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