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@ -48,7 +48,7 @@
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
|
||||
<ConfigurationType>StaticLibrary</ConfigurationType>
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||||
<UseDebugLibraries>false</UseDebugLibraries>
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||||
<PlatformToolset>ClangCL</PlatformToolset>
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||||
<PlatformToolset>v143</PlatformToolset>
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||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>Unicode</CharacterSet>
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||||
</PropertyGroup>
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||||
|
@ -3,27 +3,34 @@
|
||||
|
||||
Bullet::Bullet(Vector3f pos, Vector3f dir) : m_startpos(pos), m_currentpos(pos), m_velocity(dir) {}
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Bullet::Bullet(Vector3f pos, Vector3f dir, uint64_t shooter_id): m_startpos(pos), m_currentpos(pos), m_velocity(dir), m_shooter_id(shooter_id) {}
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Bullet::Bullet(Vector3f pos, Vector3f dir, uint64_t shooter_id) : m_startpos(pos), m_currentpos(pos), m_velocity(dir), m_shooter_id(shooter_id) {}
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Bullet::Bullet(Vector3f pos, Vector3f dir, uint64_t shooter_id, bool canhurt): m_startpos(pos), m_currentpos(pos), m_velocity(dir), m_shooter_id(shooter_id), m_canhurt(canhurt) {}
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||||
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||||
Bullet::~Bullet() {}
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bool Bullet::Update(World* world, float elapsedtime, int perframe, std::unordered_map<uint64_t, Player*> mapPlayer, netprot::ChunkMod** chunkmod) {
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int max = 100 / perframe;
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float damage = 0.057f;
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float damage = 0.098f;
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for (int x = 0; x < max; ++x) {
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m_currentpos += m_velocity * elapsedtime;
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for (auto& [key, player] : mapPlayer) {
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if (key == m_shooter_id)
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continue;
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bool hit = false;
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if ((m_currentpos - player->GetPosition()).Length() < .6f) {
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if ((m_currentpos - player->GetPosition()).Length() < 1.5f) {
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hit = true;
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}
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if ((m_currentpos - player->GetPOV()).Length() < .2f) {
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else if ((m_currentpos - player->GetPOV()).Length() < .7f) {
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damage *= 2; // HEADSHOT!
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hit = true;
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}
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if (hit && !player->AmIDead()) {
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player->InflictDamage(damage);
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if (m_canhurt)
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player->InflictDamage(damage);
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player->m_hit = true;
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if (player->AmIDead())
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@ -36,15 +43,17 @@ bool Bullet::Update(World* world, float elapsedtime, int perframe, std::unordere
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if (!world->ChunkAt(m_currentpos))
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return true;
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else if (world->BlockAt(m_currentpos) != BTYPE_AIR) {
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if (chunkmod) {
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using namespace netprot;
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*chunkmod = new ChunkMod();
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(*chunkmod)->old_b_type = world->BlockAt(m_currentpos);
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(*chunkmod)->b_type = BTYPE_AIR;
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(*chunkmod)->pos = m_currentpos;
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}
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if (m_canhurt) {
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||||
if (chunkmod) {
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||||
using namespace netprot;
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||||
*chunkmod = new ChunkMod();
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||||
(*chunkmod)->old_b_type = world->BlockAt(m_currentpos);
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(*chunkmod)->b_type = BTYPE_AIR;
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(*chunkmod)->pos = m_currentpos;
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||||
}
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||||
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||||
world->ChangeBlockAtPosition(BTYPE_AIR, m_currentpos);
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world->ChangeBlockAtPosition(BTYPE_AIR, m_currentpos);
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||||
}
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||||
return true;
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||||
}
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||||
else if ((m_currentpos - m_startpos).Length() > VIEW_DISTANCE) return true;
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||||
|
@ -14,6 +14,7 @@ class Bullet {
|
||||
public:
|
||||
Bullet(Vector3f pos, Vector3f dir);
|
||||
Bullet(Vector3f pos, Vector3f dir, uint64_t tid);
|
||||
Bullet(Vector3f pos, Vector3f dir, uint64_t tid, bool canhurt);
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||||
~Bullet();
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||||
|
||||
bool Update(World* world, float elapsedtime, int perframe, std::unordered_map<uint64_t, Player*> m_mapPlayer, netprot::ChunkMod** chunkmod);
|
||||
@ -28,6 +29,8 @@ private:
|
||||
m_velocity;
|
||||
uint64_t m_shooter_id = 0;
|
||||
|
||||
bool m_canhurt = true;
|
||||
|
||||
|
||||
};
|
||||
|
||||
|
@ -35,7 +35,10 @@
|
||||
#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 .2 //secondes
|
||||
|
||||
#define SYNC_ACC 600 // ms
|
||||
#define CMOD_ACC 1000 // ms
|
||||
|
||||
typedef uint8_t BlockType;
|
||||
enum BLOCK_TYPE { BTYPE_AIR, BTYPE_DIRT, BTYPE_GRASS, BTYPE_METAL, BTYPE_ICE, BTYPE_GREENGRASS, BTYPE_LAST };
|
||||
|
@ -4,14 +4,15 @@
|
||||
Player::Player(const Vector3f& position, float rotX, float rotY) : m_position(position), m_rotX(rotX), m_rotY(rotY) {
|
||||
m_velocity = Vector3f(0, 0, 0);
|
||||
m_airborne = true;
|
||||
m_hp = 1.0f; //TODO: Remettre <20> 1.0f
|
||||
m_hp = 1.0f;
|
||||
m_sensitivity = 0.5f;
|
||||
m_username = "Zelda Bee-Bop56";
|
||||
}
|
||||
|
||||
Player::~Player() {}
|
||||
|
||||
void Player::TurnLeftRight(float value) {
|
||||
m_rotY += value;
|
||||
void Player::TurnLeftRight(float value, float sensitivity) {
|
||||
m_rotY += value * sensitivity;
|
||||
if (m_rotY > 360) m_rotY = 0;
|
||||
else if (m_rotY < -360) m_rotY = 0;
|
||||
|
||||
@ -25,8 +26,8 @@ void Player::TurnLeftRight(float value) {
|
||||
m_direction.Normalize();
|
||||
}
|
||||
|
||||
void Player::TurnTopBottom(float value) {
|
||||
m_rotX += value;
|
||||
void Player::TurnTopBottom(float value, float sensitivity) {
|
||||
m_rotX += value * sensitivity;
|
||||
if (m_rotX > 80) m_rotX = 80;
|
||||
else if (m_rotX < -80) m_rotX = -80;
|
||||
|
||||
@ -78,7 +79,7 @@ Vector3f Player::GetInput(bool front, bool back, bool left, bool right, bool jum
|
||||
}
|
||||
|
||||
if (shoot) // Recoil!
|
||||
TurnTopBottom(-1);
|
||||
TurnTopBottom(-1, 1.0f);
|
||||
|
||||
return delta;
|
||||
}
|
||||
@ -122,35 +123,55 @@ Player::Sound Player::ApplyPhysics(Vector3f input, World* world, float elapsedTi
|
||||
bt1 = world->BlockAt(GetPosition().x + input.x, GetPosition().y, GetPosition().z);
|
||||
bt2 = world->BlockAt(GetPosition().x + input.x, GetPosition().y - 0.9f, GetPosition().z);
|
||||
bt3 = world->BlockAt(GetPosition().x + input.x, GetPosition().y - 1.7f, GetPosition().z);
|
||||
if (bt1 == BTYPE_AIR && bt2 != BTYPE_AIR && bt3 != BTYPE_AIR) {
|
||||
if (input.x > 0)
|
||||
input.x = m_velocity.x = 0.5f;
|
||||
else
|
||||
input.x = m_velocity.x = -0.5f;
|
||||
m_velocity.y = 0.3;
|
||||
m_velocity.z *= .5f;
|
||||
}
|
||||
else if (bt1 != BTYPE_AIR || bt2 != BTYPE_AIR || bt3 != BTYPE_AIR) {
|
||||
input.x = m_velocity.x = 0;
|
||||
if (bt1 != BTYPE_AIR || bt2 != BTYPE_AIR || bt3 != BTYPE_AIR) {
|
||||
//input.x = m_velocity.x = 0;
|
||||
m_velocity.y += .04f;
|
||||
m_velocity.z *= .5f;
|
||||
m_velocity.x *= .5f;
|
||||
}
|
||||
|
||||
bt1 = world->BlockAt(GetPosition().x, GetPosition().y, GetPosition().z + input.z);
|
||||
bt2 = world->BlockAt(GetPosition().x, GetPosition().y - 0.9f, GetPosition().z + input.z);
|
||||
bt3 = world->BlockAt(GetPosition().x, GetPosition().y - 1.7f, GetPosition().z + input.z);
|
||||
if (bt1 == BTYPE_AIR && bt2 != BTYPE_AIR && bt3 != BTYPE_AIR) {
|
||||
if (input.z > 0)
|
||||
input.z = m_velocity.z = 0.5f;
|
||||
else
|
||||
input.z = m_velocity.z = -0.5f;
|
||||
m_velocity.y = 0.3;
|
||||
m_velocity.x *= .5f;
|
||||
}
|
||||
else if (bt1 != BTYPE_AIR || bt2 != BTYPE_AIR || bt3 != BTYPE_AIR) {
|
||||
input.z = m_velocity.z = 0;
|
||||
if (bt1 != BTYPE_AIR || bt2 != BTYPE_AIR || bt3 != BTYPE_AIR) {
|
||||
//input.z = m_velocity.z = 0;
|
||||
m_velocity.y += .04f;
|
||||
m_velocity.z *= .5f;
|
||||
m_velocity.x *= .5f;
|
||||
}
|
||||
|
||||
//bt1 = world->BlockAt(GetPosition().x + input.x, GetPosition().y, GetPosition().z);
|
||||
//bt2 = world->BlockAt(GetPosition().x + input.x, GetPosition().y - 0.9f, GetPosition().z);
|
||||
//bt3 = world->BlockAt(GetPosition().x + input.x, GetPosition().y - 1.7f, GetPosition().z);
|
||||
//if (bt1 == BTYPE_AIR && bt2 != BTYPE_AIR && bt3 != BTYPE_AIR) {
|
||||
// if (input.x > 0)
|
||||
// input.x = m_velocity.x = 0.5f;
|
||||
// else
|
||||
// input.x = m_velocity.x = -0.5f;
|
||||
// m_velocity.y = 0.3;
|
||||
// m_velocity.z *= .5f;
|
||||
//}
|
||||
//else if (bt1 != BTYPE_AIR || bt2 != BTYPE_AIR || bt3 != BTYPE_AIR) {
|
||||
// input.x = m_velocity.x = 0;
|
||||
// m_velocity.z *= .5f;
|
||||
//}
|
||||
|
||||
//bt1 = world->BlockAt(GetPosition().x, GetPosition().y, GetPosition().z + input.z);
|
||||
//bt2 = world->BlockAt(GetPosition().x, GetPosition().y - 0.9f, GetPosition().z + input.z);
|
||||
//bt3 = world->BlockAt(GetPosition().x, GetPosition().y - 1.7f, GetPosition().z + input.z);
|
||||
//if (bt1 == BTYPE_AIR && bt2 != BTYPE_AIR && bt3 != BTYPE_AIR) {
|
||||
// if (input.z > 0)
|
||||
// input.z = m_velocity.z = 0.5f;
|
||||
// else
|
||||
// input.z = m_velocity.z = -0.5f;
|
||||
// m_velocity.y = 0.3;
|
||||
// m_velocity.x *= .5f;
|
||||
//}
|
||||
//else if (bt1 != BTYPE_AIR || bt2 != BTYPE_AIR || bt3 != BTYPE_AIR) {
|
||||
// input.z = m_velocity.z = 0;
|
||||
// m_velocity.x *= .5f;
|
||||
//}
|
||||
|
||||
/* Fin gestion de collisions */
|
||||
/* Gestion de la friction */
|
||||
|
||||
@ -204,11 +225,7 @@ Player::Sound Player::ApplyPhysics(Vector3f input, World* world, float elapsedTi
|
||||
void Player::ApplyTransformation(Transformation& transformation, bool rel, bool rot) const {
|
||||
transformation.ApplyRotation(-m_rotX, 1, 0, 0);
|
||||
transformation.ApplyRotation(-m_rotY, 0, 1, 0);
|
||||
|
||||
|
||||
if (rel) transformation.ApplyTranslation(-GetPOV());
|
||||
|
||||
|
||||
}
|
||||
|
||||
void Player::GetBooster(Booster boosttype)
|
||||
@ -270,8 +287,24 @@ Vector3f Player::GetDirection() const { return m_direction; }
|
||||
|
||||
std::string Player::GetUsername() const { return m_username; }
|
||||
|
||||
void Player::SetUsername(std::string username) {
|
||||
m_username = username;
|
||||
}
|
||||
|
||||
float Player::GetSensitivity() const {
|
||||
return m_sensitivity;
|
||||
}
|
||||
|
||||
void Player::SetSensitivity(float sensitivity) {
|
||||
m_sensitivity = sensitivity;
|
||||
}
|
||||
|
||||
float Player::GetHP() const { return m_hp; }
|
||||
|
||||
void Player::SetHP(float hp) {
|
||||
m_hp = hp;
|
||||
}
|
||||
|
||||
void Player::Teleport(int& x, int& z) {
|
||||
m_position.x -= x * CHUNK_SIZE_X;
|
||||
m_position.z -= z * CHUNK_SIZE_Z;
|
||||
@ -285,9 +318,6 @@ void Player::InflictDamage(float hitPoints) {
|
||||
|
||||
if (m_hp < 0)
|
||||
m_hp == 0;
|
||||
//if (AmIDead())
|
||||
//{ // Quand le joueur est mort.
|
||||
//}
|
||||
}
|
||||
|
||||
int Player::getScore() const { return m_score; }
|
||||
|
@ -16,8 +16,8 @@ public:
|
||||
Player(const Vector3f& position, float rotX = 0, float rotY = 0);
|
||||
~Player();
|
||||
|
||||
void TurnLeftRight(float value);
|
||||
void TurnTopBottom(float value);
|
||||
void TurnLeftRight(float value, float sensitivity);
|
||||
void TurnTopBottom(float value, float sensitivity);
|
||||
Vector3f GetInput(bool front, bool back, bool left, bool right, bool jump, bool dash, float elapsedTime);
|
||||
Sound ApplyPhysics(Vector3f input, World* world, float elapsedTime);
|
||||
void GetBooster(Booster boosttype);
|
||||
@ -32,7 +32,11 @@ public:
|
||||
Vector3f GetVelocity() const;
|
||||
Vector3f GetPOV() const;
|
||||
std::string GetUsername() const;
|
||||
void SetUsername(std::string username);
|
||||
float GetSensitivity() const;
|
||||
void SetSensitivity(float sensitivity);
|
||||
float GetHP() const;
|
||||
void SetHP(float hp);
|
||||
void Teleport(int& x, int& z);
|
||||
|
||||
bool GetIsAirborne() const;
|
||||
@ -44,6 +48,8 @@ public:
|
||||
std::string m_username;
|
||||
bool m_hit = false;
|
||||
|
||||
bool Eulogy = false;
|
||||
|
||||
private:
|
||||
uint64_t getId() const;
|
||||
|
||||
@ -61,6 +67,7 @@ protected:
|
||||
float timeboostspeed;
|
||||
float timeboostdamage;
|
||||
float timeboostinvincible;
|
||||
float m_sensitivity;
|
||||
|
||||
float m_hp;
|
||||
|
||||
@ -69,8 +76,6 @@ protected:
|
||||
bool boostdamage;
|
||||
bool boostinvincible;
|
||||
|
||||
|
||||
|
||||
Vector3f InterpolatePosition(const Vector3f& vec1, const Vector3f& vec2, const Timestamp& tim1, const Timestamp& tim2, const Timestamp& now);
|
||||
};
|
||||
#endif //_PLAYER_H__
|
||||
|
@ -49,8 +49,6 @@ void World::RemoveChunk(int nbReduit)
|
||||
if (x > WORLD_SIZE_X - nbReduit)
|
||||
chk = m_chunks.Remove(x, y);
|
||||
|
||||
// TODO: MakeDirty() les voisins pour qu'ils se redessinent.
|
||||
|
||||
if (!chk)
|
||||
continue;
|
||||
|
||||
@ -167,7 +165,6 @@ void World::GetScope(unsigned int& x, unsigned int& y) {
|
||||
|
||||
void World::Update(Bullet* bullets[MAX_BULLETS], const Vector3f& player_pos, BlockInfo* blockinfo[BTYPE_LAST]) {
|
||||
UpdateWorld(player_pos, blockinfo);
|
||||
//TransposeWorld(player_pos, bullets);
|
||||
}
|
||||
|
||||
netprot::ChunkMod* World::ChangeBlockAtCursor(BlockType blockType, const Vector3f& player_pos, const Vector3f& player_dir, bool& block, bool net) {
|
||||
@ -258,7 +255,6 @@ void World::UpdateWorld(const Vector3f& player, BlockInfo* blockinfo[BTYPE_LAST]
|
||||
int side = 0;
|
||||
int threads = 0;
|
||||
std::future<Chunk*> genThList[THREADS_GENERATE_CHUNKS];
|
||||
//std::future<void> delThList[THREADS_DELETE_CHUNKS];
|
||||
|
||||
if (frameGenerate > 0) --frameGenerate;
|
||||
if (frameUpdate > 0) --frameUpdate;
|
||||
@ -349,101 +345,6 @@ void World::UpdateWorld(const Vector3f& player, BlockInfo* blockinfo[BTYPE_LAST]
|
||||
|
||||
side = 0;
|
||||
threads = 0;
|
||||
|
||||
//if (!frameUpdate)
|
||||
// while (side * CHUNK_SIZE_X <= VIEW_DISTANCE * 2) {
|
||||
// int tx = -side, ty = -side;
|
||||
|
||||
// for (; tx <= side; ++tx) {
|
||||
// if (frameUpdate)
|
||||
// break;
|
||||
// unsigned int chx = cx + tx * CHUNK_SIZE_X, chy = cy + ty * CHUNK_SIZE_Z;
|
||||
// if (ChunkAt(chx, 1, chy) &&
|
||||
// ChunkAt(chx, 1, chy)->IsDirty()) {
|
||||
// updateThList[threads++] =
|
||||
// std::async(std::launch::async,
|
||||
// [](Chunk* chunk, BlockInfo* blockinfo[BTYPE_LAST], World* world) {
|
||||
// chunk->Update(blockinfo, world); return chunk; }, ChunkAt(chx, 1, chy), blockinfo, this);
|
||||
// if (threads == THREADS_UPDATE_CHUNKS) frameUpdate = FRAMES_UPDATE_CHUNKS;
|
||||
// }
|
||||
// }
|
||||
// for (; ty <= side; ++ty) {
|
||||
// if (frameUpdate)
|
||||
// break;
|
||||
// unsigned int chx = cx + tx * CHUNK_SIZE_X, chy = cy + ty * CHUNK_SIZE_Z;
|
||||
// if (ChunkAt(chx, 1, chy) &&
|
||||
// ChunkAt(chx, 1, chy)->IsDirty()) {
|
||||
// updateThList[threads++] =
|
||||
// std::async(std::launch::async,
|
||||
// [](Chunk* chunk, BlockInfo* blockinfo[BTYPE_LAST], World* world) {
|
||||
// chunk->Update(blockinfo, world); return chunk; }, ChunkAt(chx, 1, chy), blockinfo, this);
|
||||
// if (threads == THREADS_UPDATE_CHUNKS) frameUpdate = FRAMES_UPDATE_CHUNKS;
|
||||
// }
|
||||
// }
|
||||
// for (; tx >= -side; --tx) {
|
||||
// if (frameUpdate)
|
||||
// break;
|
||||
// unsigned int chx = cx + tx * CHUNK_SIZE_X, chy = cy + ty * CHUNK_SIZE_Z;
|
||||
// if (ChunkAt(chx, 1, chy) &&
|
||||
// ChunkAt(chx, 1, chy)->IsDirty()) {
|
||||
// updateThList[threads++] =
|
||||
// std::async(std::launch::async,
|
||||
// [](Chunk* chunk, BlockInfo* blockinfo[BTYPE_LAST], World* world) {
|
||||
// chunk->Update(blockinfo, world); return chunk; }, ChunkAt(chx, 1, chy), blockinfo, this);
|
||||
// if (threads == THREADS_UPDATE_CHUNKS) frameUpdate = FRAMES_UPDATE_CHUNKS;
|
||||
// }
|
||||
// }
|
||||
// for (; ty >= -side; --ty) {
|
||||
// if (frameUpdate)
|
||||
// break;
|
||||
// unsigned int chx = cx + tx * CHUNK_SIZE_X, chy = cy + ty * CHUNK_SIZE_Z;
|
||||
// if (ChunkAt(chx, 1, chy) &&
|
||||
// ChunkAt(chx, 1, chy)->IsDirty()) {
|
||||
// updateThList[threads++] =
|
||||
// std::async(std::launch::async,
|
||||
// [](Chunk* chunk, BlockInfo* blockinfo[BTYPE_LAST], World* world) {
|
||||
// chunk->Update(blockinfo, world); return chunk; }, ChunkAt(chx, 1, chy), blockinfo, this);
|
||||
// if (threads == THREADS_UPDATE_CHUNKS) frameUpdate = FRAMES_UPDATE_CHUNKS;
|
||||
// }
|
||||
// }
|
||||
// if (frameUpdate)
|
||||
// break;
|
||||
// ++side;
|
||||
// }
|
||||
|
||||
//if (threads > 0) {
|
||||
// for (int i = 0; i < threads; ++i) {
|
||||
// updateThList[i].wait();
|
||||
// Chunk* chunk = updateThList[i].get();
|
||||
// chunk->FlushMeshToVBO();
|
||||
// }
|
||||
//}
|
||||
|
||||
threads = 0;
|
||||
|
||||
//int del = THREADS_DELETE_CHUNKS;
|
||||
//while (!m_tbDeleted.empty() && del--) { // Moins rapide que le bout en dessous, mais -beaucoup- plus stable.
|
||||
// m_tbDeleted.back()->FlushVBO();
|
||||
// m_tbDeleted.back()->~Chunk();
|
||||
// m_tbDeleted.pop_back();
|
||||
//}
|
||||
|
||||
/*while (!m_tbDeleted.empty() && !frameDelete) {
|
||||
if (m_tbDeleted.back()) {
|
||||
m_tbDeleted.back()->FlushVBO();
|
||||
delThList[threads] =
|
||||
std::async(std::launch::async,
|
||||
[](Chunk* chunk) { delete chunk; }, m_tbDeleted.back());
|
||||
m_tbDeleted.pop_back();
|
||||
if (++threads > THREADS_DELETE_CHUNKS) frameDelete = FRAMES_DELETE_CHUNKS;
|
||||
}
|
||||
else m_tbDeleted.pop_back();
|
||||
}*/
|
||||
|
||||
/*for (int x = 0; x < threads; ++x) {
|
||||
delThList[x].wait();
|
||||
delThList[x].get();
|
||||
}*/
|
||||
}
|
||||
|
||||
int World::GettbDeleted() const { return m_tbDeleted.size(); }
|
||||
|
@ -48,7 +48,7 @@
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<PlatformToolset>ClangCL</PlatformToolset>
|
||||
<PlatformToolset>v143</PlatformToolset>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
</PropertyGroup>
|
||||
|
@ -59,7 +59,9 @@ void Connection::getPacks(SOCKET sock) {
|
||||
switch (netprot::getType(pck, 1)) {
|
||||
using enum netprot::PACKET_TYPE;
|
||||
case INPUT:
|
||||
if (Deserialize(&in, pck, &bsize)) {
|
||||
if (player->AmIDead())
|
||||
break;
|
||||
else if (Deserialize(&in, pck, &bsize)) {
|
||||
m_input_manifest[in.timestamp] = in;
|
||||
m_input_vector.push_back(in);
|
||||
}
|
||||
@ -77,8 +79,23 @@ void Connection::getPacks(SOCKET sock) {
|
||||
void Connection::sendPacks(SOCKET sock, std::unordered_map<uint64_t, Connection*> conns, const uint32_t timer) {
|
||||
static int outs = 0;
|
||||
static Timestamp last = 0;
|
||||
static uint32_t lasttimer = timer;
|
||||
|
||||
if (m_output_vector.empty() && player->AmIDead()) {
|
||||
if (timer != lasttimer) {
|
||||
lasttimer = timer;
|
||||
Sync sync;
|
||||
sync.timestamp = sync.sid = m_loginfo.sid;
|
||||
sync.hp = 0;
|
||||
sync.ammo = -1;
|
||||
sync.timer = timer;
|
||||
sendPackTo<Sync>(sock, &sync, &m_bufout, &m_addr);
|
||||
}
|
||||
}
|
||||
|
||||
while (!m_output_vector.empty()) {
|
||||
Output out = m_output_vector.front();
|
||||
|
||||
for (auto& [key, conn] : conns) {
|
||||
if (m_playinfo.id == conn->GetHash(false))
|
||||
continue;
|
||||
@ -91,16 +108,23 @@ void Connection::sendPacks(SOCKET sock, std::unordered_map<uint64_t, Connection*
|
||||
|
||||
outs += out.timestamp + last;
|
||||
|
||||
if (outs >= 1000) {
|
||||
outs -= 1000;
|
||||
static bool syncdead = false;
|
||||
bool dead = player->AmIDead();
|
||||
|
||||
if (outs >= SYNC_ACC || (!syncdead && dead)) {
|
||||
Sync sync;
|
||||
sync.hp = player->GetHP();
|
||||
outs -= SYNC_ACC;
|
||||
sync.timestamp = out.timestamp;
|
||||
sync.position = out.position;
|
||||
sync.sid = m_loginfo.sid;
|
||||
sync.timer = timer;
|
||||
sync.timestamp = out.timestamp;
|
||||
sync.ammo = -1;
|
||||
sync.hp = player->GetHP();
|
||||
if (dead) {
|
||||
sync.timestamp = m_loginfo.sid;
|
||||
syncdead = true;
|
||||
}
|
||||
sendPackTo<Sync>(sock, &sync, &m_bufout, &m_addr);
|
||||
}
|
||||
|
||||
@ -114,27 +138,33 @@ Timestamp Connection::Run(World* world) {
|
||||
Timestamp tstamp = 0;
|
||||
float el;
|
||||
|
||||
if (m_input_manifest.size() < 2)
|
||||
bool dead = player->AmIDead();
|
||||
|
||||
if (m_input_manifest.size() < 2 && !dead)
|
||||
return tstamp;
|
||||
|
||||
if (player->AmIDead()) {
|
||||
m_input_manifest.clear();
|
||||
return tstamp;
|
||||
}
|
||||
while (m_last_in < m_input_vector.size() - 1 || dead) {
|
||||
if (!dead) {
|
||||
in = m_input_vector.at(m_last_in + 1);
|
||||
last = m_input_vector.at(m_last_in);
|
||||
if (in.timestamp <= m_tstamp) {
|
||||
++m_last_in;
|
||||
continue;
|
||||
}
|
||||
el = (double)(in.timestamp - last.timestamp) / 1000.;
|
||||
if (m_shoot_acc > 0.) {
|
||||
m_shoot_acc -= el;
|
||||
if (m_shoot_acc < 0.)
|
||||
m_shoot_acc = 0.;
|
||||
}
|
||||
player->SetDirection(in.direction);
|
||||
}
|
||||
else {
|
||||
el = 1. / 60.;
|
||||
in = Input();
|
||||
|
||||
while (m_last_in < m_input_vector.size() - 1) {
|
||||
in = m_input_vector.at(m_last_in + 1);
|
||||
last = m_input_vector.at(m_last_in);
|
||||
|
||||
el = (double)(in.timestamp - last.timestamp) / 1000.;
|
||||
|
||||
if (m_shoot_acc > 0.) {
|
||||
m_shoot_acc -= el;
|
||||
if (m_shoot_acc < 0.)
|
||||
m_shoot_acc = 0;
|
||||
}
|
||||
|
||||
player->SetDirection(in.direction);
|
||||
player->ApplyPhysics(player->GetInput(in.keys.forward,
|
||||
in.keys.backward,
|
||||
in.keys.left,
|
||||
@ -147,7 +177,10 @@ Timestamp Connection::Run(World* world) {
|
||||
}
|
||||
|
||||
out.states.jumping = player->GetIsAirborne();
|
||||
out.states.running = player->GetVelocity().Length() > .5f;
|
||||
|
||||
Vector3f horSpeed = player->GetVelocity();
|
||||
horSpeed.y = 0;
|
||||
out.states.running = horSpeed.Length() > .2f;
|
||||
out.states.still = !out.states.running && !out.states.jumping;
|
||||
out.states.hit = player->m_hit;
|
||||
player->m_hit = false;
|
||||
@ -180,7 +213,7 @@ Timestamp Connection::Run(World* world) {
|
||||
else out.states.jumpshot = false;
|
||||
|
||||
if (in.keys.shoot && m_shoot_acc <= 0.) {
|
||||
Bullets.push_back(std::move(new Bullet(player->GetPOV() + player->GetDirection(), player->GetDirection(), GetHash(true))));
|
||||
Bullets.emplace_back(new Bullet(player->GetPOV() + player->GetDirection(), player->GetDirection(), GetHash(true)));
|
||||
m_shoot_acc = BULLET_TIME;
|
||||
}
|
||||
|
||||
@ -190,9 +223,12 @@ Timestamp Connection::Run(World* world) {
|
||||
out.id = m_playinfo.id;
|
||||
m_output_manifest[out.timestamp] = out;
|
||||
m_output_vector.push_back(out);
|
||||
tstamp = out.timestamp;
|
||||
m_tstamp = tstamp = out.timestamp;
|
||||
|
||||
++m_last_in;
|
||||
if (!dead)
|
||||
++m_last_in;
|
||||
|
||||
dead = false;
|
||||
}
|
||||
|
||||
return tstamp;
|
||||
|
@ -202,8 +202,8 @@ void Server::Run() {
|
||||
m_conns.erase(key);
|
||||
continue;
|
||||
}
|
||||
int x = (rand() % (CHUNK_SIZE_X * WORLD_SIZE_X - 1) - (CHUNK_SIZE_X * WORLD_SIZE_X / 2)) / 8,
|
||||
y = (rand() % (CHUNK_SIZE_Y * WORLD_SIZE_Y - 1) - (CHUNK_SIZE_Y * WORLD_SIZE_Y / 2)) / 8;
|
||||
int x = (rand() % (CHUNK_SIZE_X * WORLD_SIZE_X - 1) - (CHUNK_SIZE_X * WORLD_SIZE_X / 2)) / 16,
|
||||
y = (rand() % (CHUNK_SIZE_Y * WORLD_SIZE_Y - 1) - (CHUNK_SIZE_Y * WORLD_SIZE_Y / 2)) / 16;
|
||||
conn->player = new Player(Vector3f(x + .5f, CHUNK_SIZE_Y + 1.8f, y + .5f));
|
||||
conn->player->m_username = conn->GetName();
|
||||
m_players[key] = conn->player;
|
||||
@ -217,7 +217,7 @@ void Server::Run() {
|
||||
sendPackTo<Sync>(m_sock_udp, &sync, &m_buf, conn->getAddr());
|
||||
}
|
||||
|
||||
int timer = m_game.countdown, sync_acc = 0, deadplayers = 0;
|
||||
int timer = m_game.countdown, timer_acc = 0, deadplayers = 0;
|
||||
std::chrono::high_resolution_clock::time_point start = std::chrono::high_resolution_clock::now();
|
||||
Timestamp last = 0;
|
||||
std::vector<Chat*> chatlog;
|
||||
@ -230,22 +230,23 @@ void Server::Run() {
|
||||
Chat* startchat = new Chat();
|
||||
startchat->src_id = 0;
|
||||
char startmess[] = "How would -YOU- like to die today, motherf-words?";
|
||||
|
||||
float endtime = 0.;
|
||||
strcpy(startchat->mess, 140, startmess);
|
||||
|
||||
chatlog.emplace_back(startchat);
|
||||
|
||||
while (!endgame) {
|
||||
while (!endgame && endtime < 1.) {
|
||||
using namespace std::chrono;
|
||||
Timestamp tstamp = duration_cast<milliseconds>(high_resolution_clock::now() - start).count();
|
||||
|
||||
if (last == 0)
|
||||
last = tstamp;
|
||||
sync_acc += tstamp - last;
|
||||
if (sync_acc >= 1000) {
|
||||
while (sync_acc >= 1000)
|
||||
sync_acc -= 1000;
|
||||
--timer;
|
||||
timer_acc += tstamp - last;
|
||||
if (timer_acc >= 1000) {
|
||||
while (timer_acc >= 1000)
|
||||
timer_acc -= 1000;
|
||||
if (!endgame)
|
||||
--timer;
|
||||
std::string str = "Timer: ";
|
||||
Log(str.append(std::to_string(timer)), false, false);
|
||||
}
|
||||
@ -275,34 +276,43 @@ void Server::Run() {
|
||||
default: break;
|
||||
}
|
||||
}
|
||||
lsPck.clear();
|
||||
if (!lsPck.empty())
|
||||
lsPck.clear();
|
||||
|
||||
/* Process */
|
||||
|
||||
if (conn->m_nsync) {
|
||||
|
||||
Timestamp tstamp = conn->Run(m_world);
|
||||
|
||||
if (conn->player->AmIDead()) {
|
||||
if (conn->player->AmIDead() && !conn->player->Eulogy) {
|
||||
Chat* chat = new Chat();
|
||||
chat->dest_id = chat->dest_team_id = chat->src_id = 0;
|
||||
chat->dest_id = chat->dest_team_id = chat->src_id = 0;
|
||||
|
||||
std::string killer = m_conns.at(conn->player->Killer)->player->GetUsername();
|
||||
Player* murderer = m_conns.at(conn->player->Killer)->player;
|
||||
|
||||
if (murderer != conn->player)
|
||||
murderer->addPoint();
|
||||
|
||||
std::string killer = murderer->GetUsername();
|
||||
|
||||
std::string mess = getDeathMessage(conn->player->GetUsername(), killer);
|
||||
|
||||
strcpy(chat->mess, 140, mess.c_str());
|
||||
chatlog.emplace_back(chat);
|
||||
++deadplayers;
|
||||
|
||||
conn->player->Eulogy = true;
|
||||
conn->m_nsync = false;
|
||||
}
|
||||
else {
|
||||
for (auto& chmo : conn->ChunkDiffs)
|
||||
chunkdiffs.emplace_back(std::move(chmo));
|
||||
conn->ChunkDiffs.clear();
|
||||
if (!conn->ChunkDiffs.empty())
|
||||
conn->ChunkDiffs.clear();
|
||||
|
||||
for (auto& bull : conn->Bullets) {
|
||||
bullets.emplace_back(bull);
|
||||
//Log("POW!", false, false);
|
||||
BulletAdd* nbul = new BulletAdd();
|
||||
nbul->pos = bull->getPos();
|
||||
nbul->dir = bull->getVel();
|
||||
@ -311,15 +321,50 @@ void Server::Run() {
|
||||
|
||||
netbull.emplace_back(std::move(nbul));
|
||||
}
|
||||
conn->Bullets.clear();
|
||||
if (!conn->Bullets.empty())
|
||||
conn->Bullets.clear();
|
||||
}
|
||||
|
||||
/* Out */
|
||||
|
||||
conn->sendPacks(m_sock_udp, m_conns, timer);
|
||||
}
|
||||
if ((deadplayers == players - 1 && deadplayers != 0) || timer <= 0)
|
||||
/* Out */
|
||||
conn->sendPacks(m_sock_udp, m_conns, timer);
|
||||
|
||||
if ((deadplayers == players - 1 && deadplayers != 0) || timer < 0) {
|
||||
if (!endgame) {
|
||||
Chat* gameover = new Chat();
|
||||
gameover->dest_id = gameover->dest_team_id = gameover->src_id = 0;
|
||||
std::string winner, winmess;
|
||||
int score = 0;
|
||||
bool plural = false;
|
||||
for (auto& [key, conn] : m_conns) {
|
||||
if (conn->player->getScore() > score) {
|
||||
winner = conn->player->GetUsername();
|
||||
score = conn->player->getScore();
|
||||
plural = false;
|
||||
}
|
||||
else if (conn->player->getScore() == score) {
|
||||
winner = winner.append(" and ").append(conn->player->GetUsername());
|
||||
plural = true;
|
||||
}
|
||||
}
|
||||
|
||||
winmess = "And the winner";
|
||||
if (!plural)
|
||||
winmess = winmess.append(" is ");
|
||||
else winmess = winmess.append("s are ");
|
||||
|
||||
winmess = winmess.append(winner).append(" with ").append(std::to_string(score)).append(" point");
|
||||
|
||||
if (score > 1)
|
||||
winmess = winmess.append("s.");
|
||||
else winmess = winmess.append(".");
|
||||
|
||||
strcpy(gameover->mess, 140, winmess.c_str());
|
||||
|
||||
chatlog.emplace_back(gameover);
|
||||
}
|
||||
endgame = true;
|
||||
endtime += .001;
|
||||
}
|
||||
}
|
||||
|
||||
for (auto& bull : netbull) {
|
||||
@ -328,36 +373,43 @@ void Server::Run() {
|
||||
sendPackTo<BulletAdd>(m_sock_udp, bull, &m_buf, conn->getAddr());
|
||||
delete bull;
|
||||
}
|
||||
netbull.clear();
|
||||
if (!netbull.empty())
|
||||
netbull.clear();
|
||||
|
||||
for (auto bull = bullets.begin(); bull != bullets.end(); ++bull) {
|
||||
ChunkMod* cmod = nullptr;
|
||||
Bullet* bullet = *bull;
|
||||
if (bullet->Update(m_world, (1. / 60.), 20, m_players, &cmod)) {
|
||||
if (bullet->Update(m_world, (1. / 60.), 50, m_players, &cmod)) {
|
||||
if (cmod)
|
||||
chunkdiffs.emplace_back(cmod);
|
||||
bullit.push_back(bull);
|
||||
delete bullet;
|
||||
}
|
||||
}
|
||||
for (auto& bull: bullit)
|
||||
|
||||
for (auto& bull : bullit) {
|
||||
delete* bull;
|
||||
bullets.erase(bull);
|
||||
bullit.clear();
|
||||
}
|
||||
|
||||
if (!bullit.empty())
|
||||
bullit.clear();
|
||||
|
||||
for (auto& chat : chatlog) {
|
||||
Log(chat->mess, false, false);
|
||||
Log(chat->mess, false, false);
|
||||
for (auto& [key, conn] : m_conns)
|
||||
sendPackTo<Chat>(m_sock_udp, chat, &m_buf, conn->getAddr());
|
||||
delete chat;
|
||||
}
|
||||
chatlog.clear();
|
||||
if (!chatlog.empty())
|
||||
chatlog.clear();
|
||||
|
||||
for (auto& chmo : chunkdiffs) {
|
||||
for (auto& [key, conn] : m_conns)
|
||||
sendPackTo<ChunkMod>(m_sock_udp, chmo, &m_buf, conn->getAddr());
|
||||
delete chmo;
|
||||
}
|
||||
chunkdiffs.clear();
|
||||
if (!chunkdiffs.empty())
|
||||
chunkdiffs.clear();
|
||||
}
|
||||
|
||||
Chat end;
|
||||
@ -367,8 +419,7 @@ void Server::Run() {
|
||||
|
||||
for (auto& [key, conn] : m_conns) {
|
||||
std::string str = conn->player->GetUsername();
|
||||
Log(str.append(" ").append(std::to_string(conn->player->GetHP())), false, false);
|
||||
|
||||
Log(str.append(" ").append(std::to_string(conn->player->getScore())), false, false);
|
||||
}
|
||||
|
||||
for (auto& [key, conn] : m_conns)
|
||||
|
@ -91,7 +91,7 @@
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
<PlatformToolset>ClangCL</PlatformToolset>
|
||||
<PlatformToolset>v143</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
|
||||
<ImportGroup Label="ExtensionSettings">
|
||||
@ -196,7 +196,7 @@
|
||||
<FloatingPointModel>Fast</FloatingPointModel>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<SubSystem>Console</SubSystem>
|
||||
<SubSystem>Windows</SubSystem>
|
||||
<GenerateDebugInformation>false</GenerateDebugInformation>
|
||||
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||
<OptimizeReferences>true</OptimizeReferences>
|
||||
|
@ -2,26 +2,40 @@
|
||||
|
||||
Audio::Audio() {
|
||||
m_engine = irrklang::createIrrKlangDevice();
|
||||
m_engine->setDopplerEffectParameters(10);
|
||||
m_engine->setRolloffFactor(2);
|
||||
m_engine->setDefault3DSoundMinDistance(.1);
|
||||
m_engine->setDopplerEffectParameters(1);
|
||||
m_engine->setRolloffFactor(1);
|
||||
m_engine->setDefault3DSoundMinDistance(1);
|
||||
m_engine->setDefault3DSoundMaxDistance(1000);
|
||||
}
|
||||
|
||||
Audio::Audio(const char * music) {
|
||||
Audio::Audio(const char * music, const char* menumusic) {
|
||||
m_engine = irrklang::createIrrKlangDevice();
|
||||
m_engine->setDopplerEffectParameters(1);
|
||||
m_engine->setRolloffFactor(2);
|
||||
m_engine->setDefault3DSoundMinDistance(.1);
|
||||
m_engine->setDefault3DSoundMaxDistance(1000);
|
||||
m_engine->setRolloffFactor(1);
|
||||
m_engine->setDefault3DSoundMinDistance(1);
|
||||
m_engine->setDefault3DSoundMaxDistance(100);
|
||||
m_music = m_engine->play2D(music, true, true, true, irrklang::ESM_STREAMING);
|
||||
m_menumusic = m_engine->play2D(menumusic, true, true, true, irrklang::ESM_STREAMING);
|
||||
m_music->setVolume(.5);
|
||||
m_menumusic->setVolume(.5);
|
||||
m_mainvolume = 0.5f;
|
||||
m_engine->setSoundVolume(m_mainvolume);
|
||||
m_sfxvolume = 0.5f;
|
||||
}
|
||||
|
||||
Audio::~Audio() {
|
||||
if (m_music) m_music->drop();
|
||||
if (m_menumusic) m_menumusic->drop();
|
||||
if (m_engine) m_engine->drop();
|
||||
}
|
||||
|
||||
void Audio::playSound(const char* name, float volume = 1.) {
|
||||
irrklang::ISound* sfx = m_engine->play2D(name, false, true);
|
||||
sfx->setVolume(volume);
|
||||
sfx->setIsPaused(false);
|
||||
m_sfxes.push_back(sfx);
|
||||
}
|
||||
|
||||
void Audio::Update3DAudio(Vector3f pos, Vector3f dir, Vector3f vel) {
|
||||
m_engine->setListenerPosition(irrklang::vec3df(pos.x, pos.y, pos.z),
|
||||
irrklang::vec3df(dir.x, dir.y, dir.z),
|
||||
@ -29,9 +43,10 @@ void Audio::Update3DAudio(Vector3f pos, Vector3f dir, Vector3f vel) {
|
||||
}
|
||||
|
||||
irrklang::ISound* Audio::Create3DAudioObj(irrklang::ISound* sound, const char* name, Vector3f pos, Vector3f vel, bool is_looped = false, float volume = 1) {
|
||||
sound = m_engine->play3D(name, irrklang::vec3df(pos.x, pos.y, pos.z), is_looped, false, true, is_looped? irrklang::ESM_STREAMING: irrklang::ESM_NO_STREAMING, true);
|
||||
sound = m_engine->play3D(name, irrklang::vec3df(pos.x, pos.y, pos.z), is_looped, true, true, is_looped? irrklang::ESM_STREAMING: irrklang::ESM_NO_STREAMING, true);
|
||||
sound->setVelocity(irrklang::vec3df(vel.x, vel.y, vel.z));
|
||||
sound->setVolume(volume);
|
||||
sound->setIsPaused(false);
|
||||
return sound;
|
||||
}
|
||||
|
||||
@ -45,10 +60,76 @@ void Audio::Render3DAudioObj(irrklang::ISound* sound, Vector3f& pos, Vector3f& v
|
||||
// m_music = m_engine->play2D(music, false, false, false, irrklang::ESM_STREAMING);
|
||||
//}
|
||||
|
||||
void Audio::ToggleMusicState() { m_music->setIsPaused(!m_music->getIsPaused()); }
|
||||
void Audio::CleanupSFX() {
|
||||
while (!m_sfxes.empty()) {
|
||||
irrklang::ISound* sfx = m_sfxes.back();
|
||||
if (sfx->isFinished()) {
|
||||
sfx->drop(); // drop() fait deja la job du delete sfx.
|
||||
}
|
||||
else break;
|
||||
m_sfxes.pop_back();
|
||||
}
|
||||
}
|
||||
|
||||
void Audio::ToggleMusicState(GameState state) {
|
||||
if (m_music_on) {
|
||||
switch (state) {
|
||||
case PLAY:
|
||||
m_music->setIsPaused(false);
|
||||
m_menumusic->setIsPaused(true);
|
||||
break;
|
||||
case PAUSE:
|
||||
m_music->setIsPaused(true);
|
||||
m_menumusic->setIsPaused(true);
|
||||
break;
|
||||
default:
|
||||
m_music->setIsPaused(true);
|
||||
m_menumusic->setIsPaused(false);
|
||||
break;
|
||||
}
|
||||
}
|
||||
else {
|
||||
m_music->setIsPaused(true);
|
||||
m_menumusic->setIsPaused(true);
|
||||
}
|
||||
}
|
||||
|
||||
void Audio::SetMusic(bool ison, GameState state) {
|
||||
m_music_on = state;
|
||||
if (!state) {
|
||||
m_music->setIsPaused(true);
|
||||
m_menumusic->setIsPaused(true);
|
||||
}
|
||||
else ToggleMusicState(state);
|
||||
}
|
||||
|
||||
bool Audio::GetMusic() {
|
||||
return m_music_on;
|
||||
}
|
||||
|
||||
void Audio::PauseEngine() { m_engine->setAllSoundsPaused(); }
|
||||
|
||||
float Audio::GetMusicVolume() const {
|
||||
return m_music->getVolume();
|
||||
}
|
||||
|
||||
void Audio::SetMusicVolume(float volume) {
|
||||
m_music->setVolume(volume);
|
||||
m_menumusic->setVolume(volume);
|
||||
}
|
||||
|
||||
float Audio::GetMainVolume() const {
|
||||
return m_engine->getSoundVolume();
|
||||
}
|
||||
|
||||
void Audio::SetMainVolume(float volume) {
|
||||
m_engine->setSoundVolume(volume);
|
||||
}
|
||||
|
||||
float Audio::GetSfxVolume() const {
|
||||
return m_sfxvolume;
|
||||
}
|
||||
|
||||
void Audio::SetSfxVolume(float volume) {
|
||||
m_sfxvolume = volume;
|
||||
}
|
||||
|
@ -15,26 +15,46 @@
|
||||
class Audio {
|
||||
private:
|
||||
irrklang::ISound* m_music;
|
||||
irrklang::ISound* m_menumusic;
|
||||
float m_mainvolume;
|
||||
float m_sfxvolume;
|
||||
bool m_music_on = true;
|
||||
std::vector<irrklang::ISound*> m_sfxes;
|
||||
|
||||
public:
|
||||
Audio();
|
||||
Audio(const char* music);
|
||||
Audio(const char* music, const char* menumusic);
|
||||
~Audio();
|
||||
irrklang::ISoundEngine* m_engine;
|
||||
|
||||
void Update3DAudio(Vector3f pos, Vector3f dir, Vector3f speed);
|
||||
|
||||
|
||||
irrklang::ISound* Create3DAudioObj(irrklang::ISound* sound, const char* name, Vector3f pos, Vector3f vel, bool is_looped, float volume);
|
||||
|
||||
void Render3DAudioObj(irrklang::ISound* sound, Vector3f& pos, Vector3f& vel, float volume);
|
||||
|
||||
//void PlaySong(const char* music);
|
||||
|
||||
void ToggleMusicState();
|
||||
void CleanupSFX();
|
||||
|
||||
void ToggleMusicState(GameState state);
|
||||
|
||||
void playSound(const char* sound, float volume);
|
||||
|
||||
void SetMusic(bool ison, GameState state);
|
||||
bool GetMusic();
|
||||
|
||||
void PauseEngine();
|
||||
|
||||
float GetMainVolume() const;
|
||||
void SetMainVolume(float volume);
|
||||
|
||||
float GetMusicVolume() const;
|
||||
void SetMusicVolume(float volume);
|
||||
|
||||
float GetSfxVolume() const;
|
||||
void SetSfxVolume(float volume);
|
||||
};
|
||||
|
||||
#endif // AUDIO_H__
|
||||
|
@ -25,8 +25,8 @@
|
||||
|
||||
#define BULLET_UPDATES_PER_FRAME 20
|
||||
|
||||
#define BASE_WIDTH 640
|
||||
#define BASE_HEIGHT 480
|
||||
#define BASE_WIDTH 1280
|
||||
#define BASE_HEIGHT 720
|
||||
|
||||
|
||||
#define ANIME_PATH_JUMP "./media/textures/AssetOtherPlayer/FinalPNGJumping/"
|
||||
@ -50,7 +50,6 @@ enum GameState {
|
||||
SPLASH,
|
||||
LOBBY,
|
||||
OPTIONS,
|
||||
QUIT,
|
||||
PLAY,
|
||||
PAUSE
|
||||
};
|
||||
@ -59,7 +58,7 @@ enum Resolution {
|
||||
HD = 0, // 1280x720 (High Definition)
|
||||
FHD, // 1920x1080 (Full HD)
|
||||
QHD, // 2560x1440 (Quad HD)
|
||||
UHD // 3840x2160 (Ultra HD)
|
||||
UHD, // 3840x2160 (Ultra HD)
|
||||
};
|
||||
|
||||
#endif // DEFINE_H__
|
||||
|
@ -1 +0,0 @@
|
||||
|
Binary file not shown.
File diff suppressed because it is too large
Load Diff
@ -49,6 +49,7 @@ private:
|
||||
bool StartMultiplayerGame();
|
||||
|
||||
bool LoadTexture(Texture& texture, const std::string& filename, bool useMipmaps = true, bool stopOnError = true);
|
||||
void ChangeResolution(Resolution resolution);
|
||||
|
||||
void InstantDamage();
|
||||
void SystemNotification(std::string systemLog);
|
||||
@ -73,6 +74,8 @@ private:
|
||||
void SetPlayerUsername(float elapsedTime);
|
||||
void SetServerAddress(float elapsedTime);
|
||||
|
||||
void DisplayPauseMenu(float elapsedTime);
|
||||
|
||||
void DisplayOptionsMenu();
|
||||
void DisplayAudioMenu(float centerX, float centerY);
|
||||
void DisplayGraphicsMenu(float centerX, float centerY);
|
||||
@ -86,8 +89,7 @@ private:
|
||||
char SimulateKeyboard(unsigned char key);
|
||||
void HandlePlayerInput(float elapsedTime);
|
||||
|
||||
//udio m_menuaudio = Audio(AUDIO_PATH "menumusic.wav");
|
||||
Audio m_audio = Audio(AUDIO_PATH "music01.wav");
|
||||
Audio m_audio = Audio(AUDIO_PATH "music01.wav", AUDIO_PATH "menumusic01.wav");
|
||||
irrklang::ISound* m_powpow, * m_scream;
|
||||
irrklang::ISound* m_whoosh[MAX_BULLETS];
|
||||
|
||||
@ -138,6 +140,9 @@ private:
|
||||
Texture m_textureCheck;
|
||||
Texture m_textureChecked;
|
||||
|
||||
Texture m_texturePauseResume;
|
||||
Texture m_texturePauseMainMenu;
|
||||
|
||||
Texture m_textureOptAudio;
|
||||
Texture m_textureOptBack;
|
||||
Texture m_textureOptGameplay;
|
||||
@ -172,10 +177,10 @@ private:
|
||||
int m_nbReductionChunk = 4;
|
||||
int m_timerReductionChunk = 30;
|
||||
|
||||
float m_volPrincipal = 0.0f;
|
||||
float m_volMusique = 0.0f;
|
||||
float m_volEffets = 0.0f;
|
||||
float m_volSensible = 0.0f;
|
||||
float m_mainvolume;
|
||||
float m_musicvolume;
|
||||
float m_sfxvolume;
|
||||
float m_sensitivity;
|
||||
|
||||
int m_selectedOption = 0;
|
||||
|
||||
@ -204,13 +209,18 @@ private:
|
||||
std::string m_currentInputString;
|
||||
std::string m_username;
|
||||
std::string m_serverAddr;
|
||||
|
||||
char m_inputChar = 0;
|
||||
bool m_invalidChar = false;
|
||||
bool m_charChanged = false;
|
||||
bool m_settingUsername = false;
|
||||
bool m_settingServer = false;
|
||||
bool m_selectedSinglePlayer = false;
|
||||
bool m_selectedMultiPlayer = false;
|
||||
bool m_singleReady = false;
|
||||
bool m_multiReady = false;
|
||||
|
||||
|
||||
bool m_key1 = false;
|
||||
bool m_key2 = false;
|
||||
bool m_keyK = false;
|
||||
@ -239,6 +249,7 @@ private:
|
||||
std::deque<netprot::ChunkMod*> m_chunkmod_manifest;
|
||||
std::chrono::high_resolution_clock::time_point m_startTime;
|
||||
std::unordered_map<uint64_t, Player*> m_players;
|
||||
std::set<uint64_t> m_deadplayers;
|
||||
netprot::Buffer m_buf, m_bufout;
|
||||
netprot::ChunkMod* m_chunkmod = nullptr;
|
||||
|
||||
|
BIN
SQCSim2021/media/audio/menumusic01.wav
Normal file
BIN
SQCSim2021/media/audio/menumusic01.wav
Normal file
Binary file not shown.
BIN
SQCSim2021/media/audio/snap.wav
Normal file
BIN
SQCSim2021/media/audio/snap.wav
Normal file
Binary file not shown.
Binary file not shown.
Before Width: | Height: | Size: 562 KiB After Width: | Height: | Size: 596 KiB |
BIN
SQCSim2021/media/textures/menus/buttons/pause/pauseMainMenu.png
Normal file
BIN
SQCSim2021/media/textures/menus/buttons/pause/pauseMainMenu.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 9.5 KiB |
BIN
SQCSim2021/media/textures/menus/buttons/pause/pauseResume.png
Normal file
BIN
SQCSim2021/media/textures/menus/buttons/pause/pauseResume.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 6.8 KiB |
@ -53,9 +53,9 @@ protected:
|
||||
void ShowCrossCursor() const;
|
||||
|
||||
bool m_istarted = false;
|
||||
void InitWindow(int width, int height);
|
||||
|
||||
private:
|
||||
void InitWindow(int width, int height);
|
||||
MOUSE_BUTTON ConvertMouseButton(sf::Mouse::Button button) const;
|
||||
|
||||
private:
|
||||
|
@ -8,11 +8,11 @@
|
||||
|
||||
|
||||
|
||||
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)) {
|
||||
|
||||
}
|
||||
|
||||
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) {
|
||||
|
||||
}
|
||||
|
||||
@ -31,54 +31,9 @@ void RemotePlayer::Feed(const netprot::Output out) {
|
||||
|
||||
m_position = Vector3f(out.position);
|
||||
m_direction = Vector3f(out.direction);
|
||||
|
||||
current.states = out.states;
|
||||
|
||||
//current.position = out.position;
|
||||
//current.direction = out.direction;
|
||||
//current.states = out.states;
|
||||
//current.id = out.id;
|
||||
|
||||
//if (current.position != previous.position)
|
||||
//{
|
||||
// Vector3f positionDelta = current.position - previous.position;
|
||||
// m_position = current.position + positionDelta;
|
||||
// m_direction = current.direction;
|
||||
|
||||
//}
|
||||
|
||||
//if(current.direction != previous.direction)
|
||||
//{
|
||||
// m_direction = current.direction;
|
||||
// current.direction = current.direction;
|
||||
//}
|
||||
|
||||
//if (current.states.shooting) {
|
||||
// m_animstate = Anim::SHOOTING;
|
||||
//}
|
||||
//else if (current.states.jumping) {
|
||||
// m_animstate = Anim::JUMPING;
|
||||
//}
|
||||
//else if (current.states.dead) {
|
||||
// m_animstate = Anim::DEAD;
|
||||
//}
|
||||
//else if(current.states.powerup){
|
||||
// m_animstate = Anim::POWERUP;
|
||||
//}
|
||||
//else if (current.states.still) {
|
||||
// m_animstate = Anim::STILL;
|
||||
//}
|
||||
//else if (current.states.running) {
|
||||
// m_animstate = Anim::RUNNING;
|
||||
//}
|
||||
|
||||
//previous.direction = current.direction;
|
||||
//previous.position = current.position;
|
||||
//previous.states = current.states;
|
||||
//previous.id = current.id;
|
||||
|
||||
//m_direction = current.direction;
|
||||
//m_position = current.position;
|
||||
}
|
||||
|
||||
|
||||
@ -118,26 +73,25 @@ void RemotePlayer::Render(TextureAtlas& atlas, Shader& shader, Transformation tr
|
||||
int index = 0;
|
||||
angle = -angle;
|
||||
Vector3f side = angleRemote.Cross(angleCam);
|
||||
side = -side;
|
||||
|
||||
static float time = 0.f;
|
||||
static bool Shooting = false;
|
||||
bool isLeft = side.y > 0;
|
||||
|
||||
time += elapsedTime;
|
||||
if (time >= 200)
|
||||
if (time >= 0.05)
|
||||
{
|
||||
time -= 200;
|
||||
if (!current.states.shooting)
|
||||
Shooting = false;
|
||||
else
|
||||
Shooting = !Shooting;
|
||||
time -= 0.05;
|
||||
|
||||
Shooting = !Shooting;
|
||||
}
|
||||
|
||||
|
||||
//std::cout << "shooting : " << current.states.shooting << " jumping : " << current.states.jumping << " jumpshot : " << current.states.jumpshot << " running : " << current.states.running << " still : " << current.states.still << " dead : " << current.states.dead << " hit : " << current.states.hit << std::endl;
|
||||
|
||||
if (angle >= 0.75) //Face - side positif
|
||||
{
|
||||
if(current.states.shooting){
|
||||
if (current.states.shooting) {
|
||||
if (Shooting)
|
||||
index = 17;
|
||||
else
|
||||
@ -151,7 +105,7 @@ void RemotePlayer::Render(TextureAtlas& atlas, Shader& shader, Transformation tr
|
||||
}
|
||||
else if (current.states.jumping)
|
||||
index = 25;
|
||||
else if (current.states.running && current.states.still)
|
||||
else if (!current.states.jumping && !current.states.shooting && !current.states.jumpshot)
|
||||
index = 0;
|
||||
|
||||
}
|
||||
@ -162,6 +116,7 @@ void RemotePlayer::Render(TextureAtlas& atlas, Shader& shader, Transformation tr
|
||||
index = 18;
|
||||
else
|
||||
index = 10;
|
||||
|
||||
}
|
||||
else if (current.states.jumpshot) {
|
||||
if (Shooting)
|
||||
@ -169,11 +124,12 @@ void RemotePlayer::Render(TextureAtlas& atlas, Shader& shader, Transformation tr
|
||||
else
|
||||
index = 34;
|
||||
}
|
||||
else if (current.states.jumping )
|
||||
else if (current.states.jumping)
|
||||
index = 26;
|
||||
else if (current.states.running && current.states.still)
|
||||
else if (!current.states.jumping && !current.states.shooting && !current.states.jumpshot)
|
||||
index = 1;
|
||||
|
||||
|
||||
}
|
||||
else if (angle >= -0.25 && isLeft) //ProfileLeft
|
||||
{
|
||||
@ -182,18 +138,20 @@ void RemotePlayer::Render(TextureAtlas& atlas, Shader& shader, Transformation tr
|
||||
index = 20;
|
||||
else
|
||||
index = 12;
|
||||
|
||||
}
|
||||
else if (current.states.jumpshot ) {
|
||||
else if (current.states.jumpshot) {
|
||||
if (Shooting)
|
||||
index = 44;
|
||||
else
|
||||
index = 36;
|
||||
}
|
||||
else if (current.states.jumping )
|
||||
else if (current.states.jumping)
|
||||
index = 28;
|
||||
else if (current.states.running && current.states.still)
|
||||
else if (!current.states.jumping && !current.states.shooting && !current.states.jumpshot)
|
||||
index = 3;
|
||||
|
||||
|
||||
}
|
||||
else if (angle >= -0.75 && isLeft) //BackLeft
|
||||
{
|
||||
@ -202,6 +160,7 @@ void RemotePlayer::Render(TextureAtlas& atlas, Shader& shader, Transformation tr
|
||||
index = 22;
|
||||
else
|
||||
index = 14;
|
||||
|
||||
}
|
||||
else if (current.states.jumpshot) {
|
||||
if (Shooting)
|
||||
@ -211,8 +170,10 @@ void RemotePlayer::Render(TextureAtlas& atlas, Shader& shader, Transformation tr
|
||||
}
|
||||
else if (current.states.jumping)
|
||||
index = 30;
|
||||
else if (current.states.running && current.states.still)
|
||||
else if (!current.states.jumping && !current.states.shooting && !current.states.jumpshot)
|
||||
index = 5;
|
||||
|
||||
|
||||
}
|
||||
else if (angle < -0.75) //Dos - side négatif
|
||||
{
|
||||
@ -221,6 +182,7 @@ void RemotePlayer::Render(TextureAtlas& atlas, Shader& shader, Transformation tr
|
||||
index = 24;
|
||||
else
|
||||
index = 16;
|
||||
|
||||
}
|
||||
else if (current.states.jumpshot) {
|
||||
if (Shooting)
|
||||
@ -228,13 +190,14 @@ void RemotePlayer::Render(TextureAtlas& atlas, Shader& shader, Transformation tr
|
||||
else
|
||||
index = 40;
|
||||
}
|
||||
else if (current.states.jumping )
|
||||
else if (current.states.jumping)
|
||||
index = 32;
|
||||
else if (current.states.running && current.states.still)
|
||||
else if (!current.states.jumping && !current.states.shooting && !current.states.jumpshot)
|
||||
index = 7;
|
||||
|
||||
|
||||
}
|
||||
else if (angle >= 0.25 && !isLeft) //FrontRight
|
||||
else if (angle >= 0.25 && !isLeft) //FrontRight //REVOIR L'ANIME DE SHOOTING EST PAS DRETTE
|
||||
{
|
||||
if (current.states.shooting) {
|
||||
if (Shooting)
|
||||
@ -250,9 +213,10 @@ void RemotePlayer::Render(TextureAtlas& atlas, Shader& shader, Transformation tr
|
||||
}
|
||||
else if (current.states.jumping)
|
||||
index = 27;
|
||||
else if (current.states.running && current.states.still)
|
||||
else if (!current.states.jumping && !current.states.shooting && !current.states.jumpshot)
|
||||
index = 2;
|
||||
|
||||
|
||||
}
|
||||
else if (angle >= -0.25 && !isLeft) //ProfileRight
|
||||
{
|
||||
@ -270,9 +234,10 @@ void RemotePlayer::Render(TextureAtlas& atlas, Shader& shader, Transformation tr
|
||||
}
|
||||
else if (current.states.jumping)
|
||||
index = 29;
|
||||
else if (current.states.running && current.states.still)
|
||||
else if (!current.states.jumping && !current.states.shooting && !current.states.jumpshot)
|
||||
index = 4;
|
||||
|
||||
|
||||
}
|
||||
else if (angle >= -0.75 && !isLeft) //BackRight
|
||||
{
|
||||
@ -281,6 +246,7 @@ void RemotePlayer::Render(TextureAtlas& atlas, Shader& shader, Transformation tr
|
||||
index = 23;
|
||||
else
|
||||
index = 15;
|
||||
|
||||
}
|
||||
else if (current.states.jumpshot) {
|
||||
if (Shooting)
|
||||
@ -290,9 +256,10 @@ void RemotePlayer::Render(TextureAtlas& atlas, Shader& shader, Transformation tr
|
||||
}
|
||||
else if (current.states.jumping)
|
||||
index = 31;
|
||||
else if (current.states.running && current.states.still)
|
||||
else if (!current.states.jumping && !current.states.shooting && !current.states.jumpshot)
|
||||
index = 6;
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
||||
@ -304,10 +271,25 @@ void RemotePlayer::Render(TextureAtlas& atlas, Shader& shader, Transformation tr
|
||||
atlas.TextureIndexToCoord(index, u, v, w, h);
|
||||
|
||||
glEnable(GL_BLEND);
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
|
||||
|
||||
if (current.states.hit)
|
||||
{
|
||||
glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_CONSTANT_COLOR);
|
||||
glBlendColor(1.f, 0.f, 0.f, 1.f);
|
||||
|
||||
}
|
||||
else {
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
}
|
||||
|
||||
glBlendEquation(GL_FUNC_ADD);
|
||||
|
||||
|
||||
|
||||
|
||||
glLoadMatrixf(tran.GetMatrix().GetInternalValues());
|
||||
glDepthFunc(GL_LEQUAL);
|
||||
glBegin(GL_QUADS);
|
||||
glTexCoord2f(u, v); glVertex3f(v1.x, v1.y, v1.z);
|
||||
glTexCoord2f(u + w, v); glVertex3f(v2.x, v2.y, v2.z);
|
||||
|
@ -14,8 +14,8 @@ class RemotePlayer : public Player {
|
||||
public:
|
||||
enum Anim: uint8_t { STILL = 1, RUNNING = 2, JUMPING = 4, SHOOTING = 8, POWERUP = 16, DEAD = 32 }; // A REVOIR VOIR DEFINE.H POUR LES ANIMES
|
||||
|
||||
RemotePlayer(netprot::PlayerInfo pinfo);
|
||||
RemotePlayer(netprot::PlayerInfo pinfo, const Vector3f& pos);
|
||||
RemotePlayer(netprot::PlayerInfo* pinfo);
|
||||
RemotePlayer(netprot::PlayerInfo* pinfo, const Vector3f& pos);
|
||||
~RemotePlayer();
|
||||
|
||||
|
||||
|
@ -9,7 +9,7 @@ Settings::Settings(Audio& audio)
|
||||
m_fullscreen(false),
|
||||
m_brightness(0.5f),
|
||||
m_contrast(0.5f),
|
||||
m_mouseSensitivity(0.5f) {
|
||||
m_mouseSensitivity(0.0f) {
|
||||
ApplyResolution(m_resolution);
|
||||
}
|
||||
|
||||
|
BIN
docs/Plan_de_test.pdf
Normal file
BIN
docs/Plan_de_test.pdf
Normal file
Binary file not shown.
BIN
docs/analyse_préliminaire.pdf
Normal file
BIN
docs/analyse_préliminaire.pdf
Normal file
Binary file not shown.
BIN
docs/documentation_developpeurs.pdf
Normal file
BIN
docs/documentation_developpeurs.pdf
Normal file
Binary file not shown.
Loading…
Reference in New Issue
Block a user