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 | #include <iostream> |
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18 | #include <stdlib.h> |
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19 | #include <cmath> |
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20 | #include <GL/glut.h> |
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21 | |
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22 | #include "npc.h" |
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23 | #include "player.h" |
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24 | #include "environment.h" |
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25 | #include "shoot_laser.h" |
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26 | #include "shoot_rocket.h" |
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27 | #include "stdincl.h" |
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28 | #include "data_tank.h" |
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29 | |
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30 | #include "world.h" |
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31 | |
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32 | |
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33 | using namespace std; |
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34 | |
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35 | |
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36 | /** |
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37 | \brief Create a new World |
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38 | |
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39 | This creates a new empty world! |
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40 | */ |
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41 | World::World () { |
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42 | lastPlayer = null; |
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43 | lastNPC = null; |
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44 | lastEnv = null; |
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45 | primitiveMove = 0; |
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46 | step = 0; |
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47 | } |
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48 | |
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49 | |
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50 | World::~World () {} |
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51 | |
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52 | |
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53 | /** |
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54 | \brief Add Player |
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55 | \param player A reference to the new player object |
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56 | |
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57 | Add a new Player to the game. Player has to be initialised previously |
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58 | */ |
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59 | bool World::addPlayer(Player* player) |
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60 | { |
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61 | playerList* listMember = new playerList; |
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62 | listMember->player = player; |
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63 | if ( lastPlayer != null ) |
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64 | { |
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65 | listMember->number = lastPlayer->number + 1; |
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66 | listMember->next = lastPlayer; |
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67 | } |
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68 | else |
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69 | { |
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70 | listMember->number = 0; |
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71 | listMember->next = null; |
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72 | } |
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73 | lastPlayer = listMember; |
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74 | } |
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75 | |
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76 | |
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77 | /** |
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78 | \brief Remove Player |
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79 | \param player A reference to the new npc object |
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80 | |
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81 | Remove a new Player to the game. |
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82 | */ |
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83 | bool World::removePlayer(Player* player) { |
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84 | cout << "World::removeNPC not implemented yet" << endl; |
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85 | } |
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86 | |
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87 | Player* World::getLocalPlayer() |
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88 | { |
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89 | return localPlayer; |
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90 | } |
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91 | |
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92 | |
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93 | /** |
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94 | \brief Add Non-Player-Character |
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95 | \param player A reference to the new npc object |
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96 | |
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97 | Add a new Non-Player-Character to the game. Player has to be initialised previously |
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98 | */ |
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99 | bool World::addNPC(NPC* npc) |
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100 | { |
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101 | npcList* listMember = new npcList; |
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102 | listMember->npc = npc; |
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103 | if ( lastNPC != null ) |
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104 | { |
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105 | listMember->number = lastNPC->number + 1; |
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106 | listMember->next = lastNPC; |
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107 | } |
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108 | else |
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109 | { |
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110 | listMember->number = 0; |
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111 | listMember->next = null; |
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112 | } |
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113 | lastNPC = listMember; |
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114 | } |
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115 | |
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116 | |
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117 | /** |
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118 | \brief Remove Non-Player Character |
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119 | \param player A reference to the new npc object |
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120 | |
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121 | Remove a new Non-Player-Character to the game. |
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122 | */ |
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123 | bool World::removeNPC(NPC* npc) { |
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124 | |
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125 | npcList* npcRef = lastNPC; |
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126 | npcList* lastRef = lastNPC; |
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127 | while ( npcRef != null ) |
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128 | { |
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129 | if ( npcRef->npc == npc ) { |
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130 | cout << "found" << endl; |
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131 | if ( npcRef == lastRef ) { |
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132 | lastNPC = lastNPC->next; |
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133 | delete npcRef; |
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134 | npcRef = lastNPC; |
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135 | lastRef = lastNPC; |
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136 | } |
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137 | else { |
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138 | lastRef->next = npcRef->next; |
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139 | delete npcRef; |
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140 | npcRef = lastRef->next; |
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141 | } |
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142 | cout << "killed ..." << endl; |
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143 | } |
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144 | else { |
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145 | lastRef = npcRef; |
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146 | npcRef = npcRef->next; |
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147 | } |
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148 | } |
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149 | cout << "npc left" << endl; |
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150 | } |
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151 | |
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152 | |
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153 | |
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154 | /** |
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155 | \brief Add environmental object |
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156 | \param player A reference to the new env object |
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157 | |
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158 | Add a new Environment to the world. Env has to be initialised before. |
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159 | */ |
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160 | bool World::addEnv(Environment* env) |
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161 | { |
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162 | envList* listMember = new envList; |
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163 | listMember->env = env; |
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164 | if ( lastEnv != null ) |
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165 | { |
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166 | listMember->number = lastEnv->number + 1; |
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167 | listMember->next = lastEnv; |
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168 | } |
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169 | else |
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170 | { |
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171 | listMember->number = 0; |
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172 | listMember->next = null; |
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173 | } |
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174 | lastEnv = listMember; |
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175 | } |
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176 | |
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177 | |
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178 | |
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179 | |
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180 | /** |
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181 | \brief Draws the World and all Objects contained |
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182 | |
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183 | Calls the draw function of all: Objects, Players, Environement. This is the core of all graphics here. |
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184 | */ |
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185 | void World::drawWorld(void) |
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186 | { |
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187 | |
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188 | glLoadIdentity(); |
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189 | gluLookAt(0.0, -14.0 + DataTank::yOffset, 15.0, 0.0, 0.0 + DataTank::yOffset, 0.0, 0.0, 1.0, 0.0); |
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190 | /* first draw all players */ |
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191 | playerList* tmpPlayer = lastPlayer; |
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192 | Player* player = tmpPlayer->player; |
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193 | while( tmpPlayer != null ) |
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194 | { |
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195 | tmpPlayer->player->paint(); |
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196 | tmpPlayer = tmpPlayer->next; |
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197 | } |
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198 | /* second draw all npcs */ |
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199 | npcList* tmpNPC = lastNPC; |
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200 | while( tmpNPC != null ) |
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201 | { |
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202 | (*tmpNPC->npc).paint(); |
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203 | tmpNPC = tmpNPC->next; |
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204 | } |
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205 | |
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206 | /* now draw the rest of the world: environement */ |
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207 | envList* tmpEnv = lastEnv; |
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208 | while( tmpEnv != null ) |
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209 | { |
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210 | (*tmpEnv->env).drawEnvironment(); |
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211 | tmpEnv = tmpEnv->next; |
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212 | } |
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213 | |
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214 | /* draw the ground grid */ |
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215 | glColor3f(0.0, 1.0, 0.0); |
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216 | glBegin(GL_LINES); |
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217 | /* for the moment, we've got only pseudo moving ground */ |
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218 | for (int y = 0; y < 60; y += 2) |
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219 | { |
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220 | for (int x = 0; x < 60; x += 2) |
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221 | { |
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222 | glVertex3f((float)(x - 30), (float)(y - 30), surface[x][y]); |
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223 | glVertex3f((float)(x - 28), (float)(y - 30), surface[x+2][y]); |
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224 | } |
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225 | } |
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226 | glEnd(); |
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227 | |
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228 | glBegin(GL_LINES); |
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229 | for (int x = 0; x < 60; x += 2) |
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230 | { |
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231 | for (int y = 0; y < 60; y += 2) |
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232 | { |
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233 | glVertex3f((float)(x - 30), (float)(y - 30), surface[x][y]); |
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234 | glVertex3f((float)(x - 30), (float)(y - 28), surface[x][y+2]); |
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235 | } |
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236 | } |
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237 | glEnd(); |
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238 | |
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239 | //primitiveMove+=0.07; |
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240 | DataTank::yOffset += step; |
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241 | |
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242 | tmpPlayer = lastPlayer; |
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243 | while( tmpPlayer != null ) |
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244 | { |
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245 | tmpPlayer->player->yCor += step; |
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246 | tmpPlayer = tmpPlayer->next; |
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247 | } |
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248 | |
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249 | |
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250 | } |
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251 | |
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252 | |
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253 | void World::initEnvironement() |
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254 | { |
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255 | |
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256 | for (int x = 0; x < 60; x += 2) |
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257 | { |
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258 | for (int y = 0; y < 60; y += 2) |
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259 | { |
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260 | surface[x][y] = 0; |
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261 | } |
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262 | } |
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263 | } |
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264 | |
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265 | |
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266 | void World::setWorldStep(float step) |
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267 | { |
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268 | //cout << "World::setWorldStep(" << step << ");" << endl; |
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269 | this->step = step; |
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270 | //cout << "setting speed to " << step << endl; |
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271 | } |
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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 | \brief Updates the world and all its objects |
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277 | |
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278 | Calculates the new state of the world. User-input and AI of |
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279 | the enemies are accounted for. |
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280 | */ |
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281 | void World::updateWorld(void) |
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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 | |
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287 | |
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288 | /* collision detection */ |
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289 | /* fix: bad efficency: stupid brute force */ |
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290 | |
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291 | void World::detectCollision() |
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292 | { |
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293 | //cout << "World::detectCollision" << endl; |
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294 | float xOff, yOff, zOff, radius; |
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295 | npcList* tmpNPC, *tmpRef; |
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296 | |
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297 | //cout << "World::detectCollsions" << endl; |
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298 | /* first: check if any player's shoots trigger a collision */ |
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299 | playerList* tmpPlayer = lastPlayer; |
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300 | Player* player = tmpPlayer->player; |
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301 | int state; |
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302 | while( tmpPlayer != null ) |
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303 | { |
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304 | tmpNPC = lastNPC; |
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305 | while( tmpNPC != null ) |
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306 | { |
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307 | //cout << "npc != null" << endl; |
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308 | radius = tmpNPC->npc->collisionRadius; |
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309 | //cout << "worki" << endl; |
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310 | ShootLaser::shoot* shoota = tmpPlayer->player->shootLaser->lastShoot; |
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311 | while( shoota != null ) |
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312 | { |
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313 | xOff = shoota->xCor - tmpNPC->npc->xCor; |
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314 | yOff = shoota->yCor - tmpNPC->npc->yCor; |
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315 | zOff = shoota->zCor - tmpNPC->npc->zCor; |
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316 | if ( sqrt(xOff*xOff + yOff*yOff + zOff*zOff) < radius ) |
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317 | { |
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318 | //cout << "COLLISION " << endl; |
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319 | int state = tmpNPC->npc->hit(); |
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320 | /* state is a value that marks if the ship dies or not */ |
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321 | /* if state == 0 the ship dies and we have to remove it */ |
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322 | /* |
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323 | if ( state == 0 ) { |
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324 | tmpRef = tmpNPC; |
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325 | tmpNPC = tmpNPC->next; |
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326 | removeNPC(tmpRef->npc); |
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327 | break; |
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328 | } |
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329 | */ |
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330 | } |
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331 | shoota = shoota->next; |
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332 | } |
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333 | //cout << "changing npc..." << endl; |
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334 | tmpNPC = tmpNPC->next; |
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335 | //cout << "..changing npc done" << endl; |
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336 | } |
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337 | //cout << "changing play..." << endl; |
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338 | tmpPlayer = tmpPlayer->next; |
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339 | //cout << "changing play done" << endl; |
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340 | } |
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341 | |
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342 | //cout << "World::detectCollisions middle" << endl; |
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343 | |
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344 | /* second: check if any player hits an enemy */ |
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345 | tmpPlayer = lastPlayer; |
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346 | while( tmpPlayer != null ) |
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347 | { |
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348 | tmpNPC = lastNPC; |
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349 | while( tmpNPC != null ) |
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350 | { |
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351 | radius = tmpNPC->npc->collisionRadius + tmpPlayer->player->collisionRadius; |
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352 | xOff = tmpPlayer->player->xCor - tmpNPC->npc->xCor; |
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353 | yOff = tmpPlayer->player->yCor - tmpNPC->npc->yCor; |
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354 | zOff = tmpPlayer->player->zCor - tmpNPC->npc->zCor; |
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355 | if ( sqrt(xOff*xOff + yOff*yOff + zOff*zOff) < radius ) { |
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356 | //cout << "COLLISION " << endl; |
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357 | tmpNPC->npc->hit(); |
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358 | } |
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359 | |
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360 | tmpNPC = tmpNPC->next; |
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361 | } |
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362 | |
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363 | tmpPlayer = tmpPlayer->next; |
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364 | } |
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365 | |
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366 | |
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367 | |
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368 | /* third: check if any enemy shoots a player */ |
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369 | |
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370 | //cout << "World::detectCollisions end" << endl; |
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371 | } |
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372 | |
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373 | |
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374 | |
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375 | /** |
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376 | \brief Routine for testing purposes. |
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377 | |
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378 | testing, testing, testing... |
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379 | */ |
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380 | void World::testThaTest(void) |
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381 | { |
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382 | cout << "World::testThaTest() called" << endl; |
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383 | /* test addPlayer */ |
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384 | cout << "addPlayer test..." << endl; |
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385 | playerList* pl = lastPlayer; |
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386 | while ( pl != null ) |
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387 | { |
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388 | cout << "player " << pl->number << " was found" << endl; |
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389 | pl = pl->next; |
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390 | } |
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391 | |
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392 | /* test addNPC */ |
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393 | cout << "addNPC test..." << endl; |
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394 | npcList* nl = lastNPC; |
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395 | while ( nl != null ) |
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396 | { |
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397 | cout << "npc " << nl->number << " was found" << endl; |
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398 | nl = nl->next; |
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399 | } |
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400 | |
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401 | |
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402 | /* test addEnv */ |
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403 | cout << "addEnv test..." << endl; |
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404 | envList* en = lastEnv; |
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405 | while ( en != null ) |
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406 | { |
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407 | cout << "env " << en->number << " was found" << endl; |
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408 | en = en->next; |
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409 | } |
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410 | |
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411 | /* test drawWorld() */ |
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412 | } |
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