Compare commits
	
		
			11 Commits
		
	
	
		
			sqc-15_onl
			...
			RUNNINGREA
		
	
	| Author | SHA1 | Date | |
|---|---|---|---|
|  | 7a7dc1fad6 | ||
|  | 0856f913d2 | ||
|  | 16e9f6aefe | ||
|  | e98bd03192 | ||
|  | e6e93ef6d0 | ||
|  | df0a142b12 | ||
|  | 5a491c5446 | ||
|  | 20eb410b08 | ||
|  | c44d1453ae | ||
|  | 37ea09aaf3 | ||
|  | 62b7719eb4 | 
| @@ -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::unordered_map<uint64_t, Player*> mapPlayer) { | bool Bullet::Update(World* world, float elapsedtime, int perframe, std::unordered_map<uint64_t, Player*> mapPlayer, netprot::ChunkMod** chunkmod) { | ||||||
| 	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) { | ||||||
| @@ -23,6 +23,15 @@ bool Bullet::Update(World* world, float elapsedtime, int perframe, std::unordere | |||||||
| 		if (!world->ChunkAt(m_currentpos)) | 		if (!world->ChunkAt(m_currentpos)) | ||||||
| 			return true; | 			return true; | ||||||
| 		else if (world->BlockAt(m_currentpos) != BTYPE_AIR) { | 		else if (world->BlockAt(m_currentpos) != BTYPE_AIR) { | ||||||
|  | 			if (chunkmod) { | ||||||
|  | 				using namespace netprot; | ||||||
|  | 				ChunkMod* cmod = *chunkmod; | ||||||
|  | 				cmod = new ChunkMod(); | ||||||
|  | 				cmod->old_b_type = world->BlockAt(m_currentpos); | ||||||
|  | 				cmod->b_type = BTYPE_AIR; | ||||||
|  | 				cmod->pos = m_currentpos; | ||||||
|  | 			} | ||||||
|  |  | ||||||
| 			world->ChangeBlockAtPosition(BTYPE_AIR, m_currentpos); | 			world->ChangeBlockAtPosition(BTYPE_AIR, m_currentpos); | ||||||
| 			return true; | 			return true; | ||||||
| 		} | 		} | ||||||
|   | |||||||
| @@ -5,7 +5,7 @@ | |||||||
| #include "define.h" | #include "define.h" | ||||||
| #include "vector3.h" | #include "vector3.h" | ||||||
| #include "player.h" | #include "player.h" | ||||||
|  | #include "netprotocol.h" | ||||||
|  |  | ||||||
| class World; | class World; | ||||||
| class Player; | class Player; | ||||||
| @@ -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::unordered_map<uint64_t, Player*> m_mapPlayer); | 	bool Update(World* world, float elapsedtime, int perframe, std::unordered_map<uint64_t, Player*> m_mapPlayer, netprot::ChunkMod** chunkmod); | ||||||
| 	void Transpose(int& x, int& z); | 	void Transpose(int& x, int& z); | ||||||
| 	Vector3f getPos() const; | 	Vector3f getPos() const; | ||||||
| 	Vector3f getVel() const; | 	Vector3f getVel() const; | ||||||
|   | |||||||
| @@ -402,6 +402,34 @@ void netprot::Serialize(Chat* chat, char* buf[], uint32_t* buflen) { | |||||||
| 	*buflen = messize + sizeof(uint64_t) * 3 + 2; | 	*buflen = messize + sizeof(uint64_t) * 3 + 2; | ||||||
| } | } | ||||||
|  |  | ||||||
|  | void netprot::Serialize(ChunkMod* chmod, char* buf[], uint32_t* buflen) { | ||||||
|  | 	*buf[0] = (char)netprot::PACKET_TYPE::CHUNKMOD; | ||||||
|  |  | ||||||
|  | 	uint32_t vec[3]; | ||||||
|  | 	memcpy(vec, &chmod->pos, 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 + 1, vec8, sizeof(uint32_t) * 3); | ||||||
|  |  | ||||||
|  | 	memcpy(*buf + sizeof(uint32_t) * 3 + 1, &chmod->b_type, sizeof(BlockType)); | ||||||
|  | 	memcpy(*buf + sizeof(uint32_t) * 3 + 2, &chmod->old_b_type, sizeof(BlockType)); | ||||||
|  |  | ||||||
|  | 	*buflen = sizeof(uint32_t) * 3 + 3; | ||||||
|  | } | ||||||
|  |  | ||||||
| void netprot::Serialize(ErrorLog* errlog, char* buf[], uint32_t* buflen) { | void netprot::Serialize(ErrorLog* errlog, char* buf[], uint32_t* buflen) { | ||||||
| 	*buf[0] = (char)netprot::PACKET_TYPE::ERRLOG; | 	*buf[0] = (char)netprot::PACKET_TYPE::ERRLOG; | ||||||
|  |  | ||||||
| @@ -818,6 +846,36 @@ bool netprot::Deserialize(Chat* chat, char* buf, uint32_t *buflen) { | |||||||
| 	return true; | 	return true; | ||||||
| } | } | ||||||
|  |  | ||||||
|  | bool netprot::Deserialize(ChunkMod* chmod, char* buf, uint32_t* buflen) { | ||||||
|  | 	if (*buflen <= sizeof(ChunkMod)) | ||||||
|  | 		return false; | ||||||
|  |  | ||||||
|  | 	uint8_t subvec[3 * sizeof(uint32_t)] = { 0,0,0,0,0,0,0,0,0,0,0,0 }; | ||||||
|  | 	memcpy(subvec, &buf[1], 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(&chmod->pos, vec, sizeof(uint32_t) * 3); | ||||||
|  |  | ||||||
|  | 	memcpy(&chmod->b_type, &buf[1 + sizeof(uint8_t) * 12], sizeof(BlockType)); | ||||||
|  | 	memcpy(&chmod->old_b_type, &buf[2 + sizeof(uint8_t) * 12], sizeof(BlockType)); | ||||||
|  |  | ||||||
|  | 	*buflen = sizeof(uint32_t) * 3 + 3; | ||||||
|  |  | ||||||
|  | 	return true; | ||||||
|  | } | ||||||
|  |  | ||||||
| bool netprot::Deserialize(ErrorLog* errlog, char* buf, 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; | ||||||
|   | |||||||
| @@ -130,6 +130,11 @@ namespace netprot { | |||||||
| 		Chat(Chat* cha) : src_id(cha->src_id), dest_id(cha->dest_id), dest_team_id(cha->dest_team_id) { strcpy(cha->mess, mess); } | 		Chat(Chat* cha) : src_id(cha->src_id), dest_id(cha->dest_id), dest_team_id(cha->dest_team_id) { strcpy(cha->mess, mess); } | ||||||
| 	}; | 	}; | ||||||
|  |  | ||||||
|  | 	struct ChunkMod { | ||||||
|  | 		Vector3f pos; | ||||||
|  | 		BlockType b_type, old_b_type; | ||||||
|  | 	}; | ||||||
|  |  | ||||||
| 	struct ErrorLog {									// srv -> cli			TCP			event | 	struct ErrorLog {									// srv -> cli			TCP			event | ||||||
| 		char mess[140]; | 		char mess[140]; | ||||||
| 		bool is_fatal; | 		bool is_fatal; | ||||||
| @@ -147,6 +152,7 @@ namespace netprot { | |||||||
| 	void Serialize(PlayerInfo* pinfo, char* buf[], uint32_t* buflen); // srv | 	void Serialize(PlayerInfo* pinfo, char* buf[], uint32_t* buflen); // srv | ||||||
| 	void Serialize(GameInfo* ginfo, char* buf[], uint32_t* buflen); // cli/srv | 	void Serialize(GameInfo* ginfo, char* buf[], uint32_t* buflen); // cli/srv | ||||||
| 	void Serialize(Chat* chat, char* buf[], uint32_t* buflen); // cli/srv | 	void Serialize(Chat* chat, char* buf[], uint32_t* buflen); // cli/srv | ||||||
|  | 	void Serialize(ChunkMod* chmod, char* buf[], uint32_t* buflen); // 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, uint32_t* buflen); // srv | 	bool Deserialize(Input* in, char* buf, uint32_t* buflen); // srv | ||||||
| @@ -157,6 +163,7 @@ namespace netprot { | |||||||
| 	bool Deserialize(PlayerInfo* pinfo, char* buf, uint32_t* buflen); // cli | 	bool Deserialize(PlayerInfo* pinfo, char* buf, uint32_t* buflen); // cli | ||||||
| 	bool Deserialize(GameInfo* ginfo, char* buf, uint32_t* buflen); // cli | 	bool Deserialize(GameInfo* ginfo, char* buf, uint32_t* buflen); // cli | ||||||
| 	bool Deserialize(Chat* chat, char* buf, uint32_t* buflen); // srv/cli | 	bool Deserialize(Chat* chat, char* buf, uint32_t* buflen); // srv/cli | ||||||
|  | 	bool Deserialize(ChunkMod* chmod, char* buf, uint32_t* buflen); // cli | ||||||
| 	bool Deserialize(ErrorLog* errlog, char* buf, 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); | ||||||
|   | |||||||
| @@ -204,11 +204,11 @@ Player::Sound Player::ApplyPhysics(Vector3f input, World* world, float elapsedTi | |||||||
| void Player::ApplyTransformation(Transformation& transformation, bool rel, bool rot) 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) | void Player::GetBooster(Booster boosttype) | ||||||
|   | |||||||
| @@ -169,31 +169,26 @@ void World::Update(Bullet* bullets[MAX_BULLETS], const Vector3f& player_pos, Blo | |||||||
| 	UpdateWorld(player_pos, blockinfo); | 	UpdateWorld(player_pos, blockinfo); | ||||||
| 	//TransposeWorld(player_pos, bullets); | 	//TransposeWorld(player_pos, bullets); | ||||||
| } | } | ||||||
| // |  | ||||||
| //void World::UpdateChunk(int& updates, unsigned int chx, unsigned int chy, BlockInfo* blockinfo[BTYPE_LAST]) { |  | ||||||
| //	if (updates == 0 && ChunkAt(chx, 1, chy) && |  | ||||||
| //		ChunkAt(chx, 1, chy)->IsDirty()) { |  | ||||||
| //		ChunkAt(chx, 1, chy)->Update(blockinfo, this); |  | ||||||
| //		updates = FRAMES_UPDATE_CHUNKS; |  | ||||||
| //	} |  | ||||||
| // |  | ||||||
| //} |  | ||||||
|  |  | ||||||
| void World::ChangeBlockAtCursor(BlockType blockType, const Vector3f& player_pos, const Vector3f& player_dir, bool& block) { | netprot::ChunkMod* World::ChangeBlockAtCursor(BlockType blockType, const Vector3f& player_pos, const Vector3f& player_dir, bool& block, bool net) { | ||||||
| 	Vector3f currentPos = player_pos; | 	Vector3f currentPos = player_pos; | ||||||
| 	Vector3f currentBlock = currentPos; | 	Vector3f currentBlock = currentPos; | ||||||
| 	Vector3f ray = player_dir; | 	Vector3f ray = player_dir; | ||||||
|  | 	BlockType oldbtype; | ||||||
|  | 	netprot::ChunkMod* cmod = nullptr; | ||||||
| 	bool found = false; | 	bool found = false; | ||||||
|  |  | ||||||
| 	if (block) return; | 	if (block) return cmod; | ||||||
|  |  | ||||||
| 	while ((currentPos - currentBlock).Length() <= MAX_SELECTION_DISTANCE && !found) { | 	while ((currentPos - currentBlock).Length() <= MAX_SELECTION_DISTANCE && !found) { | ||||||
| 		currentBlock += ray / 10.f; | 		currentBlock += ray / 10.f; | ||||||
|  |  | ||||||
| 		BlockType bt = BlockAt(currentBlock); | 		BlockType bt = BlockAt(currentBlock); | ||||||
|  |  | ||||||
| 		if (bt != BTYPE_AIR) | 		if (bt != BTYPE_AIR) { | ||||||
| 			found = true; | 			found = true; | ||||||
|  | 			oldbtype = bt; | ||||||
|  | 		} | ||||||
| 	} | 	} | ||||||
|  |  | ||||||
| 	if (found) | 	if (found) | ||||||
| @@ -219,21 +214,30 @@ void World::ChangeBlockAtCursor(BlockType blockType, const Vector3f& player_pos, | |||||||
| 						(By == PyA || | 						(By == PyA || | ||||||
| 							By == PyB || | 							By == PyB || | ||||||
| 							By == PyC) && | 							By == PyC) && | ||||||
| 						Bz == Pz)) | 						Bz == Pz)) { | ||||||
| 						found = true; | 						found = true; | ||||||
|  | 						oldbtype = bt; | ||||||
|  | 						} | ||||||
| 				} | 				} | ||||||
| 			} | 			} | ||||||
| 		} | 		} | ||||||
|  |  | ||||||
| 	if (found && (int)currentBlock.y < CHUNK_SIZE_Y) { | 	if (found && (int)currentBlock.y < CHUNK_SIZE_Y) { | ||||||
|  | 		if (net) { | ||||||
|  | 			cmod = new netprot::ChunkMod(); | ||||||
|  | 			cmod->old_b_type = oldbtype; | ||||||
|  | 			cmod->b_type = blockType; | ||||||
|  | 			cmod->pos = currentBlock; | ||||||
|  | 		} | ||||||
| 		int bx = (int)currentBlock.x % CHUNK_SIZE_X; | 		int bx = (int)currentBlock.x % CHUNK_SIZE_X; | ||||||
| 		int by = (int)currentBlock.y % CHUNK_SIZE_Y; | 		int by = (int)currentBlock.y % CHUNK_SIZE_Y; | ||||||
| 		int bz = (int)currentBlock.z % CHUNK_SIZE_Z; | 		int bz = (int)currentBlock.z % CHUNK_SIZE_Z; | ||||||
|  |  | ||||||
| 		ChunkAt(currentBlock)->SetBlock(bx, by, bz, blockType, this); | 		ChunkAt(currentBlock)->SetBlock(bx, by, bz, blockType, this); | ||||||
| 		ChunkAt(currentBlock)->MakeModified(); | 		ChunkAt(currentBlock)->MakeModified(); | ||||||
| 		block = true; | 		block = true; | ||||||
| 	} | 	} | ||||||
|  |  | ||||||
|  | 	return cmod; | ||||||
| } | } | ||||||
|  |  | ||||||
| void World::ChangeBlockAtPosition(BlockType blockType, Vector3f pos) { | void World::ChangeBlockAtPosition(BlockType blockType, Vector3f pos) { | ||||||
|   | |||||||
| @@ -11,6 +11,7 @@ | |||||||
| #include "array2d.h" | #include "array2d.h" | ||||||
| #include "bullet.h" | #include "bullet.h" | ||||||
| #include "chunk.h" | #include "chunk.h" | ||||||
|  | #include "netprotocol.h" | ||||||
|  |  | ||||||
| class Chunk; | class Chunk; | ||||||
| class Bullet; | class Bullet; | ||||||
| @@ -37,7 +38,7 @@ public: | |||||||
|  |  | ||||||
| 	void GetScope(unsigned int& x, unsigned int& y); | 	void GetScope(unsigned int& x, unsigned int& y); | ||||||
|  |  | ||||||
| 	void ChangeBlockAtCursor(BlockType blockType, const Vector3f& player_pos, const Vector3f& player_dir, bool& block); | 	netprot::ChunkMod* ChangeBlockAtCursor(BlockType blockType, const Vector3f& player_pos, const Vector3f& player_dir, bool& block, bool net); | ||||||
| 	void ChangeBlockAtPosition(BlockType blockType, Vector3f pos); | 	void ChangeBlockAtPosition(BlockType blockType, Vector3f pos); | ||||||
| 	void CleanUpWorld(int& deleteframes, bool clear); | 	void CleanUpWorld(int& deleteframes, bool clear); | ||||||
| 	int GettbDeleted() const; | 	int GettbDeleted() const; | ||||||
|   | |||||||
| @@ -122,17 +122,28 @@ void Connection::Run(World* world) { | |||||||
| 		last = m_input_vector.at(m_last_in); | 		last = m_input_vector.at(m_last_in); | ||||||
|  |  | ||||||
| 		el = (double)(in.timestamp - last.timestamp) / 1000.; | 		el = (double)(in.timestamp - last.timestamp) / 1000.; | ||||||
| 		std::cout << 1. / el << std::endl; |  | ||||||
|  | 		if (m_shoot_acc > 0.) { | ||||||
|  | 			m_shoot_acc -= el; | ||||||
|  | 			if (m_shoot_acc < 0.) | ||||||
|  | 				m_shoot_acc = 0; | ||||||
|  | 		} | ||||||
|  |  | ||||||
| 		player.get()->SetDirection(in.direction); | 		player.get()->SetDirection(in.direction); | ||||||
| 		std::cout << in.direction << std::endl; |  | ||||||
| 		player.get()->ApplyPhysics(player.get()->GetInput(in.keys.forward,  | 		player.get()->ApplyPhysics(player.get()->GetInput(in.keys.forward,  | ||||||
| 														  in.keys.backward,  | 														  in.keys.backward,  | ||||||
| 														  in.keys.left,  | 														  in.keys.left,  | ||||||
| 														  in.keys.right,  | 														  in.keys.right,  | ||||||
| 														  in.keys.jump, false, el), world, el); | 														  in.keys.jump, false, el), world, el); | ||||||
|  |  | ||||||
|  | 		//if (in.keys.block) | ||||||
|  | 		//	ChunkDiffs.push_back() | ||||||
|  |  | ||||||
|  | 		if (in.keys.shoot && m_shoot_acc <= 0.) | ||||||
|  | 			Bullets.push_back(Bullet(player.get()->GetPOV() + player.get()->GetDirection(), player.get()->GetDirection())); | ||||||
|  | 		 | ||||||
|  |  | ||||||
| 		out.position = player.get()->GetPositionAbs(); | 		out.position = player.get()->GetPositionAbs(); | ||||||
| 		player.get()->GetPositionAbs().Afficher(); |  | ||||||
| 		out.direction = in.direction; | 		out.direction = in.direction; | ||||||
| 		out.timestamp = in.timestamp; | 		out.timestamp = in.timestamp; | ||||||
| 		out.id = m_playinfo.id; | 		out.id = m_playinfo.id; | ||||||
|   | |||||||
| @@ -41,6 +41,10 @@ public: | |||||||
| 	void CleanInputManifest(Timestamp time); | 	void CleanInputManifest(Timestamp time); | ||||||
| 	 | 	 | ||||||
| 	bool m_nsync = true; | 	bool m_nsync = true; | ||||||
|  |  | ||||||
|  | 	std::vector<Bullet> Bullets; | ||||||
|  | 	std::vector<ChunkMod> ChunkDiffs; | ||||||
|  |  | ||||||
| private: | private: | ||||||
| 	std::unordered_map<Timestamp, Input> m_input_manifest; | 	std::unordered_map<Timestamp, Input> m_input_manifest; | ||||||
| 	std::vector<Input> m_input_vector; | 	std::vector<Input> m_input_vector; | ||||||
| @@ -48,6 +52,8 @@ private: | |||||||
| 	std::deque<Output> m_output_vector; | 	std::deque<Output> m_output_vector; | ||||||
| 	std::unordered_map<Timestamp, Chat> m_chatlog; | 	std::unordered_map<Timestamp, Chat> m_chatlog; | ||||||
|  |  | ||||||
|  | 	float m_shoot_acc = 0; | ||||||
|  |  | ||||||
| 	SOCKET m_sock; | 	SOCKET m_sock; | ||||||
| 	sockaddr_in m_addr; | 	sockaddr_in m_addr; | ||||||
| 	LoginInfo m_loginfo; | 	LoginInfo m_loginfo; | ||||||
|   | |||||||
| @@ -17,9 +17,9 @@ Server::~Server() { | |||||||
| 	if (m_sock_udp) | 	if (m_sock_udp) | ||||||
| 		closesocket(m_sock_udp); | 		closesocket(m_sock_udp); | ||||||
| 	if (m_sock_tcp) | 	if (m_sock_tcp) | ||||||
| 		closesocket(m_sock_tcp);	 | 		closesocket(m_sock_tcp); | ||||||
| 	for (const auto& [key, player] : m_players) | 	for (const auto& [key, player] : m_players) | ||||||
| 			closesocket(player->getSock()); | 		closesocket(player->getSock()); | ||||||
| 	m_players.clear(); | 	m_players.clear(); | ||||||
| 	delete m_world; | 	delete m_world; | ||||||
| #ifdef _WIN32 | #ifdef _WIN32 | ||||||
| @@ -69,15 +69,16 @@ int Server::Init() { | |||||||
| } | } | ||||||
|  |  | ||||||
| int Server::Ready() { | int Server::Ready() { | ||||||
| 	int nbrjoueurs = 0,  | 	int nbrjoueurs = 0, | ||||||
| 		nbrconn = 0; | 		nbrconn = 0; | ||||||
| 	bool readystart = false; | 	bool readystart = false; | ||||||
| 	do { | 	do { | ||||||
| 		Log("Entrez la duree de la partie: ", false, false); | 		Log("Entrez la duree de la partie: ", false, false); | ||||||
| 		std::cin.getline(m_buf.ptr, BUFFER_LENGTH); | 		std::cin.getline(m_buf.ptr, BUFFER_LENGTH); | ||||||
| 		try {	 | 		try { | ||||||
| 			m_game.countdown = std::stoi(m_buf.ptr); | 			m_game.countdown = std::stoi(m_buf.ptr); | ||||||
| 		} catch(const std::exception& e) { | 		} | ||||||
|  | 		catch (const std::exception& e) { | ||||||
| 			Log(e.what(), true, false); | 			Log(e.what(), true, false); | ||||||
| 			m_game.countdown = 0; | 			m_game.countdown = 0; | ||||||
| 		} | 		} | ||||||
| @@ -85,9 +86,10 @@ int Server::Ready() { | |||||||
| 	do { | 	do { | ||||||
| 		Log("Entrez le seed de la partie: ", false, false); | 		Log("Entrez le seed de la partie: ", false, false); | ||||||
| 		std::cin.getline(m_buf.ptr, BUFFER_LENGTH); | 		std::cin.getline(m_buf.ptr, BUFFER_LENGTH); | ||||||
| 		try {	 | 		try { | ||||||
| 			m_game.seed = 9370707;//std::stoi(m_buf.ptr); | 			m_game.seed = 9370707;//std::stoi(m_buf.ptr); | ||||||
| 		} catch(const std::exception& e) { | 		} | ||||||
|  | 		catch (const std::exception& e) { | ||||||
| 			Log(e.what(), true, false); | 			Log(e.what(), true, false); | ||||||
| 			m_game.seed = 0; | 			m_game.seed = 0; | ||||||
| 		} | 		} | ||||||
| @@ -95,9 +97,10 @@ int Server::Ready() { | |||||||
| 	do { | 	do { | ||||||
| 		Log("Entrez le nombre de joueurs: ", false, false); | 		Log("Entrez le nombre de joueurs: ", false, false); | ||||||
| 		std::cin.getline(m_buf.ptr, BUFFER_LENGTH); | 		std::cin.getline(m_buf.ptr, BUFFER_LENGTH); | ||||||
| 		try {	 | 		try { | ||||||
| 			nbrjoueurs = std::stoi(m_buf.ptr); | 			nbrjoueurs = std::stoi(m_buf.ptr); | ||||||
| 		} catch(const std::exception& e) { | 		} | ||||||
|  | 		catch (const std::exception& e) { | ||||||
| 			Log(e.what(), true, false); | 			Log(e.what(), true, false); | ||||||
| 			nbrjoueurs = 0; | 			nbrjoueurs = 0; | ||||||
| 		} | 		} | ||||||
| @@ -113,9 +116,9 @@ int Server::Ready() { | |||||||
| 	} | 	} | ||||||
|  |  | ||||||
| 	buildIdList(ID_LIST_SIZE); | 	buildIdList(ID_LIST_SIZE); | ||||||
| 	 |  | ||||||
| 	Log("A l'ecoute sur le port: " + std::to_string(SRV_PORT), false, false); | 	Log("A l'ecoute sur le port: " + std::to_string(SRV_PORT), false, false); | ||||||
| 	 |  | ||||||
| 	while (!readystart) { | 	while (!readystart) { | ||||||
| 		sockaddr_in sockad; | 		sockaddr_in sockad; | ||||||
| 		addrlen_t addrlen = sizeof(sockad); | 		addrlen_t addrlen = sizeof(sockad); | ||||||
| @@ -135,7 +138,7 @@ int Server::Ready() { | |||||||
| 				if (pck.type != PACKET_TYPE::LOGINF) { | 				if (pck.type != PACKET_TYPE::LOGINF) { | ||||||
| 					Log("Paquet invalide.", true, false); | 					Log("Paquet invalide.", true, false); | ||||||
| 					if (pck.type != PACKET_TYPE::ERR) | 					if (pck.type != PACKET_TYPE::ERR) | ||||||
| 						netprot::emptyPack(pck);  | 						netprot::emptyPack(pck); | ||||||
| 					continue; // Passer au prochain appel si c'est pas un LoginInfo ou un LoginInfo invalide qui rentre. | 					continue; // Passer au prochain appel si c'est pas un LoginInfo ou un LoginInfo invalide qui rentre. | ||||||
| 				} | 				} | ||||||
| 				LoginInfo* log = (LoginInfo*)pck.ptr; | 				LoginInfo* log = (LoginInfo*)pck.ptr; | ||||||
| @@ -145,17 +148,17 @@ int Server::Ready() { | |||||||
|  |  | ||||||
| 				Log(str.append(" Nom: ").append(log->name), false, false); | 				Log(str.append(" Nom: ").append(log->name), false, false); | ||||||
| 				str.clear(); | 				str.clear(); | ||||||
| 					 |  | ||||||
|  |  | ||||||
| 				sendPackTo<LoginInfo>(m_sock_udp, log, &m_buf, &sockad); | 				sendPackTo<LoginInfo>(m_sock_udp, log, &m_buf, &sockad); | ||||||
| 				 |  | ||||||
| 				play.id = getUniqueId(); | 				play.id = getUniqueId(); | ||||||
| 				play.tid = log->tid; | 				play.tid = log->tid; | ||||||
| 				strcpy(play.name, log->name); | 				strcpy(play.name, log->name); | ||||||
|  |  | ||||||
| 				Log(str.append(play.name).append(" SID: [").append(std::to_string(log->sid)).append("]") | 				Log(str.append(play.name).append(" SID: [").append(std::to_string(log->sid)).append("]") | ||||||
| 										 .append(" ID: [").append(std::to_string(play.id)).append("]") | 					.append(" ID: [").append(std::to_string(play.id)).append("]") | ||||||
| 									     .append(" TID: [").append(std::to_string(play.tid)).append("]"), false, false); | 					.append(" TID: [").append(std::to_string(play.tid)).append("]"), false, false); | ||||||
| 				play.tid = log->tid; | 				play.tid = log->tid; | ||||||
|  |  | ||||||
| 				sendPackTo<GameInfo>(m_sock_udp, &m_game, &m_buf, &sockad); | 				sendPackTo<GameInfo>(m_sock_udp, &m_game, &m_buf, &sockad); | ||||||
| @@ -174,7 +177,7 @@ int Server::Ready() { | |||||||
| 	for (auto& [keyin, playin] : m_players) // Not pretty, but it works. | 	for (auto& [keyin, playin] : m_players) // Not pretty, but it works. | ||||||
| 		for (auto& [keyout, playout] : m_players) { | 		for (auto& [keyout, playout] : m_players) { | ||||||
| 			if (keyin == keyout) | 			if (keyin == keyout) | ||||||
| 				continue;	 | 				continue; | ||||||
| 			sendPackTo<PlayerInfo>(m_sock_udp, playout->getInfo(), &m_buf, playin->getAddr()); // et envoyer les infos des joueurs distants au nouveau joueur. | 			sendPackTo<PlayerInfo>(m_sock_udp, playout->getInfo(), &m_buf, playin->getAddr()); // et envoyer les infos des joueurs distants au nouveau joueur. | ||||||
| 		} | 		} | ||||||
|  |  | ||||||
| @@ -207,66 +210,80 @@ void Server::Run() { | |||||||
| 		sync.timestamp = 0; | 		sync.timestamp = 0; | ||||||
| 		sync.timer = m_game.countdown; | 		sync.timer = m_game.countdown; | ||||||
| 		sendPackTo<Sync>(m_sock_udp, &sync, &m_buf, conn->getAddr()); | 		sendPackTo<Sync>(m_sock_udp, &sync, &m_buf, conn->getAddr()); | ||||||
|  | 	} | ||||||
|  |  | ||||||
| 		int timer = m_game.countdown, sync_acc = 0; | 	int timer = m_game.countdown, sync_acc = 0; | ||||||
| 		std::chrono::high_resolution_clock::time_point start = std::chrono::high_resolution_clock::now(); | 	std::chrono::high_resolution_clock::time_point start = std::chrono::high_resolution_clock::now(); | ||||||
| 		Timestamp last = 0; | 	Timestamp last = 0; | ||||||
|  | 	std::vector<Chat> chatlog; | ||||||
|  |  | ||||||
| 		while (!endgame) { | 	while (!endgame) { | ||||||
| 			using namespace std::chrono; | 		using namespace std::chrono; | ||||||
| 			Timestamp tstamp = duration_cast<milliseconds>(high_resolution_clock::now() - start).count(); | 		Timestamp tstamp = duration_cast<milliseconds>(high_resolution_clock::now() - start).count(); | ||||||
|  |  | ||||||
| 			if (last == 0) | 		if (last == 0) | ||||||
| 				last = tstamp; | 			last = tstamp; | ||||||
| 			sync_acc += tstamp - last; | 		sync_acc += tstamp - last; | ||||||
| 			if (sync_acc >= 1000) { | 		if (sync_acc >= 1000) { | ||||||
| 				sync_acc -= 1000; | 			sync_acc -= 1000; | ||||||
| 				--timer; | 			--timer; | ||||||
| 			} |  | ||||||
|  |  | ||||||
| 			for (auto& [key, conn] : m_players) { |  | ||||||
| 				int deadplayers = 0; |  | ||||||
| 				std::vector<char*> lsPck; |  | ||||||
| 				Input in; |  | ||||||
| 				Sync sync; |  | ||||||
| 				lsPck = recvPacks(m_sock_udp, &m_buf); |  | ||||||
| 				for (auto& pck : lsPck) { |  | ||||||
| 					uint32_t bsize = m_buf.len - (pck - m_buf.ptr); |  | ||||||
| 					switch (netprot::getType(pck, 1)) { |  | ||||||
| 						using enum netprot::PACKET_TYPE; |  | ||||||
| 					case INPUT: |  | ||||||
| 						if (Deserialize(&in, pck, &bsize)) { |  | ||||||
| 							m_players[in.sid]->AddInput(in); |  | ||||||
| 						} |  | ||||||
| 						break; |  | ||||||
| 					case SYNC: |  | ||||||
| 						if (Deserialize(&sync, pck, &bsize)) {} |  | ||||||
| 						break; |  | ||||||
| 					case CHAT: |  | ||||||
| 						// TODO: Pitcher les chats à tous le monde. |  | ||||||
| 						break; |  | ||||||
| 					default: break; |  | ||||||
| 					} |  | ||||||
| 				} |  | ||||||
| 				lsPck.clear(); |  | ||||||
|  |  | ||||||
| 				if (conn->m_nsync) { |  | ||||||
| 					if (conn->player->AmIDead()) { |  | ||||||
| 						++deadplayers; |  | ||||||
| 						continue; |  | ||||||
| 					} |  | ||||||
| 					conn->Run(m_world); |  | ||||||
| 					conn->sendPacks(m_sock_udp, m_players, timer); |  | ||||||
| 				} |  | ||||||
|  |  | ||||||
| 				if (deadplayers == players - 1 || timer <= 0) |  | ||||||
| 					endgame = true; |  | ||||||
| 			} |  | ||||||
| 		} | 		} | ||||||
|  |  | ||||||
| 		// TODO: Gérer les 2-3 secondes post-game avant le billboard pour pas avoir un whiplash à la fin de la game. | 		for (auto& [key, conn] : m_players) { | ||||||
|  |  | ||||||
|  | 			/* In */ | ||||||
|  |  | ||||||
|  | 			int deadplayers = 0; | ||||||
|  | 			std::vector<char*> lsPck; | ||||||
|  | 			Input in; Chat chat; Sync sync; | ||||||
|  | 			lsPck = recvPacks(m_sock_udp, &m_buf); | ||||||
|  | 			for (auto& pck : lsPck) { | ||||||
|  | 				uint32_t bsize = m_buf.len - (pck - m_buf.ptr); | ||||||
|  | 				switch (netprot::getType(pck, 1)) { | ||||||
|  | 					using enum netprot::PACKET_TYPE; | ||||||
|  | 				case INPUT: | ||||||
|  | 					if (Deserialize(&in, pck, &bsize)) | ||||||
|  | 						m_players[in.sid]->AddInput(in); | ||||||
|  | 					break; | ||||||
|  | 				case SYNC: | ||||||
|  | 					if (Deserialize(&sync, pck, &bsize)) {} | ||||||
|  | 					break; | ||||||
|  | 				case CHAT: | ||||||
|  | 					if (Deserialize(&chat, pck, &bsize)) | ||||||
|  | 						chatlog.push_back(chat); | ||||||
|  | 					break; | ||||||
|  | 				default: break; | ||||||
|  | 				} | ||||||
|  | 			} | ||||||
|  | 			lsPck.clear(); | ||||||
|  |  | ||||||
|  | 			/* Process */ | ||||||
|  |  | ||||||
|  | 			if (conn->m_nsync) { | ||||||
|  | 				if (conn->player->AmIDead()) { | ||||||
|  | 					++deadplayers; | ||||||
|  | 					conn->m_nsync == false; | ||||||
|  | 					continue; | ||||||
|  | 				} | ||||||
|  | 				conn->Run(m_world); | ||||||
|  |  | ||||||
|  | 				/* Out */ | ||||||
|  |  | ||||||
|  | 				conn->sendPacks(m_sock_udp, m_players, timer); | ||||||
|  | 			} | ||||||
|  |  | ||||||
|  | 			if (deadplayers == players - 1 || timer <= 0) | ||||||
|  | 				endgame = true; | ||||||
|  | 		} | ||||||
|  |  | ||||||
|  | 		for (auto& chat : chatlog) | ||||||
|  | 			for (auto& [key, conn] : m_players) | ||||||
|  | 				sendPackTo<Chat>(m_sock_udp, &chat, &m_buf, conn->getAddr()); | ||||||
|  | 		chatlog.clear(); | ||||||
| 	} | 	} | ||||||
|  |  | ||||||
|  | 	// TODO: Gérer les 2-3 secondes post-game avant le billboard pour pas avoir un whiplash à la fin de la game. | ||||||
|  |  | ||||||
| } | } | ||||||
|  |  | ||||||
| inline std::string Server::LogTimestamp() { | inline std::string Server::LogTimestamp() { | ||||||
| @@ -291,13 +308,13 @@ inline std::string Server::LogTimestamp() { | |||||||
| void Server::Log(std::string str, bool is_error = false, bool is_fatal = false) { | void Server::Log(std::string str, bool is_error = false, bool is_fatal = false) { | ||||||
| 	switch (m_log) { | 	switch (m_log) { | ||||||
| 		using enum LOG_DEST; // C++20! | 		using enum LOG_DEST; // C++20! | ||||||
| 		case LOGFILE: | 	case LOGFILE: | ||||||
| 			m_logfile << LogTimestamp() << (is_fatal ? "FATAL " : "") << (is_error ? "ERROR " : "") << str << std::endl; | 		m_logfile << LogTimestamp() << (is_fatal ? "FATAL " : "") << (is_error ? "ERROR " : "") << str << std::endl; | ||||||
| 			break; | 		break; | ||||||
| 		case CONSOLE: [[fallthrough]]; // Pour dire que c'est voulu que ça traverse vers le case en dessous (C++17!) | 	case CONSOLE: [[fallthrough]]; // Pour dire que c'est voulu que ça traverse vers le case en dessous (C++17!) | ||||||
| 		default: | 	default: | ||||||
| 			std::cout << LogTimestamp() << (is_fatal ? "FATAL " : "") << (is_error ? "ERROR " : "") << str << std::endl; | 		std::cout << LogTimestamp() << (is_fatal ? "FATAL " : "") << (is_error ? "ERROR " : "") << str << std::endl; | ||||||
| 			break; | 		break; | ||||||
| 	} | 	} | ||||||
|  |  | ||||||
| 	if (is_fatal) { | 	if (is_fatal) { | ||||||
| @@ -325,7 +342,7 @@ void Server::buildIdList(size_t size) { | |||||||
| 	srand(time(NULL)); | 	srand(time(NULL)); | ||||||
| 	do lst.insert(((uint64_t)rand() << 32 | rand())); | 	do lst.insert(((uint64_t)rand() << 32 | rand())); | ||||||
| 	while (lst.size() < size); | 	while (lst.size() < size); | ||||||
| 	 |  | ||||||
| 	m_ids = std::vector<uint64_t>(lst.begin(), lst.end()); | 	m_ids = std::vector<uint64_t>(lst.begin(), lst.end()); | ||||||
| } | } | ||||||
|  |  | ||||||
|   | |||||||
| @@ -394,7 +394,7 @@ void Engine::Init() { | |||||||
| 	m_world.SetSeed(seed); | 	m_world.SetSeed(seed); | ||||||
|  |  | ||||||
| 	m_startTime = std::chrono::high_resolution_clock::now(); | 	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(); | ||||||
| @@ -462,67 +462,67 @@ void Engine::LoadResource() { | |||||||
| 	//AJOUTER LES TEXTURES DANS L'ORDRE DE L'ÉNUM  | 	//AJOUTER LES TEXTURES DANS L'ORDRE DE L'ÉNUM  | ||||||
|  |  | ||||||
| 	//STILL//STANDING | 	//STILL//STANDING | ||||||
| 	TextureAtlas::TextureIndex StillFront = m_animeAtlas.AddTexture(ANIME_PATH_STILL "BlueFrontRight.png"); | 	TextureAtlas::TextureIndex StillFront = m_animeAtlas.AddTexture(ANIME_PATH_STILL "BlueFrontRight.png"); //0 | ||||||
| 	//TextureAtlas::TextureIndex StillQuarterFrontLeft = m_animeAtlas.AddTexture(ANIME_PATH_STILL "BlueLeft.png"); | 	TextureAtlas::TextureIndex StillQuarterFrontLeft = m_animeAtlas.AddTexture(ANIME_PATH_STILL "BlueLeft.png"); //1 | ||||||
| 	//TextureAtlas::TextureIndex StillQuarterFrontRight = m_animeAtlas.AddTexture(ANIME_PATH_STILL "BlueRight.png"); | 	TextureAtlas::TextureIndex StillQuarterFrontRight = m_animeAtlas.AddTexture(ANIME_PATH_STILL "BlueRight.png"); //2 | ||||||
| 	//TextureAtlas::TextureIndex StillProfiltLeft = m_animeAtlas.AddTexture(ANIME_PATH_STILL "BlueProfilLeft.png"); | 	TextureAtlas::TextureIndex StillProfiltLeft = m_animeAtlas.AddTexture(ANIME_PATH_STILL "BlueProfilLeft.png"); //3 | ||||||
| 	//TextureAtlas::TextureIndex StillProfiltRight = m_animeAtlas.AddTexture(ANIME_PATH_STILL "BlueProfilRight.png"); | 	TextureAtlas::TextureIndex StillProfiltRight = m_animeAtlas.AddTexture(ANIME_PATH_STILL "BlueProfilRight.png"); //4 | ||||||
| 	//TextureAtlas::TextureIndex StillQuarterBackLeft = m_animeAtlas.AddTexture(ANIME_PATH_STILL "BlueLeftBack.png"); | 	TextureAtlas::TextureIndex StillQuarterBackLeft = m_animeAtlas.AddTexture(ANIME_PATH_STILL "BlueLeftBack.png"); //5 | ||||||
| 	//TextureAtlas::TextureIndex StillQuarterBackRight = m_animeAtlas.AddTexture(ANIME_PATH_STILL "BlueRightBack.png"); | 	TextureAtlas::TextureIndex StillQuarterBackRight = m_animeAtlas.AddTexture(ANIME_PATH_STILL "BlueRightBack.png"); //6  | ||||||
| 	//TextureAtlas::TextureIndex StillBack = m_animeAtlas.AddTexture(ANIME_PATH_STILL "BlueBackRight.png"); | 	TextureAtlas::TextureIndex StillBack = m_animeAtlas.AddTexture(ANIME_PATH_STILL "BlueBackRight.png"); //7 | ||||||
|  |  | ||||||
| 	//SHOOTINGSTILL SANS TIRER | 	//SHOOTINGSTILL SANS TIRER | ||||||
| 	//TextureAtlas::TextureIndex StillFrontShoot = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT1 "BlueFrontRightShootingRight.png"); | 	//TextureAtlas::TextureIndex StillFrontShoot = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT1 "BlueFrontRightShootingRight.png"); ////9 | ||||||
| 	//TextureAtlas::TextureIndex StillQuarterFrontLeftShoot = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT1 "BlueFrontRightShootingRight.png"); | 	//TextureAtlas::TextureIndex StillQuarterFrontLeftShoot = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT1 "BlueFrontRightShootingRight.png"); ////10 | ||||||
| 	//TextureAtlas::TextureIndex StillQuarterFrontRightShoot = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT1 "BlueRightShootingRight.png"); | 	//TextureAtlas::TextureIndex StillQuarterFrontRightShoot = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT1 "BlueRightShootingRight.png"); ////11 | ||||||
| 	//TextureAtlas::TextureIndex StillProfiltLeftShoot = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT1 "BlueProfilShootingLeft.png"); | 	//TextureAtlas::TextureIndex StillProfiltLeftShoot = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT1 "BlueProfilShootingLeft.png"); ////12 | ||||||
| 	//TextureAtlas::TextureIndex StillProfiltRightShoot = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT1 "BlueProfilShootingRight.png"); | 	//TextureAtlas::TextureIndex StillProfiltRightShoot = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT1 "BlueProfilShootingRight.png"); ////13 | ||||||
| 	//TextureAtlas::TextureIndex StillQuarterBackLeftShoot = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT1 "BlueBackLeftShootingLeft.png"); | 	//TextureAtlas::TextureIndex StillQuarterBackLeftShoot = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT1 "BlueBackLeftShootingLeft.png"); ////14 | ||||||
| 	//TextureAtlas::TextureIndex StillQuarterBackRightShoot = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT1 "BlueBackRightShootingRight.png"); | 	//TextureAtlas::TextureIndex StillQuarterBackRightShoot = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT1 "BlueBackRightShootingRight.png"); ////15 | ||||||
| 	//TextureAtlas::TextureIndex StillBackShoot = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT1 "BlueShootingBackRight.png"); | 	//TextureAtlas::TextureIndex StillBackShoot = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT1 "BlueShootingBackRight.png"); ////16 | ||||||
|  |  | ||||||
| 	//SHOOTINGSTILL TIRER | 	//SHOOTINGSTILL TIRER | ||||||
| 	//TextureAtlas::TextureIndex StillFrontShootFire = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT2  "BlueFrontRightShootingRightShoot1.png"); | 	//TextureAtlas::TextureIndex StillFrontShootFire = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT2  "BlueFrontRightShootingRightShoot1.png"); ////17 | ||||||
| 	//TextureAtlas::TextureIndex StillQuarterFrontLeftFire = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT2  "BlueLeftShootingLeftShoot1.png"); | 	//TextureAtlas::TextureIndex StillQuarterFrontLeftFire = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT2  "BlueLeftShootingLeftShoot1.png"); ////18 | ||||||
| 	//TextureAtlas::TextureIndex StillQuarterFrontRightShootFire = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT2  "BlueRightShootingRightShoot1.png"); | 	//TextureAtlas::TextureIndex StillQuarterFrontRightShootFire = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT2  "BlueRightShootingRightShoot1.png"); ////19 | ||||||
| 	//TextureAtlas::TextureIndex StillProfiltLeftShootFire = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT2  "BlueProfilShootingLeftShoot1.png"); | 	//TextureAtlas::TextureIndex StillProfiltLeftShootFire = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT2  "BlueProfilShootingLeftShoot1.png"); ////20 | ||||||
| 	//TextureAtlas::TextureIndex StillProfiltRightShootFire = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT2  "BlueProfilShootingRightShoot1.png"); | 	//TextureAtlas::TextureIndex StillProfiltRightShootFire = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT2  "BlueProfilShootingRightShoot1.png"); ////21  | ||||||
| 	//TextureAtlas::TextureIndex StillQuarterBackLeftShootFire = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT2  "BlueBackLeftShootingLeftShoot1.png"); | 	//TextureAtlas::TextureIndex StillQuarterBackLeftShootFire = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT2  "BlueBackLeftShootingLeftShoot1.png"); ////22 | ||||||
| 	//TextureAtlas::TextureIndex StillQuarterBackRightShootFire = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT2  "BlueBackRightShootingRightShoot1.png"); | 	//TextureAtlas::TextureIndex StillQuarterBackRightShootFire = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT2  "BlueBackRightShootingRightShoot1.png"); ////23 | ||||||
| 	//TextureAtlas::TextureIndex StillBackShootFire = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT2  "BlueShootingBackRightShoot1.png"); | 	//TextureAtlas::TextureIndex StillBackShootFire = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT2  "BlueShootingBackRightShoot1.png"); ////24 | ||||||
|  |  | ||||||
|  |  | ||||||
| 	//JUMP | 	//JUMP | ||||||
| 	//TextureAtlas::TextureIndex JumpFront = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueFrontJumpRight.png"); | 	//TextureAtlas::TextureIndex JumpFront = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueFrontJumpRight.png"); ////25 | ||||||
| 	//TextureAtlas::TextureIndex JumpQuarterFrontLeft = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueLeftFrontJumpLeft.png"); | 	//TextureAtlas::TextureIndex JumpQuarterFrontLeft = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueLeftFrontJumpLeft.png"); ////26 | ||||||
| 	//TextureAtlas::TextureIndex JumpQuarterFrontRight = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueRightFrontJumpRight.png"); | 	//TextureAtlas::TextureIndex JumpQuarterFrontRight = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueRightFrontJumpRight.png"); ////27 | ||||||
| 	//TextureAtlas::TextureIndex JumpProfiltLeft = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueProfilJumpLeft.png"); | 	//TextureAtlas::TextureIndex JumpProfiltLeft = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueProfilJumpLeft.png"); ////28 | ||||||
| 	//TextureAtlas::TextureIndex JumpProfiltRight = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueProfilJumpRight.png"); | 	//TextureAtlas::TextureIndex JumpProfiltRight = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueProfilJumpRight.png"); ////29 | ||||||
| 	//TextureAtlas::TextureIndex JumpQuarterBackLeft = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueLeftBackJumpLeft.png"); | 	//TextureAtlas::TextureIndex JumpQuarterBackLeft = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueLeftBackJumpLeft.png"); ////30 | ||||||
| 	//TextureAtlas::TextureIndex JumpQuarterBackRight = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueRightBackJumpRight.png"); | 	//TextureAtlas::TextureIndex JumpQuarterBackRight = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueRightBackJumpRight.png"); ////31 | ||||||
| 	//TextureAtlas::TextureIndex JumpBack = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueBackJumpRight.png"); | 	//TextureAtlas::TextureIndex JumpBack = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueBackJumpRight.png"); ////32 | ||||||
|  |  | ||||||
|  |  | ||||||
| 	//SHOOTINGJUMP SANS TIRER  | 	//SHOOTINGJUMP SANS TIRER   | ||||||
| 	//TextureAtlas::TextureIndex JumpFrontShoot = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT1  "BlueFrontJumpRightShootingRight.png"); | 	//TextureAtlas::TextureIndex JumpFrontShoot = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT1  "BlueFrontJumpRightShootingRight.png"); ////33 | ||||||
| 	//TextureAtlas::TextureIndex JumpQuarterFrontLeftShoot = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT1  "BlueFrontLeftJumpLeftShootingLeft.png"); | 	//TextureAtlas::TextureIndex JumpQuarterFrontLeftShoot = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT1  "BlueFrontLeftJumpLeftShootingLeft.png"); ////34 | ||||||
| 	//TextureAtlas::TextureIndex JumpQuarterFrontRightShoot = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT1  "BlueFrontRightJumpRightShootingRight.png"); | 	//TextureAtlas::TextureIndex JumpQuarterFrontRightShoot = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT1  "BlueFrontRightJumpRightShootingRight.png"); ////35 | ||||||
| 	//TextureAtlas::TextureIndex JumpProfiltLeftShoot = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT1  "BlueProfilLeftJumpLeftShootingLeft.png"); | 	//TextureAtlas::TextureIndex JumpProfiltLeftShoot = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT1  "BlueProfilLeftJumpLeftShootingLeft.png");  ////36 | ||||||
| 	//TextureAtlas::TextureIndex JumpProfiltRightShoot = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT1  "BluerProfilRightJumprightShootingRight.png"); | 	//TextureAtlas::TextureIndex JumpProfiltRightShoot = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT1  "BluerProfilRightJumprightShootingRight.png"); ////37 | ||||||
| 	//TextureAtlas::TextureIndex JumpQuarterBackLeftShoot = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT1  "BlueBackLeftJumpLeftShootingLeft.png"); | 	//TextureAtlas::TextureIndex JumpQuarterBackLeftShoot = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT1  "BlueBackLeftJumpLeftShootingLeft.png"); ////38 | ||||||
| 	//TextureAtlas::TextureIndex JumpQuarterBackRightShoot = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT1  "BlueBackRightJumpRightShootingRight.png"); | 	//TextureAtlas::TextureIndex JumpQuarterBackRightShoot = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT1  "BlueBackRightJumpRightShootingRight.png"); ////39 | ||||||
| 	//TextureAtlas::TextureIndex JumpBackShoot = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT1  "BlueBackJumpRightShootingRight.png"); | 	//TextureAtlas::TextureIndex JumpBackShoot = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT1  "BlueBackJumpRightShootingRight.png"); ////40 | ||||||
|  | 	  | ||||||
|  |  | ||||||
| 	//SHOOTINGJUMP TIRER | 	//SHOOTINGJUMP TIRER | ||||||
| 	//TextureAtlas::TextureIndex JumpFrontShootFire = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT2  "BlueFrontJumpRightShootingRightShoot1.png"); | 	//TextureAtlas::TextureIndex JumpFrontShootFire = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT2  "BlueFrontJumpRightShootingRightShoot1.png"); ////41 | ||||||
| 	//TextureAtlas::TextureIndex JumpQuarterFrontLeftShootFire = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT2  "BlueFrontLeftJumpLeftShootingLeftShoot1.png"); | 	//TextureAtlas::TextureIndex JumpQuarterFrontLeftShootFire = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT2  "BlueFrontLeftJumpLeftShootingLeftShoot1.png"); ////42 | ||||||
| 	//TextureAtlas::TextureIndex JumpQuarterFrontRightShootFire = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT2  "BlueFrontRightJumpRightShootingRightShoot1.png"); | 	//TextureAtlas::TextureIndex JumpQuarterFrontRightShootFire = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT2  "BlueFrontRightJumpRightShootingRightShoot1.png"); ////43 | ||||||
| 	//TextureAtlas::TextureIndex JumpProfiltLeftShootFire = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT2  "BlueProfilLeftJumpLeftShootingLeftShoot1.png"); | 	//TextureAtlas::TextureIndex JumpProfiltLeftShootFire = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT2  "BlueProfilLeftJumpLeftShootingLeftShoot1.png"); ////44 | ||||||
| 	//TextureAtlas::TextureIndex JumpProfiltRightShootFire = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT2  "BluerProfilRightJumprightShootingRightShoot1.png"); | 	//TextureAtlas::TextureIndex JumpProfiltRightShootFire = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT2  "BluerProfilRightJumprightShootingRightShoot1.png"); ////45 | ||||||
| 	//TextureAtlas::TextureIndex JumpQuarterBackLeftShootFire = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT2  "BlueBackLeftJumpLeftShootingLeftShoot1.png"); | 	//TextureAtlas::TextureIndex JumpQuarterBackLeftShootFire = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT2  "BlueBackLeftJumpLeftShootingLeftShoot1.png"); ////46 | ||||||
| 	//TextureAtlas::TextureIndex JumpQuarterBackRightShootFire = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT2  "BlueBackRightJumpRightShootingRightShoot1.png"); | 	//TextureAtlas::TextureIndex JumpQuarterBackRightShootFire = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT2  "BlueBackRightJumpRightShootingRightShoot1.png"); ////47 | ||||||
| 	//TextureAtlas::TextureIndex JumpBackShootFire = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT2  "BlueBackJumpRightShootingRightShoot1.png"); | 	//TextureAtlas::TextureIndex JumpBackShootFire = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT2  "BlueBackJumpRightShootingRightShoot1.png"); ////48 | ||||||
| 	 | 	 | ||||||
| 	 | 	 | ||||||
| 	 | 	 | ||||||
| @@ -1193,10 +1193,11 @@ void Engine::Render(float elapsedTime) { | |||||||
| 		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 = m_key1 = m_key2 = false; | 		m_mouseWU = m_mouseWD = m_key1 = m_key2 = false; | ||||||
|  | 		netprot::ChunkMod* cmod = nullptr; | ||||||
|  |  | ||||||
| 		if (m_mouseL) { | 		if (m_mouseL) { | ||||||
| 			if (bloc != BTYPE_LAST) | 			if (bloc != BTYPE_LAST) | ||||||
| 				m_world.ChangeBlockAtCursor(bloc, m_player.GetPosition(), m_player.GetDirection(), m_block); | 				cmod = m_world.ChangeBlockAtCursor(bloc, m_player.GetPosition(), m_player.GetDirection(), m_block, m_networkgame); | ||||||
| 			else if (bulletTime <= 0.f) { | 			else if (bulletTime <= 0.f) { | ||||||
| 				for (int x = 0; x < MAX_BULLETS; ++x)  // Ajouter une balle dans l'array (aussi connu sous le nom de "faire pow pow"). | 				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]) { | ||||||
| @@ -1218,12 +1219,12 @@ void Engine::Render(float elapsedTime) { | |||||||
| 			} | 			} | ||||||
| 		} | 		} | ||||||
| 		else if (m_mouseR) | 		else if (m_mouseR) | ||||||
| 			m_world.ChangeBlockAtCursor(BTYPE_AIR, m_player.GetPosition(), m_player.GetDirection(), m_block); | 			cmod = m_world.ChangeBlockAtCursor(BTYPE_AIR, m_player.GetPosition(), m_player.GetDirection(), m_block, m_networkgame); | ||||||
|  |  | ||||||
| 		for (int x = 0; x < MAX_BULLETS; ++x) { // Array de bullets en jeu. | 		for (int x = 0; x < MAX_BULLETS; ++x) { // Array de bullets en jeu. | ||||||
| 			if (m_bullets[x]) { | 			if (m_bullets[x]) { | ||||||
| 				for (int b = 0; b < BULLET_UPDATES_PER_FRAME; ++b) { | 				for (int b = 0; b < BULLET_UPDATES_PER_FRAME; ++b) { | ||||||
| 					if (m_bullets[x]->Update(&m_world, elapsedTime, BULLET_UPDATES_PER_FRAME, m_players)) { | 					if (m_bullets[x]->Update(&m_world, elapsedTime, BULLET_UPDATES_PER_FRAME, m_players, m_networkgame ? &m_chunkmod : nullptr)) { | ||||||
| 						m_bullets[x]->~Bullet(); | 						m_bullets[x]->~Bullet(); | ||||||
| 						if (m_whoosh[x]) | 						if (m_whoosh[x]) | ||||||
| 							m_whoosh[x]->drop(); | 							m_whoosh[x]->drop(); | ||||||
| @@ -1248,6 +1249,8 @@ void Engine::Render(float elapsedTime) { | |||||||
| 		m_renderer.UpdateMesh(&m_world, m_player.GetPosition(), m_blockinfo); | 		m_renderer.UpdateMesh(&m_world, m_player.GetPosition(), m_blockinfo); | ||||||
|  |  | ||||||
| 		//m_booster.RenderBillboard({ 195,16,195 }, m_textureAtlas, m_shader01, all); | 		//m_booster.RenderBillboard({ 195,16,195 }, m_textureAtlas, m_shader01, all); | ||||||
|  | 	/*	m_remotePlayer.ApplyPhysics(Vector3f(0, 0, 0), &m_world, elapsedTime); | ||||||
|  | 		m_remotePlayer.Render(m_animeAtlas, m_shader01, all ,elapsedTime , m_player);*/ | ||||||
|  |  | ||||||
| 		m_renderer.RenderWorld(&m_world, m_renderCount, m_player.GetPosition(), m_player.GetDirection(), all, m_shader01, m_textureAtlas); | 		m_renderer.RenderWorld(&m_world, m_renderCount, m_player.GetPosition(), m_player.GetDirection(), all, m_shader01, m_textureAtlas); | ||||||
|  |  | ||||||
| @@ -1282,6 +1285,9 @@ void Engine::Render(float elapsedTime) { | |||||||
| 			static std::vector<char*> lsPck; | 			static std::vector<char*> lsPck; | ||||||
| 			static int sync_acc = 0; | 			static int sync_acc = 0; | ||||||
|  |  | ||||||
|  | 			if (cmod) | ||||||
|  | 				m_chunkmod_manifest.emplace_back(cmod); | ||||||
|  |  | ||||||
| 			if (last == 0) | 			if (last == 0) | ||||||
| 				last = tstamp; | 				last = tstamp; | ||||||
|  |  | ||||||
| @@ -1339,8 +1345,6 @@ void Engine::Render(float elapsedTime) { | |||||||
| 							if (diff.y < 1.) | 							if (diff.y < 1.) | ||||||
| 								diff.y = 0; | 								diff.y = 0; | ||||||
|  |  | ||||||
| 							//std::cout << sync.timestamp << " ms: " << comp.position << " - " << sync.position << " Diff: " << diff.Length() << std::endl; |  | ||||||
|  |  | ||||||
| 							if (diff.Length() > 1.5) { | 							if (diff.Length() > 1.5) { | ||||||
| 								diff.Normalize(); | 								diff.Normalize(); | ||||||
| 								m_player.Move(-diff); | 								m_player.Move(-diff); | ||||||
| @@ -1375,7 +1379,7 @@ void Engine::Render(float elapsedTime) { | |||||||
| 			for (auto& [key, player] : m_players) { | 			for (auto& [key, player] : m_players) { | ||||||
| 				RemotePlayer* rt = static_cast<RemotePlayer*>(player); | 				RemotePlayer* rt = static_cast<RemotePlayer*>(player); | ||||||
| 				glClear(GL_STENCIL_BUFFER_BIT); | 				glClear(GL_STENCIL_BUFFER_BIT); | ||||||
| 				rt->Render(m_animeAtlas, m_shader01, all, elapsedTime); | 				rt->Render(m_animeAtlas, m_shader01, all, elapsedTime, m_player); | ||||||
| 				m_otherplayerpos = player->GetPosition(); // Aller chercher GetPosition des deux façon, voir si ça chie. | 				m_otherplayerpos = player->GetPosition(); // Aller chercher GetPosition des deux façon, voir si ça chie. | ||||||
| 			} | 			} | ||||||
| 			glEnable(GL_CULL_FACE); | 			glEnable(GL_CULL_FACE); | ||||||
|   | |||||||
| @@ -101,10 +101,12 @@ private: | |||||||
|     Player m_player = Player(Vector3f(.5f, CHUNK_SIZE_Y + 1.8f, .5f)); |     Player m_player = Player(Vector3f(.5f, CHUNK_SIZE_Y + 1.8f, .5f)); | ||||||
|      |      | ||||||
|     Bullet* m_bullets[MAX_BULLETS]; |     Bullet* m_bullets[MAX_BULLETS]; | ||||||
|  |     std::vector<netprot::ChunkMod*> m_chunkmod_manifest; | ||||||
|  |  | ||||||
|     std::unordered_map<uint64_t, Player*> m_players; |     std::unordered_map<uint64_t, Player*> m_players; | ||||||
|     netprot::Buffer m_buf, m_bufout; |     netprot::Buffer m_buf, m_bufout; | ||||||
|     std::chrono::high_resolution_clock::time_point m_startTime; |     std::chrono::high_resolution_clock::time_point m_startTime; | ||||||
|  |     netprot::ChunkMod* m_chunkmod = nullptr; | ||||||
|  |  | ||||||
|     //Menu |     //Menu | ||||||
|     enum class GameState: uint8_t { MAIN_MENU, OPTIONS, QUIT, NEWG, PLAY, PAUSE }; |     enum class GameState: uint8_t { MAIN_MENU, OPTIONS, QUIT, NEWG, PLAY, PAUSE }; | ||||||
|   | |||||||
| @@ -10,13 +10,13 @@ | |||||||
|  |  | ||||||
| RemotePlayer::RemotePlayer(netprot::PlayerInfo pinfo) : m_pinfo(pinfo), m_aminacc(0.0f), m_animstate(Anim::STILL), m_team_id(0), current(), previous(), m_texture_front(), Player(Vector3f(0, 0, 0)){ | RemotePlayer::RemotePlayer(netprot::PlayerInfo pinfo) : m_pinfo(pinfo), m_aminacc(0.0f), m_animstate(Anim::STILL), m_team_id(0), current(), previous(), m_texture_front(), Player(Vector3f(0, 0, 0)){ | ||||||
|  |  | ||||||
| 	LoadTexture(m_texture_front, TEXTURE_PATH "AssetOtherPlayer/FinalPNGStanding/BlueFrontRight.png", false, false); | 	 | ||||||
|  |  | ||||||
| } | } | ||||||
|  |  | ||||||
| RemotePlayer::RemotePlayer(netprot::PlayerInfo pinfo, const Vector3f& pos) : m_pinfo(pinfo), m_aminacc(0.0f), m_animstate(Anim::STILL), m_team_id(0), current(), previous(), m_texture_front(), Player(pos) { | RemotePlayer::RemotePlayer(netprot::PlayerInfo pinfo, const Vector3f& pos) : m_pinfo(pinfo), m_aminacc(0.0f), m_animstate(Anim::STILL), m_team_id(0), current(), previous(), m_texture_front(), Player(pos) { | ||||||
|  |  | ||||||
| 	LoadTexture(m_texture_front, TEXTURE_PATH "AssetOtherPlayer/FinalPNGStanding/BlueFrontRight.png", false, false); | 	 | ||||||
|  |  | ||||||
| } | } | ||||||
|  |  | ||||||
| @@ -81,31 +81,67 @@ void RemotePlayer::Feed(const netprot::Output out) { | |||||||
| 	//m_position = current.position; | 	//m_position = current.position; | ||||||
| } | } | ||||||
|  |  | ||||||
| void RemotePlayer::Render(TextureAtlas& atlas, Shader& shader, Transformation tran, float elapsedTime) |  | ||||||
|  |  | ||||||
|  |  | ||||||
|  | void RemotePlayer::Render(TextureAtlas& atlas, Shader& shader, Transformation tran, float elapsedTime, Player& camera) | ||||||
| { | { | ||||||
| 	float x = GetPosition().x; |  | ||||||
| 	float y = GetPosition().y; |  | ||||||
| 	float z = GetPosition().z; |  | ||||||
| 	float width = 1.f; | 	float width = 1.f; | ||||||
| 	float height = 1.7f; | 	float height = 1.7f; | ||||||
|  |  | ||||||
|  | 	Vector3f DiffCam = GetPosition() - camera.GetPosition(); | ||||||
|  | 	Vector3f UpCam = Vector3f(0.f, 1.f, 0.f); | ||||||
|  | 	Vector3f CrossA = DiffCam.Cross(UpCam); | ||||||
|  | 	Vector3f CrossB = DiffCam.Cross(CrossA); | ||||||
|  | 	CrossA.Normalize(); | ||||||
|  | 	CrossB.Normalize(); | ||||||
|  | 	Vector3f playerPosition = GetPosition() + Vector3f(0.f, -.75f, 0.f); | ||||||
|  | 	Vector3f v2 = (playerPosition + CrossA * 0.5 * width + CrossB * 0.5 * height); | ||||||
|  | 	Vector3f v1 = (playerPosition - CrossA * 0.5 * width + CrossB * 0.5 * height); | ||||||
|  | 	Vector3f v3 = (playerPosition + CrossA * 0.5 * width - CrossB * 0.5 * height); | ||||||
|  | 	Vector3f v4 = (playerPosition - CrossA * 0.5 * width - CrossB * 0.5 * height); | ||||||
|  |  | ||||||
|  | 	Vector3f angleRemote = GetDirection(); | ||||||
|  | 	Vector3f angleCam = (v1 - v2).Cross(v3 - v2); | ||||||
|  | 	angleCam.y = 0; | ||||||
|  | 	angleRemote.y = 0; | ||||||
|  | 	angleCam.Normalize(); | ||||||
|  | 	angleRemote.Normalize(); | ||||||
|  |  | ||||||
|  | 	float angle = angleRemote.Dot(angleCam); | ||||||
|  | 	int index = 0; | ||||||
| 	 | 	 | ||||||
| 	//Matrix4 mat4 = tran.GetMatrix(); | 	Vector3f side = angleRemote.Cross(angleCam); | ||||||
| 	//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); | 	bool isLeft = side.y > 0; | ||||||
|  | 	if (angle >= 0.75 ) //Face //side positif | ||||||
|  | 		index = 0; | ||||||
|  | 	else if (angle >= 0.25 && isLeft) //Frontleft | ||||||
|  | 		index = 1; | ||||||
|  | 	else if (angle >= -0.25 && isLeft) //ProfileLeft | ||||||
|  | 		index = 3; | ||||||
|  | 	else if (angle >= -0.75 && isLeft) //BackLeft | ||||||
|  | 		index = 5; | ||||||
|  | 	else if (angle < -0.75) //Dos //side n<>gatif | ||||||
|  | 		index = 7; | ||||||
|  | 	else if (angle >= 0.25 && !isLeft) //FrontRight | ||||||
|  | 		index = 2; | ||||||
|  | 	else if (angle >= -0.25 && !isLeft) //ProfileRight | ||||||
|  | 		index = 4; | ||||||
|  | 	else if (angle >= -0.75 && !isLeft) //BackRight | ||||||
|  | 		index = 6; | ||||||
|  |  | ||||||
|  | 	std::cout << index << std::endl; | ||||||
|  |  | ||||||
|  | 	std::cout << "angle: " << angle << std::endl; | ||||||
|  |  | ||||||
| 	float u, v, w, h; | 	float u, v, w, h; | ||||||
| 	//glDisable(GL_DEPTH_TEST); |  | ||||||
| 	shader.Use(); | 	shader.Use(); | ||||||
| 	atlas.Bind(); | 	atlas.Bind(); | ||||||
| 	atlas.TextureIndexToCoord(0, u, v, w, h); | 	atlas.TextureIndexToCoord(index, u, v, w, h); | ||||||
| 	//glLoadIdentity(); |  | ||||||
|  |  | ||||||
| 	glEnable(GL_BLEND); | 	glEnable(GL_BLEND); | ||||||
| 	glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); | 	glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); | ||||||
| @@ -113,20 +149,19 @@ void RemotePlayer::Render(TextureAtlas& atlas, Shader& shader, Transformation tr | |||||||
|  |  | ||||||
| 	glLoadMatrixf(tran.GetMatrix().GetInternalValues()); | 	glLoadMatrixf(tran.GetMatrix().GetInternalValues()); | ||||||
| 	glBegin(GL_QUADS); | 	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, v); glVertex3f(v1.x, v1.y, v1.z); | ||||||
| 	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); glVertex3f(v2.x, v2.y, v2.z); | ||||||
| 	glTexCoord2f(u + w, v + h); glVertex3f(x+width/2., y, z); //glVertex3f(v2.x, v2.y, v2.z); //glVertex3f(50, 0, 0); | 	glTexCoord2f(u + w, v + h); glVertex3f(v3.x, v3.y, v3.z); | ||||||
| 	glTexCoord2f(u, v + h); glVertex3f(x-width/2., y, z); //glVertex3f(v1.x, v1.y, v1.z);// glVertex3f(0, 0, 0); | 	glTexCoord2f(u, v + h); glVertex3f(v4.x, v4.y, v4.z); | ||||||
| 	glEnd(); |  | ||||||
|  |  | ||||||
|  | 	glEnd(); | ||||||
|  |  | ||||||
| 	glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_CONSTANT_COLOR); | 	glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_CONSTANT_COLOR); | ||||||
| 	glBlendEquation(GL_FUNC_SUBTRACT); | 	glBlendEquation(GL_FUNC_SUBTRACT); | ||||||
| 	glDisable(GL_BLEND); | 	glDisable(GL_BLEND); | ||||||
|  |  | ||||||
| 	shader.Disable(); | 	shader.Disable(); | ||||||
| 	//tran.ApplyTranslation(-m_position); |  | ||||||
| 	//glEnable(GL_DEPTH_TEST); |  | ||||||
| } | } | ||||||
|  |  | ||||||
| bool RemotePlayer::LoadTexture(Texture& texture, const std::string& filename, bool useMipmaps, bool stopOnError) | bool RemotePlayer::LoadTexture(Texture& texture, const std::string& filename, bool useMipmaps, bool stopOnError) | ||||||
|   | |||||||
| @@ -21,7 +21,7 @@ public: | |||||||
|  |  | ||||||
| 	void Init(); | 	void Init(); | ||||||
| 	void Feed(const netprot::Output out); | 	void Feed(const netprot::Output out); | ||||||
| 	void Render(TextureAtlas& atlas, Shader& shader, Transformation tran, float elapsedTime); | 	void Render(TextureAtlas& atlas, Shader& shader, Transformation tran, float elapsedTime, Player& camera); | ||||||
| 	bool LoadTexture(Texture& texture, const std::string& filename, bool useMipmaps, bool stopOnError); | 	bool LoadTexture(Texture& texture, const std::string& filename, bool useMipmaps, bool stopOnError); | ||||||
| 	 | 	 | ||||||
| 	void SetPosition(Vector3f pos) { m_position = pos; } | 	void SetPosition(Vector3f pos) { m_position = pos; } | ||||||
|   | |||||||
		Reference in New Issue
	
	Block a user