Beispiel #1
0
NL_Holdem::NL_Holdem()
{
	players.push_back( PlayerPtr(new Human(100, "Adam", 0) ) );
	players.push_back( PlayerPtr(new Callbot(100, "CallBot", 1) ) );
	actionPos = btnPos = 0;
	potSize = 0;
	smallBlind = 1;
	bigBlind = 2;
	hand = true;

	state = preflop_deal;

	AddPlayersToSGI();
	sharedGameInformation.btnPosition = btnPos;
}
Beispiel #2
0
    PlayerPtr Game::getPlayer(PlayerTypes playerType) const
    {
        PlayerMap::const_iterator iter(players_.find(playerType));
        if (iter == players_.end())
        {
            std::ostream& os = ErrorLog::getLog(CvPlayerAI::getPlayer(playerType))->getStream();
            os << "Player: " << playerType << " not found?\n";
            return PlayerPtr();
        }

        return iter->second;
    }
Beispiel #3
0
bool Model::addPlayer(Player *p) {
	int x = p->getX(),
		 y = p->getY(),
		 ptype = p->player_type;
		 
//	if (getState(x,y) == GAME_EMPTY_CELL) {

	setState(x, y, ptype);
	p->setBoard(this);
	players.push_back(PlayerPtr(p));
	return true;
	
//	}
//	return false;
}
Beispiel #4
0
// Set up the scene
void InitializeScene() {
  scene.objects.clear();

  // Create a camera
  auto camera = CameraPtr(new Camera{ 60.0f, 1.0f, 0.1f, 100.0f});
  camera->position.z = -15.0f;
  scene.camera = camera;

  // Add space background
  auto space = SpacePtr(new Space{});
  scene.objects.push_back(space);

  // Add generator to scene
  auto generator = GeneratorPtr(new Generator{});
  generator->position.y = 10.0f;
  scene.objects.push_back(generator);

  // Add player to the scene
  auto player = PlayerPtr(new Player{});
  player->position.y = -6;
  scene.objects.push_back(player);
}
Beispiel #5
0
bool CWaitingList::removePlayer(CPlayer& player)
{
  bool rc = false;
  
  PlayerList::iterator it = find(players_.begin(),
                                 players_.end(),
                                 PlayerPtr(player));
  
  if (it != players_.end())
  {
    players_.erase(it);
    rc = true;
    
    if (players_.size() == 0)
    {   // queue size is 0 - no need to schedule
      // this queue any more
      CQueueService::StopSchedule(this);
    }
  }
  
  return rc;
}
PlayerPtr NullFactory::createPlayer() const {
    return PlayerPtr(new NullPlayer());
}
Beispiel #7
0
    void Game::addPlayer(CvPlayer* player)
    {
        PlayerMap::iterator playerIter = players_.insert(std::make_pair(player->getID(), PlayerPtr(new Player(player)))).first;

        TeamMap::iterator teamIter(teams_.find(player->getTeam()));

        if (teamIter == teams_.end())
        {
            teamIter = teams_.insert(std::make_pair(player->getTeam(), boost::shared_ptr<Team>(new Team(&CvTeamAI::getTeam(player->getTeam()))))).first;
        }
        teamIter->second->addPlayer(playerIter->second);
    }
void TutorialLevel::setup(){
    INFO("Generating Tutorial Level...");
    readFile();
    initalizeGrid();
    createRenders();
    createLevel();
    waterSurfaceManager = WaterSurfaceManagerPtr(new WaterSurfaceManager());
    addGameObject(waterSurfaceManager);
    INFO("Removal String so less of make");
    INFO("Setting up the cameras for the Test Level...");
    CameraPtr cam3(new Camera(glm::vec3(25, 30, 0), glm::vec3(10, 20, 6),
                             glm::vec3(0, 1, 0)));
    cam3->setProjectionMatrix(
        glm::perspective(glm::radians(90.0f),
                        (float) Global::ScreenWidth/Global::ScreenHeight,
                        0.1f, 100.f));

    addCamera("CinematicCamera", cam3);
    setMainCamera("CinematicCamera");
    setCullingCamera("CinematicCamera");

    CameraPtr cam1(new Camera(glm::vec3(4, 10, -5), glm::vec3(4, 4, -10),
                              glm::vec3(0, 1, 0)));
    cam1->setProjectionMatrix(
        glm::perspective(glm::radians(90.0f),
                         (float) Global::ScreenWidth/Global::ScreenHeight,
                         0.1f, 100.f));
    addCamera("Camera1", cam1);
 
    CameraPtr cam2(new Camera(glm::vec3(0, 1, 0), glm::vec3(-6, -3, 6),
                              glm::vec3(0, 1, 0)));
    cam2->setProjectionMatrix(
        glm::perspective(glm::radians(90.0f),
                         (float) Global::ScreenWidth/Global::ScreenHeight,
                         0.1f, 100.f));
    l1 = LightPtr(new Light(glm::vec3(1), 30.0f, glm::vec3(0, 30, 0)));
    l1->setPosition(l1->getDirection());

    Uniform3DGridPtr<int> typeGrid = getTypeGrid();
    gridCenter = glm::vec3((typeGrid->getMaxX() - typeGrid->getMinX())/2.0f,
                           (typeGrid->getMaxY() - typeGrid->getMinY())/2.0f,
                           (typeGrid->getMinZ() - typeGrid->getMaxZ())/2.0f);
    l1->setViewMatrix(glm::lookAt(

        l1->getPosition(),
        gridCenter, glm::vec3(0, 1, 0)));
    l1->setProjectionMatrix(glm::ortho<float>(-30,30,-30,30,-70,70));

    addLight("Sun", l1);
    INFO("Setting up the player for the Test Level...");
    cinematicPlayer = CinematicPlayerPtr(new CinematicPlayer(cam3));
    cinematicPlayer->setup();
    addGameObject("cinematicPlayer", cinematicPlayer);

    player = PlayerPtr(new Player(cam1, 2));
    player->setup();
    addGameObject("player" , player);
    CollisionManager::addCollisionObjectToList(player);
    debugPlayer = DebugPlayerPtr(new DebugPlayer(cam2));
    debugPlayer->setup();
    addGameObject("debugPlayer" , debugPlayer);
    //Text
    addCamera("DebugCamera", cam2);

    sky = ObjectPtr(new Object(
        LoadManager::getMesh("sphere.obj"),
        MaterialManager::getMaterial("None")));

    sky->applyTexture(LoadManager::getTexture("Sky"));
    sky->enableTexture();
    sky->scale(glm::vec3(-90.0f,-90.0f,-90.0f));
    sky->translate(Director::getScene()->getCamera()->getEye());
    RenderEngine::getRenderElement("textured")->addObject(sky);

    ExclamationPtr exclamation = ExclamationPtr(new Exclamation(glm::vec3(30, 26, -48)));
    exclamation->setup();
    addGameObject("exclamation", exclamation);
}
void TunnelLevel::setup(){
    INFO("Generating Test Level...");
    readFile();
    initalizeGrid();
    createRenders();

    createLevel();
    INFO("Removal String so less of make");

    waterSurfaceManager = WaterSurfaceManagerPtr(new WaterSurfaceManager());
    addGameObject(waterSurfaceManager);

    CameraPtr cam3(new Camera(glm::vec3(30, 45, 0), glm::vec3(30, 15, 6),
                             glm::vec3(0, 1, 0)));
    cam3->setProjectionMatrix(
        glm::perspective(glm::radians(90.0f),
                        (float) Global::ScreenWidth/Global::ScreenHeight,
                        0.1f, 100.f));

    addCamera("CinematicCamera", cam3);
    setMainCamera("CinematicCamera");
    setCullingCamera("CinematicCamera");

    INFO("Setting up the cameras for the Test Level...");
    CameraPtr cam1(new Camera(glm::vec3(32.0f, 12.0f, -24.0f), glm::vec3(4, 4, -10),
                             glm::vec3(0, 1, 0)));
    cam1->setProjectionMatrix(
        glm::perspective(glm::radians(90.0f),
                        (float) Global::ScreenWidth/Global::ScreenHeight,
                        0.1f, 100.f));

    addCamera("Camera1", cam1);
    setMainCamera("Camera1");
    setCullingCamera("Camera1");

    CameraPtr cam2(new Camera(glm::vec3(0, 1, 0), glm::vec3(-6, -3, 6),
                             glm::vec3(0, 1, 0)));
    cam2->setProjectionMatrix(
        glm::perspective(glm::radians(90.0f),
                        (float) Global::ScreenWidth/Global::ScreenHeight,
                        0.1f, 100.f));

    l1 = LightPtr(new Light(glm::vec3(1), 30.0f, glm::vec3(32, 30, -20)));
    l1->setPosition(l1->getDirection());
    

    Uniform3DGridPtr<int> typeGrid = getTypeGrid();
    gridCenter = glm::vec3((typeGrid->getMaxX() - typeGrid->getMinX())/2.0f,
                         (typeGrid->getMaxY() - typeGrid->getMinY())/2.0f,
                         (typeGrid->getMinZ() - typeGrid->getMaxZ())/2.0f);

    l1->setViewMatrix(glm::lookAt(
        l1->getPosition(),
        gridCenter, glm::vec3(0, 1, 0)));
    l1->setProjectionMatrix(glm::ortho<float>(-30,30,-30,30,-70,70));

    addLight("Sun", l1);

    cinematicPlayer = CinematicPlayerPtr(new CinematicPlayer(cam3));
    cinematicPlayer->setup();
    addGameObject("cinematicPlayer", cinematicPlayer);

    INFO("Setting up the player for the Test Level...");
    player = PlayerPtr(new Player(cam1, 2));
    player->setup();
    addGameObject("player" , player);
    CollisionManager::addCollisionObjectToList(player);

    debugPlayer = DebugPlayerPtr(new DebugPlayer(cam2));
    debugPlayer->setup();
    addGameObject("debugPlayer" , debugPlayer);

    addCamera("DebugCamera", cam2);
    INFO("Creating Switch for the Test Level...");
    SwitchPtr s1(new Switch(glm::vec3(0.9f, 0.1f, 0.1f), glm::vec3(33.7f, 11.0f, -27.0f), 
                             glm::vec3(0,0,1), -20.0f, 1));
    s1->setup();
    addGameObject("s1", s1);
    CollisionManager::addCollisionObjectToGrid(s1);




    std::list<SolidCubePtr> solidCubes;
    // INFO("Creating Active Terrain for the Test Level...");
    for(int i = 11; i < 36; i+=2) {
        for(int j = -27; j < -20; j+=2) {
            SolidCubePtr at1(new SolidCube(glm::vec3(29, i, j)));
            at1->setup();
            RenderEngine::getRenderGrid()->removeObject(at1->getObject());

            solidCubes.push_back(at1);
        }
    }    

    ActiveTerrainPtr a1(new ActiveTerrain(s1, glm::vec3(), glm::vec3(), 50.0f));
    a1->setup();
    a1->setCubes(solidCubes);
    addGameObject("a1", a1);





    sky = ObjectPtr(new Object(
        LoadManager::getMesh("sphere.obj"),
        MaterialManager::getMaterial("None")));

    sky->applyTexture(LoadManager::getTexture("Sky"));
    sky->enableTexture();
    sky->scale(glm::vec3(-50.0f,-50.0f,-50.0f));
    sky->translate(Director::getScene()->getCamera()->getEye());
    RenderEngine::getRenderElement("textured")->addObject(sky);

    ExclamationPtr exclamation = ExclamationPtr(new Exclamation(glm::vec3(60, 5, -23)));
    exclamation->setup();
    addGameObject("exclamation", exclamation);
    


    
    PTR_CAST(SolidCube, (*grid)(7, 20, 11))->getObject()->applyTextureIndex(LoadManager::getTexture("DrainTexture"), 0);
    PTR_CAST(SolidCube, (*grid)(7, 20, 12))->getObject()->applyTextureIndex(LoadManager::getTexture("DrainTexture"), 0);
    PTR_CAST(SolidCube, (*grid)(7, 20, 11))->getObject()->applyNormalMapIndex(LoadManager::getTexture("RegularNormalMap"), 0);
    PTR_CAST(SolidCube, (*grid)(7, 20, 12))->getObject()->applyNormalMapIndex(LoadManager::getTexture("RegularNormalMap"), 0);
    shearRegion(8, 10, 21, 21, 11, 12, 1, 0, 0.0f);
    shearRegion(11, 13, 20, 20, 11, 12, 1, 0, 0.5f);

    PTR_CAST(SolidCube, (*grid)(16, 12, 0))->getObject()->applyTextureIndex(LoadManager::getTexture("DrainTexture"), 0);
    PTR_CAST(SolidCube, (*grid)(17, 12, 0))->getObject()->applyTextureIndex(LoadManager::getTexture("DrainTexture"), 0);
    PTR_CAST(SolidCube, (*grid)(16, 12, 0))->getObject()->applyNormalMapIndex(LoadManager::getTexture("RegularNormalMap"), 0);
    PTR_CAST(SolidCube, (*grid)(17, 12, 0))->getObject()->applyNormalMapIndex(LoadManager::getTexture("RegularNormalMap"), 0);
    shearRegion(16, 17, 13, 13, 1, 4, 0, 1, 0.0f);
    shearRegion(16, 17, 12, 12, 5, 8, 0, 1, 0.5f);

    PTR_CAST(SolidCube, (*grid)(16, 12, 23))->getObject()->applyTextureIndex(LoadManager::getTexture("DrainTexture"), 0);
    PTR_CAST(SolidCube, (*grid)(17, 12, 23))->getObject()->applyTextureIndex(LoadManager::getTexture("DrainTexture"), 0);
    PTR_CAST(SolidCube, (*grid)(16, 12, 23))->getObject()->applyNormalMapIndex(LoadManager::getTexture("RegularNormalMap"), 0);
    PTR_CAST(SolidCube, (*grid)(17, 12, 23))->getObject()->applyNormalMapIndex(LoadManager::getTexture("RegularNormalMap"), 0);
    shearRegion(16, 17, 13, 13, 19, 22, 0, -1, 0.0f);
    shearRegion(16, 17, 12, 12, 15, 18, 0, -1, 0.5f);

    PTR_CAST(SolidCube, (*grid)(26, 12, 15))->getObject()->applyTextureIndex(LoadManager::getTexture("DrainTexture"), 0);
    PTR_CAST(SolidCube, (*grid)(26, 12, 8))->getObject()->applyTextureIndex(LoadManager::getTexture("DrainTexture"), 0);
    PTR_CAST(SolidCube, (*grid)(26, 12, 15))->getObject()->applyNormalMapIndex(LoadManager::getTexture("RegularNormalMap"), 0);
    PTR_CAST(SolidCube, (*grid)(26, 12, 8))->getObject()->applyNormalMapIndex(LoadManager::getTexture("RegularNormalMap"), 0);
}
ThingPtr ProtocolGame::internalGetThing(InputMessage& msg)
{
    ThingPtr thing;

    int thingId = msg.getU16();
    assert(thingId != 0);
    if(thingId == 0x0061 || thingId == 0x0062) { // add new creature
        CreaturePtr creature;

        if(thingId == 0x0062) { //creature is known
            uint id = msg.getU32();

            CreaturePtr knownCreature = g_map.getCreatureById(id);
            if(knownCreature)
                creature = knownCreature;
            else
                logTraceError("server says creature is known, but its not on creatures list");
        } else if(thingId == 0x0061) { //creature is not known
            uint removeId = msg.getU32();
            uint id = msg.getU32();
            std::string name = msg.getString();

            if(name.length() > 0) // every creature name must start with a capital letter
                name[0] = toupper(name[0]);

            g_map.removeCreatureById(removeId);

            if(id == m_localPlayer->getId())
                creature = m_localPlayer;
            else if(id >= Proto::PlayerStartId && id < Proto::PlayerEndId)
                creature = PlayerPtr(new Player);
            else if(id >= Proto::MonsterStartId && id < Proto::MonsterEndId)
                creature = MonsterPtr(new Monster);
            else if(id >= Proto::NpcStartId && id < Proto::NpcEndId)
                creature = NpcPtr(new Npc);
            else
                logTraceError("creature id is invalid");

            creature->setId(id);
            creature->setName(name);
        }

        uint8 healthPercent = msg.getU8();
        Otc::Direction direction = (Otc::Direction)msg.getU8();
        Outfit outfit = internalGetOutfit(msg);

        Light light;
        light.intensity = msg.getU8();
        light.color = msg.getU8();

        int speed = msg.getU16();
        int skull = msg.getU8();
        int shield = msg.getU8();

        int emblem = -1;
        if(thingId == 0x0061) // emblem is sent only in packet type 0x61
            emblem = msg.getU8();

        bool passable = (msg.getU8() == 0);

        if(creature) {
            creature->setHealthPercent(healthPercent);
            creature->setDirection(direction);
            creature->setOutfit(outfit);
            creature->setLight(light);
            creature->setSpeed(speed);
            creature->setSkull(skull);
            creature->setShield(shield);
            if(emblem != -1)
                creature->setEmblem(emblem);
            creature->setPassable(passable);
            creature->setDirection(direction);

            if(creature == m_localPlayer) {
                m_localPlayer->setKnown(true);
            }
        }

        thing = creature;
    } else if(thingId == 0x0063) { // creature turn
        parseCreatureTurn(msg);
    } else // item
        thing = internalGetItem(msg, thingId);

    return thing;
}