1 | |
---|
2 | /* |
---|
3 | orxonox - the future of 3D-vertical-scrollers |
---|
4 | |
---|
5 | Copyright (C) 2004 orx |
---|
6 | |
---|
7 | This program is free software; you can redistribute it and/or modify |
---|
8 | it under the terms of the GNU General Public License as published by |
---|
9 | the Free Software Foundation; either version 2, or (at your option) |
---|
10 | any later version. |
---|
11 | |
---|
12 | ### File Specific: |
---|
13 | main-programmer: Patrick Boenzli |
---|
14 | co-programmer: |
---|
15 | */ |
---|
16 | |
---|
17 | |
---|
18 | #include "world.h" |
---|
19 | |
---|
20 | #include <iostream> |
---|
21 | #include <stdlib.h> |
---|
22 | #include <math.h> |
---|
23 | |
---|
24 | using namespace std; |
---|
25 | |
---|
26 | |
---|
27 | /** |
---|
28 | \brief Create a new World |
---|
29 | |
---|
30 | This creates a new empty world! |
---|
31 | */ |
---|
32 | World::World () { |
---|
33 | lastPlayer = null; |
---|
34 | lastNPC = null; |
---|
35 | lastEnv = null; |
---|
36 | primitiveMove = 0; |
---|
37 | step = 0; |
---|
38 | } |
---|
39 | |
---|
40 | |
---|
41 | World::~World () {} |
---|
42 | |
---|
43 | |
---|
44 | /** |
---|
45 | \brief Add Player |
---|
46 | \param player A reference to the new player object |
---|
47 | |
---|
48 | Add a new Player to the game. Player has to be initialised previously |
---|
49 | */ |
---|
50 | bool World::addPlayer(Player* player) |
---|
51 | { |
---|
52 | playerList* listMember = new playerList; |
---|
53 | listMember->player = player; |
---|
54 | if ( lastPlayer != null ) |
---|
55 | { |
---|
56 | listMember->number = lastPlayer->number + 1; |
---|
57 | listMember->next = lastPlayer; |
---|
58 | } |
---|
59 | else |
---|
60 | { |
---|
61 | listMember->number = 0; |
---|
62 | listMember->next = null; |
---|
63 | } |
---|
64 | lastPlayer = listMember; |
---|
65 | } |
---|
66 | |
---|
67 | |
---|
68 | /** |
---|
69 | \brief Remove Player |
---|
70 | \param player A reference to the new npc object |
---|
71 | |
---|
72 | Remove a new Player to the game. |
---|
73 | */ |
---|
74 | bool World::removePlayer(Player* player) { |
---|
75 | cout << "World::removeNPC not implemented yet" << endl; |
---|
76 | } |
---|
77 | |
---|
78 | Player* World::getLocalPlayer() |
---|
79 | { |
---|
80 | return localPlayer; |
---|
81 | } |
---|
82 | |
---|
83 | |
---|
84 | /** |
---|
85 | \brief Add Non-Player-Character |
---|
86 | \param player A reference to the new npc object |
---|
87 | |
---|
88 | Add a new Non-Player-Character to the game. Player has to be initialised previously |
---|
89 | */ |
---|
90 | bool World::addNPC(NPC* npc) |
---|
91 | { |
---|
92 | npcList* listMember = new npcList; |
---|
93 | listMember->npc = npc; |
---|
94 | if ( lastNPC != null ) |
---|
95 | { |
---|
96 | listMember->number = lastNPC->number + 1; |
---|
97 | listMember->next = lastNPC; |
---|
98 | } |
---|
99 | else |
---|
100 | { |
---|
101 | listMember->number = 0; |
---|
102 | listMember->next = null; |
---|
103 | } |
---|
104 | lastNPC = listMember; |
---|
105 | } |
---|
106 | |
---|
107 | |
---|
108 | /** |
---|
109 | \brief Remove Non-Player Character |
---|
110 | \param player A reference to the new npc object |
---|
111 | |
---|
112 | Remove a new Non-Player-Character to the game. |
---|
113 | */ |
---|
114 | bool World::removeNPC(NPC* npc) { |
---|
115 | |
---|
116 | npcList* npcRef = lastNPC; |
---|
117 | npcList* lastRef = lastNPC; |
---|
118 | while ( npcRef != null ) |
---|
119 | { |
---|
120 | if ( npcRef->npc == npc ) { |
---|
121 | cout << "found" << endl; |
---|
122 | if ( npcRef == lastRef ) { |
---|
123 | lastNPC = lastNPC->next; |
---|
124 | delete npcRef; |
---|
125 | npcRef = lastNPC; |
---|
126 | lastRef = lastNPC; |
---|
127 | } |
---|
128 | else { |
---|
129 | lastRef->next = npcRef->next; |
---|
130 | delete npcRef; |
---|
131 | npcRef = lastRef->next; |
---|
132 | } |
---|
133 | cout << "killed ..." << endl; |
---|
134 | } |
---|
135 | else { |
---|
136 | lastRef = npcRef; |
---|
137 | npcRef = npcRef->next; |
---|
138 | } |
---|
139 | } |
---|
140 | cout << "npc left" << endl; |
---|
141 | } |
---|
142 | |
---|
143 | |
---|
144 | |
---|
145 | /** |
---|
146 | \brief Add environmental object |
---|
147 | \param player A reference to the new env object |
---|
148 | |
---|
149 | Add a new Environment to the world. Env has to be initialised before. |
---|
150 | */ |
---|
151 | bool World::addEnv(Environment* env) |
---|
152 | { |
---|
153 | envList* listMember = new envList; |
---|
154 | listMember->env = env; |
---|
155 | if ( lastEnv != null ) |
---|
156 | { |
---|
157 | listMember->number = lastEnv->number + 1; |
---|
158 | listMember->next = lastEnv; |
---|
159 | } |
---|
160 | else |
---|
161 | { |
---|
162 | listMember->number = 0; |
---|
163 | listMember->next = null; |
---|
164 | } |
---|
165 | lastEnv = listMember; |
---|
166 | } |
---|
167 | |
---|
168 | |
---|
169 | |
---|
170 | |
---|
171 | /** |
---|
172 | \brief Draws the World and all Objects contained |
---|
173 | |
---|
174 | Calls the draw function of all: Objects, Players, Environement. This is the core of all graphics here. |
---|
175 | */ |
---|
176 | void World::drawWorld(void) |
---|
177 | { |
---|
178 | glLoadIdentity(); |
---|
179 | gluLookAt(2*sin(DataTank::yOffset/90*3.141)+DataTank::xOffset, |
---|
180 | -17.0 + DataTank::yOffset, 14.0 + 5*cos(DataTank::yOffset/50*3.141), |
---|
181 | DataTank::xOffset, 0.0 + DataTank::yOffset, |
---|
182 | 0.0, 0.0, 1.0, 0.0); |
---|
183 | /* first draw all players */ |
---|
184 | playerList* tmpPlayer = lastPlayer; |
---|
185 | Player* player = tmpPlayer->player; |
---|
186 | while( tmpPlayer != null ) |
---|
187 | { |
---|
188 | (*tmpPlayer->player).drawPlayer(); |
---|
189 | tmpPlayer = tmpPlayer->next; |
---|
190 | } |
---|
191 | /* second draw all npcs */ |
---|
192 | npcList* tmpNPC = lastNPC; |
---|
193 | while( tmpNPC != null ) |
---|
194 | { |
---|
195 | (*tmpNPC->npc).drawNPC(); |
---|
196 | tmpNPC = tmpNPC->next; |
---|
197 | } |
---|
198 | |
---|
199 | /* now draw the rest of the world: environement */ |
---|
200 | envList* tmpEnv = lastEnv; |
---|
201 | while( tmpEnv != null ) |
---|
202 | { |
---|
203 | (*tmpEnv->env).drawEnvironment(); |
---|
204 | tmpEnv = tmpEnv->next; |
---|
205 | } |
---|
206 | |
---|
207 | /* draw the repeating ground grid */ |
---|
208 | glColor3f(0.0, 1.0, 0.0); |
---|
209 | glBegin(GL_LINES); |
---|
210 | float drawx, drawy; |
---|
211 | int offsetx, offsety; |
---|
212 | float s1, s2; |
---|
213 | |
---|
214 | for (int y = 0; y < GRIDLENGTH; y++) |
---|
215 | { |
---|
216 | drawy = y + floor(DataTank::yOffset) - GRIDLENGTH / 2; |
---|
217 | offsety = (int)floor(DataTank::yOffset) + y; |
---|
218 | if (offsety < 0) |
---|
219 | { |
---|
220 | offsety = GRIDLENGTH - ((-offsety) % GRIDLENGTH); |
---|
221 | } |
---|
222 | |
---|
223 | for (int x = 0; x < GRIDWIDTH; x++) |
---|
224 | { |
---|
225 | drawx = x + floor(DataTank::xOffset) - GRIDWIDTH / 2; |
---|
226 | offsetx = (int)floor(DataTank::xOffset) + x; |
---|
227 | if (offsetx < 0) |
---|
228 | { |
---|
229 | offsetx = GRIDWIDTH - ((-offsetx) % GRIDWIDTH); |
---|
230 | } |
---|
231 | |
---|
232 | /* horizontal */ |
---|
233 | /* not simplified! */ |
---|
234 | s1 = surface[(offsetx+GRIDWIDTH )%GRIDWIDTH][offsety%GRIDLENGTH]; |
---|
235 | s2 = surface[(offsetx+GRIDWIDTH+1)%GRIDWIDTH][offsety%GRIDLENGTH]; |
---|
236 | glVertex3f(drawx, drawy, s1); |
---|
237 | glVertex3f(drawx+1, drawy, s2); |
---|
238 | |
---|
239 | /* vertical */ |
---|
240 | s1 = surface[offsetx%GRIDWIDTH][(offsety+GRIDLENGTH )%GRIDLENGTH]; |
---|
241 | s2 = surface[offsetx%GRIDWIDTH][(offsety+GRIDLENGTH+1)%GRIDLENGTH]; |
---|
242 | glVertex3f(drawx, drawy, s1); |
---|
243 | glVertex3f(drawx, drawy+1, s2); |
---|
244 | } |
---|
245 | } |
---|
246 | glEnd(); |
---|
247 | |
---|
248 | //primitiveMove+=0.07; |
---|
249 | DataTank::yOffset += step; |
---|
250 | |
---|
251 | tmpPlayer = lastPlayer; |
---|
252 | while( tmpPlayer != null ) |
---|
253 | { |
---|
254 | tmpPlayer->player->yCor += step; |
---|
255 | /* just for testing: alway have the player in the center */ |
---|
256 | DataTank::xOffset = (20 * DataTank::xOffset + (float)tmpPlayer->player->xCor) / 21.0; |
---|
257 | tmpPlayer = tmpPlayer->next; |
---|
258 | } |
---|
259 | |
---|
260 | } |
---|
261 | |
---|
262 | |
---|
263 | void World::initEnvironement() |
---|
264 | { |
---|
265 | double rx; |
---|
266 | for (int y = 0; y < GRIDLENGTH; y++) |
---|
267 | { |
---|
268 | for (int x = 0; x < GRIDWIDTH; x++) |
---|
269 | { |
---|
270 | /*surface[x][y] = cos(y*3.141/8 )*0.7 * (0.6 + sin(x*3.141/5 + phase)*cos(y*3.141/5*3) * 0.4);*/ |
---|
271 | rx = double(x - GRIDWIDTH/2 + GRIDWIDTH / 20)/GRIDWIDTH*12; |
---|
272 | surface[x][y] = -exp(-abs(rx))*rx*5 + cos(y*3.141/6)*0.6-3; |
---|
273 | surface[x][y] += (x%8 && y%12) ? 5 : 0; |
---|
274 | surface[x][y] -= (x%3 && y%3) ? 0.3 : 0; |
---|
275 | } |
---|
276 | } |
---|
277 | } |
---|
278 | |
---|
279 | |
---|
280 | void World::setWorldStep(float step) |
---|
281 | { |
---|
282 | this->step = step; |
---|
283 | cout << "setting speed to " << step << endl; |
---|
284 | } |
---|
285 | |
---|
286 | |
---|
287 | |
---|
288 | /** |
---|
289 | \brief Updates the world and all its objects |
---|
290 | |
---|
291 | Calculates the new state of the world. User-input and AI of |
---|
292 | the enemies are accounted for. |
---|
293 | */ |
---|
294 | void World::updateWorld(void) |
---|
295 | { |
---|
296 | |
---|
297 | |
---|
298 | } |
---|
299 | |
---|
300 | |
---|
301 | /* collision detection */ |
---|
302 | /* fix: bad efficency: stupid brute force */ |
---|
303 | |
---|
304 | void World::detectCollision() |
---|
305 | { |
---|
306 | //cout << "World::detectCollision" << endl; |
---|
307 | float xOff, yOff, zOff, radius; |
---|
308 | npcList* tmpNPC, *tmpRef; |
---|
309 | |
---|
310 | //cout << "World::detectCollsions" << endl; |
---|
311 | /* first: check if any player's shoots trigger a collision */ |
---|
312 | playerList* tmpPlayer = lastPlayer; |
---|
313 | Player* player = tmpPlayer->player; |
---|
314 | int state; |
---|
315 | while( tmpPlayer != null ) |
---|
316 | { |
---|
317 | tmpNPC = lastNPC; |
---|
318 | while( tmpNPC != null ) |
---|
319 | { |
---|
320 | //cout << "npc != null" << endl; |
---|
321 | radius = tmpNPC->npc->collisionRadius; |
---|
322 | //cout << "worki" << endl; |
---|
323 | ShootLaser::shoot* shoota = tmpPlayer->player->shootLaser->lastShoot; |
---|
324 | while( shoota != null ) |
---|
325 | { |
---|
326 | xOff = shoota->xCor - tmpNPC->npc->xCor; |
---|
327 | yOff = shoota->yCor - tmpNPC->npc->yCor; |
---|
328 | zOff = shoota->zCor - tmpNPC->npc->zCor; |
---|
329 | if ( sqrt(xOff*xOff + yOff*yOff + zOff*zOff) < radius ) |
---|
330 | { |
---|
331 | //cout << "COLLISION " << endl; |
---|
332 | int state = tmpNPC->npc->hit(); |
---|
333 | /* state is a value that marks if the ship dies or not */ |
---|
334 | /* if state == 0 the ship dies and we have to remove it */ |
---|
335 | /* |
---|
336 | if ( state == 0 ) { |
---|
337 | tmpRef = tmpNPC; |
---|
338 | tmpNPC = tmpNPC->next; |
---|
339 | removeNPC(tmpRef->npc); |
---|
340 | break; |
---|
341 | } |
---|
342 | */ |
---|
343 | } |
---|
344 | shoota = shoota->next; |
---|
345 | } |
---|
346 | //cout << "changing npc..." << endl; |
---|
347 | tmpNPC = tmpNPC->next; |
---|
348 | //cout << "..changing npc done" << endl; |
---|
349 | } |
---|
350 | //cout << "changing play..." << endl; |
---|
351 | tmpPlayer = tmpPlayer->next; |
---|
352 | //cout << "changing play done" << endl; |
---|
353 | } |
---|
354 | |
---|
355 | //cout << "World::detectCollisions middle" << endl; |
---|
356 | |
---|
357 | /* second: check if any player hits an enemy */ |
---|
358 | tmpPlayer = lastPlayer; |
---|
359 | while( tmpPlayer != null ) |
---|
360 | { |
---|
361 | tmpNPC = lastNPC; |
---|
362 | while( tmpNPC != null ) |
---|
363 | { |
---|
364 | radius = tmpNPC->npc->collisionRadius + tmpPlayer->player->collisionRadius; |
---|
365 | xOff = tmpPlayer->player->xCor - tmpNPC->npc->xCor; |
---|
366 | yOff = tmpPlayer->player->yCor - tmpNPC->npc->yCor; |
---|
367 | zOff = tmpPlayer->player->zCor - tmpNPC->npc->zCor; |
---|
368 | if ( sqrt(xOff*xOff + yOff*yOff + zOff*zOff) < radius ) { |
---|
369 | //cout << "COLLISION " << endl; |
---|
370 | tmpNPC->npc->hit(); |
---|
371 | } |
---|
372 | |
---|
373 | tmpNPC = tmpNPC->next; |
---|
374 | } |
---|
375 | |
---|
376 | tmpPlayer = tmpPlayer->next; |
---|
377 | } |
---|
378 | |
---|
379 | |
---|
380 | |
---|
381 | /* third: check if any enemy shoots a player */ |
---|
382 | |
---|
383 | //cout << "World::detectCollisions end" << endl; |
---|
384 | } |
---|
385 | |
---|
386 | |
---|
387 | |
---|
388 | /** |
---|
389 | \brief Routine for testing purposes. |
---|
390 | |
---|
391 | testing, testing, testing... |
---|
392 | */ |
---|
393 | void World::testThaTest(void) |
---|
394 | { |
---|
395 | cout << "World::testThaTest() called" << endl; |
---|
396 | /* test addPlayer */ |
---|
397 | cout << "addPlayer test..." << endl; |
---|
398 | playerList* pl = lastPlayer; |
---|
399 | while ( pl != null ) |
---|
400 | { |
---|
401 | cout << "player " << pl->number << " was found" << endl; |
---|
402 | pl = pl->next; |
---|
403 | } |
---|
404 | |
---|
405 | /* test addNPC */ |
---|
406 | cout << "addNPC test..." << endl; |
---|
407 | npcList* nl = lastNPC; |
---|
408 | while ( nl != null ) |
---|
409 | { |
---|
410 | cout << "npc " << nl->number << " was found" << endl; |
---|
411 | nl = nl->next; |
---|
412 | } |
---|
413 | |
---|
414 | |
---|
415 | /* test addEnv */ |
---|
416 | cout << "addEnv test..." << endl; |
---|
417 | envList* en = lastEnv; |
---|
418 | while ( en != null ) |
---|
419 | { |
---|
420 | cout << "env " << en->number << " was found" << endl; |
---|
421 | en = en->next; |
---|
422 | } |
---|
423 | |
---|
424 | /* test drawWorld() */ |
---|
425 | } |
---|