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184 changed files with 1514 additions and 5276 deletions

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@ -131,11 +131,9 @@
</Link> </Link>
</ItemDefinitionGroup> </ItemDefinitionGroup>
<ItemGroup> <ItemGroup>
<ClInclude Include="booster.h" />
<ClInclude Include="array2d.h" /> <ClInclude Include="array2d.h" />
<ClInclude Include="array3d.h" /> <ClInclude Include="array3d.h" />
<ClInclude Include="blockinfo.h" /> <ClInclude Include="blockinfo.h" />
<ClInclude Include="boostinfo.h" />
<ClInclude Include="bullet.h" /> <ClInclude Include="bullet.h" />
<ClInclude Include="chunk.h" /> <ClInclude Include="chunk.h" />
<ClInclude Include="define.h" /> <ClInclude Include="define.h" />
@ -148,9 +146,7 @@
<ClInclude Include="world.h" /> <ClInclude Include="world.h" />
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<ClCompile Include="booster.cpp" />
<ClCompile Include="blockinfo.cpp" /> <ClCompile Include="blockinfo.cpp" />
<ClCompile Include="boostinfo.cpp" />
<ClCompile Include="bullet.cpp" /> <ClCompile Include="bullet.cpp" />
<ClCompile Include="chunk.cpp" /> <ClCompile Include="chunk.cpp" />
<ClCompile Include="netprotocol.cpp" /> <ClCompile Include="netprotocol.cpp" />

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@ -54,12 +54,6 @@
<ClInclude Include="transformation.h"> <ClInclude Include="transformation.h">
<Filter>Fichiers d%27en-tête</Filter> <Filter>Fichiers d%27en-tête</Filter>
</ClInclude> </ClInclude>
<ClInclude Include="booster.h">
<Filter>Fichiers d%27en-tête</Filter>
</ClInclude>
<ClInclude Include="boostinfo.h">
<Filter>Fichiers d%27en-tête</Filter>
</ClInclude>
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<ClCompile Include="world.cpp"> <ClCompile Include="world.cpp">
@ -86,11 +80,5 @@
<ClCompile Include="transformation.cpp"> <ClCompile Include="transformation.cpp">
<Filter>Fichiers sources</Filter> <Filter>Fichiers sources</Filter>
</ClCompile> </ClCompile>
<ClCompile Include="booster.cpp">
<Filter>Fichiers sources</Filter>
</ClCompile>
<ClCompile Include="boostinfo.cpp">
<Filter>Fichiers sources</Filter>
</ClCompile>
</ItemGroup> </ItemGroup>
</Project> </Project>

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@ -1,39 +0,0 @@
#include "booster.h"
Booster::Booster()
{
}
Booster::Booster(Vector3f tpos, BOOST_TYPE ttype, uint64_t id): m_id(id), pos(tpos), type(ttype){}
Booster::~Booster()
{
}
Vector3f Booster::GetPosition()
{
return pos;
}
BOOST_TYPE Booster::GetType()
{
return type;
}
uint64_t Booster::GetId() const
{
return m_id;
}
bool Booster::GetAvailability()
{
return available;
}
void Booster::SetAvailability(bool value)
{
available = value;
modified = true;
}

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@ -1,23 +0,0 @@
#ifndef BOOSTER_H__
#define BOOSTER_H__
#include "define.h"
#include "vector3.h"
class Booster {
public:
Booster();
Booster(Vector3f tpos, BOOST_TYPE ttype, uint64_t id);
~Booster();
Vector3f GetPosition();
BOOST_TYPE GetType();
uint64_t GetId() const;
bool GetAvailability();
void SetAvailability(bool value);
bool modified = true;
private:
Vector3f pos;
BOOST_TYPE type;
uint64_t m_id;
bool available = true;
};
#endif

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

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

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@ -3,45 +3,19 @@
Bullet::Bullet(Vector3f pos, Vector3f dir) : m_startpos(pos), m_currentpos(pos), m_velocity(dir) {} Bullet::Bullet(Vector3f pos, Vector3f dir) : m_startpos(pos), m_currentpos(pos), m_velocity(dir) {}
Bullet::Bullet(Vector3f pos, Vector3f dir, uint64_t shooter_id) : m_startpos(pos), m_currentpos(pos), m_velocity(dir), m_shooter_id(shooter_id) {} Bullet::Bullet(Vector3f pos, Vector3f dir, uint64_t tid): m_startpos(pos), m_currentpos(pos), m_velocity(dir), m_tid(tid) {}
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) {}
Bullet::~Bullet() {} Bullet::~Bullet() {}
bool Bullet::Update(World* world, float elapsedtime, int perframe, std::unordered_map<uint64_t, Player*> mapPlayer, netprot::ChunkMod** chunkmod) { bool Bullet::Update(World* world, float elapsedtime, int perframe, std::map<uint64_t, Player*> mapPlayer) {
int max = 100 / perframe; int max = 100 / perframe;
Player* shooter = nullptr; float damage = 0.057f;
float damage = 0.098f;
if (mapPlayer.count(m_shooter_id)) {
shooter = mapPlayer.at(m_shooter_id);
damage = shooter->boostdamage ? 0.123f : 0.098f;
}
for (int x = 0; x < max; ++x) { for (int x = 0; x < max; ++x) {
m_currentpos += m_velocity * elapsedtime; m_currentpos += m_velocity * elapsedtime;
for (auto& [key, player] : mapPlayer) { for (auto& [key, player] : mapPlayer) {
if (key == m_shooter_id) if ((m_currentpos - player->GetPosition()).Length() < .4f) {
continue;
bool hit = false;
if ((m_currentpos - player->GetPosition()).Length() < 1.5f) {
hit = true;
}
else if ((m_currentpos - player->GetPOV()).Length() < .7f) {
damage *= 2; // HEADSHOT!
hit = true;
}
if (hit && !player->AmIDead()) {
if (m_canhurt && !player->boostinvincible)
player->InflictDamage(damage); player->InflictDamage(damage);
player->m_hit = true;
if (player->AmIDead())
player->Killer = m_shooter_id;
return true; return true;
} }
} }
@ -49,17 +23,7 @@ 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 (m_canhurt) {
if (chunkmod) {
using namespace netprot;
*chunkmod = new ChunkMod();
(*chunkmod)->old_b_type = world->BlockAt(m_currentpos);
(*chunkmod)->b_type = BTYPE_AIR;
(*chunkmod)->pos = m_currentpos;
}
world->ChangeBlockAtPosition(BTYPE_AIR, m_currentpos); world->ChangeBlockAtPosition(BTYPE_AIR, m_currentpos);
}
return true; return true;
} }
else if ((m_currentpos - m_startpos).Length() > VIEW_DISTANCE) return true; else if ((m_currentpos - m_startpos).Length() > VIEW_DISTANCE) return true;
@ -83,6 +47,6 @@ Vector3f Bullet::getVel() const {
return m_velocity; return m_velocity;
} }
//uint64_t Bullet::getTeamID(){ uint64_t Bullet::getTeamID(){
// return m_tid; return m_tid;
//} }

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@ -1,11 +1,11 @@
#ifndef BULLET_H__ #ifndef BULLET_H__
#define BULLET_H__ #define BULLET_H__
#include <unordered_map>
#include "define.h" #include "define.h"
#include "vector3.h" #include "vector3.h"
#include <map>
#include "player.h" #include "player.h"
#include "netprotocol.h"
class World; class World;
class Player; class Player;
@ -14,22 +14,19 @@ class Bullet {
public: public:
Bullet(Vector3f pos, Vector3f dir); Bullet(Vector3f pos, Vector3f dir);
Bullet(Vector3f pos, Vector3f dir, uint64_t tid); Bullet(Vector3f pos, Vector3f dir, uint64_t tid);
Bullet(Vector3f pos, Vector3f dir, uint64_t tid, bool canhurt);
~Bullet(); ~Bullet();
bool Update(World* world, float elapsedtime, int perframe, std::unordered_map<uint64_t, Player*> m_mapPlayer, netprot::ChunkMod** chunkmod); bool Update(World* world, float elapsedtime, int perframe, std::map<uint64_t, Player*> m_mapPlayer);
void Transpose(int& x, int& z); void Transpose(int& x, int& z);
Vector3f getPos() const; Vector3f getPos() const;
Vector3f getVel() const; Vector3f getVel() const;
//uint64_t getTeamID(); uint64_t getTeamID();
private: private:
Vector3f m_startpos, Vector3f m_startpos,
m_currentpos, m_currentpos,
m_velocity; m_velocity;
uint64_t m_shooter_id = 0; uint64_t m_tid = 0;
bool m_canhurt = true;
}; };

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@ -1,254 +1,83 @@
#include "chunk.h" #include "chunk.h"
#include "world.h" #include "world.h"
#include <random>
Chunk::Chunk(unsigned int x, unsigned int y, int64_t seed) : m_posX(x), m_posY(y) { Chunk::Chunk(unsigned int x, unsigned int y, int64_t seed) : m_posX(x), m_posY(y) {
//std::ostringstream pos; // V<>rifie l'existence d'un fichier .chunk avec sa position. //std::ostringstream pos; // Vérifie l'existence d'un fichier .chunk avec sa position.
//pos << CHUNK_PATH << x << '_' << y << ".chunk"; //pos << CHUNK_PATH << x << '_' << y << ".chunk";
//std::ifstream input(pos.str(), std::fstream::binary); //std::ifstream input(pos.str(), std::fstream::binary);
//if (input.fail()) { //if (input.fail()) {
OpenSimplexNoise::Noise simplex = OpenSimplexNoise::Noise(seed); OpenSimplexNoise::Noise simplex = OpenSimplexNoise::Noise(seed);
int ratio = 0;
ratio = x * y % 7;
m_blocks.Reset(BTYPE_AIR); m_blocks.Reset(BTYPE_AIR);
#pragma region Montagnes et Grass des montagnes for (int ix = 0; ix < CHUNK_SIZE_X; ++ix) // Montagnes
for (int ix = 0; ix < CHUNK_SIZE_X; ++ix)
for (int iz = 0; iz < CHUNK_SIZE_Z; ++iz) { for (int iz = 0; iz < CHUNK_SIZE_Z; ++iz) {
float xnoiz, ynoiz; float xnoiz, ynoiz;
xnoiz = (double)(ix + x * CHUNK_SIZE_X) / 4796.; xnoiz = (double)(ix + x * CHUNK_SIZE_X) / 4096.;
ynoiz = (double)(iz + y * CHUNK_SIZE_Z) / 4796.; ynoiz = (double)(iz + y * CHUNK_SIZE_Z) / 4096.;
double height = 0; double height = 0;
for (int x = 0; x < 39; ++x) { for (int x = 0; x < 39; ++x) {
height += simplex.eval(xnoiz, ynoiz); height += simplex.eval(xnoiz, ynoiz);
height *= .79; height *= .79;
xnoiz *= 1.1305; xnoiz *= 1.139;
ynoiz *= 1.1305; ynoiz *= 1.139;
} }
height = height * 2000. * simplex.eval((double)(ix + x * CHUNK_SIZE_X) / 512., (double)(iz + y * CHUNK_SIZE_Z) / 512.); height = height * 2000. * simplex.eval((double)(ix + x * CHUNK_SIZE_X) / 512., (double)(iz + y * CHUNK_SIZE_Z) / 512.);
height /= (CHUNK_SIZE_Y / 1.9); height /= (CHUNK_SIZE_Y / 1.9);
height += 15.; height += 15.;
for (int iy = 0; iy <= (int)height % CHUNK_SIZE_Y; ++iy)
SetBlock(ix, iy, iz, BTYPE_METAL, nullptr);
}
for (int ix = 0; ix < CHUNK_SIZE_X; ++ix) // Collines
for (int iz = 0; iz < CHUNK_SIZE_Z; ++iz) {
float xnoiz, ynoiz;
xnoiz = (double)(ix + x * CHUNK_SIZE_X) / 512.;
ynoiz = (double)(iz + y * CHUNK_SIZE_Z) / 512.;
float height = simplex.eval(xnoiz, ynoiz) * 50.f;// +1.f;
for (int iy = 0; iy <= (int)height % CHUNK_SIZE_Y; ++iy) { for (int iy = 0; iy <= (int)height % CHUNK_SIZE_Y; ++iy) {
if (iy < 20) if (GetBlock(ix, iy, iz) == BTYPE_AIR)
{
//std::cout << "" << ynoiz << std::endl;
SetBlock(ix, iy, iz, BTYPE_GRASS, nullptr); SetBlock(ix, iy, iz, BTYPE_GRASS, nullptr);
} }
else if (iy == 20 || iy == 21) {
double fractionalPart = ynoiz - static_cast<int>(ynoiz);
if (iy == 20) {
if (fractionalPart < 0.3) {
SetBlock(ix, iy, iz, BTYPE_GRASS, nullptr);
} }
else { for (int ix = 0; ix < CHUNK_SIZE_X; ++ix) // "Lacs"
SetBlock(ix, iy, iz, BTYPE_METAL, nullptr);
}
}
else if (iy == 21) {
if (fractionalPart < 0.6) {
SetBlock(ix, iy, iz, BTYPE_GRASS, nullptr);
}
else {
SetBlock(ix, iy, iz, BTYPE_METAL, nullptr);
}
}
}
else
{
SetBlock(ix, iy, iz, BTYPE_METAL, nullptr);
}
}
}
#pragma endregion
#pragma region Lacs
for (int ix = 0; ix < CHUNK_SIZE_X; ++ix)
for (int iz = 0; iz < CHUNK_SIZE_Z; ++iz) { for (int iz = 0; iz < CHUNK_SIZE_Z; ++iz) {
for (int iy = 0; iy < 13; ++iy) { for (int iy = 0; iy < 13; ++iy) {
if (iy < 5 && GetBlock(ix, iy, iz) == BTYPE_AIR) { if (GetBlock(ix, iy, iz) == BTYPE_AIR)
SetBlock(ix, iy, iz, BTYPE_ICE, nullptr);
}
else if (iy >= 5 && GetBlock(ix, iy, iz) == BTYPE_AIR) {
SetBlock(ix, iy, iz, BTYPE_ICE, nullptr); SetBlock(ix, iy, iz, BTYPE_ICE, nullptr);
} }
} }
} //for (int ix = 0; ix < CHUNK_SIZE_X; ++ix) // "Arbres"
#pragma endregion
//int rnd = rand() % 15;
if (ratio == 1)
for (int ix = 0; ix < CHUNK_SIZE_X; ++ix) // structure
for (int iz = 0; iz < CHUNK_SIZE_Z; ++iz) {
for (int iy = 0; iy < 14; ++iy) {
if (ix == 3)
if (GetBlock(ix, iy, iz) == BTYPE_AIR)
Structure(ix, iy, iz, 2);
}
}
if (ratio == 3)
for (int ix = 0; ix < CHUNK_SIZE_Z; ++ix) // structure
for (int iz = 0; iz < CHUNK_SIZE_X; ++iz) {
for (int iy = 0; iy < 14; ++iy) {
if (iz == 4)
if (GetBlock(ix, iy, iz) == BTYPE_AIR)
Structure(ix, iy, iz, 1);
}
}
if (ratio == 5)
for (int ix = 0; ix < CHUNK_SIZE_X; ++ix) // structure
for (int iz = 0; iz < CHUNK_SIZE_Z; ++iz) {
for (int iy = 0; iy < 14; ++iy) {
if (ix == 3)
if (GetBlock(ix, iy, iz) == BTYPE_AIR)
Structure(ix, iy, iz, 2);
}
}
#pragma region Arbre
double valeurRnd = 0;
int treeheight = 10;
int lastTreeX = -1;
int lastTreeZ = -1;
int minDistanceBetweenTrees = 10; // Définir la distance minimale entre les arbres
for (int ix = 0; ix < CHUNK_SIZE_X; ++ix) {
for (int iz = 0; iz < CHUNK_SIZE_Z; ++iz) {
if (GetBlock(ix, 0, iz) != BTYPE_ICE) {
float xnoiz = (double)(ix + x * CHUNK_SIZE_X) / 4796.;
float ynoiz = (double)(iz + y * CHUNK_SIZE_Z) / 4796.;
double height = 0;
for (int i = 0; i < 39; ++i) {
height += simplex.eval(xnoiz, ynoiz);
height *= .79;
xnoiz *= 1.1305;
ynoiz *= 1.1305;
}
height = height * 2000. * simplex.eval((double)(ix + x * CHUNK_SIZE_X) / 512., (double)(iz + y * CHUNK_SIZE_Z) / 512.);
height /= (CHUNK_SIZE_Y / 1.9);
height += 15.;
if (GetBlock(ix, (int)height, iz) == BTYPE_GRASS || (GetBlock(ix, (int)height, iz) == BTYPE_METAL)) {
valeurRnd = simplex.eval(xnoiz, ynoiz);
int distanceThreshold = 20;
// Vérifie si l'emplacement n'est pas à l'intérieur des lacs
bool isInsideLake = false;
for (int iy = 0; iy < 13; ++iy) {
if (GetBlock(ix, iy, iz) == BTYPE_ICE) {
isInsideLake = true;
break;
}
}
if (!isInsideLake && ((valeurRnd > -0.4 && valeurRnd < -0.38) || (valeurRnd > -0.35 && valeurRnd < -0.31)
|| (valeurRnd > 0.3 && valeurRnd < 0.32) || (valeurRnd > 0.37 && valeurRnd < 0.39))
) {
if (lastTreeX == -1 || abs(ix - lastTreeX) > minDistanceBetweenTrees || abs(iz - lastTreeZ) > minDistanceBetweenTrees) {
if (valeurRnd < 0.1)
treeheight = 10;
else {
treeheight = valeurRnd * 20;
if (treeheight < 5)
treeheight = 5;
}
PlaceTree(ix, height, iz, treeheight);
lastTreeX = ix;
lastTreeZ = iz;
}
}
}
}
}
}
#pragma endregion
//else {
// input.seekg(0, std::ios_base::end);
// int size = input.tellg();
// input.seekg(0, std::ios_base::beg);
// char data[CHUNK_SIZE_X * CHUNK_SIZE_Y * CHUNK_SIZE_Z];
// input.read(data, size);
// input.close();
// for (int ix = 0; ix < CHUNK_SIZE_X; ++ix)
// for (int iz = 0; iz < CHUNK_SIZE_Z; ++iz)
// for (int iy = 0; iy < CHUNK_SIZE_Y; ++iy)
// m_blocks.Set(ix, iy, iz, data[ix + (iz * CHUNK_SIZE_X) + (iy * CHUNK_SIZE_Z * CHUNK_SIZE_X)]);
//}*/
//for (int ix = 0; ix < CHUNK_SIZE_X; ++ix) // Collines
// for (int iz = 0; iz < CHUNK_SIZE_Z; ++iz) { // for (int iz = 0; iz < CHUNK_SIZE_Z; ++iz) {
// float xnoiz, ynoiz; // float xnoiz, ynoiz;
// xnoiz = (double)(ix + x * CHUNK_SIZE_X) / 512.; // xnoiz = (double)(iz * CHUNK_SIZE_Y + x * CHUNK_SIZE_X) / 256.;
// ynoiz = (double)(iz + y * CHUNK_SIZE_Z) / 512.; // ynoiz = (double)(ix * CHUNK_SIZE_Y + y * CHUNK_SIZE_Z) / 256.;
// float height = simplex.eval(xnoiz, ynoiz) * 50.f;// +1.f; // bool tree = (int)(abs(simplex.eval(xnoiz, ynoiz)) * 17933.f) % CHUNK_SIZE_Y > 126 ? true : false;
// for (int iy = 0; iy <= (int)height % CHUNK_SIZE_Y; ++iy) { // for (int iy = 0; iy < CHUNK_SIZE_Y - 10; ++iy)
// if (iy < 10 && GetBlock(ix, iy, iz) == BTYPE_AIR) { // if (GetBlock(ix, iy, iz) == BTYPE_AIR)
// SetBlock(ix, iy, iz, BTYPE_METAL, nullptr); // Collines // if (GetBlock(ix, iy - 1, iz) == BTYPE_GRASS)
// } // if (tree) {
// else if (iy >= 10 && GetBlock(ix, iy, iz) == BTYPE_AIR) { // for (int i = 0; i < (int)(abs(simplex.eval(xnoiz, ynoiz) * 4)) % 42 + 1; ++i)
// SetBlock(ix, iy, iz, BTYPE_GRASS, nullptr); // Grass des collines // SetBlock(ix, iy + i, iz, BTYPE_DIRT, nullptr);
// } // break;
// } // }
// } // }
/* }
else {
input.seekg(0, std::ios_base::end);
int size = input.tellg();
input.seekg(0, std::ios_base::beg);
} char data[CHUNK_SIZE_X * CHUNK_SIZE_Y * CHUNK_SIZE_Z];
input.read(data, size);
input.close();
void Chunk::PlaceTree(int x, int y, int z, int height) { for (int ix = 0; ix < CHUNK_SIZE_X; ++ix)
// Vérifie si les coordonnées x, y, z sont dans les limites du chunk for (int iz = 0; iz < CHUNK_SIZE_Z; ++iz)
if (x < 0 || x >= CHUNK_SIZE_X || y < 0 || y >= CHUNK_SIZE_Y || z < 0 || z >= CHUNK_SIZE_Z) { for (int iy = 0; iy < CHUNK_SIZE_Y; ++iy)
// Coordonnées hors limites du chunk, sortie anticipée pour éviter tout accès non valide m_blocks.Set(ix, iy, iz, data[ix + (iz * CHUNK_SIZE_X) + (iy * CHUNK_SIZE_Z * CHUNK_SIZE_X)]);
return; }*/
} }
// Place la tige de l'arbre
for (int iy = 0; iy < height + 1; ++iy) {
if (y + iy < CHUNK_SIZE_Y) { // Vérifie si la hauteur est à l'intérieur des limites du chunk
SetBlock(x, y + iy, z, BTYPE_DIRT, nullptr);
}
}
// Place les feuilles de l'arbre
int foliageHeight = height / 2;
for (int dy = 0; dy < foliageHeight; ++dy) {
for (int dx = -4; dx <= 4; ++dx) {
for (int dz = -4; dz <= 4; ++dz) {
// Vérifie que les coordonnées se trouvent à l'intérieur des limites du chunk
if (x + dx >= 0 && x + dx < CHUNK_SIZE_X && y + height + dy >= 0 && y + height + dy < CHUNK_SIZE_Y &&
z + dz >= 0 && z + dz < CHUNK_SIZE_Z) {
// Vérifie si le bloc est à une distance acceptable du centre des feuilles pour les placer
double distanceSquared = dx * dx + dy * dy + dz * dz;
if (distanceSquared < 20) {
SetBlock(x + dx, y + height + dy, z + dz, BTYPE_GREENGRASS, nullptr);
}
}
}
}
}
}
Chunk::~Chunk() { Chunk::~Chunk() {
/*if (m_isModified) { /*if (m_isModified) {
char data[CHUNK_SIZE_X * CHUNK_SIZE_Y * CHUNK_SIZE_Z]; char data[CHUNK_SIZE_X * CHUNK_SIZE_Y * CHUNK_SIZE_Z];
@ -275,7 +104,7 @@ void Chunk::RemoveBlock(int x, int y, int z, World* world) {
void Chunk::SetBlock(int x, int y, int z, BlockType type, World* world) { void Chunk::SetBlock(int x, int y, int z, BlockType type, World* world) {
m_blocks.Set(x, y, z, type); m_blocks.Set(x, y, z, type);
if (world) CheckNeighbors(x, z, world); // Si nullptr, ne pas v<EFBFBD>rifier les chunks voisines. if (world) CheckNeighbors(x, z, world); // Si nullptr, ne pas vérifier les chunks voisines.
m_isDirty = true; m_isDirty = true;
} }
@ -303,10 +132,6 @@ void Chunk::CheckNeighbors(unsigned int x, unsigned int z, World* world) {
void Chunk::GetPosition(unsigned int& x, unsigned int& y) const { x = m_posX; y = m_posY; } void Chunk::GetPosition(unsigned int& x, unsigned int& y) const { x = m_posX; y = m_posY; }
bool Chunk::IsDirty() const { return m_isDirty; } bool Chunk::IsDirty() const { return m_isDirty; }
void Chunk::MakeDirty() { m_isDirty = true; } void Chunk::MakeDirty() { m_isDirty = true; }
@ -315,11 +140,3 @@ void Chunk::MakeClean() { m_isDirty = false; }
void Chunk::MakeModified() { m_isModified = true; } void Chunk::MakeModified() { m_isModified = true; }
void Chunk::Structure(int x, int y, int z,int height)
{
for (int i = 0; i < height; i++)
{
SetBlock(x, i + y, z, BTYPE_GRASS, nullptr);
}
}

View File

@ -27,9 +27,7 @@ class Chunk {
BlockType GetBlock(int x, int y, int z); BlockType GetBlock(int x, int y, int z);
void CheckNeighbors(unsigned int x, unsigned int z, World* world); void CheckNeighbors(unsigned int x, unsigned int z, World* world);
void GetPosition(unsigned int& x, unsigned int& y) const; void GetPosition(unsigned int& x, unsigned int& y) const;
void PlaceTree(int x, int y, int z, int height);
void Structure(int x, int y, int z, int height);
bool IsDirty() const; bool IsDirty() const;
void MakeDirty(); void MakeDirty();
void MakeClean(); void MakeClean();

View File

@ -7,11 +7,11 @@
#define SRV_PORT 10000 #define SRV_PORT 10000
#define CLI_PORT 10001 #define CLI_PORT 10001
#define BUFFER_LENGTH 1500 #define BUFFER_LENGTH 150
#define CHUNK_SIZE_X 6 #define CHUNK_SIZE_X 4
#define CHUNK_SIZE_Y 64 #define CHUNK_SIZE_Y 64
#define CHUNK_SIZE_Z 6 #define CHUNK_SIZE_Z 4
#define MAX_SELECTION_DISTANCE 5 #define MAX_SELECTION_DISTANCE 5
#define SEED 0 #define SEED 0
#define COUNTDOWN 300 #define COUNTDOWN 300
@ -27,42 +27,25 @@
#define THREADS_UPDATE_CHUNKS 6 #define THREADS_UPDATE_CHUNKS 6
#define THREADS_DELETE_CHUNKS 3 #define THREADS_DELETE_CHUNKS 3
#define VIEW_DISTANCE 512 // Si les chunks arr<EFBFBD>tent de s'afficher pendant une game et qu'il y a un access violation quand tu quitte, il faut augmenter ce chiffre. #define VIEW_DISTANCE 512 // Si les chunks arrêtent de s'afficher pendant une game et qu'il y a un access violation quand tu quitte, il faut augmenter ce chiffre.
#define TEXTURE_SIZE 512 #define TEXTURE_SIZE 512
#define MAX_BULLETS 512 #define MAX_BULLETS 512
#define NB_BOOST 2 #define BULLET_TIME .1
#define TIME_SPEED_BOOST 10 //secondes
#define TIME_DAMAGE_BOOST 10 //secondes
#define TIME_INVINCIBLE_BOOST 4 //secondes
#define STRENGTH_SPEED_BOOST 1000 //Pourcentage
#define BULLET_TIME .2 //secondes
#define SYNC_ACC 600 // ms
#define CMOD_ACC 1000 // ms
typedef uint8_t BlockType; typedef uint8_t BlockType;
enum BLOCK_TYPE { BTYPE_AIR, BTYPE_DIRT, BTYPE_GRASS, BTYPE_METAL, BTYPE_ICE, BTYPE_GREENGRASS, BTYPE_LAST }; enum BLOCK_TYPE { BTYPE_AIR, BTYPE_DIRT, BTYPE_GRASS, BTYPE_METAL, BTYPE_ICE, BTYPE_LAST };
typedef uint8_t BoostType;
enum BOOST_TYPE { BTYPE_SPEED, BTYPE_HEAL, BTYPE_DAMAGE, BTYPE_INVINCIBLE, BTYPE_BOOST_LAST };
//anim
enum ANIM_TYPE { STILL = 0, SHOOTING = 8, JUMPING = 16, JUMPINGSHOOTING = 24, DEAD = 32, TYPE_LAST = 40};
enum ANIM_POS {FRONT, QUARTER_FRONT_LEFT, QUATER_FRONT_RIGHT, PROFIL_LEFT, PROFIL_RIGHT, QUARTER_BACK_LEFT, QUARTER_BACK_RIGHT, BACK , POS_LAST};
typedef uint64_t Timestamp; typedef uint64_t Timestamp;
#ifdef _WIN32 #ifdef _WIN32
#pragma comment(lib,"wsock32.lib") // Pour pouvoir faire fonctionner le linker sans le vcxproject #pragma comment(lib,"wsock32.lib") // Pour pouvoir faire fonctionner le linker sans le vcxproject
#pragma comment(lib,"ws2_32.lib") #pragma comment(lib,"ws2_32.lib")
#include <ws2tcpip.h> #include <ws2tcpip.h>
#include <Windows.h> #include <Windows.h>
#include <cstdio> #include <cstdio>
#include <ctime> #include <ctime>
#define poll WSAPoll
#define flag_t u_long #define flag_t u_long
#define addrlen_t int #define addrlen_t int
#define ioctl ioctlsocket #define ioctl ioctlsocket
@ -81,7 +64,6 @@ typedef uint64_t Timestamp;
#include <arpa/inet.h> #include <arpa/inet.h>
#include <netinet/in.h> #include <netinet/in.h>
#include <cstring> #include <cstring>
#include <poll.h>
#define flag_t unsigned int #define flag_t unsigned int
#define addrlen_t unsigned int #define addrlen_t unsigned int

File diff suppressed because it is too large Load Diff

View File

@ -7,19 +7,19 @@
/* Protocole Particulier de Partie a Plusieurs Personnes (PPPPP) */ /* Protocole Particulier de Partie a Plusieurs Personnes (PPPPP) */
// Packet: packet[0] = PacketType, packet[1..n-1] = {packet}
namespace netprot { namespace netprot {
enum class PACKET_TYPE: uint8_t { enum class PACKET_TYPE: uint8_t {
ERR, INPUT, OUTPUT, SYNC, ERR, INPUT, OUTPUT, SYNC,
TEAMINF, SELFINF, PLAYINF, LOGINF, TEAMINF, SELFINF, PLAYINF, LOGINF,
CHUNKMOD, PLAYERMOD, PICKUPMOD, CHUNKMOD, PLAYERMOD, PICKUPMOD,
GAMEINFO, ENDINFO , BULLET, GAMEINFO, ENDINFO , CHAT, ERRLOG,
CHAT, ERRLOG, LAST_PACK LAST_PACK
}; };
/* Structures */
struct Buffer { // Pour pouvoir rendre l'utilisation des buffers plus clean. struct Buffer { // Pour pouvoir rendre l'utilisation des buffers plus clean.
char *ptr = new char[BUFFER_LENGTH] { 1 }, *tmp = nullptr; char* ptr = new char[BUFFER_LENGTH];
uint32_t len = BUFFER_LENGTH; uint32_t len = BUFFER_LENGTH;
~Buffer() { delete[] ptr; } ~Buffer() { delete[] ptr; }
@ -31,41 +31,27 @@ namespace netprot {
PACKET_TYPE type = PACKET_TYPE::ERR; PACKET_TYPE type = PACKET_TYPE::ERR;
}; };
/* Constantes */
inline const char Footer[sizeof(uint32_t)] = { '\0', '\r', '\0', '\n' }; // constante de footer qui est ajoutée à chaque paquet envoyé.
/* Sous-structures */
struct Keys { struct Keys {
bool forward = false, bool forward,
backward = false, backward,
left = false, left,
right = false, right,
jump = false, jump,
shoot = false, shoot,
block = false; block;
}; };
struct States { struct States {
bool jumping = false, bool jumping,
shooting = false, shooting,
hit = false, hit,
powerup = false, powerup,
dead = false, dead,
still = false, still,
jumpshot = false, jumpshot,
running = false; running;
}; };
struct Boosts {
bool invincible = false,
damage = false,
hp = false;
};
/* Structures de paquets */
struct Input { // cli -> srv UDP ~frame struct Input { // cli -> srv UDP ~frame
Timestamp timestamp; Timestamp timestamp;
uint64_t sid = 0; uint64_t sid = 0;
@ -81,43 +67,38 @@ namespace netprot {
States states; // 0bJSH_____ bit-packing de bool. States states; // 0bJSH_____ bit-packing de bool.
}; };
struct Sync { // srv -> cli TCP ~second - un premier sync démarre la partie. struct Sync { // srv -> cli TCP ~second
Timestamp timestamp; Timestamp timestamp;
uint64_t sid = 0; uint64_t sid = 0;
uint32_t timer = 0; uint32_t timer = 0;
uint16_t ammo = 0; uint16_t ammo = 0;
Boosts boost; uint8_t hp = 0;
float hp = 0;
Vector3f position; Vector3f position;
Sync() {} Sync() {}
Sync(Sync* sync) : timestamp(sync->timestamp), sid(sync->sid), timer(sync->timer), ammo(sync->ammo), hp(sync->hp), position(sync->position), boost(sync->boost) {} Sync(Sync* sync) : timestamp(sync->timestamp), sid(sync->sid), timer(sync->timer), ammo(sync->ammo), hp(sync->hp), position(sync->position) {}
}; };
struct TeamInfo { // cli <-> srv TCP once struct TeamInfo { // cli <-> srv TCP once
char *name = new char[32]; char name[32];
uint64_t id = 0; uint64_t id = 0;
TeamInfo() {} TeamInfo() {}
TeamInfo(TeamInfo* tem) : id(tem->id) { strcpy(name, 32, tem->name); } TeamInfo(TeamInfo* tem) : id(tem->id) { strcpy(tem->name, name); }
~TeamInfo() { delete[] name; }
}; };
struct LoginInfo { // cli <-> srv TCP once struct LoginInfo { // cli <-> srv TCP once
char *name = new char[32]; char name[32];
uint64_t sid = 0, uint64_t sid = 0,
tid = 0; tid = 0;
LoginInfo() {} LoginInfo() {}
LoginInfo(LoginInfo* log): sid(log->sid), tid(log->tid) { strcpy(name, 32, log->name); } LoginInfo(LoginInfo* ply): sid(ply->sid), tid(ply->tid) { strcpy(ply->name, name); }
~LoginInfo() { delete[] name; }
}; };
struct PlayerInfo { // cli <-> srv TCP once struct PlayerInfo { // cli <-> srv TCP once
char *name = new char[32]; char name[32];
uint64_t id = 0, uint64_t id = 0,
tid = 0; tid = 0;
PlayerInfo() {} PlayerInfo() {}
PlayerInfo(PlayerInfo* ply) : id(ply->id), tid(ply->tid) { strcpy(name, 32, ply->name); }; PlayerInfo(PlayerInfo* log) : id(log->id), tid(log->tid) { strcpy(log->name, name); }
PlayerInfo(int id, int tid, std::string strname) : id(id), tid(tid) { strcpy(name, 32, strname.c_str()); }
~PlayerInfo() { delete[] name; }
}; };
struct GameInfo { // cli <-> srv TCP event (before game start)/ once struct GameInfo { // cli <-> srv TCP event (before game start)/ once
@ -128,46 +109,22 @@ namespace netprot {
GameInfo(GameInfo* gam) : seed(gam->seed), countdown(gam->countdown), gameType(gam->gameType) {} GameInfo(GameInfo* gam) : seed(gam->seed), countdown(gam->countdown), gameType(gam->gameType) {}
}; };
struct PickupMod {
uint64_t id;
Vector3f pos;
Boosts boost;
bool available = true;
PickupMod() {}
PickupMod(PickupMod* pmod) : id(pmod->id), pos(pmod->pos), boost(pmod->boost), available(pmod->available) {}
};
struct Chat { // cli <-> srv TCP event struct Chat { // cli <-> srv TCP event
uint64_t src_id = 0, uint64_t src_id = 0,
dest_id = 0, dest_id = 0,
dest_team_id = 0; dest_team_id = 0;
char *mess = new char[140]; // Good 'nough for twitr, good 'nough for me. char mess[140]; // Good 'nough for twitr, good 'nough for me.
Chat() {} Chat() {}
Chat(Chat* cha) : src_id(cha->src_id), dest_id(cha->dest_id), dest_team_id(cha->dest_team_id) { strcpy(mess, 140, cha->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); }
~Chat() { delete[] mess; }
};
struct ChunkMod {
Vector3f pos;
BlockType b_type, old_b_type;
};
struct BulletAdd {
Timestamp tstamp;
Vector3f pos, dir;
uint64_t id;
}; };
struct ErrorLog { // srv -> cli TCP event struct ErrorLog { // srv -> cli TCP event
char *mess = new char[140]; char mess[140];
bool is_fatal = false; bool is_fatal;
ErrorLog() {}; ErrorLog() {};
ErrorLog(ErrorLog* err) : is_fatal(err->is_fatal) { strcpy(mess, 140, err->mess); } ErrorLog(ErrorLog* err) : is_fatal(err->is_fatal) { strcpy(err->mess, mess); }
~ErrorLog() { delete[] mess; }
}; };
/* Fonctions */
void Serialize(Input* in, char* buf[], uint32_t* buflen); // cli void Serialize(Input* in, char* buf[], uint32_t* buflen); // cli
void Serialize(Output* out, char* buf[], uint32_t* buflen); // srv void Serialize(Output* out, char* buf[], uint32_t* buflen); // srv
void Serialize(Sync* sync, char* buf[], uint32_t* buflen); // srv void Serialize(Sync* sync, char* buf[], uint32_t* buflen); // srv
@ -176,64 +133,50 @@ 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(PickupMod* chmod, char* buf[], uint32_t* buflen); // srv
void Serialize(BulletAdd* bull, 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, const uint32_t buflen); // srv
bool Deserialize(Output* out, char* buf, uint32_t* buflen); // cli bool Deserialize(Output* out, char* buf, const uint32_t buflen); // cli
bool Deserialize(Sync* sync, char* buf, uint32_t* buflen); // cli bool Deserialize(Sync* sync, char* buf, const uint32_t buflen); // cli
bool Deserialize(TeamInfo* tinfo, char* buf, uint32_t* buflen); // cli/srv bool Deserialize(TeamInfo* tinfo, char* buf, const uint32_t buflen); // cli/srv
bool Deserialize(LoginInfo* linfo, char* buf, uint32_t* buflen); // cli/srv bool Deserialize(LoginInfo* linfo, char* buf, const uint32_t buflen); // cli/srv
bool Deserialize(PlayerInfo* pinfo, char* buf, uint32_t* buflen); // cli bool Deserialize(PlayerInfo* pinfo, char* buf, const uint32_t buflen); // cli
bool Deserialize(GameInfo* ginfo, char* buf, uint32_t* buflen); // cli bool Deserialize(GameInfo* ginfo, char* buf, const uint32_t buflen); // cli
bool Deserialize(Chat* chat, char* buf, uint32_t* buflen); // srv/cli bool Deserialize(Chat* chat, char* buf, const uint32_t buflen); // srv/cli
bool Deserialize(ChunkMod* chmod, char* buf, uint32_t* buflen); // cli bool Deserialize(ErrorLog* errlog, char* buf, const uint32_t buflen); // srv
bool Deserialize(PickupMod* chmod, char* buf, uint32_t* buflen); // cli
bool Deserialize(BulletAdd* bull, char* buf, uint32_t* buflen); // cli
bool Deserialize(ErrorLog* errlog, char* buf, uint32_t* buflen); // srv
PACKET_TYPE getType(char* buf, uint32_t buflen); PACKET_TYPE getType(char* buf, uint32_t buflen);
Packet getPack(char* buf, uint32_t *buflen); Packet getPack(char* buf, uint32_t buflen);
Packet getPack(Buffer* buf); Packet getPack(Buffer* buf);
bool emptyPack(Packet pck); bool emptyPack(Packet pck);
Packet makePack(void* ptr, PACKET_TYPE type); // Pour pouvoir faire une liste de stock a supprimer sans avoir a en faire une pour chaque type. Packet makePack(void* ptr, PACKET_TYPE type); // Pour pouvoir faire une liste de stock a supprimer sans avoir a en faire une pour chaque type.
template <class T> T copyPack(Packet* pck);
template <class T> void sendPack(SOCKET sock, T* pack, char** buf, uint32_t* buflen); template <class T> void sendPack(SOCKET sock, T* pack, char** buf, uint32_t* buflen);
template <class T> void sendPackTo(SOCKET sock, T* pack, char** buf, uint32_t* buflen, sockaddr_in* sockad); template <class T> void sendPackTo(SOCKET sock, T* pack, char** buf, uint32_t* buflen, sockaddr_in* sockad);
template <class T> void sendPack(SOCKET sock, T* pack, Buffer* buf); template <class T> void sendPack(SOCKET sock, T* pack, Buffer* buf);
template <class T> void sendPackTo(SOCKET sock, T* pack, Buffer* buf, sockaddr_in* sockad); template <class T> void sendPackTo(SOCKET sock, T* pack, Buffer* buf, sockaddr_in* sockad);
void recvPacks(SOCKET sock, Buffer* buf, std::vector<char*>* lsPck); std::vector<Packet> recvPacks(SOCKET sock, Buffer* buf);
void recvPacksFrom(SOCKET sock, Buffer* buf, sockaddr_in from, std::vector<char*>* lsPck);
/* Templates */
template <class T>
T copyPack(Packet* pck) { return T((T*)pck->ptr); }
template <class T> template <class T>
void sendPack(SOCKET sock, T* pack, char** buf, uint32_t* buflen) { void sendPack(SOCKET sock, T* pack, char** buf, uint32_t* buflen) {
netprot::Serialize(pack, buf, buflen); netprot::Serialize(pack, buf, buflen);
memcpy(*buf + *buflen, Footer, sizeof(uint32_t)); memset(&buf[*buflen], '\0', sizeof(uint64_t) + sizeof(uint8_t));
*buflen += sizeof(Footer); buflen += (sizeof(uint64_t) + sizeof(uint8_t));
send(sock, *buf, *buflen, 0); send(sock, *buf, *buflen, 0);
*buflen = BUFFER_LENGTH; *buflen = BUFFER_LENGTH;
} }
template <class T> template <class T>
void sendPackTo(SOCKET sock, T* pack, char** buf, uint32_t* buflen, sockaddr_in* sockad) { void sendPackTo(SOCKET sock, T* pack, char** buf, uint32_t* buflen, sockaddr_in* sockad) {
const sockaddr_in addr = *sockad; sockaddr_in addr = *sockad;
netprot::Serialize(pack, buf, buflen); netprot::Serialize(pack, buf, buflen);
memcpy(*buf + *buflen, Footer, sizeof(uint32_t)); memset(&buf[*buflen], '\0', sizeof(uint64_t) + sizeof(uint8_t));
*buflen += sizeof(Footer); buflen += (sizeof(uint64_t) + sizeof(uint8_t));
sendto(sock, *buf, *buflen, 0, (sockaddr*)&addr, sizeof(addr)); sendto(sock, *buf, *buflen, 0, (sockaddr*)&addr, sizeof(addr));
*buflen = BUFFER_LENGTH; *buflen = BUFFER_LENGTH;
} }
@ -241,21 +184,22 @@ namespace netprot {
template <class T> template <class T>
void sendPack(SOCKET sock, T* pack, Buffer* buf) { void sendPack(SOCKET sock, T* pack, Buffer* buf) {
netprot::Serialize(pack, &buf->ptr, &buf->len); netprot::Serialize(pack, &buf->ptr, &buf->len);
memcpy(&buf->ptr[buf->len], Footer, sizeof(uint32_t)); memset(&buf->ptr[buf->len], '\0', sizeof(uint64_t) + sizeof(uint8_t));
buf->len += sizeof(Footer); buf->len += sizeof(uint64_t) + sizeof(uint8_t);
send(sock, buf->ptr, buf->len, 0); send(sock, buf->ptr, buf->len, 0);
buf->rstLen(); buf->rstLen();
} }
template <class T> template <class T>
void sendPackTo(SOCKET sock, T* pack, Buffer* buf, sockaddr_in* sockad) { void sendPackTo(SOCKET sock, T* pack, Buffer* buf, sockaddr_in* sockad) {
const sockaddr_in addr = *sockad; sockaddr_in addr = *sockad;
netprot::Serialize(pack, &buf->ptr, &buf->len); netprot::Serialize(pack, &buf->ptr, &buf->len);
memcpy(&buf->ptr[buf->len], Footer, sizeof(uint32_t)); memset(&buf->ptr[buf->len], '\0', sizeof(uint64_t) + sizeof(uint8_t));
buf->len += sizeof(Footer); buf->len += sizeof(uint64_t) + sizeof(uint8_t);
sendto(sock, buf->ptr, buf->len, 0, (sockaddr*)&addr, sizeof(addr)); sendto(sock, buf->ptr, buf->len, 0, (sockaddr*)&addr, sizeof(addr));
buf->rstLen(); buf->rstLen();
} }
}; };
#endif #endif

View File

@ -4,64 +4,53 @@
Player::Player(const Vector3f& position, float rotX, float rotY) : m_position(position), m_rotX(rotX), m_rotY(rotY) { 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_velocity = Vector3f(0, 0, 0);
m_airborne = true; m_airborne = true;
m_hp = 1.0f; m_hp = 1.0f; //TODO: Remettre <20> 1.0f
m_sensitivity = 0.5f;
m_username = "Zelda Bee-Bop56"; m_username = "Zelda Bee-Bop56";
} }
Player::~Player() {} Player::~Player() {}
void Player::TurnLeftRight(float value, float sensitivity) { void Player::TurnLeftRight(float value) {
m_rotY += value * sensitivity; m_rotY += value;
if (m_rotY > 360) m_rotY = 0; if (m_rotY > 360) m_rotY = 0;
else if (m_rotY < -360) m_rotY = 0; else if (m_rotY < -360) m_rotY = 0;
float yrotrad = (m_rotY / 57.2957795056f); // 180/Pi = 57.295...
float xrotrad = (m_rotX / 57.2957795056f);
m_direction = Vector3f(cos(xrotrad) * sin(yrotrad),
-sin(xrotrad),
cos(xrotrad) * -cos(yrotrad));
m_direction.Normalize();
} }
void Player::TurnTopBottom(float value, float sensitivity) { void Player::TurnTopBottom(float value) {
m_rotX += value * sensitivity; m_rotX += value;
if (m_rotX > 80) m_rotX = 80; if (m_rotX > 80) m_rotX = 80;
else if (m_rotX < -80) m_rotX = -80; else if (m_rotX < -80) m_rotX = -80;
float yrotrad = (m_rotY / 57.2957795056f); // 180/Pi = 57.295...
float xrotrad = (m_rotX / 57.2957795056f);
m_direction = Vector3f(cos(xrotrad) * sin(yrotrad),
-sin(xrotrad),
cos(xrotrad) * -cos(yrotrad));
m_direction.Normalize();
} }
Vector3f Player::GetInput(bool front, bool back, bool left, bool right, bool jump, bool shoot, float elapsedTime) { Vector3f Player::GetInput(bool front, bool back, bool left, bool right, bool jump, bool shoot, float elapsedTime) {
Vector3f delta = Vector3f(0, 0, 0); Vector3f delta = Vector3f(0, 0, 0);
Vector3f dir = m_direction; float yrotrad = (m_rotY / 57.2957795056f); // 180/Pi = 57.295...
float xrotrad = (m_rotX / 57.2957795056f);
dir.y = 0; m_direction = Vector3f(cos(xrotrad) * sin(yrotrad),
-sin(xrotrad),
cos(xrotrad) * -cos(yrotrad));
m_direction.Normalize();
if (front) { if (front) {
delta += dir; delta.x += float(sin(yrotrad)) * elapsedTime * 10.f;
delta.z += float(-cos(yrotrad)) * elapsedTime * 10.f;
} }
else if (back) { else if (back) {
delta -= dir; delta.x += float(-sin(yrotrad)) * elapsedTime * 10.f;
delta.z += float(cos(yrotrad)) * elapsedTime * 10.f;
} }
if (left) { if (left) {
delta.x += dir.z; delta.x += float(-cos(yrotrad)) * elapsedTime * 10.f;
delta.z += -dir.x; delta.z += float(-sin(yrotrad)) * elapsedTime * 10.f;
} }
else if (right) { else if (right) {
delta.x -= dir.z; delta.x += float(cos(yrotrad)) * elapsedTime * 10.f;
delta.z -= -dir.x; delta.z += float(sin(yrotrad)) * elapsedTime * 10.f;
} }
delta.Normalize(); delta.Normalize();
@ -72,14 +61,9 @@ Vector3f Player::GetInput(bool front, bool back, bool left, bool right, bool jum
delta.y += jump? .32f: shoot? .1f : 0.f; delta.y += jump? .32f: shoot? .1f : 0.f;
m_airborne = true; m_airborne = true;
} }
if (boostspeed)
{
delta.x += STRENGTH_SPEED_BOOST / 100 * delta.x;
delta.z += STRENGTH_SPEED_BOOST / 100 * delta.z;
}
if (shoot) // Recoil! if (shoot) // Recoil!
TurnTopBottom(-1, 1.0f); TurnTopBottom(-1);
return delta; return delta;
} }
@ -123,18 +107,32 @@ Player::Sound Player::ApplyPhysics(Vector3f input, World* world, float elapsedTi
bt1 = world->BlockAt(GetPosition().x + input.x, GetPosition().y, GetPosition().z); bt1 = world->BlockAt(GetPosition().x + input.x, GetPosition().y, GetPosition().z);
bt2 = world->BlockAt(GetPosition().x + input.x, GetPosition().y - 0.9f, 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); bt3 = world->BlockAt(GetPosition().x + input.x, GetPosition().y - 1.7f, GetPosition().z);
if (bt1 != BTYPE_AIR || bt2 != BTYPE_AIR || bt3 != BTYPE_AIR) { if (bt1 == BTYPE_AIR && bt2 != BTYPE_AIR && bt3 != BTYPE_AIR) {
m_velocity.y += .04f; 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; m_velocity.z *= .5f;
m_velocity.x *= .5f;
} }
bt1 = world->BlockAt(GetPosition().x, GetPosition().y, GetPosition().z + input.z); bt1 = world->BlockAt(GetPosition().x, GetPosition().y, GetPosition().z + input.z);
bt2 = world->BlockAt(GetPosition().x, GetPosition().y - 0.9f, 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); bt3 = world->BlockAt(GetPosition().x, GetPosition().y - 1.7f, GetPosition().z + input.z);
if (bt1 != BTYPE_AIR || bt2 != BTYPE_AIR || bt3 != BTYPE_AIR) { if (bt1 == BTYPE_AIR && bt2 != BTYPE_AIR && bt3 != BTYPE_AIR) {
m_velocity.y += .04f; if (input.z > 0)
m_velocity.z *= .5f; 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; m_velocity.x *= .5f;
} }
@ -142,8 +140,8 @@ Player::Sound Player::ApplyPhysics(Vector3f input, World* world, float elapsedTi
/* Gestion de la friction */ /* Gestion de la friction */
if (!m_airborne) { if (!m_airborne) {
m_velocity.x += input.x * (boostspeed ? 2.5f : 2.f) * elapsedTime; m_velocity.x += input.x * 2.f * elapsedTime;
m_velocity.z += input.z * (boostspeed ? 2.5f : 2.f) * elapsedTime; m_velocity.z += input.z * 2.f * elapsedTime;
if (input.x == 0.f) if (input.x == 0.f)
m_velocity.x *= .8f; m_velocity.x *= .8f;
@ -161,7 +159,7 @@ Player::Sound Player::ApplyPhysics(Vector3f input, World* world, float elapsedTi
/* Fin gestion de la friction */ /* Fin gestion de la friction */
float vy = m_velocity.y; float vy = m_velocity.y;
m_velocity.y = boostspeed ? 0.f: 1.f; // Padding pour limiter le x et z lors du Normalize(). m_velocity.y = 1.f; // Padding pour limiter le x et z lors du Normalize().
if (m_velocity.Length() >= 1.f) m_velocity.Normalize(); // Limiteur de vitesse en x/z. if (m_velocity.Length() >= 1.f) m_velocity.Normalize(); // Limiteur de vitesse en x/z.
m_velocity.y = 0; m_velocity.y = 0;
if (m_velocity.Length() < .005f) m_velocity.Zero(); // Threshold en x/z. if (m_velocity.Length() < .005f) m_velocity.Zero(); // Threshold en x/z.
@ -184,87 +182,18 @@ Player::Sound Player::ApplyPhysics(Vector3f input, World* world, float elapsedTi
else isStep = false; else isStep = false;
m_POV = m_position.y; m_POV = m_position.y;
m_POV += m_airborne ? 0 : (sin(bobbingtime) - 0.5f) * (abs(m_velocity.x) + abs(m_velocity.z)) * .2f; m_POV += m_airborne ? 0 : (sin(bobbingtime) - 0.5f) * (abs(m_velocity.x) + abs(m_velocity.z)) * .2f;
RemoveBooster(elapsedTime);
return snd; return snd;
} }
void Player::Put(Vector3f pos) { void Player::ApplyTransformation(Transformation& transformation, bool rel) const {
m_position = pos;
}
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());
} }
uint64_t Player::TakeBooster(std::unordered_map<uint64_t, Booster*> booster_table, float elapsedtime)
{
uint64_t boostid = 0;
Vector3f playerpos = GetPosition();
for (auto& [key, booster]: booster_table) {
Vector3f pos = booster->GetPosition();
if (booster->GetAvailability() && abs(playerpos.x - pos.x) <= 0.5f && abs(playerpos.y - pos.y) <= 1.0f && abs(playerpos.z - pos.z) <= 0.5f)
{
boostid = booster->GetId();
GetBooster(booster->GetType(), elapsedtime);
booster->SetAvailability(false);
break;
}
}
return boostid;
}
void Player::GetBooster(BOOST_TYPE boosttype, float elapsedtime)
{
if (boosttype == BTYPE_SPEED)
{
boostspeed = true;
timeboostspeed = 0;
}
if (boosttype == BTYPE_HEAL)
{
m_hp = 1.0f;
}
if (boosttype == BTYPE_DAMAGE)
{
boostdamage = true;
timeboostdamage = 0;
}
if (boosttype == BTYPE_INVINCIBLE)
{
boostinvincible = true;
boostinvincible = 0;
}
}
void Player::RemoveBooster(float elapsedtime)
{
if (boostspeed)
{
timeboostspeed += elapsedtime;
if (timeboostspeed >= TIME_SPEED_BOOST && boostspeed == true)
boostspeed = false;
}
if (boostdamage)
{
if (timeboostdamage >= TIME_DAMAGE_BOOST && boostdamage == true)
boostdamage = false;
}
if (boostinvincible)
{
if (timeboostinvincible >= TIME_INVINCIBLE_BOOST && boostinvincible == true)
boostinvincible = false;
}
}
void Player::SetDirection(Vector3f dir) { m_direction = dir; }
void Player::Move(Vector3f diff) { m_position -= diff; }
Vector3f Player::GetPosition() const { return Vector3f(m_position.x + CHUNK_SIZE_X * WORLD_SIZE_X / 2, m_position.y, m_position.z + CHUNK_SIZE_Z * WORLD_SIZE_Y / 2); } Vector3f Player::GetPosition() const { return Vector3f(m_position.x + CHUNK_SIZE_X * WORLD_SIZE_X / 2, m_position.y, m_position.z + CHUNK_SIZE_Z * WORLD_SIZE_Y / 2); }
Vector3f Player::GetPositionAbs() const { return m_position; }
Vector3f Player::GetVelocity() const { return m_velocity; } Vector3f Player::GetVelocity() const { return m_velocity; }
Vector3f Player::GetPOV() const { return Vector3f(GetPosition().x, m_POV, GetPosition().z); } Vector3f Player::GetPOV() const { return Vector3f(GetPosition().x, m_POV, GetPosition().z); }
@ -273,42 +202,31 @@ Vector3f Player::GetDirection() const { return m_direction; }
std::string Player::GetUsername() const { return m_username; } 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; } float Player::GetHP() const { return m_hp; }
void Player::SetHP(float hp) {
m_hp = hp;
}
void Player::Teleport(int& x, int& z) { void Player::Teleport(int& x, int& z) {
m_position.x -= x * CHUNK_SIZE_X; m_position.x -= x * CHUNK_SIZE_X;
m_position.z -= z * CHUNK_SIZE_Z; m_position.z -= z * CHUNK_SIZE_Z;
} }
bool Player::GetIsAirborne() const { return m_airborne; } bool Player::AmIDead()
{
bool Player::AmIDead() { return m_hp <= 0; } return m_hp <= 0;
void Player::InflictDamage(float hitPoints) {
m_hp -= hitPoints;
if (m_hp < 0)
m_hp == 0;
} }
int Player::getScore() const { return m_score; }
void Player::addPoint() { ++m_score; } void Player::InflictDamage(float hitPoints)
{
m_hp -= hitPoints;
if (AmIDead())
{ // Quand le joueur est mort.
}
}
uint64_t Player::getId() const { return id; } uint64_t Player::getId() const { return id; }

View File

@ -2,63 +2,34 @@
#define PLAYER_H__ #define PLAYER_H__
#include <cmath> #include <cmath>
#include <unordered_map>
#include "transformation.h" #include "transformation.h"
#include "vector3.h" #include "vector3.h"
#include "booster.h"
#include "define.h"
class World; class World;
class Player { class Player {
public: public:
enum Sound { NOSOUND, STEP, FALL }; enum Sound { NOSOUND, STEP, FALL };
//enum BoosterType { SPEED, HEAL, DAMAGE, INVINCIBLE };
Player(const Vector3f& position, float rotX = 0, float rotY = 0); Player(const Vector3f& position, float rotX = 0, float rotY = 0);
~Player(); ~Player();
void TurnLeftRight(float value, float sensitivity); void TurnLeftRight(float value);
void TurnTopBottom(float value, float sensitivity); void TurnTopBottom(float value);
Vector3f GetInput(bool front, bool back, bool left, bool right, bool jump, bool dash, float elapsedTime); Vector3f GetInput(bool front, bool back, bool left, bool right, bool jump, bool dash, float elapsedTime);
Sound ApplyPhysics(Vector3f input, World* world, float elapsedTime); Sound ApplyPhysics(Vector3f input, World* world, float elapsedTime);
uint64_t TakeBooster(std::unordered_map<uint64_t, Booster*> booster_table, float elapsedTime); void ApplyTransformation(Transformation& transformation, bool rel = true) const;
void GetBooster(BOOST_TYPE boosttype, float elapsedTime);
void RemoveBooster(float elapsedtime);
void ApplyTransformation(Transformation& transformation, bool rel = true, bool rot = true) const;
void SetDirection(Vector3f dir);
void Move(Vector3f diff);
Vector3f GetPosition() const; Vector3f GetPosition() const;
Vector3f GetPositionAbs() const;
Vector3f GetDirection() const; Vector3f GetDirection() const;
Vector3f GetVelocity() const; Vector3f GetVelocity() const;
Vector3f GetPOV() const; Vector3f GetPOV() const;
std::string GetUsername() const; std::string GetUsername() const;
void SetUsername(std::string username);
float GetSensitivity() const;
void SetSensitivity(float sensitivity);
float GetHP() const; float GetHP() const;
void SetHP(float hp);
void Teleport(int& x, int& z); void Teleport(int& x, int& z);
bool GetIsAirborne() const;
bool AmIDead(); bool AmIDead();
void InflictDamage(float hitPoints); void InflictDamage(float hitPoints);
int getScore() const;
void addPoint();
uint64_t Killer = 0;
std::string m_username;
bool m_hit = false;
bool Eulogy = false;
bool boostspeed = false;
bool boostdamage = false;
bool boostinvincible = false;
void Put(Vector3f pos);
private: private:
uint64_t getId() const; uint64_t getId() const;
@ -68,22 +39,19 @@ protected:
Vector3f m_velocity; Vector3f m_velocity;
Vector3f m_direction; Vector3f m_direction;
std::string m_username;
uint64_t id = 0; uint64_t id = 0;
int m_score = 0;
float m_rotX = 0; float m_rotX = 0;
float m_rotY = 0; float m_rotY = 0;
float m_POV; float m_POV;
float timeboostspeed;
float timeboostdamage;
float timeboostinvincible;
float m_sensitivity;
float m_hp; float m_hp;
bool m_airborne; bool m_airborne;
Vector3f InterpolatePosition(const Vector3f& vec1, const Vector3f& vec2, const Timestamp& tim1, const Timestamp& tim2, const Timestamp& now); Vector3f InterpolatePosition(const Vector3f& vec1, const Vector3f& vec2, const Timestamp& tim1, const Timestamp& tim2, const Timestamp& now);
}; };
#endif //_PLAYER_H__ #endif //_PLAYER_H__

View File

@ -16,9 +16,6 @@ void World::SetSeed(uint64_t seed) {
m_seed = seed; m_seed = seed;
} }
Chunk* World::ChunkAt(float x, float y, float z) const { Chunk* World::ChunkAt(float x, float y, float z) const {
int cx = (int)x / CHUNK_SIZE_X; int cx = (int)x / CHUNK_SIZE_X;
int cz = (int)z / CHUNK_SIZE_Z; int cz = (int)z / CHUNK_SIZE_Z;
@ -34,30 +31,6 @@ Chunk* World::ChunkAt(float x, float y, float z) const {
Chunk* World::ChunkAt(const Vector3f& pos) const { return ChunkAt(pos.x, pos.y, pos.z); } Chunk* World::ChunkAt(const Vector3f& pos) const { return ChunkAt(pos.x, pos.y, pos.z); }
void World::RemoveChunk(int nbReduit)
{
for (int x = 0; x < WORLD_SIZE_X; ++x)
for (int y = 0; y < WORLD_SIZE_Y; ++y)
{
Chunk* chk = nullptr;
if (x < nbReduit)
chk = m_chunks.Remove(x, y);
if (y < nbReduit)
chk = m_chunks.Remove(x, y);
if (y > WORLD_SIZE_Y - nbReduit)
chk = m_chunks.Remove(x, y);
if (x > WORLD_SIZE_X - nbReduit)
chk = m_chunks.Remove(x, y);
if (!chk)
continue;
m_tbDeleted.emplace_back(chk);
}
}
BlockType World::BlockAt(float x, float y, float z, BlockType defaultBlockType) const { BlockType World::BlockAt(float x, float y, float z, BlockType defaultBlockType) const {
Chunk* c = ChunkAt(x, y, z); Chunk* c = ChunkAt(x, y, z);
@ -165,27 +138,33 @@ void World::GetScope(unsigned int& x, unsigned int& y) {
void World::Update(Bullet* bullets[MAX_BULLETS], const Vector3f& player_pos, BlockInfo* blockinfo[BTYPE_LAST]) { void World::Update(Bullet* bullets[MAX_BULLETS], const Vector3f& player_pos, BlockInfo* blockinfo[BTYPE_LAST]) {
UpdateWorld(player_pos, blockinfo); UpdateWorld(player_pos, blockinfo);
//TransposeWorld(player_pos, bullets);
} }
//
//void World::UpdateChunk(int& updates, unsigned int chx, unsigned int chy, BlockInfo* blockinfo[BTYPE_LAST]) {
// if (updates == 0 && ChunkAt(chx, 1, chy) &&
// ChunkAt(chx, 1, chy)->IsDirty()) {
// ChunkAt(chx, 1, chy)->Update(blockinfo, this);
// updates = FRAMES_UPDATE_CHUNKS;
// }
//
//}
netprot::ChunkMod* World::ChangeBlockAtCursor(BlockType blockType, const Vector3f& player_pos, const Vector3f& player_dir, bool& block, bool net) { void World::ChangeBlockAtCursor(BlockType blockType, const Vector3f& player_pos, const Vector3f& player_dir, bool& block) {
Vector3f currentPos = player_pos; Vector3f 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 cmod; if (block) return;
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)
@ -211,30 +190,21 @@ netprot::ChunkMod* World::ChangeBlockAtCursor(BlockType blockType, const Vector3
(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) {
@ -255,6 +225,7 @@ void World::UpdateWorld(const Vector3f& player, BlockInfo* blockinfo[BTYPE_LAST]
int side = 0; int side = 0;
int threads = 0; int threads = 0;
std::future<Chunk*> genThList[THREADS_GENERATE_CHUNKS]; std::future<Chunk*> genThList[THREADS_GENERATE_CHUNKS];
//std::future<void> delThList[THREADS_DELETE_CHUNKS];
if (frameGenerate > 0) --frameGenerate; if (frameGenerate > 0) --frameGenerate;
if (frameUpdate > 0) --frameUpdate; if (frameUpdate > 0) --frameUpdate;
@ -345,6 +316,101 @@ void World::UpdateWorld(const Vector3f& player, BlockInfo* blockinfo[BTYPE_LAST]
side = 0; side = 0;
threads = 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(); } int World::GettbDeleted() const { return m_tbDeleted.size(); }

View File

@ -11,7 +11,6 @@
#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;
@ -29,8 +28,6 @@ public:
Chunk* ChunkAt(float x, float y, float z) const; Chunk* ChunkAt(float x, float y, float z) const;
Chunk* ChunkAt(const Vector3f& pos) const; Chunk* ChunkAt(const Vector3f& pos) const;
void RemoveChunk(int nbReduit);
BlockType BlockAt(float x, float y, float z, BlockType defaultBlockType = BTYPE_AIR) const; BlockType BlockAt(float x, float y, float z, BlockType defaultBlockType = BTYPE_AIR) const;
BlockType BlockAt(const Vector3f& pos, BlockType defaultBlockType = BTYPE_AIR) const; BlockType BlockAt(const Vector3f& pos, BlockType defaultBlockType = BTYPE_AIR) const;
@ -38,7 +35,7 @@ public:
void GetScope(unsigned int& x, unsigned int& y); void GetScope(unsigned int& x, unsigned int& y);
netprot::ChunkMod* ChangeBlockAtCursor(BlockType blockType, const Vector3f& player_pos, const Vector3f& player_dir, bool& block, bool net); void ChangeBlockAtCursor(BlockType blockType, const Vector3f& player_pos, const Vector3f& player_dir, bool& block);
void ChangeBlockAtPosition(BlockType blockType, Vector3f pos); void ChangeBlockAtPosition(BlockType blockType, Vector3f pos);
void CleanUpWorld(int& deleteframes, bool clear); void CleanUpWorld(int& deleteframes, bool clear);
int GettbDeleted() const; int GettbDeleted() const;

View File

@ -4,18 +4,16 @@
Connection::Connection(SOCKET sock, Connection::Connection(SOCKET sock,
sockaddr_in sockaddr, sockaddr_in sockaddr,
LoginInfo *log, LoginInfo log,
PlayerInfo *play) : PlayerInfo play):
m_sock(sock), m_sock(sock),
m_addr(sockaddr), m_addr(sockaddr),
m_loginfo(*log), m_loginfo(log),
m_playinfo(*play) { m_playinfo(play) {
} }
Connection::~Connection() { Connection::~Connection() { closesocket(m_sock); }
delete player;
closesocket(m_sock); }
uint64_t Connection::GetHash(bool self) const { return self? m_loginfo.sid: m_playinfo.id; } uint64_t Connection::GetHash(bool self) const { return self? m_loginfo.sid: m_playinfo.id; }
@ -23,7 +21,7 @@ uint64_t Connection::GetTeamHash() const { return m_loginfo.tid; }
std::string Connection::GetName() const { return m_loginfo.name; } std::string Connection::GetName() const { return m_loginfo.name; }
void Connection::AddInput(Input in) { m_input_manifest.insert({ in.timestamp, in }); m_input_vector.push_back(in); } void Connection::AddInput(Input in) { m_input_manifest.insert({ in.timestamp, in }); }
Output* Connection::getOutput(Timestamp time) { Output* Connection::getOutput(Timestamp time) {
auto out = m_output_manifest.find(time); auto out = m_output_manifest.find(time);
@ -49,199 +47,9 @@ PlayerInfo* Connection::getInfo() const { return (PlayerInfo*)&m_playinfo; }
sockaddr_in* Connection::getAddr() const { return (sockaddr_in*)&m_addr; } sockaddr_in* Connection::getAddr() const { return (sockaddr_in*)&m_addr; }
void Connection::getPacks(SOCKET sock) {
std::vector<char*> lsPck;
Input in;
Sync sync;
recvPacksFrom(sock, &m_buf, m_addr, &lsPck);
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 (player->AmIDead())
break;
else if (Deserialize(&in, pck, &bsize)) {
m_input_manifest[in.timestamp] = in;
m_input_vector.push_back(in);
}
break;
case SYNC:
if (Deserialize(&sync, pck, &bsize))
m_nsync = true;
break;
default: break;
}
}
lsPck.clear();
}
void Connection::sendPacks(SOCKET sock, std::unordered_map<uint64_t, Connection*> conns, 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;
sendPackTo<Output>(sock, &out, &m_bufout, conn->getAddr());
}
++outs;
[[unlikely]] if (last == 0) // !
last = out.timestamp;
outs += out.timestamp + last;
static bool syncdead = false;
bool dead = player->AmIDead();
if (outs >= SYNC_ACC || (!syncdead && dead)) {
Sync sync;
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);
}
m_output_vector.pop_front();
}
}
Timestamp Connection::Run(World* world, std::unordered_map<uint64_t, Booster*> boosters) {
Input in, last;
Output out;
Timestamp tstamp = 0;
float el;
bool dead = player->AmIDead();
if (m_input_manifest.size() < 2 && !dead)
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();
}
player->ApplyPhysics(player->GetInput(in.keys.forward,
in.keys.backward,
in.keys.left,
in.keys.right,
in.keys.jump, false, el),
world, el);
player->TakeBooster(boosters, el);
if (player->GetPosition().y < -20.) {
player->InflictDamage(9000.);
player->Killer = GetHash(true);
}
out.states.jumping = player->GetIsAirborne();
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;
if (player->AmIDead()) {
in.keys.shoot = false;
in.keys.block = false;
out.states.dead = true;
}
static bool toggle = false;
if (in.keys.block) {
if (!toggle) {
toggle = true;
bool block = false;
ChunkMod* cmod = world->ChangeBlockAtCursor(BLOCK_TYPE::BTYPE_METAL,
player->GetPosition(),
player->GetDirection(),
block, true);
if (cmod)
ChunkDiffs.push_back(std::move(cmod));
}
}
else toggle = false;
out.states.shooting = in.keys.shoot;
if (out.states.jumping && out.states.shooting)
out.states.jumpshot = true;
else out.states.jumpshot = false;
if (in.keys.shoot && m_shoot_acc <= 0.) {
Bullets.emplace_back(new Bullet(player->GetPOV() + player->GetDirection(), player->GetDirection(), GetHash(true)));
m_shoot_acc = BULLET_TIME;
}
out.position = player->GetPositionAbs();
out.direction = in.direction;
out.timestamp = in.timestamp;
out.id = m_playinfo.id;
m_output_manifest[out.timestamp] = out;
m_output_vector.push_back(out);
m_tstamp = tstamp = out.timestamp;
if (!dead)
++m_last_in;
dead = false;
}
return tstamp;
}
void Connection::CleanInputManifest(Timestamp time) { void Connection::CleanInputManifest(Timestamp time) {
// auto wat = m_input_manifest.find(time); auto wat = m_input_manifest.find(time);
// while (wat != m_input_manifest.begin()) while (wat != m_input_manifest.begin())
// m_input_manifest.erase(wat--); m_input_manifest.erase(wat--);
} }
Timestamp Connection::GetTStamp() const { return m_tstamp; }

View File

@ -2,11 +2,10 @@
#define CONNECTION_H__ #define CONNECTION_H__
#include <deque> #include <deque>
#include <unordered_map> #include <map>
#include "../SQCSim-common/player.h" #include "../SQCSim-common/player.h"
#include "../SQCSim-common/vector3.h" #include "../SQCSim-common/vector3.h"
#include "../SQCSim-common/netprotocol.h" #include "../SQCSim-common/netprotocol.h"
#include "../SQCSim-common/world.h"
#include "define.h" #include "define.h"
using namespace netprot; using namespace netprot;
@ -16,11 +15,11 @@ public:
Connection( Connection(
SOCKET sock, SOCKET sock,
sockaddr_in sockaddr, sockaddr_in sockaddr,
LoginInfo *log, LoginInfo log,
PlayerInfo *play); PlayerInfo play);
~Connection(); ~Connection();
Player* player = nullptr; std::unique_ptr<Player> player = nullptr;
uint64_t GetHash(bool self = true) const; uint64_t GetHash(bool self = true) const;
uint64_t GetTeamHash() const; uint64_t GetTeamHash() const;
@ -33,40 +32,16 @@ public:
PlayerInfo* getInfo() const; PlayerInfo* getInfo() const;
sockaddr_in* getAddr() const; sockaddr_in* getAddr() const;
void getPacks(SOCKET sock);
void sendPacks(SOCKET sock, std::unordered_map<uint64_t, Connection*> conns, const uint32_t timer);
Timestamp Run(World* world, std::unordered_map<uint64_t, Booster*> boosters);
void CleanInputManifest(Timestamp time); void CleanInputManifest(Timestamp time);
bool m_nsync = true;
std::vector<Bullet*> Bullets;
std::vector<ChunkMod*> ChunkDiffs;
Timestamp GetTStamp() const;
private: private:
std::unordered_map<Timestamp, Input> m_input_manifest; std::map<Timestamp, Input> m_input_manifest;
std::vector<Input> m_input_vector; std::map<Timestamp, Output> m_output_manifest;
std::unordered_map<Timestamp, Output> m_output_manifest; std::map<Timestamp, Chat> m_chatlog;
std::deque<Output> m_output_vector;
std::unordered_map<Timestamp, Chat> m_chatlog;
float m_shoot_acc = 0;
Timestamp m_tstamp = 0;
SOCKET m_sock; SOCKET m_sock;
sockaddr_in m_addr; sockaddr_in m_addr;
LoginInfo m_loginfo; LoginInfo m_loginfo;
PlayerInfo m_playinfo; PlayerInfo m_playinfo;
Timestamp m_startsync;
uint64_t m_last_in = 0,
m_last_out = 0;
Buffer m_buf,
m_bufout;
}; };
#endif #endif

View File

@ -11,21 +11,4 @@
#define ID_LIST_SIZE 127 #define ID_LIST_SIZE 127
#define SRV_MANUAL_SETUP true #define SRV_MANUAL_SETUP true
// @ = Dead guy, $ = Killer.
const std::vector<std::string> DEATHMESSAGES = { "@ has gone to meet their maker.",
"@ has bit the dust, if you know what I mean.",
"@ has ceased to be.",
"@ is no more.",
"@ is like, super dead.",
"Requiescat In Pace, @.",
"So long, @, and thanks for all the lols!",
"@ has a bad case of being dead.",
"@ has finally seen the light!",
"$ sees dead people; in this case they see a dead @.",
"Thought @ was hot; guess what? He's not. He is dead, dead, dead.",
"@ did not want to live forever.",
"$ made @ die for their country.",
"$ has become death, destroyer of @.",
"$ did not make @ feel lucky." };
#endif #endif

View File

@ -3,11 +3,6 @@
int main() { int main() {
std::unique_ptr<Server> server = std::make_unique<Server>(); std::unique_ptr<Server> server = std::make_unique<Server>();
if (server->Init() == 0) if (server->Init() == 0)
while (server->Ready() == 0) { if (server->Ready() == 0)
server->Run(); server->Run();
if (!server->NewGameRequested())
break;
server->Cleanup();
}
server->DeInit();
} }

View File

@ -18,10 +18,9 @@ Server::~Server() {
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_conns) for (const auto& [key, player] : m_players)
closesocket(player->getSock()); closesocket(player->getSock());
m_conns.clear(); m_players.clear();
delete m_world;
#ifdef _WIN32 #ifdef _WIN32
WSACleanup(); WSACleanup();
#endif #endif
@ -77,20 +76,17 @@ int Server::Ready() {
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;
} }
} while (m_game.countdown < 1); } while (m_game.countdown < 1);
// m_game.seed = 9370707;
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 = std::stoi(m_buf.ptr); m_game.seed = 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;
} }
@ -100,25 +96,14 @@ int Server::Ready() {
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;
} }
if (nbrjoueurs <= 0 || nbrjoueurs > MAX_CONNECTIONS) if (nbrjoueurs <= 0 || nbrjoueurs > MAX_CONNECTIONS)
Log("Nombre de joueurs invalide.", true, false); Log("Nombre de joueurs invalide.", true, false);
} while (nbrjoueurs <= 0 || nbrjoueurs > MAX_CONNECTIONS); } while (nbrjoueurs <= 0 || nbrjoueurs > MAX_CONNECTIONS);
do {
Log("Entrez le nombre de boosters: ", false, false);
std::cin.getline(m_buf.ptr, BUFFER_LENGTH);
try {
m_boostcount = std::stoi(m_buf.ptr);
}
catch (const std::exception& e) {
Log(e.what(), true, false);
m_boostcount = -1;
}
} while (m_boostcount < 0);
m_game.gameType = 1; m_game.gameType = 1;
if (listen(m_sock_tcp, MAX_CONNECTIONS) < 0) { if (listen(m_sock_tcp, MAX_CONNECTIONS) < 0) {
@ -142,9 +127,8 @@ int Server::Ready() {
str.append(inet_ntop(AF_INET, &sockad.sin_addr, m_buf.ptr, m_buf.len)).append(": ").append(std::to_string(sockad.sin_port)); str.append(inet_ntop(AF_INET, &sockad.sin_addr, m_buf.ptr, m_buf.len)).append(": ").append(std::to_string(sockad.sin_port));
if (recv(sock, m_buf.ptr, m_buf.len, 0) > 0) { if (recv(sock, m_buf.ptr, m_buf.len, 0) > 0) {
PlayerInfo* play = new PlayerInfo(); PlayerInfo play;
m_buf.len = BUFFER_LENGTH;
Packet pck = getPack(&m_buf); Packet pck = getPack(&m_buf);
if (pck.type != PACKET_TYPE::LOGINF) { if (pck.type != PACKET_TYPE::LOGINF) {
Log("Paquet invalide.", true, false); Log("Paquet invalide.", true, false);
@ -155,367 +139,91 @@ int Server::Ready() {
LoginInfo* log = (LoginInfo*)pck.ptr; LoginInfo* log = (LoginInfo*)pck.ptr;
log->sid = getUniqueId(); log->sid = getUniqueId();
log->tid = 1145389380; // TODO: À changer si on implemente un mode en equipe. log->tid = 0; // TODO: À changer si on implemente un mode en equipe.
Log(str.append(" Nom: ").append(log->name), false, false); Log(str.append(" Nom: ").append(log->name), false, false);
str.clear(); str.clear();
Log(str.append(log->name).append(" SID: [").append(std::to_string(log->sid).append("]")), false, false);
sendPackTo<LoginInfo>(m_sock_udp, log, &m_buf, &sockad); sendPack<LoginInfo>(sock, log, &m_buf.ptr, &m_buf.len);
play->id = getUniqueId(); play.id = getUniqueId();
play->tid = log->tid; strcpy(play.name, log->name);
strcpy(play->name, 32, log->name);
Log(str.append(play->name).append(" SID: [").append(std::to_string(log->sid)).append("]") play.tid = log->tid;
.append(" ID: [").append(std::to_string(play->id)).append("]")
.append(" TID: [").append(std::to_string(play->tid)).append("]"), false, false);
play->tid = log->tid;
sendPackTo<GameInfo>(m_sock_udp, &m_game, &m_buf, &sockad); sendPack<GameInfo>(sock, &m_game, &m_buf.ptr, &m_buf.len);
Connection* conn = new Connection(sock, sockad, log, play); std::unique_ptr<Connection> conn = std::make_unique<Connection>(sock, sockad, *log, play);
m_conns[log->sid] = conn; for (auto& [key, player] : m_players) {
sendPack<PlayerInfo>(player->getSock(), &play, &m_buf); // Envoyer les infos de joueur distant aux joueurs d<>j<EFBFBD> connect<63>s
sendPack<PlayerInfo>(sock, player->getInfo(), &m_buf); // et envoyer les infos des joueurs distants au nouveau joueur.
}
m_players[log->sid] = std::move(conn);
delete log;
if (++nbrconn >= nbrjoueurs) if (++nbrconn >= nbrjoueurs)
readystart = true; readystart = true;
} }
} }
} }
for (auto& [keyin, playin] : m_conns) // Not pretty, but it works.
for (auto& [keyout, playout] : m_conns) {
if (keyin == keyout)
continue;
sendPackTo<PlayerInfo>(m_sock_udp, playout->getInfo(), &m_buf, playin->getAddr()); // et envoyer les infos des joueurs distants au nouveau joueur.
}
return 0; return 0;
} }
void Server::Run() { void Server::Run() {
bool endgame = false;
Input in; Input in;
sockaddr_in sockad; sockaddr_in sockad;
addrlen_t socklen = sizeof(sockad); addrlen_t socklen = sizeof(sockad);
Log("Debut de la partie...", false, false); Log("Debut de la partie...", false, false);
int players = m_conns.size(); m_world = std::make_unique<World>();
m_world = new World();
m_world->SetSeed(m_game.seed); m_world->SetSeed(m_game.seed);
m_world->GetChunks().Reset(nullptr); m_world->GetChunks().Reset(nullptr);
m_world->BuildWorld(); m_world->BuildWorld();
for (auto& [key, conn] : m_conns) { // Creation des instances de joueurs et premier sync. for (auto& [key, conn] : m_players) { // Creation des instances de joueurs et premier sync.
if (!conn) { conn->player = std::make_unique<Player>(Vector3f(8.5f, CHUNK_SIZE_Y + 1.8f, 8.5f));
m_conns.erase(key);
continue;
}
int x = (rand() % (CHUNK_SIZE_X * WORLD_SIZE_X - 1) - (CHUNK_SIZE_X * WORLD_SIZE_X / 2)) / 4,
y = (rand() % (CHUNK_SIZE_Z * WORLD_SIZE_Y - 1) - (CHUNK_SIZE_Z * WORLD_SIZE_Y / 2)) / 4;
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;
Sync sync; Sync sync;
sync.position = conn->player->GetPositionAbs(); sync.position = conn->player->GetPosition();
sync.hp = conn->player->GetHP(); sync.hp = conn->player->GetHP();
sync.sid = key; sync.sid = key;
sync.ammo = 0; sync.ammo = 0;
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()); sendPack<Sync>(conn->getSock(), &sync, &m_buf);
} }
int timer = m_game.countdown, timer_acc = 0, deadplayers = 0; while (true) {
std::chrono::high_resolution_clock::time_point start = std::chrono::high_resolution_clock::now(); if (recvfrom(m_sock_udp, m_buf.ptr, m_buf.len, 0, (sockaddr*)&sockad, &socklen) > 0) {
Timestamp last = 0; Packet pck = getPack(&m_buf);
std::vector<Chat*> chatlog; switch (pck.type) {
std::vector<ChunkMod*> chunkdiffs;
std::vector<Bullet*> bullets;
std::vector<std::vector<Bullet*>::iterator> bullit;
std::vector<BulletAdd*> netbull;
std::vector<PickupMod*> netboosters;
std::vector<char*> lsPck;
int max = 0;
for (int64_t x = 0; x < m_boostcount; ++x) {
Vector3f pos = Vector3f(rand() % (WORLD_SIZE_X * CHUNK_SIZE_X) + .5f, rand() % CHUNK_SIZE_Y + .5f, rand() % (WORLD_SIZE_Y * CHUNK_SIZE_Z) + .5f);
if (m_world->BlockAt(pos) == BTYPE_AIR && m_world->BlockAt(Vector3f(pos.x, pos.y - 2, pos.z)) != BTYPE_AIR) {
Booster* boost = new Booster(pos, (BOOST_TYPE)(rand() % BTYPE_BOOST_LAST), getUniqueId());
m_boosters[boost->GetId()] = boost;
}
else --x;
if (++max > 100000)
break;
}
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 && endtime < 1.) {
using namespace std::chrono;
Timestamp tstamp = duration_cast<milliseconds>(high_resolution_clock::now() - start).count();
if (last == 0)
last = tstamp;
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);
}
last = tstamp;
for (auto& [key, conn] : m_conns) {
/* In */
Input in; Sync sync;
recvPacks(m_sock_udp, &m_buf, &lsPck);
for (auto& pck : lsPck) {
uint32_t bsize = m_buf.len - (pck - m_buf.ptr);
switch (netprot::getType(pck, 1)) {
using enum netprot::PACKET_TYPE; using enum netprot::PACKET_TYPE;
case INPUT: case ERR: std::puts("ERROR!"); break;
if (Deserialize(&in, pck, &bsize)) { case INPUT: std::puts("INPUT!"); break;
if (m_conns.count(in.sid)) case OUTPUT: std::puts("OUTPUT!"); break;
m_conns[in.sid]->AddInput(in); case SYNC: std::puts("SYNC!"); break;
case TEAMINF: std::puts("TEAMINF!"); break;
case SELFINF: std::puts("SELFINF!"); break;
case PLAYINF: std::puts("PLAYINF!"); break;
case LOGINF: std::puts("LOGINF!"); break;
case CHUNKMOD: std::puts("CHUNKMOD!"); break;
case PLAYERMOD: std::puts("PLAYERMOD!"); break;
case PICKUPMOD: std::puts("PICKUPMOD!"); break;
case GAMEINFO: std::puts("GAMEINFO!"); break;
case ENDINFO: std::puts("ENDINFO!"); break;
case CHAT: std::puts("CHAT!"); break;
case ERRLOG: std::puts("ERRLOG!"); break;
case LAST_PACK: [[falltrough]];
default: std::puts("wtf?!"); break;
} }
break; netprot::emptyPack(pck);
case SYNC:
if (Deserialize(&sync, pck, &bsize)) {}
break;
default: break;
} }
} }
if (!lsPck.empty())
lsPck.clear();
/* Process */
if (conn->m_nsync) {
Timestamp tstamp = conn->Run(m_world, m_boosters);
if (conn->player->AmIDead() && !conn->player->Eulogy) {
Chat* chat = new Chat();
chat->dest_id = chat->dest_team_id = chat->src_id = 0;
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));
if (!conn->ChunkDiffs.empty())
conn->ChunkDiffs.clear();
for (auto& bull : conn->Bullets) {
bullets.emplace_back(bull);
BulletAdd* nbul = new BulletAdd();
nbul->pos = bull->getPos();
nbul->dir = bull->getVel();
nbul->id = key;
nbul->tstamp = tstamp;
netbull.emplace_back(std::move(nbul));
}
if (!conn->Bullets.empty())
conn->Bullets.clear();
}
}
/* 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;
}
}
int max = 0;
for (auto& [key, booster] : m_boosters) {
if (booster->modified) {
PickupMod pmod;
pmod.available = booster->GetAvailability();
pmod.id = booster->GetId();
pmod.pos = booster->GetPosition();
Boosts boost;
switch (booster->GetType()) {
case BTYPE_DAMAGE:
boost.damage = true;
break;
case BTYPE_HEAL:
boost.hp = true;
break;
case BTYPE_INVINCIBLE:
boost.invincible = true;
break;
default: continue;
}
pmod.boost = boost;
booster->modified = false;
for (auto& [key, conn] : m_conns)
sendPackTo<PickupMod>(m_sock_udp, &pmod, &m_buf, conn->getAddr());
max++;
if (max > 5)
break;
}
}
for (auto& bull : netbull) {
for (auto& [key, conn] : m_conns)
if (bull->id != conn->GetHash(false)) // Pour pas repitcher au joueur sa propre balle.
sendPackTo<BulletAdd>(m_sock_udp, bull, &m_buf, conn->getAddr());
delete bull;
}
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.), 50, m_players, &cmod)) {
if (cmod)
chunkdiffs.emplace_back(cmod);
bullit.push_back(bull);
}
}
for (auto& bull : bullit) {
delete* bull;
bullets.erase(bull);
}
if (!bullit.empty())
bullit.clear();
for (auto& chat : chatlog) {
Log(chat->mess, false, false);
for (auto& [key, conn] : m_conns)
sendPackTo<Chat>(m_sock_udp, chat, &m_buf, conn->getAddr());
delete chat;
}
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;
}
if (!chunkdiffs.empty())
chunkdiffs.clear();
}
Chat end;
end.src_id = 0;
char endmess[] = "Game over, man. Game over.";
strcpy(end.mess, 140, endmess);
for (auto& [key, conn] : m_conns) {
std::string str = conn->player->GetUsername();
Log(str.append(" ").append(std::to_string(conn->player->getScore())), false, false);
}
for (auto& [key, conn] : m_conns)
sendPackTo<Chat>(m_sock_udp, &end, &m_buf, conn->getAddr());
// TODO: Gérer les 2-3 secondes post-game avant le billboard pour pas avoir un whiplash à la fin de la game.
char* ch = new char[2];
std::cout << "Nouvelle partie? [o/N] ";
std::cin.getline(ch, 2);
std::cout << std::endl;
m_exit = true;
if (ch[0] == 'o' || ch[0] == 'O')
m_exit = false;
delete[] ch;
}
void Server::Cleanup() {
for (auto& [key, conn] : m_conns)
delete conn;
m_conns.clear();
m_players.clear();
delete m_world;
m_world = nullptr;
}
void Server::DeInit() {
if (m_logfile.is_open())
m_logfile.close();
if (m_sock_udp)
closesocket(m_sock_udp);
if (m_sock_tcp)
closesocket(m_sock_tcp);
#ifdef _WIN32
WSACleanup();
#endif
}
bool Server::NewGameRequested() const { return !m_exit; }
inline std::string Server::LogTimestamp() { inline std::string Server::LogTimestamp() {
time_t rawtime; time_t rawtime;
@ -555,11 +263,10 @@ void Server::Log(std::string str, bool is_error = false, bool is_fatal = false)
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_conns) for (const auto& [key, player] : m_players) {
closesocket(player->getSock()); closesocket(player->getSock());
}
delete m_world; m_players.clear();
m_conns.clear();
#ifdef _WIN32 #ifdef _WIN32
WSACleanup(); WSACleanup();
#endif #endif
@ -582,34 +289,3 @@ uint64_t Server::getUniqueId() {
m_ids.pop_back(); m_ids.pop_back();
return id; return id;
} }
std::string Server::getDeathMessage(std::string username, std::string killer) const {
std::string mess;
std::string temp = DEATHMESSAGES.at(rand() % DEATHMESSAGES.size());
size_t ind = temp.find('@');
size_t indk = temp.find('$');
bool bypass = false;
if (indk == std::string::npos)
bypass = true;
if (ind < indk || bypass) {
mess.append(temp.substr(0, ind));
mess.append(username);
if (!bypass) {
mess.append(temp.substr(ind + 1, indk - 1));
mess.append(killer);
mess.append(temp.substr(indk + 1));
}
else mess.append(temp.substr(ind + 1));
}
else {
mess.append(temp.substr(0, indk));
mess.append(killer);
mess.append(temp.substr(indk + 1, ind - 1));
mess.append(username);
mess.append(temp.substr(ind + 1));
}
return mess;
}

View File

@ -1,12 +1,10 @@
#ifndef SERVER_H__ #ifndef SERVER_H__
#define SERVER_H__ #define SERVER_H__
#include <cstdlib>
#include <fstream> #include <fstream>
#include <vector> #include <vector>
#include <set> #include <set>
#include <string> #include <string>
#include <unordered_map>
#include "../SQCSim-common/world.h" #include "../SQCSim-common/world.h"
#include "../SQCSim-common/netprotocol.h" #include "../SQCSim-common/netprotocol.h"
#include "define.h" #include "define.h"
@ -24,9 +22,6 @@ public:
int Init(); int Init();
int Ready(); int Ready();
void Run(); void Run();
void Cleanup();
void DeInit();
bool NewGameRequested() const;
private: private:
@ -40,24 +35,19 @@ private:
Buffer m_buf; Buffer m_buf;
std::unordered_map<uint64_t, Player*> m_players; std::map<uint64_t, std::unique_ptr<Connection>> m_players;
std::unordered_map<uint64_t, Connection*> m_conns; std::map <Timestamp, Chat> m_chatlog;
std::unordered_map<Timestamp, Chat> m_chatlog;
std::unordered_map<uint64_t, Booster*> m_boosters;
std::vector<uint64_t> m_ids; std::vector<uint64_t> m_ids;
GameInfo m_game; GameInfo m_game;
World* m_world = nullptr; std::unique_ptr<World> m_world = nullptr;
bool m_exit = true; const bool m_manual_setup = SRV_MANUAL_SETUP;
int64_t m_boostcount = -1;
std::string LogTimestamp(); std::string LogTimestamp();
void Log(std::string str, bool is_error, bool is_fatal); void Log(std::string str, bool is_error, bool is_fatal);
void buildIdList(size_t size); void buildIdList(size_t size);
uint64_t getUniqueId(); uint64_t getUniqueId();
std::string getDeathMessage(std::string username, std::string killer) const;
}; };

View File

@ -26,7 +26,6 @@
<ClInclude Include="mesh.h" /> <ClInclude Include="mesh.h" />
<ClInclude Include="openglcontext.h" /> <ClInclude Include="openglcontext.h" />
<ClInclude Include="remoteplayer.h" /> <ClInclude Include="remoteplayer.h" />
<ClInclude Include="settings.h" />
<ClInclude Include="shader.h" /> <ClInclude Include="shader.h" />
<ClInclude Include="skybox.h" /> <ClInclude Include="skybox.h" />
<ClInclude Include="texture.h" /> <ClInclude Include="texture.h" />
@ -43,7 +42,6 @@
<ClCompile Include="mesh.cpp" /> <ClCompile Include="mesh.cpp" />
<ClCompile Include="openglcontext.cpp" /> <ClCompile Include="openglcontext.cpp" />
<ClCompile Include="remoteplayer.cpp" /> <ClCompile Include="remoteplayer.cpp" />
<ClCompile Include="settings.cpp" />
<ClCompile Include="shader.cpp" /> <ClCompile Include="shader.cpp" />
<ClCompile Include="skybox.cpp" /> <ClCompile Include="skybox.cpp" />
<ClCompile Include="texture.cpp" /> <ClCompile Include="texture.cpp" />
@ -172,7 +170,7 @@
<FloatingPointModel>Fast</FloatingPointModel> <FloatingPointModel>Fast</FloatingPointModel>
</ClCompile> </ClCompile>
<Link> <Link>
<SubSystem>Console</SubSystem> <SubSystem>Windows</SubSystem>
<GenerateDebugInformation>false</GenerateDebugInformation> <GenerateDebugInformation>false</GenerateDebugInformation>
<EnableCOMDATFolding>true</EnableCOMDATFolding> <EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences> <OptimizeReferences>true</OptimizeReferences>

View File

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

View File

@ -2,40 +2,26 @@
Audio::Audio() { Audio::Audio() {
m_engine = irrklang::createIrrKlangDevice(); m_engine = irrklang::createIrrKlangDevice();
m_engine->setDopplerEffectParameters(1); m_engine->setDopplerEffectParameters(10);
m_engine->setRolloffFactor(1); m_engine->setRolloffFactor(2);
m_engine->setDefault3DSoundMinDistance(1); m_engine->setDefault3DSoundMinDistance(.1);
m_engine->setDefault3DSoundMaxDistance(1000); m_engine->setDefault3DSoundMaxDistance(1000);
} }
Audio::Audio(const char * music, const char* menumusic) { Audio::Audio(const char * music) {
m_engine = irrklang::createIrrKlangDevice(); m_engine = irrklang::createIrrKlangDevice();
m_engine->setDopplerEffectParameters(1); m_engine->setDopplerEffectParameters(1);
m_engine->setRolloffFactor(1); m_engine->setRolloffFactor(2);
m_engine->setDefault3DSoundMinDistance(1); m_engine->setDefault3DSoundMinDistance(.1);
m_engine->setDefault3DSoundMaxDistance(100); m_engine->setDefault3DSoundMaxDistance(1000);
m_music = m_engine->play2D(music, true, true, true, irrklang::ESM_STREAMING); m_music = m_engine->play2D(music, false, 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() { Audio::~Audio() {
if (m_music) m_music->drop(); if (m_music) m_music->drop();
if (m_menumusic) m_menumusic->drop();
if (m_engine) m_engine->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) { void Audio::Update3DAudio(Vector3f pos, Vector3f dir, Vector3f vel) {
m_engine->setListenerPosition(irrklang::vec3df(pos.x, pos.y, pos.z), m_engine->setListenerPosition(irrklang::vec3df(pos.x, pos.y, pos.z),
irrklang::vec3df(dir.x, dir.y, dir.z), irrklang::vec3df(dir.x, dir.y, dir.z),
@ -43,10 +29,9 @@ 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) { 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, true, 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, false, true, is_looped? irrklang::ESM_STREAMING: irrklang::ESM_NO_STREAMING, true);
sound->setVelocity(irrklang::vec3df(vel.x, vel.y, vel.z)); sound->setVelocity(irrklang::vec3df(vel.x, vel.y, vel.z));
sound->setVolume(volume); sound->setVolume(volume);
sound->setIsPaused(false);
return sound; return sound;
} }
@ -60,76 +45,6 @@ void Audio::Render3DAudioObj(irrklang::ISound* sound, Vector3f& pos, Vector3f& v
// m_music = m_engine->play2D(music, false, false, false, irrklang::ESM_STREAMING); // m_music = m_engine->play2D(music, false, false, false, irrklang::ESM_STREAMING);
//} //}
void Audio::CleanupSFX() { void Audio::ToggleMusicState() { m_music->setIsPaused(!m_music->getIsPaused()); }
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(); } 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;
}

View File

@ -15,46 +15,24 @@
class Audio { class Audio {
private: private:
irrklang::ISound* m_music; 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: public:
Audio(); Audio();
Audio(const char* music, const char* menumusic); Audio(const char* music);
~Audio(); ~Audio();
irrklang::ISoundEngine* m_engine; irrklang::ISoundEngine* m_engine;
void Update3DAudio(Vector3f pos, Vector3f dir, Vector3f speed); 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); 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 Render3DAudioObj(irrklang::ISound* sound, Vector3f& pos, Vector3f& vel, float volume);
//void PlaySong(const char* music); //void PlaySong(const char* music);
void CleanupSFX(); void ToggleMusicState();
void ToggleMusicState(GameState state);
void playSound(const char* sound, float volume);
void SetMusic(bool ison, GameState state);
bool GetMusic();
void PauseEngine(); 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__ #endif // AUDIO_H__

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@ -28,7 +28,6 @@ include_directories(
add_library(SQCSim-common add_library(SQCSim-common
"${SQCSIM_COMMON_DIR}boostinfo.cpp"
"${SQCSIM_COMMON_DIR}blockinfo.cpp" "${SQCSIM_COMMON_DIR}blockinfo.cpp"
"${SQCSIM_COMMON_DIR}bullet.cpp" "${SQCSIM_COMMON_DIR}bullet.cpp"
"${SQCSIM_COMMON_DIR}chunk.cpp" "${SQCSIM_COMMON_DIR}chunk.cpp"
@ -41,7 +40,6 @@ add_library(SQCSim-common
add_executable(SQCSim-client add_executable(SQCSim-client
"../audio.cpp" "../audio.cpp"
"../booster.cpp"
"../connector.cpp" "../connector.cpp"
"../engine.cpp" "../engine.cpp"
"../mesh.cpp" "../mesh.cpp"

View File

@ -65,53 +65,48 @@ int Connector::Connect(const char* srv_addr, std::string name) {
netprot::Buffer bf; netprot::Buffer bf;
netprot::LoginInfo log; netprot::LoginInfo log;
strcpy(log.name, 32, name.c_str()); strcpy(log.name, name.c_str());
netprot::sendPack(m_sock_tcp, &log, &bf); netprot::sendPack(m_sock_tcp, &log, &bf);
bool ready = false; bool ready = false;
int errors = 0; int errors = 0;
std::vector<char*> lsPck; std::vector<netprot::Packet> lsPck;
while (!ready) { while (!ready) {
netprot::recvPacks(m_sock_udp, &bf, &lsPck); lsPck = netprot::recvPacks(m_sock_tcp, &bf);
for (auto& pck : lsPck) { for (auto& pck : lsPck) {
uint32_t bsize = bf.len - (pck - bf.ptr); bool bypass_delete = false;
netprot::PlayerInfo* pl = nullptr; netprot::PlayerInfo* pl = nullptr;
switch (netprot::getType(pck, 1)) { switch (pck.type) {
using enum netprot::PACKET_TYPE; using enum netprot::PACKET_TYPE;
case LOGINF: case LOGINF:
if (!netprot::Deserialize(&m_loginfo, pck, &bsize)) m_loginfo = netprot::LoginInfo((netprot::LoginInfo*)pck.ptr);
++errors;
break; break;
case GAMEINFO: case GAMEINFO:
if (!netprot::Deserialize(&m_gameinfo, pck, &bsize)) m_gameinfo = netprot::GameInfo((netprot::GameInfo*)pck.ptr);
++errors;
break; break;
case PLAYINF: case PLAYINF:
pl = new netprot::PlayerInfo(); pl = (netprot::PlayerInfo*)pck.ptr;
if (!netprot::Deserialize(pl, pck, &bsize))
++errors;
else {
m_players[pl->id] = pl; m_players[pl->id] = pl;
std::cout << "A challenger appears! " << pl->name << std::endl; bypass_delete = true;
}
break; break;
case TEAMINF: case TEAMINF:
// TODO: Faire dequoi avec TeamInfo si on fini par avoir des teams. // TODO: Faire dequoi avec TeamInfo si on fini par avoir des teams.
break; break;
case SYNC: case SYNC:
if (!netprot::Deserialize(&m_origin, pck, &bsize)) m_origin = netprot::Sync((netprot::Sync*)pck.ptr);
++errors;
ready = true; ready = true;
break; break;
default: default:
errors++; errors++;
break; break;
} }
if (!bypass_delete)
netprot::emptyPack(pck);
} }
lsPck.clear(); lsPck.clear();
if (errors > 1000) if (errors > 100)
return 4; return 4;
} }
return 0; return 0;

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

View File

@ -25,40 +25,14 @@
#define BULLET_UPDATES_PER_FRAME 20 #define BULLET_UPDATES_PER_FRAME 20
#define BASE_WIDTH 1280 #define BASE_WIDTH 640
#define BASE_HEIGHT 720 #define BASE_HEIGHT 480
#define ANIME_PATH_JUMP "./media/textures/AssetOtherPlayer/FinalPNGJumping/"
#define ANIME_PATH_STILL "./media/textures/AssetOtherPlayer/FinalPNGStanding/"
//1 = jump shoot sans anim, 2 = jump shoot avec anim
#define ANIM_PATH_JSHOOT1 "./media/textures/AssetOtherPlayer/FinalPNGJumpingShooting/"
#define ANIM_PATH_JSHOOT2 "./media/textures/AssetOtherPlayer/FinalPNGJumpingShooting/ShootingJump/"
//1 = shoot sans anim, 2 = shoot avec anim
#define ANIM_PATH_SSHOOT1 "./media/textures/AssetOtherPlayer/FinalPNGShooting/"
#define ANIM_PATH_SSHOOT2 "./media/textures/AssetOtherPlayer/FinalPNGShooting/Shooting/"
#define TEXTURE_PATH "./media/textures/" #define TEXTURE_PATH "./media/textures/"
#define SHADER_PATH "./media/shaders/" #define SHADER_PATH "./media/shaders/"
#define AUDIO_PATH "./media/audio/" #define AUDIO_PATH "./media/audio/"
#define CHUNK_PATH "./media/chunks/" #define CHUNK_PATH "./media/chunks/"
#define BOOSTER_TEXTURE_PATH "./media/textures/Booster/" #define MENU_ITEM_PATH "./media/menu_items/"
enum GameState {
MAIN_MENU,
SPLASH,
LOBBY,
OPTIONS,
PLAY,
PAUSE
};
enum Resolution {
HD = 0, // 1280x720 (High Definition)
FHD, // 1920x1080 (Full HD)
QHD, // 2560x1440 (Quad HD)
UHD, // 3840x2160 (Ultra HD)
};
#endif // DEFINE_H__ #endif // DEFINE_H__

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@ -0,0 +1 @@

File diff suppressed because it is too large Load Diff

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@ -2,19 +2,14 @@
#define ENGINE_H__ #define ENGINE_H__
#include <algorithm> #include <algorithm>
#include <chrono>
#include <cmath> #include <cmath>
#include <unordered_map>
#include <set>
#include "../SQCSim-common/array2d.h" #include "../SQCSim-common/array2d.h"
#include "../SQCSim-common/blockinfo.h" #include "../SQCSim-common/blockinfo.h"
#include "../SQCSim-common/boostinfo.h"
#include "../SQCSim-common/bullet.h" #include "../SQCSim-common/bullet.h"
#include "../SQCSim-common/chunk.h" #include "../SQCSim-common/chunk.h"
#include "../SQCSim-common/world.h" #include "../SQCSim-common/world.h"
#include "../SQCSim-common/transformation.h" #include "../SQCSim-common/transformation.h"
#include "../SQCSim-common/player.h" #include "../SQCSim-common/player.h"
#include "../SQCSim-common/booster.h"
#include "define.h" #include "define.h"
#include "openglcontext.h" #include "openglcontext.h"
#include "texture.h" #include "texture.h"
@ -25,15 +20,13 @@
#include "connector.h" #include "connector.h"
#include "renderer.h" #include "renderer.h"
#include "remoteplayer.h" #include "remoteplayer.h"
#include "settings.h"
class Engine : public OpenglContext { class Engine : public OpenglContext {
public: public:
Engine(); Engine();
virtual ~Engine(); virtual ~Engine();
virtual void DrawMenu();
virtual void DrawSplachScreen();
virtual void Init(); virtual void Init();
virtual void DeInit(); virtual void DeInit();
virtual void LoadResource(); virtual void LoadResource();
@ -46,153 +39,74 @@ public:
virtual void MouseReleaseEvent(const MOUSE_BUTTON &button, int x, int y); virtual void MouseReleaseEvent(const MOUSE_BUTTON &button, int x, int y);
private: private:
std::pair<float, float> GetScale() const;
int GetFps(float elapsedTime) const; int GetFps(float elapsedTime) const;
int GetCountdown(float elapsedTime); int GetCountdown(float elapsedTime);
int GetOptionsChoice();
bool StartMultiplayerGame();
bool LoadTexture(Texture& texture, const std::string& filename, bool useMipmaps = true, bool stopOnError = true); bool LoadTexture(Texture& texture, const std::string& filename, bool useMipmaps = true, bool stopOnError = true);
void ChangeResolution(Resolution resolution);
void InstantDamage(); void InstantDamage();
void SystemNotification(std::string systemLog); void SystemNotification(std::string systemLog);
void KillNotification(Player killer, Player killed); void KillNotification(Player killer, Player killed);
void DisplayNotification(std::string message); void DisplayNotification(std::string message);
void ProcessNotificationQueue();
void DisplayCrosshair(); void DisplayCrosshair();
void DisplayPovGun(); void DisplayPovGun();
void DisplayCurrentItem(); void DisplayCurrentItem();
void DisplayHud(int timer); void DisplayHud(int timer);
void DrawHud(float elapsedTime, BlockType bloc);
void DisplayInfo(float elapsedTime, BlockType bloc); void DisplayInfo(float elapsedTime, BlockType bloc);
void DisplaySingleOrMultiplayerMenu();
void DisplaySplashScreen(); void DrawHud(float elapsedTime, BlockType bloc);
void DisplayMainMenu();
void DrawButtonBackgrounds(float centerX, float centerY, int iterations);
void DrawMainMenuButtons(float centerX, float centerY);
void DrawSingleMultiButtons(float centerX, float centerY);
void DisplayLobbyMenu(float elapsedTime);
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);
void DisplayGameplayMenu(float centerX, float centerY);
void DrawSliderBackground(float centerX, float centerY, float minVal, float maxVal, float bottomSideValue, float topSideValue);
void DisplayBarPercentValue(float centerX, float centerY, float posX, float posY, float minVal, float maxVal, float value);
void DrawSlider(float centerX, float centerY, float value, float minVal, float maxVal, float bottomSideValue, float topSideValue);
void PrintText(float x, float y, const std::string& t, float charSizeMultiplier = 1.0f); void PrintText(float x, float y, const std::string& t, float charSizeMultiplier = 1.0f);
void ProcessNotificationQueue();
char SimulateKeyboard(unsigned char key);
void HandlePlayerInput(float elapsedTime);
Audio m_audio = Audio(AUDIO_PATH "music01.wav", AUDIO_PATH "menumusic01.wav"); Connector m_conn;
irrklang::ISound* m_powpow, * m_scream; Shader m_shader01;
irrklang::ISound* m_whoosh[MAX_BULLETS]; BlockInfo* m_blockinfo[BTYPE_LAST];
TextureAtlas m_textureAtlas = TextureAtlas(BTYPE_LAST);
Bullet* m_bullets[MAX_BULLETS];
//Menu
Vector3f m_otherplayerpos = Vector3f(999, 999, 999);
World m_world = World(); World m_world = World();
Player m_player = Player(Vector3f(.5f, CHUNK_SIZE_Y + 1.8f, .5f));
Renderer m_renderer = Renderer(); Renderer m_renderer = Renderer();
BlockInfo* m_blockinfo[BTYPE_LAST];
BoostInfo* m_boostinfo[BTYPE_BOOST_LAST];
GameState m_gamestate = GameState::SPLASH;
Shader m_shader01;
Skybox m_skybox;
TextureAtlas m_textureAtlas = TextureAtlas(BTYPE_LAST);
TextureAtlas m_animeAtlas = TextureAtlas(TYPE_LAST + POS_LAST);
TextureAtlas::TextureIndex texBoostHeal;
Texture m_textureCrosshair; Texture m_textureCrosshair;
Texture m_textureFont; Texture m_textureFont;
Texture m_textureGun; Texture m_textureGun;
Texture m_texturePovGun; Texture m_texturePovGun;
Texture m_textureSkybox; Texture m_textureSkybox;
Texture m_textureSoloMultiMenu;
Texture m_textureTitle;
Texture m_textureLobbyMenu; Skybox m_skybox;
Texture m_textureMainMenu; Audio m_audio = Audio(AUDIO_PATH "start.wav");
Texture m_textureOptionsMenu;
Texture m_texturePauseMenu;
Texture m_textureSplashScreen;
Texture m_textureHd; irrklang::ISound* m_powpow,
Texture m_textureFhd; * m_scream;
Texture m_textureQhd; irrklang::ISound *m_whoosh[MAX_BULLETS];
Texture m_textureUhd;
Texture m_textureLobbyServer; Player m_player = Player(Vector3f(.5f, CHUNK_SIZE_Y + 1.8f, .5f));
Texture m_textureLobbyIdentify;
Texture m_textureCheck;
Texture m_textureChecked;
Texture m_texturePauseResume; Bullet* m_bullets[MAX_BULLETS];
Texture m_texturePauseMainMenu;
Texture m_textureOptAudio; std::map<uint64_t, Player*> m_players;
Texture m_textureOptBack;
Texture m_textureOptGameplay;
Texture m_textureOptGraphics;
Texture m_textureOptMain;
Texture m_textureOptMusic;
Texture m_textureOptOptions;
Texture m_textureOptResolution;
Texture m_textureOptSensitivity;
Texture m_textureOptSfx;
Texture m_textureMenuBack; //Menu
Texture m_textureMenuMulti; enum class GameState: uint8_t { MAIN_MENU, OPTIONS, QUIT, NEWG, PLAY };
Texture m_textureMenuOptions; GameState m_gamestate = GameState::MAIN_MENU;
Texture m_textureMenuPlay; Texture MenuTitleTexture;
Texture m_textureMenuQuit; Texture MenuBGTexture;
Texture m_textureMenuSingle; Texture MenuStartTexture;
Texture m_textureMenuTitle; Texture MenuQuitTexture;
Texture MenuOptionsTexture;
Texture SplachScreenTexture;
Settings m_options = Settings(m_audio);
Resolution m_resolution = HD;
float m_splashTime = 2.0f;
float m_scale; float m_scale;
float m_time = 0; float m_time = 0;
float m_time_SplashScreen = 0;
float m_titleX = 0; float m_Width = 0;
float m_titleY = 0; float m_Height = 0;
int m_renderCount = 0; int m_renderCount = 0;
int m_countdown = COUNTDOWN; int m_countdown = COUNTDOWN;
int m_nbReductionChunk = 4;
int m_timerReductionChunk = 30;
float m_mainvolume;
float m_musicvolume;
float m_sfxvolume;
float m_sensitivity;
int m_selectedOption = 0;
bool m_selectedOptAudioMainBar = false;
bool m_selectedOptAudioMusicBar = false;
bool m_selectedOptAudioSfxBar = false;
bool m_selectedGameplaySensitivityBar = false;
bool m_damage = false; bool m_damage = false;
@ -202,66 +116,29 @@ private:
bool m_flash = true; bool m_flash = true;
bool m_displayCrosshair = true; bool m_displayCrosshair = true;
bool m_displayHud = true; bool m_displayHud = true;
bool m_displayInfo = true; bool m_displayInfo = false;
bool m_resetcountdown = false; bool m_resetcountdown = false;
bool m_soloMultiChoiceMade = false; bool m_soloMultiChoiceMade = true;
bool m_stopcountdown = false; bool m_stopcountdown = false;
bool m_selectedPlayOptions = false;
bool m_selectedOptions = false;
bool m_selectedQuit = false;
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; bool m_keyK = false;
bool m_keyL = false; bool m_keyL = false;
bool m_keyW = false; bool m_keyW = false;
bool m_keyA = false; bool m_keyA = false;
bool m_keyS = false; bool m_keyS = false;
bool m_keyD = false; bool m_keyD = false;
bool m_keyEnter = false;
bool m_keySpace = false; bool m_keySpace = false;
bool m_keyShift = false;
bool m_keyBackspace = false;
bool m_mouseL = false; bool m_mouseL = false;
bool m_mouseR = false; bool m_mouseR = false;
bool m_mouseC = false; bool m_mouseC = false;
bool m_mouseWU = false; bool m_mouseWU = false;
bool m_mouseWD = false; bool m_mouseWD = false;
//Pour trouver ou est la souris
float m_mousemx = 0; float m_mousemx = 0;
float m_mousemy = 0; float m_mousemy = 0;
bool m_networkgame = false; bool m_networkgame = false;
Connector m_conn;
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;
std::unordered_map<uint64_t, Booster*> m_boosters;
std::set<uint64_t> m_boost_manifest;
std::unordered_map<uint64_t, netprot::Sync> m_syncs;
std::string m_messageNotification = ""; std::string m_messageNotification = "";
}; };

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

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