenerateDebugInformation>false</GenerateDebugInformation>
<EnableCOMDATFolding>true</EnableCOMDATFolding> <EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences> <OptimizeReferences>true</OptimizeReferences>

View File

@@ -53,6 +53,9 @@
<ClInclude Include="remoteplayer.h"> <ClInclude Include="remoteplayer.h">
<Filter>Fichiers d%27en-tête</Filter> <Filter>Fichiers d%27en-tête</Filter>
</ClInclude> </ClInclude>
<ClInclude Include="booster.h">
<Filter>Fichiers d%27en-tête</Filter>
</ClInclude>
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<ClCompile Include="engine.cpp"> <ClCompile Include="engine.cpp">
@@ -97,5 +100,8 @@
<ClCompile Include="remoteplayer.cpp"> <ClCompile Include="remoteplayer.cpp">
<Filter>Fichiers sources</Filter> <Filter>Fichiers sources</Filter>
</ClCompile> </ClCompile>
<ClCompile Include="booster.cpp">
<Filter>Fichiers sources</Filter>
</ClCompile>
</ItemGroup> </ItemGroup>
</Project> </Project>

46
SQCSim2021/booster.cpp Normal file
View File

@@ -0,0 +1,46 @@
#include "booster.h";
void Booster::RenderBillboard(const Vector3f pos, TextureAtlas& textureAtlas, Shader& shader, Transformation tran)
{
//
//Vector3f playerToQuad = m_player.GetPosition() - m_position;
//playerToQuad.Normalize();
//Vector3f targetPosition = m_player.GetPosition() + playerToQuad * 10.0f;
//Matrix4f rotationMatrix;
//rotationMatrix.SetLookAt(m_position, targetPosition, Vector3f(0, 1, 0));
//glMultMatrixf(rotationMatrix.GetInternalValues());
float x = pos.x;
float y = pos.y;
float z = pos.z;
float width = 1.0f;
float height = 1.0f;
//Pt override les collisions.. a ce point la je sais pas quoi faire
//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());
//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();
textureAtlas.Bind();
textureAtlas.TextureIndexToCoord(8, u, v, w, h);
//glLoadIdentity();
glLoadMatrixf(tran.GetMatrix().GetInternalValues());
glBegin(GL_QUADS);
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();
shader.Disable();
//tran.ApplyTranslation(-m_position);
//glEnable(GL_DEPTH_TEST);
}

14
SQCSim2021/booster.h Normal file
View File

@@ -0,0 +1,14 @@
#ifndef BOOSTER_H__
#define BOOSTER_H__
#include "define.h"
#include "textureatlas.h"
#include "shader.h"
#include "../SQCSim-common/vector3.h"
#include "../SQCSim-common/transformation.h"
class Booster {
public:
void RenderBillboard(const Vector3f pos, TextureAtlas& textureAtlas, Shader& shader, Transformation tran);
};
#endif

View File

@@ -69,44 +69,51 @@ int Connector::Connect(const char* srv_addr, std::string name) {
netprot::sendPack(m_sock_tcp, &log, &bf); netprot::sendPack(m_sock_tcp, &log, &bf);
//using namespace std::chrono_literals;
//std::this_thread::sleep_for(100ms);
memset(bf.ptr, '\0', BUFFER_LENGTH);
bool ready = false; bool ready = false;
int errors = 0; int errors = 0;
std::vector<netprot::Packet> lsPck; std::vector<char*> lsPck;
while (!ready) { while (!ready) {
lsPck = netprot::recvPacks(m_sock_tcp, &bf); lsPck = netprot::recvPacks(m_sock_tcp, &bf);
for (auto& pck : lsPck) { for (auto& pck : lsPck) {
bool bypass_delete = false; uint32_t bsize = bf.len - (pck - bf.ptr);
netprot::PlayerInfo* pl = nullptr; netprot::PlayerInfo* pl = nullptr;
switch (pck.type) { switch (netprot::getType(pck, 1)) {
using enum netprot::PACKET_TYPE; using enum netprot::PACKET_TYPE;
case LOGINF: case LOGINF:
m_loginfo = netprot::LoginInfo((netprot::LoginInfo*)pck.ptr); if (!netprot::Deserialize(&m_loginfo, pck, &bsize))
++errors;
break; break;
case GAMEINFO: case GAMEINFO:
m_gameinfo = netprot::GameInfo((netprot::GameInfo*)pck.ptr); if (!netprot::Deserialize(&m_gameinfo, pck, &bsize))
++errors;
break; break;
case PLAYINF: case PLAYINF:
pl = (netprot::PlayerInfo*)pck.ptr; pl = new netprot::PlayerInfo();
m_players[pl->id] = pl; if (!netprot::Deserialize(pl, pck, &bsize))
bypass_delete = true; ++errors;
else m_players[pl->id] = pl;
break; break;
case TEAMINF: case TEAMINF:
// TODO: Faire dequoi avec TeamInfo si on fini par avoir des teams. // TODO: Faire dequoi avec TeamInfo si on fini par avoir des teams.
break; break;
case SYNC: case SYNC:
m_origin = netprot::Sync((netprot::Sync*)pck.ptr); if (!netprot::Deserialize(&m_origin, pck, &bsize))
++errors;
ready = true; ready = true;
break; break;
default: default:
errors++; errors++;
break; break;
} }
if (!bypass_delete)
netprot::emptyPack(pck);
} }
lsPck.clear(); lsPck.clear();
if (errors > 100) if (errors > 1000)
return 4; return 4;
} }
return 0; return 0;

View File

@@ -2,6 +2,7 @@
#define CONNECTOR_H__ #define CONNECTOR_H__
#include <stdlib.h> #include <stdlib.h>
#include <unordered_map>
#include "../SQCSim-common/netprotocol.h" #include "../SQCSim-common/netprotocol.h"
#include "define.h" #include "define.h"
@@ -26,13 +27,13 @@ public:
// void updateRemotePlayers(std::map<RemotePlayers> rplayers); // void updateRemotePlayers(std::map<RemotePlayers> rplayers);
std::map<uint64_t, netprot::PlayerInfo> m_players; std::unordered_map<uint64_t, netprot::PlayerInfo> m_players;
private: private:
#ifdef _WIN32 #ifdef _WIN32
WSADATA m_wsaData; WSADATA m_wsaData;
#endif #endif
std::map<Timestamp, netprot::Input> m_inputmanifest; std::unordered_map<Timestamp, netprot::Input> m_inputmanifest;
std::map<uint64_t, netprot::TeamInfo> m_teams; std::unordered_map<uint64_t, netprot::TeamInfo> m_teams;
netprot::LoginInfo m_loginfo; netprot::LoginInfo m_loginfo;
netprot::GameInfo m_gameinfo; netprot::GameInfo m_gameinfo;

View File

@@ -29,10 +29,21 @@
#define BASE_HEIGHT 480 #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 TEXTURE_PATH "./media/textures/"
#define SHADER_PATH "./media/shaders/" #define SHADER_PATH "./media/shaders/"
#define AUDIO_PATH "./media/audio/" #define AUDIO_PATH "./media/audio/"
#define CHUNK_PATH "./media/chunks/" #define CHUNK_PATH "./media/chunks/"
#define MENU_ITEM_PATH "./media/menu_items/" #define MENU_ITEM_PATH "./media/menu_items/"
#define BOOSTER_TEXTURE_PATH "./media/textures/Booster/"
#endif // DEFINE_H__ #endif // DEFINE_H__

View File

@@ -1,5 +1,7 @@
#include "engine.h" #include "engine.h"
#include <algorithm>
#include <filesystem>
#include <fstream>
#include <iostream> #include <iostream>
#include <chrono> #include <chrono>
#include <thread> #include <thread>
@@ -11,12 +13,13 @@ struct Notification {
float displayStartTime = 0.0f; float displayStartTime = 0.0f;
}; };
// Use a queue to manage notifications // Use a queue to manage notifications
//std::queue<Notification> notificationQueue; //std::queue<Notification> notificationQueue;
// Use a vector to manage notifications // Use a vector to manage notifications
std::vector<Notification> notifications; std::vector<Notification> notifications;
Engine::Engine() {} Engine::Engine() : m_remotePlayer(&m_pinfo), m_pinfo(){}
Engine::~Engine() { Engine::~Engine() {
m_world.CleanUpWorld(m_renderCount, true); m_world.CleanUpWorld(m_renderCount, true);
@@ -72,6 +75,8 @@ void Engine::DrawSplachScreen()
glPopMatrix(); glPopMatrix();
glMatrixMode(GL_MODELVIEW); glMatrixMode(GL_MODELVIEW);
glPopMatrix(); glPopMatrix();
m_gamestate = GameState::OPTIONS;
} }
@@ -273,8 +278,46 @@ void Engine::DrawMenu()
ShowCursor(); ShowCursor();
} }
void Engine::Init() { void Engine::DrawPause()
{
static const int sTitle = 400;
static const int sButton = 225;
glDisable(GL_LIGHTING);
glDisable(GL_DEPTH_TEST);
glDisable(GL_STENCIL_TEST);
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glOrtho(0, Width(), 0, Height(), -1, 1);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
PauseBGTexture.Bind();
glLoadIdentity();
glBegin(GL_QUADS);
glTexCoord2f(0, 0);
glVertex2i(0, 0);
glTexCoord2f(1, 0);
glVertex2i(800, 0);
glTexCoord2f(1, 1);
glVertex2i(800, 600);
glTexCoord2f(0, 1);
glVertex2i(0, 600);
glEnd();
glDisable(GL_BLEND);
glEnable(GL_DEPTH_TEST);
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
ShowCursor();
}
void Engine::Init() {
GLenum glewErr = glewInit(); GLenum glewErr = glewInit();
if (glewErr != GLEW_OK) { if (glewErr != GLEW_OK) {
@@ -283,14 +326,13 @@ void Engine::Init() {
} }
uint64_t seed = SEED; uint64_t seed = SEED;
char ch;
glDisable(GL_FRAMEBUFFER_SRGB); glDisable(GL_FRAMEBUFFER_SRGB);
glEnable(GL_DEPTH_TEST); glEnable(GL_DEPTH_TEST);
glEnable(GL_STENCIL_TEST); glEnable(GL_STENCIL_TEST);
glEnable(GL_POINT_SMOOTH); glEnable(GL_POINT_SMOOTH);
glEnable(GL_BLEND); glEnable(GL_BLEND);
glEnable(GL_CULL_FACE); //glEnable(GL_CULL_FACE);
glEnable(GL_TEXTURE_2D); glEnable(GL_TEXTURE_2D);
glMatrixMode(GL_PROJECTION); glMatrixMode(GL_PROJECTION);
@@ -304,10 +346,14 @@ void Engine::Init() {
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glBlendEquation(GL_FUNC_SUBTRACT); glBlendEquation(GL_FUNC_SUBTRACT);
if (m_istarted)
return;
else m_istarted = true;
// //
// Objet de skybox avec sa propre texture et son propre shader! // Objet de skybox avec sa propre texture et son propre shader!
m_skybox.Init(0.2f); m_skybox.Init(0.2f);
//m_skybox2.Init(1.f);
// Objet de musique! // Objet de musique!
//m_audio.ToggleMusicState(); //m_audio.ToggleMusicState();
@@ -317,17 +363,18 @@ void Engine::Init() {
m_whoosh[x] = nullptr; m_whoosh[x] = nullptr;
} }
char* ch = new char[2];
std::cout << "Jouer en ligne? [o/N] "; std::cout << "Jouer en ligne? [o/N] ";
std::cin >> ch; std::cin.getline(ch, 2);
std::cout << std::endl; std::cout << std::endl;
if (ch == 'o' || ch == 'O') { if (*ch == 'o' || *ch == 'O') {
char* input = new char[32]; char* input = new char[32];
std::string playname, srvname; std::string playname, srvname;
while (playname.size() < 1) { while (playname.size() < 1) {
std::cout << "Veuillez entrer un nom de joueur: "; std::cout << "Veuillez entrer un nom de joueur: ";
std::cin.ignore();
std::cin.getline(input, 32); std::cin.getline(input, 32);
std::cout << std::endl; std::cout << std::endl;
playname = input; playname = input;
@@ -361,12 +408,16 @@ void Engine::Init() {
} }
else std::cout << "Erreur de creation de socket." << std::endl; else std::cout << "Erreur de creation de socket." << std::endl;
} }
delete[] ch;
m_world.SetSeed(seed); m_world.SetSeed(seed);
// Init Chunks // Init Chunks
m_world.GetChunks().Reset(nullptr); 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. // Gestion de souris.
CenterMouse(); CenterMouse();
HideCursor(); HideCursor();
@@ -376,23 +427,107 @@ void Engine::DeInit() {}
void Engine::LoadResource() { void Engine::LoadResource() {
LoadTexture(m_skybox.GetTexture(), TEXTURE_PATH "skybox.png", true); 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); LoadTexture(m_textureCrosshair, TEXTURE_PATH "cross.bmp", true);
LoadTexture(m_textureFont, TEXTURE_PATH "font.bmp", true); LoadTexture(m_textureFont, TEXTURE_PATH "font.bmp", true);
LoadTexture(m_textureGun, TEXTURE_PATH "gun01.png", false); LoadTexture(m_textureGun, TEXTURE_PATH "gun01.png", false);
LoadTexture(m_texturePovGun, TEXTURE_PATH "GUN.png", false); LoadTexture(m_texturePovGun, TEXTURE_PATH "GUN.png", false);
LoadTexture(m_textureSoloMultiMenu, TEXTURE_PATH "single_multi.png", false); LoadTexture(m_textureSoloMultiMenu, TEXTURE_PATH "single_multi.png", false);
LoadTexture(m_textureSoloText, TEXTURE_PATH "single_player.png", false);
LoadTexture(m_textureMultiText, TEXTURE_PATH "multi_player.png", false);
LoadTexture(m_textureSoloMultiMenu, TEXTURE_PATH "single_multi.png", false);
LoadTexture(m_textureTitle, TEXTURE_PATH "title.png", false); LoadTexture(m_textureTitle, TEXTURE_PATH "title.png", false);
LoadTexture(MenuTitleTexture, TEXTURE_PATH "BrouillonbackgroundMenu.png"); LoadTexture(MenuTitleTexture, TEXTURE_PATH "BrouillonbackgroundMenu.png");
LoadTexture(MenuBGTexture, TEXTURE_PATH "BrouillonbackgroundMenu.png"); LoadTexture(MenuBGTexture, TEXTURE_PATH "BrouillonbackgroundMenu.png");
LoadTexture(PauseBGTexture, TEXTURE_PATH "BrouillonbackgroundMenu.png");
LoadTexture(SplachScreenTexture, TEXTURE_PATH "sc2.png"); LoadTexture(SplachScreenTexture, TEXTURE_PATH "sc2.png");
LoadTexture(MenuQuitTexture, MENU_ITEM_PATH "BasicQuit.png"); LoadTexture(MenuQuitTexture, MENU_ITEM_PATH "BasicQuit.png");
LoadTexture(MenuOptionsTexture, MENU_ITEM_PATH "test.png"); LoadTexture(MenuOptionsTexture, MENU_ITEM_PATH "test.png");
LoadTexture(MenuStartTexture, MENU_ITEM_PATH "BasicPlay.png"); LoadTexture(MenuStartTexture, MENU_ITEM_PATH "BasicPlay.png");
TextureAtlas::TextureIndex texDirtIndex = m_textureAtlas.AddTexture(TEXTURE_PATH "metal3.png"); TextureAtlas::TextureIndex texDirtIndex = m_textureAtlas.AddTexture(TEXTURE_PATH "metal3.png");
TextureAtlas::TextureIndex texIceIndex = m_textureAtlas.AddTexture(TEXTURE_PATH "metal2.png"); TextureAtlas::TextureIndex texIceIndex = m_textureAtlas.AddTexture(TEXTURE_PATH "metal2.png");
TextureAtlas::TextureIndex texGrassIndex = m_textureAtlas.AddTexture(TEXTURE_PATH "grass.png"); TextureAtlas::TextureIndex texGrassIndex = m_textureAtlas.AddTexture(TEXTURE_PATH "grass.png");
TextureAtlas::TextureIndex texMetalIndex = m_textureAtlas.AddTexture(TEXTURE_PATH "dirt.png"); TextureAtlas::TextureIndex texMetalIndex = m_textureAtlas.AddTexture(TEXTURE_PATH "dirt.png");
TextureAtlas::TextureIndex texGreenGrassIndex = m_textureAtlas.AddTexture(TEXTURE_PATH "greengrass.png");
TextureAtlas::TextureIndex texBoostHeal = m_textureAtlas.AddTexture(BOOSTER_TEXTURE_PATH "BoosterVert.png");
TextureAtlas::TextureIndex texBoostDmg = m_textureAtlas.AddTexture(BOOSTER_TEXTURE_PATH "BoosterRouge.png");
TextureAtlas::TextureIndex texBoostSpd = m_textureAtlas.AddTexture(BOOSTER_TEXTURE_PATH "BoosterBleu.png");
TextureAtlas::TextureIndex texBoostInv = m_textureAtlas.AddTexture(BOOSTER_TEXTURE_PATH "BoosterJaune.png");
//AJOUTER LES TEXTURES DANS L'ORDRE DE L'ÉNUM
//STILL//STANDING
TextureAtlas::TextureIndex StillFront = m_animeAtlas.AddTexture(ANIME_PATH_STILL "BlueFrontRight.png");
//TextureAtlas::TextureIndex StillQuarterFrontLeft = m_animeAtlas.AddTexture(ANIME_PATH_STILL "BlueLeft.png");
//TextureAtlas::TextureIndex StillQuarterFrontRight = m_animeAtlas.AddTexture(ANIME_PATH_STILL "BlueRight.png");
//TextureAtlas::TextureIndex StillProfiltLeft = m_animeAtlas.AddTexture(ANIME_PATH_STILL "BlueProfilLeft.png");
//TextureAtlas::TextureIndex StillProfiltRight = m_animeAtlas.AddTexture(ANIME_PATH_STILL "BlueProfilRight.png");
//TextureAtlas::TextureIndex StillQuarterBackLeft = m_animeAtlas.AddTexture(ANIME_PATH_STILL "BlueLeftBack.png");
//TextureAtlas::TextureIndex StillQuarterBackRight = m_animeAtlas.AddTexture(ANIME_PATH_STILL "BlueRightBack.png");
//TextureAtlas::TextureIndex StillBack = m_animeAtlas.AddTexture(ANIME_PATH_STILL "BlueBackRight.png");
//SHOOTINGSTILL SANS TIRER
//TextureAtlas::TextureIndex StillFrontShoot = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT1 "BlueFrontRightShootingRight.png");
//TextureAtlas::TextureIndex StillQuarterFrontLeftShoot = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT1 "BlueFrontRightShootingRight.png");
//TextureAtlas::TextureIndex StillQuarterFrontRightShoot = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT1 "BlueRightShootingRight.png");
//TextureAtlas::TextureIndex StillProfiltLeftShoot = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT1 "BlueProfilShootingLeft.png");
//TextureAtlas::TextureIndex StillProfiltRightShoot = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT1 "BlueProfilShootingRight.png");
//TextureAtlas::TextureIndex StillQuarterBackLeftShoot = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT1 "BlueBackLeftShootingLeft.png");
//TextureAtlas::TextureIndex StillQuarterBackRightShoot = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT1 "BlueBackRightShootingRight.png");
//TextureAtlas::TextureIndex StillBackShoot = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT1 "BlueShootingBackRight.png");
//SHOOTINGSTILL TIRER
//TextureAtlas::TextureIndex StillFrontShootFire = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT2 "BlueFrontRightShootingRightShoot1.png");
//TextureAtlas::TextureIndex StillQuarterFrontLeftFire = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT2 "BlueLeftShootingLeftShoot1.png");
//TextureAtlas::TextureIndex StillQuarterFrontRightShootFire = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT2 "BlueRightShootingRightShoot1.png");
//TextureAtlas::TextureIndex StillProfiltLeftShootFire = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT2 "BlueProfilShootingLeftShoot1.png");
//TextureAtlas::TextureIndex StillProfiltRightShootFire = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT2 "BlueProfilShootingRightShoot1.png");
//TextureAtlas::TextureIndex StillQuarterBackLeftShootFire = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT2 "BlueBackLeftShootingLeftShoot1.png");
//TextureAtlas::TextureIndex StillQuarterBackRightShootFire = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT2 "BlueBackRightShootingRightShoot1.png");
//TextureAtlas::TextureIndex StillBackShootFire = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT2 "BlueShootingBackRightShoot1.png");
//JUMP
//TextureAtlas::TextureIndex JumpFront = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueFrontJumpRight.png");
//TextureAtlas::TextureIndex JumpQuarterFrontLeft = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueLeftFrontJumpLeft.png");
//TextureAtlas::TextureIndex JumpQuarterFrontRight = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueRightFrontJumpRight.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 JumpQuarterBackLeft = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueLeftBackJumpLeft.png");
//TextureAtlas::TextureIndex JumpQuarterBackRight = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueRightBackJumpRight.png");
//TextureAtlas::TextureIndex JumpBack = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueBackJumpRight.png");
//SHOOTINGJUMP SANS TIRER
//TextureAtlas::TextureIndex JumpFrontShoot = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT1 "BlueFrontJumpRightShootingRight.png");
//TextureAtlas::TextureIndex JumpQuarterFrontLeftShoot = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT1 "BlueFrontLeftJumpLeftShootingLeft.png");
//TextureAtlas::TextureIndex JumpQuarterFrontRightShoot = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT1 "BlueFrontRightJumpRightShootingRight.png");
//TextureAtlas::TextureIndex JumpProfiltLeftShoot = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT1 "BlueProfilLeftJumpLeftShootingLeft.png");
//TextureAtlas::TextureIndex JumpProfiltRightShoot = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT1 "BluerProfilRightJumprightShootingRight.png");
//TextureAtlas::TextureIndex JumpQuarterBackLeftShoot = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT1 "BlueBackLeftJumpLeftShootingLeft.png");
//TextureAtlas::TextureIndex JumpQuarterBackRightShoot = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT1 "BlueBackRightJumpRightShootingRight.png");
//TextureAtlas::TextureIndex JumpBackShoot = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT1 "BlueBackJumpRightShootingRight.png");
//SHOOTINGJUMP TIRER
//TextureAtlas::TextureIndex JumpFrontShootFire = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT2 "BlueFrontJumpRightShootingRightShoot1.png");
//TextureAtlas::TextureIndex JumpQuarterFrontLeftShootFire = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT2 "BlueFrontLeftJumpLeftShootingLeftShoot1.png");
//TextureAtlas::TextureIndex JumpQuarterFrontRightShootFire = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT2 "BlueFrontRightJumpRightShootingRightShoot1.png");
//TextureAtlas::TextureIndex JumpProfiltLeftShootFire = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT2 "BlueProfilLeftJumpLeftShootingLeftShoot1.png");
//TextureAtlas::TextureIndex JumpProfiltRightShootFire = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT2 "BluerProfilRightJumprightShootingRightShoot1.png");
//TextureAtlas::TextureIndex JumpQuarterBackLeftShootFire = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT2 "BlueBackLeftJumpLeftShootingLeftShoot1.png");
//TextureAtlas::TextureIndex JumpQuarterBackRightShootFire = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT2 "BlueBackRightJumpRightShootingRightShoot1.png");
//TextureAtlas::TextureIndex JumpBackShootFire = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT2 "BlueBackJumpRightShootingRightShoot1.png");
if (!m_animeAtlas.Generate(TEXTURE_SIZE, false)) {
std::cout << " Unable to generate texture atlas ..." << std::endl;
abort();
}
if (!m_textureAtlas.Generate(TEXTURE_SIZE, false)) { if (!m_textureAtlas.Generate(TEXTURE_SIZE, false)) {
std::cout << " Unable to generate texture atlas ..." << std::endl; std::cout << " Unable to generate texture atlas ..." << std::endl;
@@ -408,6 +543,20 @@ void Engine::LoadResource() {
m_blockinfo[BTYPE_METAL] = new BlockInfo(BTYPE_METAL, "Metal", u, v, s, 1); m_blockinfo[BTYPE_METAL] = new BlockInfo(BTYPE_METAL, "Metal", u, v, s, 1);
m_textureAtlas.TextureIndexToCoord(texIceIndex, u, v, s, s); m_textureAtlas.TextureIndexToCoord(texIceIndex, u, v, s, s);
m_blockinfo[BTYPE_ICE] = new BlockInfo(BTYPE_ICE, "Ice", u, v, s, 1); m_blockinfo[BTYPE_ICE] = new BlockInfo(BTYPE_ICE, "Ice", u, v, s, 1);
m_textureAtlas.TextureIndexToCoord(texGreenGrassIndex, u, v, s, s);
m_blockinfo[BTYPE_GREENGRASS] = new BlockInfo(BTYPE_GREENGRASS, "GreenGrass", u, v, s, 1);
m_textureAtlas.TextureIndexToCoord(texBoostHeal, u, v, s, s);
m_boostinfo[BTYPE_HEAL] = new BoostInfo(BTYPE_HEAL, "Heal", u, v, s, 1);
m_textureAtlas.TextureIndexToCoord(texBoostDmg, u, v, s, s);
m_boostinfo[BTYPE_DAMAGE] = new BoostInfo(BTYPE_DAMAGE, "Dmg", u, v, s, 1);
m_textureAtlas.TextureIndexToCoord(texBoostSpd, u, v, s, s);
m_boostinfo[BTYPE_SPEED] = new BoostInfo(BTYPE_SPEED, "Spd", u, v, s, 1);
m_textureAtlas.TextureIndexToCoord(texIceIndex, u, v, s, s);
m_boostinfo[BTYPE_INVINCIBLE] = new BoostInfo(BTYPE_INVINCIBLE, "Inv", u, v, s, 1);
m_animeAtlas.TextureIndexToCoord(0, u, v, s, s);
std::cout << " Loading and compiling shaders ..." << std::endl; std::cout << " Loading and compiling shaders ..." << std::endl;
if (!m_shader01.Load(SHADER_PATH "shader01.vert", SHADER_PATH "shader01.frag", true)) { if (!m_shader01.Load(SHADER_PATH "shader01.vert", SHADER_PATH "shader01.frag", true)) {
@@ -436,6 +585,7 @@ void Engine::SystemNotification(std::string systemLog) {
DisplayNotification(message); DisplayNotification(message);
} }
void Engine::KillNotification(Player killer, Player killed) { void Engine::KillNotification(Player killer, Player killed) {
std::string message = ""; std::string message = "";
@@ -464,16 +614,13 @@ void Engine::ProcessNotificationQueue() {
//float fPosY = Height() - (Height() * 0.05) * scaleY; //float fPosY = Height() - (Height() * 0.05) * scaleY;
m_textureFont.Bind(); m_textureFont.Bind();
float xOffset = Width() * 0.66f;
auto [scaleX, scaleY] = GetScale(); float yOffset = Height() * 0.83f;
float xOffset = (Width() / 1.5f) * scaleX;
float yOffset = (Height() / 1.2f) * scaleY;
for (auto it = notifications.begin(); it != notifications.end(); ) { for (auto it = notifications.begin(); it != notifications.end(); ) {
float timeSinceDisplay = m_time - it->displayStartTime; float timeSinceDisplay = m_time - it->displayStartTime;
float y = yOffset - (20.0f * scaleX * (it - notifications.begin())); float y = yOffset - (20.0f * (it - notifications.begin()));
glDisable(GL_STENCIL_TEST); glDisable(GL_STENCIL_TEST);
glDisable(GL_DEPTH_TEST); glDisable(GL_DEPTH_TEST);
@@ -546,14 +693,13 @@ void Engine::DisplayPovGun() {
glMatrixMode(GL_MODELVIEW); glMatrixMode(GL_MODELVIEW);
glPushMatrix(); glPushMatrix();
float scaleX = (Width()) / BASE_WIDTH; float baseXOffsetPercentage = 0.4958;
float scaleY = (Height()) / BASE_HEIGHT; float baseWidthPercentage = 0.4688;
float baseXOffset = 0.4958 * BASE_WIDTH; float baseHeightPercentage = 0.5787;
float baseWidth = 0.4688 * BASE_WIDTH;
float baseHeight = 0.5787 * BASE_HEIGHT; float xTranslation = baseXOffsetPercentage * Width();
float xTranslation = baseXOffset * scaleX; float quadWidth = baseWidthPercentage * Width();
float quadWidth = baseWidth * scaleX; float quadHeight = baseHeightPercentage * Height();
float quadHeight = baseHeight * scaleY;
m_texturePovGun.Bind(); m_texturePovGun.Bind();
glLoadIdentity(); glLoadIdentity();
@@ -578,7 +724,6 @@ void Engine::DisplayPovGun() {
glMatrixMode(GL_PROJECTION); glMatrixMode(GL_PROJECTION);
glPopMatrix(); glPopMatrix();
glMatrixMode(GL_MODELVIEW); glMatrixMode(GL_MODELVIEW);
glPopMatrix(); glPopMatrix();
} }
@@ -591,37 +736,44 @@ void Engine::DisplayHud(int timer) {
glBindTexture(GL_TEXTURE_2D, 0); glBindTexture(GL_TEXTURE_2D, 0);
glLoadIdentity(); glLoadIdentity();
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
auto [scaleX, scaleY] = GetScale();
float fBackPosX = (Width() / 25.0f) * scaleX; float itemBackgroundWidthProportion = 0.25f;
float fBackPosY = (Height() - (Height() * 0.815) * scaleY); float itemBackgroundHeightProportion = 0.175f;
float fBackWidth = (Width() / 4.0f) * scaleX; float itemBackgroundWidth = Width() * itemBackgroundWidthProportion;
float fBackHeight = (Height() / 5.5f) * scaleY; float itemBackgroundHeight = Height() * itemBackgroundHeightProportion;
float itemBackgroundXOffset = Width() * 0.05f;
float itemBackgroundYOffset = Height() * 0.6f;
float itemBackgroundXPos = itemBackgroundXOffset;
float itemBackgroundYPos = Height() - itemBackgroundHeight - itemBackgroundYOffset;
// Selected item background
glColor4f(1.0f, 1.0f, 1.0f, 0.2f); glColor4f(1.0f, 1.0f, 1.0f, 0.2f);
glBegin(GL_QUADS); glBegin(GL_QUADS);
glVertex2f(fBackPosX, fBackPosY); glVertex2f(itemBackgroundXPos, itemBackgroundYPos);
glVertex2f(fBackPosX + fBackWidth, fBackPosY); glVertex2f(itemBackgroundXPos + itemBackgroundWidth, itemBackgroundYPos);
glVertex2f(fBackPosX + fBackWidth, fBackPosY + fBackHeight); glVertex2f(itemBackgroundXPos + itemBackgroundWidth, itemBackgroundYPos + itemBackgroundHeight);
glVertex2f(fBackPosX, fBackPosY + fBackHeight); glVertex2f(itemBackgroundXPos, itemBackgroundYPos + itemBackgroundHeight);
glEnd(); glEnd();
// HP Bar // HP Bar
float fBarWidth = (Width() / 4.0f) * scaleX;
float fBarHeight = (Height() / 25.0f) * scaleY;
float fPosX = (Width() / 25.0f) * scaleX;
float fBarPosY = (Height() - (Height() * 0.775) * scaleY);
float playerHp = m_player.GetHP(); float playerHp = m_player.GetHP();
float facteurOmbrage = m_displayInfo ? 0.5f : 1.0f; float facteurOmbrage = m_displayInfo ? 0.5f : 1.0f;
float hpBarWidthProportion = 0.25f;
float hpBarHeightProportion = 0.045f;
float hpBarWidth = Width() * hpBarWidthProportion;
float hpBarHeight = Height() * hpBarHeightProportion;
float hpBarXOffset = Width() * 0.05f;
float hpBarYOffset = Height() * 0.7f;
float hpBarYPos = Height() - hpBarHeight - hpBarYOffset;
// HP Bar Background // HP Bar Background
glColor3f(1.0f * facteurOmbrage, 1.0f * facteurOmbrage, 1.0f * facteurOmbrage); glColor3f(1.0f * facteurOmbrage, 1.0f * facteurOmbrage, 1.0f * facteurOmbrage);
glBegin(GL_QUADS); glBegin(GL_QUADS);
glVertex2f(fPosX, fBarPosY - fBarHeight); glVertex2f(itemBackgroundXPos, hpBarYPos - hpBarHeight);
glVertex2f(fPosX + fBarWidth, fBarPosY - fBarHeight); glVertex2f(itemBackgroundXPos + itemBackgroundWidth, hpBarYPos - hpBarHeight);
glVertex2f(fPosX + fBarWidth, fBarPosY); glVertex2f(itemBackgroundXPos + itemBackgroundWidth, hpBarYPos);
glVertex2f(fPosX, fBarPosY); glVertex2f(itemBackgroundXPos, hpBarYPos);
glEnd(); glEnd();
//TODO: Associer avec mechanique de vie du joueur //TODO: Associer avec mechanique de vie du joueur
@@ -629,10 +781,10 @@ void Engine::DisplayHud(int timer) {
// Barre HP // Barre HP
glColor3f(0.0f * facteurOmbrage, 1.0f * facteurOmbrage, 0.0f * facteurOmbrage); glColor3f(0.0f * facteurOmbrage, 1.0f * facteurOmbrage, 0.0f * facteurOmbrage);
glBegin(GL_QUADS); glBegin(GL_QUADS);
glVertex2f(fPosX, fBarPosY - fBarHeight); glVertex2f(itemBackgroundXPos, hpBarYPos - hpBarHeight);
glVertex2f(fPosX + fBarWidth * playerHp, fBarPosY - fBarHeight); glVertex2f(itemBackgroundXPos + itemBackgroundWidth * playerHp, hpBarYPos - hpBarHeight);
glVertex2f(fPosX + fBarWidth * playerHp, fBarPosY); glVertex2f(itemBackgroundXPos + itemBackgroundWidth * playerHp, hpBarYPos);
glVertex2f(fPosX, fBarPosY); glVertex2f(itemBackgroundXPos, hpBarYPos);
glEnd(); glEnd();
// Equip Bar // Equip Bar
@@ -640,22 +792,23 @@ void Engine::DisplayHud(int timer) {
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glColor3f(1.0f * facteurOmbrage, 1.0f * facteurOmbrage, 1.0f * facteurOmbrage); glColor3f(1.0f * facteurOmbrage, 1.0f * facteurOmbrage, 1.0f * facteurOmbrage);
float fEquipWidth = (Width() * 0.175f) * scaleX; float equipWidthProportion = 0.8f;
float fEquipHeight = (fEquipWidth / 2.5) * scaleY; float equipHeightProportion = 0.7f;
float fEquipPosY = (Height() - (Height() * 0.765) * scaleY); float equipWidth = itemBackgroundWidth * equipWidthProportion;
float equipHeight = itemBackgroundHeight * equipHeightProportion;
float equipXOffset = itemBackgroundXPos + (itemBackgroundWidth - equipWidth) * 0.1f;
float equipYOffset = itemBackgroundYPos + (itemBackgroundHeight - equipHeight) * 0.75f;
glTranslatef(fPosX, fEquipPosY, 0); glTranslatef(equipXOffset, equipYOffset, 0);
m_textureGun.Bind(); m_textureGun.Bind();
glBegin(GL_QUADS); glBegin(GL_QUADS);
glTexCoord2f(0, 0); glVertex2i(0, 0); glTexCoord2f(0, 0); glVertex2f(0, 0);
glTexCoord2f(1, 0); glVertex2i(fEquipWidth, 0); glTexCoord2f(1, 0); glVertex2f(equipWidth, 0);
glTexCoord2f(1, 1); glVertex2i(fEquipWidth, fEquipHeight); glTexCoord2f(1, 1); glVertex2f(equipWidth, equipHeight);
glTexCoord2f(0, 1); glVertex2i(0, fEquipHeight); glTexCoord2f(0, 1); glVertex2f(0, equipHeight);
glEnd(); glEnd();
//glDisable(GL_BLEND);
// Username // Username
glEnable(GL_BLEND); glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE); glBlendFunc(GL_SRC_ALPHA, GL_ONE);
@@ -663,30 +816,37 @@ void Engine::DisplayHud(int timer) {
m_textureFont.Bind(); m_textureFont.Bind();
std::ostringstream ss; std::ostringstream ss;
float fUsernamePosY = fBarPosY - (fBarHeight * 2) * scaleY; float fUsernamePosY = hpBarYPos - (hpBarHeight * 2);
ss.str(""); ss.str("");
ss << m_player.GetUsername(); ss << m_player.GetUsername();
PrintText(fPosX, fUsernamePosY, ss.str(), 1.5f); PrintText(itemBackgroundXPos, fUsernamePosY, ss.str(), 1.5f);
ss.str(""); ss.str("");
ss << m_player.GetHP() * 100 << "%"; ss << m_player.GetHP() * 100 << "%";
PrintText(fPosX * 6.25, fUsernamePosY, ss.str(), 1.5f); PrintText(itemBackgroundXPos * 5.25f, fUsernamePosY, ss.str(), 1.5f);
float countdownXOffset = Width() * 0.2f;
float countdownYOffset = Height() * 0.1f;
float countdownXPos = Width() - countdownXOffset;
float countdownYPos = Height() - countdownYOffset;
// Countdown // Countdown
ss.str(""); ss.str("");
ss << "Time: " << (int)(timer / 60) << ":" << std::setw(2) << std::setfill('0') << timer % 60; ss << "Time: " << (int)(timer / 60) << ":" << std::setw(2) << std::setfill('0') << timer % 60;
PrintText(Width() - (Width() * 0.2f) * scaleX, Height() - (Height() * 0.1) * scaleY, ss.str(), 2.0f); PrintText(countdownXPos, countdownYPos, ss.str(), 2.0f);
} }
void Engine::DisplayInfo(float elapsedTime, BlockType bloc) { void Engine::DisplayInfo(float elapsedTime, BlockType bloc) {
m_textureFont.Bind(); m_textureFont.Bind();
std::ostringstream ss; std::ostringstream ss;
auto [scaleX, scaleY] = GetScale(); float marginX = Width() * 0.01;
float marginY = Height() * 0.05;
float fPosX = marginX;
float fPosY = Height() - marginY;
float fPosX = (Width() / 100.0f) * scaleX;
float fPosY = Height() - (Height() * 0.05) * scaleY;
float charSize = 20 + (24 - 20) * (Width() - 1600) / (1920 - 1600); float charSize = 20 + (24 - 20) * (Width() - 1600) / (1920 - 1600);
ss << " Fps : " << GetFps(elapsedTime); ss << " Fps : " << GetFps(elapsedTime);
@@ -704,21 +864,21 @@ void Engine::DisplayInfo(float elapsedTime, BlockType bloc) {
ss.str(""); ss.str("");
fPosY -= charSize; fPosY -= charSize;
float fPosYJump = ((Height() - (Height() * 0.9f)) * scaleY); float fPosYJump = Height() * 0.09;
fPosY = fPosYJump; fPosY = fPosYJump;
fPosY -= charSize; fPosY -= charSize;
ss << " Velocity : " << m_player.GetVelocity(); ss << " Velocity : " << m_remotePlayer.GetVelocity();
PrintText(fPosX, fPosY, ss.str()); PrintText(fPosX, fPosY, ss.str());
ss.str(""); ss.str("");
fPosY -= charSize; fPosY -= charSize;
ss << " Direction : " << m_player.GetDirection(); ss << " Player Position : " << m_player.GetPosition();
PrintText(fPosX, fPosY, ss.str()); PrintText(fPosX, fPosY, ss.str());
ss.str(""); ss.str("");
fPosY -= charSize; fPosY -= charSize;
ss << " Position : " << m_player.GetPosition(); ss << " Remote Position : " << m_remotePlayer.GetPosition();//m_player.GetPosition();
PrintText(fPosX, fPosY, ss.str()); PrintText(fPosX, fPosY, ss.str());
ss.str(""); ss.str("");
fPosY -= charSize; fPosY -= charSize;
@@ -732,6 +892,9 @@ void Engine::DisplayInfo(float elapsedTime, BlockType bloc) {
} }
void Engine::DisplaySingleOrMultiplayerMenu() { void Engine::DisplaySingleOrMultiplayerMenu() {
GLint viewport[4];
glGetIntegerv(GL_VIEWPORT, viewport);
glEnable(GL_BLEND); glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glBlendEquation(GL_FUNC_ADD); glBlendEquation(GL_FUNC_ADD);
@@ -748,64 +911,93 @@ void Engine::DisplaySingleOrMultiplayerMenu() {
glMatrixMode(GL_MODELVIEW); glMatrixMode(GL_MODELVIEW);
glPushMatrix(); glPushMatrix();
auto [scaleX, scaleY] = GetScale(); // Background
float fBackPosX = 0.0f;
float fBackPosY = 0.0f;
float fBackWidth = Width();
float fBackHeight = Height();
m_textureSoloMultiMenu.Bind(); m_textureSoloMultiMenu.Bind();
glBegin(GL_QUADS); glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f); glVertex2f(fBackPosX, fBackPosY); glTexCoord2f(0.0f, 0.0f); glVertex2f(0.0f, 0.0f);
glTexCoord2f(1.0f, 0.0f); glVertex2f(fBackWidth, fBackPosY); glTexCoord2f(1.0f, 0.0f); glVertex2f(Width(), 0.0f);
glTexCoord2f(1.0f, 1.0f); glVertex2f(fBackWidth, fBackHeight); glTexCoord2f(1.0f, 1.0f); glVertex2f(Width(), Height());
glTexCoord2f(0.0f, 1.0f); glVertex2f(fBackPosX, fBackHeight); glTexCoord2f(0.0f, 1.0f); glVertex2f(0.0f, Height());
glEnd(); glEnd();
float centerX = (Width() / 2.0f); // Title
float centerY = (Height() / 2.0f); float titleWidthProportion = 0.4f;
float titleWidth = (centerX * 1.85f) * scaleX; float titleHeightProportion = 0.4f;
float titleHeight = (centerY * 1.85f) * scaleY; float titleWidth = titleWidthProportion * Width();
float titleHeight = titleHeightProportion * Height();
float offsetTitleXFactor = 0.05f;
float offsetTitleYFactor = 0.05f;
m_titleX = (Width() - titleWidth) - (offsetTitleXFactor * Width());
m_titleY = (Height() - titleHeight) - (offsetTitleYFactor * Height());
// Solo game indicator
m_textureTitle.Bind(); m_textureTitle.Bind();
glColor4f(1.0f, 0.5f, 0.0f, 1.0f);
glBegin(GL_QUADS); glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f); glVertex2f(centerX, centerY); glTexCoord2f(0.0f, 0.0f); glVertex2f(m_titleX, m_titleY);
glTexCoord2f(1.0f, 0.0f); glVertex2f(titleWidth, centerY); glTexCoord2f(1.0f, 0.0f); glVertex2f(m_titleX + titleWidth, m_titleY);
glTexCoord2f(1.0f, 1.0f); glVertex2f(titleWidth, titleHeight); glTexCoord2f(1.0f, 1.0f); glVertex2f(m_titleX + titleWidth, m_titleY + titleHeight);
glTexCoord2f(0.0f, 1.0f); glVertex2f(centerX, titleHeight); glTexCoord2f(0.0f, 1.0f); glVertex2f(m_titleX, m_titleY + titleHeight);
glEnd(); glEnd();
glBindTexture(GL_TEXTURE_2D, 0); glBindTexture(GL_TEXTURE_2D, 0);
// Solo game indicator
float fPosX = (centerX * 1.1f) * scaleX;
float fPosXWidth = (centerX * 1.75f) * scaleX;
float soloPosY = (centerY * 0.75f) * scaleY;
float soloHeight = (centerY * 0.9f) * scaleY;
// Single Player and Multiplayer button background quads
float buttonWidthProportion = 0.4f;
float buttonHeightProportion = 0.075f;
float buttonWidth = buttonWidthProportion * Width();
float buttonHeight = buttonHeightProportion * Height();
float offsetSingleButtonXFactor = 0.075f;
float offsetSingleButtonYFactor = 0.05f;
float buttonPosX = m_titleX;
float buttonSinglePosY = m_titleY - buttonHeight - (offsetSingleButtonYFactor * Height());
float buttonMultiPosY = (buttonSinglePosY * 0.75);
// Single Player background
glColor4f(1.0f, 1.0f, 1.0f, 0.5f); glColor4f(1.0f, 1.0f, 1.0f, 0.5f);
glBegin(GL_QUADS); glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f); glVertex2f(fPosX, soloPosY); glTexCoord2f(0.0f, 0.0f); glVertex2f(buttonPosX, buttonSinglePosY);
glTexCoord2f(1.0f, 0.0f); glVertex2f(fPosXWidth, soloPosY); glTexCoord2f(1.0f, 0.0f); glVertex2f(buttonPosX + buttonWidth, buttonSinglePosY);
glTexCoord2f(1.0f, 1.0f); glVertex2f(fPosXWidth, soloHeight); glTexCoord2f(1.0f, 1.0f); glVertex2f(buttonPosX + buttonWidth, buttonSinglePosY + buttonHeight);
glTexCoord2f(0.0f, 1.0f); glVertex2f(fPosX, soloHeight); glTexCoord2f(0.0f, 1.0f); glVertex2f(buttonPosX, buttonSinglePosY + buttonHeight);
glEnd(); glEnd();
// Multiplayer game indicator // Single Player text
float multiPosY = (centerY * 0.5f) * scaleY; m_textureSoloText.Bind();
float multiHeight = (centerY * 0.65f) * scaleY; glColor4f(0.75f, 0.05f, 0.0f, 1.0f);
glBegin(GL_QUADS); glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f); glVertex2f(fPosX, multiPosY); glTexCoord2f(0.0f, 0.0f); glVertex2f(buttonPosX, buttonSinglePosY);
glTexCoord2f(1.0f, 0.0f); glVertex2f(fPosXWidth, multiPosY); glTexCoord2f(1.0f, 0.0f); glVertex2f(buttonPosX + buttonWidth, buttonSinglePosY);
glTexCoord2f(1.0f, 1.0f); glVertex2f(fPosXWidth, multiHeight); glTexCoord2f(1.0f, 1.0f); glVertex2f(buttonPosX + buttonWidth, buttonSinglePosY + buttonHeight);
glTexCoord2f(0.0f, 1.0f); glVertex2f(fPosX, multiHeight); glTexCoord2f(0.0f, 1.0f); glVertex2f(buttonPosX, buttonSinglePosY + buttonHeight);
glEnd();
glBindTexture(GL_TEXTURE_2D, 0);
// Multi Player background
glColor4f(1.0f, 1.0f, 1.0f, 0.5f);
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f); glVertex2f(buttonPosX, buttonMultiPosY);
glTexCoord2f(1.0f, 0.0f); glVertex2f(buttonPosX + buttonWidth, buttonMultiPosY);
glTexCoord2f(1.0f, 1.0f); glVertex2f(buttonPosX + buttonWidth, buttonMultiPosY + buttonHeight);
glTexCoord2f(0.0f, 1.0f); glVertex2f(buttonPosX, buttonMultiPosY + buttonHeight);
glEnd();
// Multi Player text
m_textureMultiText.Bind();
glColor4f(0.75f, 0.05f, 0.0f, 1.0f);
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f); glVertex2f(buttonPosX, buttonMultiPosY);
glTexCoord2f(1.0f, 0.0f); glVertex2f(buttonPosX + buttonWidth, buttonMultiPosY);
glTexCoord2f(1.0f, 1.0f); glVertex2f(buttonPosX + buttonWidth, buttonMultiPosY + buttonHeight);
glTexCoord2f(0.0f, 1.0f); glVertex2f(buttonPosX, buttonMultiPosY + buttonHeight);
glEnd(); glEnd();
// TODO: Add SOLO / MULTIPLAYER text with font
glColor4f(1.0f, 1.0f, 1.0f, 1.0f); glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
// Reset the state
glViewport(viewport[0], viewport[1], viewport[2], viewport[3]);
glEnable(GL_STENCIL_TEST); glEnable(GL_STENCIL_TEST);
glEnable(GL_DEPTH_TEST); glEnable(GL_DEPTH_TEST);
@@ -814,6 +1006,8 @@ void Engine::DisplaySingleOrMultiplayerMenu() {
glMatrixMode(GL_MODELVIEW); glMatrixMode(GL_MODELVIEW);
glPopMatrix(); glPopMatrix();
ShowCursor();
} }
void Engine::DrawHud(float elapsedTime, BlockType bloc) { void Engine::DrawHud(float elapsedTime, BlockType bloc) {
@@ -835,7 +1029,13 @@ void Engine::DrawHud(float elapsedTime, BlockType bloc) {
glPushMatrix(); glPushMatrix();
int timer = GetCountdown(elapsedTime); int timer = GetCountdown(elapsedTime);
for (int i = 1; i < WORLD_SIZE_X; i++)
{
if (timer <= COUNTDOWN - m_timerReductionChunk * i) {
m_world.RemoveChunk(m_nbReductionChunk * i);
m_renderer.RemoveChunk(m_nbReductionChunk * i);
}
}
if (m_keyK) { if (m_keyK) {
SystemNotification(m_messageNotification); SystemNotification(m_messageNotification);
m_keyK = false; m_keyK = false;
@@ -872,10 +1072,13 @@ void Engine::DrawHud(float elapsedTime, BlockType bloc) {
} }
void Engine::PrintText(float x, float y, const std::string& t, float charSizeMultiplier) { void Engine::PrintText(float x, float y, const std::string& t, float charSizeMultiplier) {
auto [scaleX, scaleY] = GetScale(); float windowWidth = static_cast<float>(Width());
float scale = std::min(scaleX, scaleY); float windowHeight = static_cast<float>(Height());
float baseCharSize = 20 + (24 - 20) * (Width() - 1600) / (1920 - 1600); float posX = x * windowWidth;
float posY = y * windowHeight;
float baseCharSize = 20 + (24 - 20) * (windowWidth - 1600) / (1920 - 1600);
float charSize = baseCharSize * charSizeMultiplier; float charSize = baseCharSize * charSizeMultiplier;
glLoadIdentity(); glLoadIdentity();
@@ -888,26 +1091,22 @@ void Engine::PrintText(float x, float y, const std::string& t, float charSizeMul
glBegin(GL_QUADS); glBegin(GL_QUADS);
glTexCoord2f(left, 1.f - top - .0625f); glVertex2f(0, 0); glTexCoord2f(left, 1.f - top - .0625f); glVertex2f(0, 0);
glTexCoord2f(left + .0625f, 1.f - top - .0625f); glVertex2f(charSize * scale, 0); glTexCoord2f(left + .0625f, 1.f - top - .0625f); glVertex2f(charSize, 0);
glTexCoord2f(left + .0625f, 1.f - top); glVertex2f(charSize * scale, charSize * scale); glTexCoord2f(left + .0625f, 1.f - top); glVertex2f(charSize, charSize);
glTexCoord2f(left, 1.f - top); glVertex2f(0, charSize * scale); glTexCoord2f(left, 1.f - top); glVertex2f(0, charSize);
glEnd(); glEnd();
glTranslated(0.5555f * charSize * scale, 0, 0); glTranslated(0.5555f * charSize, 0, 0);
} }
} }
std::pair<float, float> Engine::GetScale() const {
float widthRatio = static_cast<float>(Width()) / BASE_WIDTH;
float heightRatio = static_cast<float>(Height()) / BASE_HEIGHT;
return { widthRatio, heightRatio };
}
int Engine::GetFps(float elapsedTime) const { return 1 / elapsedTime; } int Engine::GetFps(float elapsedTime) const { return 1 / elapsedTime; }
int Engine::GetCountdown(float elapsedTime) { int Engine::GetCountdown(float elapsedTime) {
if (m_resetcountdown) if (m_resetcountdown)
{ {
m_nbReductionChunk = 4;
m_timerReductionChunk = 30;
m_countdown = m_time + COUNTDOWN; m_countdown = m_time + COUNTDOWN;
m_resetcountdown = false; m_resetcountdown = false;
} }
@@ -922,8 +1121,9 @@ void Engine::Render(float elapsedTime) {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); 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) if (m_time_SplashScreen < 2) {
DrawSplachScreen(); DrawSplachScreen();
}
else if (m_gamestate == GameState::PLAY) else if (m_gamestate == GameState::PLAY)
{ {
HideCursor(); HideCursor();
@@ -933,6 +1133,7 @@ void Engine::Render(float elapsedTime) {
static irrklang::ISound* step; // Pour les sons de pas. static irrklang::ISound* step; // Pour les sons de pas.
static float pollTime = 0; static float pollTime = 0;
static float bulletTime = 0; static float bulletTime = 0;
static float gameTime = 0;
static BlockType bloc = 1; static BlockType bloc = 1;
if (elapsedTime > 0.1f) return; if (elapsedTime > 0.1f) return;
@@ -942,6 +1143,8 @@ void Engine::Render(float elapsedTime) {
Transformation all; Transformation all;
Transformation skybox; Transformation skybox;
Transformation remotePlayer;
Vector3f vstep; Vector3f vstep;
// Transformations initiales // Transformations initiales
@@ -959,11 +1162,11 @@ void Engine::Render(float elapsedTime) {
if (leftright) if (leftright)
vstep = Vector3f(m_player.GetPosition().x + m_player.GetDirection().z, m_player.GetPosition().y - 1.7f, m_player.GetPosition().z + m_player.GetDirection().x); vstep = Vector3f(m_player.GetPosition().x + m_player.GetDirection().z, m_player.GetPosition().y - 1.7f, m_player.GetPosition().z + m_player.GetDirection().x);
else vstep = Vector3f(m_player.GetPosition().x - m_player.GetDirection().z, m_player.GetPosition().y - 1.7f, m_player.GetPosition().z - m_player.GetDirection().x); else vstep = Vector3f(m_player.GetPosition().x - m_player.GetDirection().z, m_player.GetPosition().y - 1.7f, m_player.GetPosition().z - m_player.GetDirection().x);
m_audio.Create3DAudioObj(step, AUDIO_PATH "step.wav", vstep, m_player.GetVelocity(), false,.8f); m_audio.Create3DAudioObj(step, AUDIO_PATH "step.wav", vstep, m_player.GetVelocity(), false, .8f);
leftright = !leftright; leftright = !leftright;
break; break;
case Player::Sound::FALL: case Player::Sound::FALL:
m_audio.Create3DAudioObj(step, AUDIO_PATH "hit.wav", m_player.GetPosition(), m_player.GetVelocity(), false,1.f); m_audio.Create3DAudioObj(step, AUDIO_PATH "hit.wav", m_player.GetPosition(), m_player.GetVelocity(), false, 1.f);
break; break;
default: break; default: break;
} }
@@ -977,11 +1180,16 @@ void Engine::Render(float elapsedTime) {
m_player.ApplyTransformation(skybox, false); // Version d'ApplyTransformation qui ne tient compte que de la rotation m_player.ApplyTransformation(skybox, false); // Version d'ApplyTransformation qui ne tient compte que de la rotation
// (donc l'objet ne bouge pas relativement au joueur, ce qui est pratique pour une skybox!). // (donc l'objet ne bouge pas relativement au joueur, ce qui est pratique pour une skybox!).
m_player.ApplyTransformation(remotePlayer, true, false);
if (m_key1) bloc++;
else if (m_key2) bloc--;
if (m_mouseWU) bloc++; if (m_mouseWU) bloc++;
else if (m_mouseWD) bloc--; else if (m_mouseWD) bloc--;
if (bloc == BTYPE_LAST + 1) bloc = BTYPE_AIR + 1; 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. else if (bloc == BTYPE_AIR) bloc = BTYPE_LAST; // La selection de BTYPE_LAST <20>quipe l'arme.
m_mouseWU = m_mouseWD = false; m_mouseWU = m_mouseWD = m_key1 = m_key2 = false;
if (m_mouseL) { if (m_mouseL) {
if (bloc != BTYPE_LAST) if (bloc != BTYPE_LAST)
@@ -1031,9 +1239,22 @@ void Engine::Render(float elapsedTime) {
} }
} }
m_renderer.RenderWorld(&m_world, m_renderCount, m_player.GetPosition(), m_player.GetDirection(), all, m_shader01, m_textureAtlas); 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_world.Update(m_bullets, m_player.GetPosition(), m_blockinfo);
m_renderer.UpdateMesh(&m_world, 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);
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);
if (m_isSkybox) m_skybox.Render(skybox); if (m_isSkybox) m_skybox.Render(skybox);
@@ -1046,7 +1267,7 @@ void Engine::Render(float elapsedTime) {
} }
static bool fell = false; static bool fell = false;
if (m_player.GetPosition().y < 1.7f && !fell) { if (m_player.GetPosition().y < 1.7f && !fell) {
m_audio.Create3DAudioObj(m_scream, AUDIO_PATH "scream.wav", m_player.GetPOV(), m_player.GetVelocity(), false,1.f); m_audio.Create3DAudioObj(m_scream, AUDIO_PATH "scream.wav", m_player.GetPOV(), m_player.GetVelocity(), false, 1.f);
fell = true; fell = true;
} }
else if (m_player.GetPosition().y < -20.f) { else if (m_player.GetPosition().y < -20.f) {
@@ -1054,15 +1275,30 @@ void Engine::Render(float elapsedTime) {
fell = false; fell = false;
} }
if (m_networkgame) { if (m_networkgame) { // Pour se gerer le paquet.
static char* buf = new char[BUFFER_LENGTH]; using namespace std::chrono;
uint32_t buflen = BUFFER_LENGTH; using namespace netprot;
netprot::Input input; Timestamp tstamp = duration_cast<milliseconds>(high_resolution_clock::now() - m_startTime).count();
//sockaddr_in addr = m_conn.m_srvsockaddr; Input input;
Sync sync;
uint64_t id = m_conn.getId();
static std::vector<char*> lsPck;
static uint64_t sync_acc = 0;
sync_acc += tstamp;
if (sync_acc >= 1000) {
sync_acc -= 1000;
sync.sid = id;
sync.timestamp = tstamp;
sync.position = m_player.GetPositionAbs();
sync.hp = m_player.GetHP();
// TODO: Garrocher ca quelque-part.
}
input.sid = id;
input.direction = m_player.GetDirection(); input.direction = m_player.GetDirection();
input.sid = m_conn.getId(); input.timestamp = tstamp;
input.timestamp = 12345;
input.keys.forward = m_keyW; input.keys.forward = m_keyW;
input.keys.backward = m_keyS; input.keys.backward = m_keyS;
input.keys.left = m_keyA; input.keys.left = m_keyA;
@@ -1071,16 +1307,52 @@ void Engine::Render(float elapsedTime) {
input.keys.block = m_mouseR; input.keys.block = m_mouseR;
input.keys.shoot = m_mouseL; input.keys.shoot = m_mouseL;
//netprot::Serialize(&input, &buf, &buflen); sendPackTo<Input>(m_conn.m_sock_udp, &input, &m_bufout, &m_conn.m_srvsockaddr);
//sendto(m_conn.m_sock_udp, buf, buflen, 0, (sockaddr*)&addr, sizeof(addr));
netprot::sendPackTo<netprot::Input>(m_conn.m_sock_udp, &input, &buf, &buflen, &m_conn.m_srvsockaddr); lsPck = recvPacks(m_conn.m_sock_udp, &m_buf);
char* prevptr = nullptr;
for (auto& pck : lsPck) { // We could make a few threads out of this.
Sync sync;
Output out;
if (!prevptr)
prevptr = m_buf.ptr;
uint32_t bsize = m_buf.len - (pck - prevptr);
prevptr = pck;
switch (getType(pck, 1)) {
using enum PACKET_TYPE;
case SYNC:
if (Deserialize(&sync, pck, &bsize)) {
if (sync.sid != m_conn.getId())
break;
// TODO: Vérifier si les positions concordent au sync local.
}
break;
case OUTPUT:
if (Deserialize(&out, pck, &bsize)) {
RemotePlayer* r = (RemotePlayer*)m_players[out.id];
r->Feed(out);
}
break;
default:
break;
}
}
lsPck.clear();
} }
} }
else if (m_gamestate == GameState::MAIN_MENU || m_gamestate == GameState::OPTIONS) else if (m_gamestate == GameState::MAIN_MENU || m_gamestate == GameState::OPTIONS)
{ {
if (!m_soloMultiChoiceMade) {
DisplaySingleOrMultiplayerMenu();
}
else {
DrawMenu(); DrawMenu();
} }
}
else if (m_gamestate == GameState::PAUSE)
{
DrawPause();
}
else if (m_gamestate == GameState::QUIT) else if (m_gamestate == GameState::QUIT)
Stop(); Stop();
} }
@@ -1108,7 +1380,14 @@ void Engine::KeyPressEvent(unsigned char key) {
} }
break; break;
case 36: // ESC - Quitter case 36: // ESC - Quitter
m_gamestate = GameState::MAIN_MENU; if (m_gamestate == GameState::PLAY)
{
m_gamestate = GameState::PAUSE;
}
else if (m_gamestate == GameState::PAUSE)
{
m_gamestate = GameState::PLAY;
}
//Stop(); //Stop();
break; break;
case 57: // Space - Sauter case 57: // Space - Sauter
@@ -1149,6 +1428,10 @@ void Engine::KeyPressEvent(unsigned char key) {
break; break;
case 24: // Y - Ignorer case 24: // Y - Ignorer
break; break;
case 27: // 1
break;
case 28: // 2
break;
case 255: // Fn - Ignorer case 255: // Fn - Ignorer
break; break;
default: default:
@@ -1195,7 +1478,7 @@ void Engine::KeyReleaseEvent(unsigned char key) {
case 15: case 15:
for (int x = 0; x < MAX_BULLETS; ++x) // Ajouter une balle dans l'array (aussi connu sous le nom de "faire pow pow"). 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]) { if (!m_bullets[x]) {
m_bullets[x] = new Bullet(m_player.GetPOV() - Vector3f(1.f, 0.f, 1.f), Vector3f(1.f,0.f,1.f)); m_bullets[x] = new Bullet(m_player.GetPOV() - Vector3f(1.f, 0.f, 1.f), Vector3f(1.f, 0.f, 1.f));
break; break;
} }
else if (x == MAX_BULLETS - 1) { // S'il y a pas d'espace dans l'array, prendre la place de la premi<6D>re balle de l'array. else if (x == MAX_BULLETS - 1) { // S'il y a pas d'espace dans l'array, prendre la place de la premi<6D>re balle de l'array.
@@ -1223,6 +1506,12 @@ void Engine::KeyReleaseEvent(unsigned char key) {
else else
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
break; break;
case 27: // 1
m_key1 = true;
break;
case 28: // 2
m_key2 = true;
break;
case 57: // Espace - Stop sauter case 57: // Espace - Stop sauter
m_keySpace = false; m_keySpace = false;
break; break;
@@ -1275,6 +1564,37 @@ void Engine::MousePressEvent(const MOUSE_BUTTON& button, int x, int y) {
if ((m_mousemx >= 305 && m_mousemx <= 450) && (m_mousemy >= 300 && m_mousemy <= 400)) if ((m_mousemx >= 305 && m_mousemx <= 450) && (m_mousemy >= 300 && m_mousemy <= 400))
m_gamestate = GameState::QUIT; m_gamestate = GameState::QUIT;
} }
else if (m_gamestate == GameState::OPTIONS)
{
float buttonWidthProportion = 0.4f;
float buttonHeightProportion = 0.075f;
float buttonWidth = buttonWidthProportion * Width();
float buttonHeight = buttonHeightProportion * Height();
float offsetSingleButtonXFactor = 0.075f;
float offsetSingleButtonYFactor = 0.05f;
float buttonPosX = m_titleX;
float buttonSinglePosY = m_titleY - buttonHeight - (offsetSingleButtonYFactor * Height());
float buttonMultiPosY = buttonSinglePosY * 0.75;
float adjustedMouseY = Height() - m_mousemy;
// Single Player
if (m_mousemx >= buttonPosX && m_mousemx <= (buttonPosX + buttonWidth) &&
adjustedMouseY >= buttonSinglePosY && adjustedMouseY <= (buttonSinglePosY + buttonHeight))
{
std::cout << "Single Player button clicked" << std::endl;
m_soloMultiChoiceMade = true;
m_gamestate = GameState::PLAY;
}
// Multiplayer
else if (m_mousemx >= buttonPosX && m_mousemx <= (buttonPosX + buttonWidth) &&
adjustedMouseY >= buttonMultiPosY && adjustedMouseY <= (buttonMultiPosY + buttonHeight))
{
std::cout << "Multiplayer button clicked" << std::endl;
m_soloMultiChoiceMade = true;
m_gamestate = GameState::PLAY;
}
}
} }
void Engine::MouseReleaseEvent(const MOUSE_BUTTON& button, int x, int y) { void Engine::MouseReleaseEvent(const MOUSE_BUTTON& button, int x, int y) {
@@ -1312,3 +1632,5 @@ bool Engine::LoadTexture(Texture& texture, const std::string& filename, bool use
return true; return true;
} }

View File

@@ -2,9 +2,12 @@
#define ENGINE_H__ #define ENGINE_H__
#include <algorithm> #include <algorithm>
#include <chrono>
#include <cmath> #include <cmath>
#include <unordered_map>
#include "../SQCSim-common/array2d.h" #include "../SQCSim-common/array2d.h"
#include "../SQCSim-common/blockinfo.h" #include "../SQCSim-common/blockinfo.h"
#include "../SQCSim-common/boostinfo.h"
#include "../SQCSim-common/bullet.h" #include "../SQCSim-common/bullet.h"
#include "../SQCSim-common/chunk.h" #include "../SQCSim-common/chunk.h"
#include "../SQCSim-common/world.h" #include "../SQCSim-common/world.h"
@@ -20,12 +23,15 @@
#include "connector.h" #include "connector.h"
#include "renderer.h" #include "renderer.h"
#include "remoteplayer.h" #include "remoteplayer.h"
#include "booster.h"
class Engine : public OpenglContext { class Engine : public OpenglContext {
public: public:
Engine(); Engine();
virtual ~Engine(); virtual ~Engine();
virtual void DrawMenu(); virtual void DrawMenu();
virtual void DrawPause();
virtual void DrawSplachScreen(); virtual void DrawSplachScreen();
virtual void Init(); virtual void Init();
virtual void DeInit(); virtual void DeInit();
@@ -39,8 +45,6 @@ public:
virtual void MouseReleaseEvent(const MOUSE_BUTTON &button, int x, int y); virtual void MouseReleaseEvent(const MOUSE_BUTTON &button, int x, int y);
private: private:
std::pair<float, float> GetScale() const;
int GetFps(float elapsedTime) const; int GetFps(float elapsedTime) const;
int GetCountdown(float elapsedTime); int GetCountdown(float elapsedTime);
@@ -60,13 +64,20 @@ private:
void DrawHud(float elapsedTime, BlockType bloc); void DrawHud(float elapsedTime, BlockType bloc);
void PrintText(float x, float y, const std::string& t, float charSizeMultiplier = 1.0f); void PrintText(float x, float y, const std::string& t, float charSizeMultiplier = 1.0f);
Connector m_conn; Connector m_conn;
Shader m_shader01; Shader m_shader01;
BlockInfo* m_blockinfo[BTYPE_LAST]; BlockInfo* m_blockinfo[BTYPE_LAST];
BoostInfo* m_boostinfo[BTYPE_BOOST_LAST];
TextureAtlas m_textureAtlas = TextureAtlas(BTYPE_LAST); TextureAtlas m_textureAtlas = TextureAtlas(BTYPE_LAST);
TextureAtlas m_animeAtlas = TextureAtlas(TYPE_LAST + POS_LAST);
World m_world = World(); World m_world = World();
Renderer m_renderer = Renderer(); Renderer m_renderer = Renderer();
Booster m_booster = Booster();
Texture m_textureCrosshair; Texture m_textureCrosshair;
Texture m_textureFont; Texture m_textureFont;
@@ -74,8 +85,12 @@ private:
Texture m_texturePovGun; Texture m_texturePovGun;
Texture m_textureSkybox; Texture m_textureSkybox;
Texture m_textureSoloMultiMenu; Texture m_textureSoloMultiMenu;
Texture m_textureSoloText;
Texture m_textureMultiText;
Texture m_textureTitle; Texture m_textureTitle;
TextureAtlas::TextureIndex texBoostHeal;
Skybox m_skybox; Skybox m_skybox;
Audio m_audio = Audio(AUDIO_PATH "start.wav"); Audio m_audio = Audio(AUDIO_PATH "start.wav");
@@ -87,26 +102,34 @@ private:
Bullet* m_bullets[MAX_BULLETS]; Bullet* m_bullets[MAX_BULLETS];
std::map<uint64_t, Player*> m_players; std::unordered_map<uint64_t, Player*> m_players;
netprot::Buffer m_buf, m_bufout;
std::chrono::high_resolution_clock::time_point m_startTime;
//Menu //Menu
enum class GameState: uint8_t { MAIN_MENU, OPTIONS, QUIT, NEWG, PLAY }; enum class GameState: uint8_t { MAIN_MENU, OPTIONS, QUIT, NEWG, PLAY, PAUSE };
GameState m_gamestate = GameState::MAIN_MENU; GameState m_gamestate = GameState::MAIN_MENU;
Texture MenuTitleTexture; Texture MenuTitleTexture;
Texture MenuBGTexture; Texture MenuBGTexture;
Texture MenuStartTexture; Texture MenuStartTexture;
Texture MenuQuitTexture; Texture MenuQuitTexture;
Texture MenuOptionsTexture; Texture MenuOptionsTexture;
Texture PauseBGTexture;
Texture SplachScreenTexture; Texture SplachScreenTexture;
float m_scale; float m_scale;
float m_time = 0; float m_time = 0;
float m_time_SplashScreen = 0; float m_time_SplashScreen = 0;
float m_titleX = 0;
float m_titleY = 0;
float m_Width = 0; float m_Width = 0;
float m_Height = 0; float m_Height = 0;
int m_renderCount = 0; int m_renderCount = 0;
int m_countdown = COUNTDOWN; int m_countdown = COUNTDOWN;
int m_nbReductionChunk = 4;
int m_timerReductionChunk = 30;
bool m_damage = false; bool m_damage = false;
@@ -116,11 +139,14 @@ private:
bool m_flash = true; bool m_flash = true;
bool m_displayCrosshair = true; bool m_displayCrosshair = true;
bool m_displayHud = true; bool m_displayHud = true;
bool m_displayInfo = false; bool m_displayInfo = true;
bool m_resetcountdown = false; bool m_resetcountdown = false;
bool m_soloMultiChoiceMade = true; bool m_soloMultiChoiceMade = false;
bool m_stopcountdown = false; bool m_stopcountdown = false;
bool m_key1 = false;
bool m_key2 = false;
bool m_keyK = false; bool m_keyK = false;
bool m_keyL = false; bool m_keyL = false;
bool m_keyW = false; bool m_keyW = false;
@@ -138,7 +164,8 @@ private:
float m_mousemy = 0; float m_mousemy = 0;
bool m_networkgame = false; bool m_networkgame = false;
netprot::PlayerInfo m_pinfo;
RemotePlayer m_remotePlayer = RemotePlayer(netprot::PlayerInfo(),Vector3f(5.5f, CHUNK_SIZE_Y + 1.8f, 5.5f));
std::string m_messageNotification = ""; std::string m_messageNotification = "";
}; };

View File

@@ -7,7 +7,7 @@ void main()
texel = texture2D(tex,gl_TexCoord[0].st); texel = texture2D(tex,gl_TexCoord[0].st);
texel *= light; texel *= light;
texel.a = 255.;
gl_FragColor = texel; gl_FragColor = texel;
} }

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