[3280] | 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: Christian Meyer |
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| 15 | */ |
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| 16 | |
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| 17 | #include "world.h" |
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| 18 | #include "world_entity.h" |
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| 19 | #include "collision.h" |
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| 20 | #include "track.h" |
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| 21 | #include "player.h" |
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| 22 | #include "command_node.h" |
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| 23 | #include "camera.h" |
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| 24 | #include "environment.h" |
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| 25 | |
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| 26 | using namespace std; |
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| 27 | |
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| 28 | |
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| 29 | /** |
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| 30 | \brief create a new World |
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| 31 | |
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| 32 | This creates a new empty world! |
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| 33 | */ |
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| 34 | World::World (char* name) |
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| 35 | { |
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| 36 | this->worldName = name; |
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| 37 | this->debugWorldNr = -1; |
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| 38 | this->entities = new tList<WorldEntity>(); |
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| 39 | } |
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| 40 | |
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| 41 | World::World (int worldID) |
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| 42 | { |
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| 43 | this->debugWorldNr = worldID; |
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| 44 | this->worldName = NULL; |
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| 45 | this->entities = new tList<WorldEntity>(); |
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| 46 | } |
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| 47 | |
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| 48 | /** |
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| 49 | \brief remove the World from memory |
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| 50 | */ |
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| 51 | World::~World () |
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| 52 | { |
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| 53 | Orxonox *orx = Orxonox::getInstance(); |
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| 54 | orx->get_localinput()->unbind (this->localPlayer); |
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| 55 | delete this->entities; |
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| 56 | delete this->localCamera; |
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| 57 | } |
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| 58 | |
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| 59 | |
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| 60 | /** |
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| 61 | \brief initialize the world before use. |
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| 62 | */ |
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| 63 | Error World::init() |
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| 64 | { |
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| 65 | this->bPause = false; |
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| 66 | } |
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| 67 | |
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| 68 | Error World::start() |
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| 69 | { |
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| 70 | this->mainLoop(); |
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| 71 | } |
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| 72 | |
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| 73 | Error World::stop() |
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| 74 | { |
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| 75 | this->bQuitCurrentGame = true; |
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| 76 | this->localCamera->setWorld(NULL); |
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| 77 | this->entities->clear(); |
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| 78 | Orxonox::getInstance()->get_localinput()->reset(); |
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| 79 | this->~World(); |
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| 80 | } |
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| 81 | |
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| 82 | Error World::pause() |
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| 83 | { |
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| 84 | this->isPaused = true; |
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| 85 | } |
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| 86 | |
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| 87 | Error World::resume() |
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| 88 | { |
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| 89 | this->isPaused = false; |
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| 90 | } |
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| 91 | |
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| 92 | void World::load() |
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| 93 | { |
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| 94 | if(this->debugWorldNr != -1) |
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| 95 | { |
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| 96 | switch(this->debugWorldNr) |
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| 97 | { |
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| 98 | case DEBUG_WORLD_0: |
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| 99 | { |
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| 100 | // create some path nodes |
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| 101 | this->pathnodes = new Vector[6]; |
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| 102 | this->pathnodes[0] = Vector(0, 0, 0); |
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| 103 | this->pathnodes[1] = Vector(1000, 0, 0); |
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| 104 | // this->pathnodes[2] = Vector(-100, 140, 0); |
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| 105 | // this->pathnodes[3] = Vector(0, 180, 0); |
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| 106 | // this->pathnodes[4] = Vector(100, 140, 0); |
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| 107 | // this->pathnodes[5] = Vector(100, 40, 0); |
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| 108 | |
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| 109 | // create the tracks |
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| 110 | this->tracklen = 2; |
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| 111 | this->track = new Track[2]; |
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| 112 | for( int i = 0; i < this->tracklen; i++) |
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| 113 | { |
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| 114 | this->track[i] = Track( i, (i+1)%this->tracklen, &this->pathnodes[i], &this->pathnodes[(i+1)%this->tracklen]); |
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| 115 | } |
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| 116 | |
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| 117 | // create a player |
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| 118 | WorldEntity* myPlayer = new Player(); |
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| 119 | this->spawn(myPlayer); |
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| 120 | this->localPlayer = myPlayer; |
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| 121 | |
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| 122 | // bind input |
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| 123 | Orxonox *orx = Orxonox::getInstance(); |
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| 124 | orx->get_localinput()->bind (myPlayer); |
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| 125 | |
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| 126 | // bind camera |
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| 127 | this->localCamera = new Camera(this); |
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| 128 | this->getCamera()->bind (myPlayer); |
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| 129 | |
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| 130 | Placement* plc = new Placement; |
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| 131 | plc->r = Vector(100, 10, 10); |
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| 132 | plc->w = Quaternion(); |
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| 133 | WorldEntity* env = new Environment(); |
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| 134 | this->spawn(env, plc); |
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| 135 | |
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| 136 | break; |
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| 137 | } |
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| 138 | case DEBUG_WORLD_1: |
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| 139 | { |
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| 140 | // create some path nodes |
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| 141 | this->pathnodes = new Vector[6]; |
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| 142 | this->pathnodes[0] = Vector(0, 0, 0); |
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| 143 | this->pathnodes[1] = Vector(20, 10, 10); |
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| 144 | this->pathnodes[2] = Vector(40, 0, 10); |
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| 145 | this->pathnodes[3] = Vector(60, 10, 0); |
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| 146 | this->pathnodes[4] = Vector(80, 20, 10); |
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| 147 | this->pathnodes[5] = Vector(30, 50, 0); |
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| 148 | |
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| 149 | // create the tracks |
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| 150 | this->tracklen = 6; |
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| 151 | this->track = new Track[6]; |
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| 152 | for( int i = 0; i < this->tracklen; i++) |
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| 153 | { |
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| 154 | this->track[i] = Track( i, (i+1)%this->tracklen, &this->pathnodes[i], &this->pathnodes[(i+1)%this->tracklen]); |
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| 155 | } |
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| 156 | |
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| 157 | // create a player |
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| 158 | //WorldEntity* myPlayer = (WorldEntity*) this->spawn<Player>(); |
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| 159 | WorldEntity* myPlayer = new Player(); |
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| 160 | this->spawn(myPlayer); |
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| 161 | this->localPlayer = myPlayer; |
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| 162 | |
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| 163 | // bind input |
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| 164 | Orxonox *orx = Orxonox::getInstance(); |
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| 165 | orx->get_localinput()->bind (myPlayer); |
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| 166 | |
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| 167 | // bind camera |
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| 168 | this->localCamera = new Camera(this); |
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| 169 | this->getCamera()->bind (myPlayer); |
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| 170 | break; |
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| 171 | } |
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| 172 | default: |
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| 173 | printf("World::load() - no world with ID %i found", this->debugWorldNr ); |
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| 174 | } |
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| 175 | } |
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| 176 | else if(this->worldName != NULL) |
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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 | // initialize debug coord system |
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| 182 | objectList = glGenLists(1); |
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| 183 | glNewList (objectList, GL_COMPILE); |
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| 184 | glLoadIdentity(); |
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| 185 | glColor3f(1.0,0,0); |
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| 186 | glBegin(GL_QUADS); |
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| 187 | float height [500][100]; |
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| 188 | Vector normal_vectors[500][100]; |
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| 189 | float size = 2; |
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| 190 | |
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| 191 | |
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| 192 | for ( int i = 0; i<400; i+=1) |
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| 193 | { |
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| 194 | for (int j = 0; j<100;j+=1) |
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| 195 | { |
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| 196 | //height[i][j] = rand()/20046 + (j-25)*(j-25)/30; |
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| 197 | height[i][j]=(sin((float)j/3)*rand()*i/182400)*.2; |
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| 198 | } |
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| 199 | } |
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| 200 | //Die Hügel ein wenig glätten |
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| 201 | for (int i=1;i<399 ;i+=1 ){ |
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| 202 | for(int j=1;j<99;j+=1){ |
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| 203 | height[i][j]=(height[i+1][j]+height[i][j+1]+height[i-1][j]+height[i][j-1])/4; |
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| 204 | |
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| 205 | } |
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| 206 | } |
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| 207 | |
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| 208 | //Berechnung von normalen Vektoren |
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| 209 | |
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| 210 | for(int i=1;i<399;i+=1){ |
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| 211 | for(int j=1;j<99 ;j+=1) |
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| 212 | |
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| 213 | { |
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| 214 | Vector* v1 = new Vector (size*i,size*(j-25)-50,height[i][j]-20 ); |
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| 215 | Vector* v2 = new Vector (size*(i+1),size*(j-25)-50,height[i+1][j]-20); |
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| 216 | Vector* v3 = new Vector (size*(i),size*(j-24)-50,height[i][j+1]-20); |
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| 217 | Vector* v4 = new Vector (size*(i-1),size*(j-25)-50,height[i-1][j]-20); |
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| 218 | Vector* v5 = new Vector (size*(i),size*(j-26)-50,height[i][j-1]-20); |
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| 219 | |
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| 220 | Vector c1 = *v1 - *v2; |
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| 221 | Vector c2 = *v1 - *v3; |
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| 222 | Vector c3= *v1 - *v4; |
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| 223 | Vector c4 = *v1 - *v5; |
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| 224 | normal_vectors[i][j]=c1.cross(*v1-*v3)+c2.cross(*v1-*v4)+c3.cross(*v1-*v5)+c4.cross(*v1-*v2); |
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| 225 | normal_vectors[i][j].normalize(); |
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| 226 | |
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| 227 | |
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| 228 | |
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| 229 | |
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| 230 | } |
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| 231 | } |
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| 232 | int snowheight=3; |
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| 233 | for ( int i = 0; i<400; i+=1) |
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| 234 | { |
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| 235 | for (int j = 0; j<100;j+=1) |
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| 236 | { |
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| 237 | Vector* v1 = new Vector (size*i, size*(j-25)-50, height[i][j]-20 ); |
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| 238 | Vector* v2 = new Vector (size*(i+1), size*(j-25)-50, height[i+1][j]-20); |
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| 239 | Vector* v3 = new Vector (size*(i+1), size*(j-24)-50, height[i+1][j+1]-20); |
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| 240 | Vector* v4 = new Vector (size*(i), size*(j-24)-50, height[i][j+1]-20); |
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| 241 | float a[3]; |
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| 242 | if(height[i][j]<snowheight){ |
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| 243 | a[0]=0; |
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| 244 | a[1]=1.0-height[i][j]/10-.3; |
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| 245 | a[2]=0; |
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| 246 | glMaterialfv(GL_FRONT,GL_DIFFUSE,a); |
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| 247 | } |
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| 248 | else{ |
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| 249 | a[0]=1.0; |
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| 250 | a[1]=1.0; |
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| 251 | a[2]=1.0; |
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| 252 | glMaterialfv(GL_FRONT,GL_DIFFUSE,a); |
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| 253 | |
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| 254 | } |
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| 255 | glNormal3f(normal_vectors[i][j].x, normal_vectors[i][j].y, normal_vectors[i][j].z); |
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| 256 | glVertex3f(v1->x, v1->y, v1->z); |
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| 257 | if(height[i+1][j]<snowheight){ |
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| 258 | a[0]=0; |
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| 259 | a[1] =1.0-height[i+1][j]/10-.3; |
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| 260 | a[2]=0; |
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| 261 | glMaterialfv(GL_FRONT,GL_DIFFUSE,a); |
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| 262 | } |
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| 263 | else{ |
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| 264 | a[0]=1.0; |
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| 265 | a[1]=1.0; |
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| 266 | a[2]=1.0; |
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| 267 | glMaterialfv(GL_FRONT,GL_DIFFUSE,a); |
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| 268 | |
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| 269 | } |
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| 270 | glNormal3f(normal_vectors[i+1][j].x, normal_vectors[i+1][j].y, normal_vectors[i+1][j].z); |
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| 271 | glVertex3f(v2->x, v2->y, v2->z); |
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| 272 | if(height[i+1][j+1]<snowheight){ |
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| 273 | a[0]=0; |
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| 274 | a[1] =1.0-height[i+1][j+1]/10-.3; |
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| 275 | a[2]=0; |
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| 276 | glMaterialfv(GL_FRONT,GL_DIFFUSE,a); |
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| 277 | } |
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| 278 | else{ |
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| 279 | a[0]=1.0; |
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| 280 | a[1]=1.0; |
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| 281 | a[2]=1.0; |
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| 282 | glMaterialfv(GL_FRONT,GL_DIFFUSE,a); |
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| 283 | |
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| 284 | |
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| 285 | } |
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| 286 | glNormal3f(normal_vectors[i+1][j+1].x, normal_vectors[i+1][j+1].y, normal_vectors[i+1][j+1].z); |
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| 287 | glVertex3f(v3->x, v3->y, v3->z); |
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| 288 | if(height[i][j+1]<snowheight){ |
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| 289 | a[0]=0; |
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| 290 | a[1] =1.0-height[i+1][j+1]/10-.3; |
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| 291 | a[2]=0; |
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| 292 | glMaterialfv(GL_FRONT,GL_DIFFUSE,a); |
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| 293 | } |
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| 294 | else{ |
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| 295 | a[0]=1.0; |
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| 296 | a[1]=1.0; |
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| 297 | a[2]=1.0; |
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| 298 | glMaterialfv(GL_FRONT,GL_DIFFUSE,a); |
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| 299 | } |
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| 300 | glNormal3f(normal_vectors[i][j+1].x, normal_vectors[i][j+1].y, normal_vectors[i][j+1].z); |
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| 301 | glVertex3f(v4->x, v4->y, v4->z); |
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| 302 | |
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| 303 | } |
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| 304 | } |
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| 305 | glEnd(); |
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| 306 | /* |
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| 307 | glBegin(GL_LINES); |
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| 308 | for( float x = -128.0; x < 128.0; x += 25.0) |
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| 309 | { |
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| 310 | for( float y = -128.0; y < 128.0; y += 25.0) |
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| 311 | { |
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| 312 | glColor3f(1,0,0); |
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| 313 | glVertex3f(x,y,-128.0); |
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| 314 | glVertex3f(x,y,0.0); |
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| 315 | glColor3f(0.5,0,0); |
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| 316 | glVertex3f(x,y,0.0); |
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| 317 | glVertex3f(x,y,128.0); |
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| 318 | } |
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| 319 | } |
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| 320 | for( float y = -128.0; y < 128.0; y += 25.0) |
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| 321 | { |
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| 322 | for( float z = -128.0; z < 128.0; z += 25.0) |
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| 323 | { |
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| 324 | glColor3f(0,1,0); |
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| 325 | glVertex3f(-128.0,y,z); |
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| 326 | glVertex3f(0.0,y,z); |
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| 327 | glColor3f(0,0.5,0); |
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| 328 | glVertex3f(0.0,y,z); |
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| 329 | glVertex3f(128.0,y,z); |
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| 330 | } |
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| 331 | } |
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| 332 | for( float x = -128.0; x < 128.0; x += 25.0) |
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| 333 | { |
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| 334 | for( float z = -128.0; z < 128.0; z += 25.0) |
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| 335 | { |
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| 336 | glColor3f(0,0,1); |
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| 337 | glVertex3f(x,-128.0,z); |
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| 338 | glVertex3f(x,0.0,z); |
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| 339 | glColor3f(0,0,0.5); |
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| 340 | glVertex3f(x,0.0,z); |
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| 341 | glVertex3f(x,128.0,z); |
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| 342 | } |
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| 343 | |
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| 344 | } |
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| 345 | |
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| 346 | //draw track |
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| 347 | glBegin(GL_LINES); |
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| 348 | glColor3f(0,1,1); |
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| 349 | for( int i = 0; i < tracklen; i++) |
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| 350 | { |
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| 351 | glVertex3f(pathnodes[i].x,pathnodes[i].y,pathnodes[i].z); |
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| 352 | glVertex3f(pathnodes[(i+1)%tracklen].x,pathnodes[(i+1)%tracklen].y,pathnodes[(i+1)%tracklen].z); |
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| 353 | } |
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| 354 | glEnd(); |
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| 355 | glEndList(); |
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| 356 | */ |
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| 357 | } |
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| 358 | |
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| 359 | |
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| 360 | /** |
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| 361 | \brief checks for collisions |
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| 362 | |
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| 363 | This method runs through all WorldEntities known to the world and checks for collisions |
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| 364 | between them. In case of collisions the collide() method of the corresponding entities |
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| 365 | is called. |
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| 366 | */ |
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| 367 | void World::collide () |
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| 368 | { |
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| 369 | /* |
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| 370 | List *a, *b; |
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| 371 | WorldEntity *aobj, *bobj; |
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| 372 | |
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| 373 | a = entities; |
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| 374 | |
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| 375 | while( a != NULL) |
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| 376 | { |
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| 377 | aobj = a->nextElement(); |
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| 378 | if( aobj->bCollide && aobj->collisioncluster != NULL) |
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| 379 | { |
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| 380 | b = a->nextElement(); |
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| 381 | while( b != NULL ) |
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| 382 | { |
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| 383 | bobj = b->nextElement(); |
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| 384 | if( bobj->bCollide && bobj->collisioncluster != NULL ) |
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| 385 | { |
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| 386 | unsigned long ahitflg, bhitflg; |
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| 387 | if( check_collision ( &aobj->place, aobj->collisioncluster, |
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| 388 | &ahitflg, &bobj->place, bobj->collisioncluster, |
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| 389 | &bhitflg) ); |
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| 390 | { |
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| 391 | aobj->collide (bobj, ahitflg, bhitflg); |
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| 392 | bobj->collide (aobj, bhitflg, ahitflg); |
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| 393 | } |
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| 394 | } |
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| 395 | b = b->nextElement(); |
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| 396 | } |
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| 397 | } |
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| 398 | a = a->enumerate(); |
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| 399 | } |
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| 400 | */ |
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| 401 | } |
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| 402 | |
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| 403 | /** |
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| 404 | \brief runs through all entities calling their draw() methods |
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| 405 | */ |
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| 406 | void World::draw () |
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| 407 | { |
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| 408 | // draw geometry |
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| 409 | |
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| 410 | // draw entities |
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| 411 | WorldEntity* entity; |
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| 412 | |
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| 413 | entity = this->entities->enumerate(); |
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| 414 | while( entity != NULL ) |
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| 415 | { |
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| 416 | if( entity->bDraw ) entity->draw(); |
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| 417 | entity = this->entities->nextElement(); |
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| 418 | } |
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| 419 | |
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| 420 | |
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| 421 | // draw debug coord system |
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| 422 | glCallList (objectList); |
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| 423 | |
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| 424 | |
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| 425 | } |
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| 426 | |
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| 427 | /** |
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| 428 | \brief updates Placements and notifies entities when they left the |
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| 429 | world |
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| 430 | |
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| 431 | This runs trough all WorldEntities and maps Locations to Placements |
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| 432 | if they are bound, checks whether they left the level boundaries |
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| 433 | and calls appropriate functions. |
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| 434 | */ |
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| 435 | void World::update () |
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| 436 | { |
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| 437 | //List<WorldEntity> *l; |
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| 438 | WorldEntity* entity; |
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| 439 | Location* loc; |
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| 440 | Placement* plc; |
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| 441 | Uint32 t; |
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| 442 | |
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| 443 | // l = entities->enumerate(); |
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| 444 | entity = this->entities->enumerate(); |
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| 445 | while( entity != NULL ) |
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| 446 | { |
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| 447 | |
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| 448 | |
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| 449 | if( !entity->isFree() ) |
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| 450 | { |
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| 451 | loc = entity->get_location(); |
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| 452 | plc = entity->get_placement(); |
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| 453 | t = loc->part; |
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| 454 | |
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| 455 | /* check if entity has still a legal track-id */ |
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| 456 | if( t >= tracklen ) |
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| 457 | { |
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| 458 | printf("An entity is out of the game area\n"); |
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| 459 | entity->left_world (); |
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| 460 | } |
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| 461 | else |
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| 462 | { |
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| 463 | while( track[t].map_coords( loc, plc) ) |
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| 464 | { |
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| 465 | track[t].post_leave (entity); |
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| 466 | if( loc->part >= tracklen ) |
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| 467 | { |
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| 468 | printf("An entity has left the game area\n"); |
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| 469 | entity->left_world (); |
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| 470 | break; |
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| 471 | } |
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| 472 | track[loc->part].post_enter (entity); |
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| 473 | } |
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| 474 | } |
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| 475 | } |
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| 476 | else |
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| 477 | { |
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| 478 | /* TO DO: implement check whether this particular free entity |
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| 479 | is out of the game area |
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| 480 | TO DO: call function to notify the entity that it left |
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| 481 | the game area |
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| 482 | */ |
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| 483 | } |
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| 484 | |
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| 485 | entity = entities->nextElement(); |
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| 486 | } |
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| 487 | |
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| 488 | } |
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| 489 | |
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| 490 | /** |
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| 491 | \brief relays the passed time since the last frame to entities and Track parts |
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| 492 | \param deltaT: the time passed since the last frame in milliseconds |
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| 493 | */ |
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| 494 | void World::time_slice (Uint32 deltaT) |
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| 495 | { |
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| 496 | //List<WorldEntity> *l; |
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| 497 | WorldEntity* entity; |
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| 498 | float seconds = deltaT; |
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| 499 | |
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| 500 | seconds /= 1000; |
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| 501 | |
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| 502 | entity = entities->enumerate(); |
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| 503 | while( entity != NULL) |
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| 504 | { |
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| 505 | entity->tick (seconds); |
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| 506 | entity = entities->nextElement(); |
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| 507 | } |
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| 508 | |
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| 509 | for( int i = 0; i < tracklen; i++) track[i].tick (seconds); |
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| 510 | } |
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| 511 | |
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| 512 | /** |
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| 513 | \brief removes level data from memory |
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| 514 | */ |
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| 515 | void World::unload() |
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| 516 | { |
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| 517 | if( pathnodes) delete []pathnodes; |
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| 518 | if( track) delete []pathnodes; |
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| 519 | } |
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| 520 | |
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| 521 | |
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| 522 | |
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| 523 | /** |
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| 524 | \brief calls the correct mapping function to convert a given "look at"-Location to a |
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| 525 | Camera Placement |
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| 526 | */ |
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| 527 | void World::calc_camera_pos (Location* loc, Placement* plc) |
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| 528 | { |
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| 529 | track[loc->part].map_camera (loc, plc); |
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| 530 | } |
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| 531 | |
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| 532 | |
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| 533 | void World::setTrackLen(Uint32 len) |
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| 534 | { |
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| 535 | this->tracklen = len; |
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| 536 | } |
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| 537 | |
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| 538 | int World::getTrackLen() |
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| 539 | { |
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| 540 | return this->tracklen; |
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| 541 | } |
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| 542 | |
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| 543 | void World::debug() |
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| 544 | { |
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| 545 | //List<WorldEntity> *l; |
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| 546 | WorldEntity* entity; |
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| 547 | |
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| 548 | printf("counting all entities\n"); |
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| 549 | printf("World::debug() - enumerate()\n"); |
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| 550 | entity = entities->enumerate(); |
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| 551 | while( entity != NULL ) |
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| 552 | { |
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| 553 | if( entity->bDraw ) printf("got an entity\n"); |
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| 554 | entity = entities->nextElement(); |
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| 555 | } |
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| 556 | } |
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| 557 | |
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| 558 | |
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| 559 | void World::mainLoop() |
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| 560 | { |
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| 561 | this->lastFrame = SDL_GetTicks(); |
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| 562 | this->bQuitOrxonox = false; |
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| 563 | this->bQuitCurrentGame = false; |
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| 564 | printf("World|Entering main loop\n"); |
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| 565 | while(!this->bQuitOrxonox && !this->bQuitCurrentGame) /* pause pause pause ?!?!?*/ |
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| 566 | { |
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| 567 | //debug routine |
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| 568 | //debug(); |
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| 569 | // Network |
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| 570 | synchronize(); |
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| 571 | // Process input |
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| 572 | handle_input(); |
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| 573 | // Process time |
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| 574 | time_slice(); |
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| 575 | // Process collision |
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| 576 | collision(); |
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| 577 | // Draw |
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| 578 | display(); |
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| 579 | |
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| 580 | //for(int i = 0; i < 1000000; i++){} |
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| 581 | |
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| 582 | } |
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| 583 | printf("World|Exiting the main loop\n"); |
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| 584 | } |
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| 585 | |
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| 586 | /** |
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| 587 | \brief synchronize local data with remote data |
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| 588 | */ |
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| 589 | void World::synchronize () |
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| 590 | { |
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| 591 | // Get remote input |
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| 592 | // Update synchronizables |
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| 593 | } |
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| 594 | |
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| 595 | /** |
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| 596 | \brief run all input processing |
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| 597 | */ |
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| 598 | void World::handle_input () |
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| 599 | { |
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| 600 | // localinput |
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| 601 | Orxonox::getInstance()->get_localinput()->process(); |
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| 602 | // remoteinput |
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| 603 | } |
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| 604 | |
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| 605 | /** |
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| 606 | \brief advance the timeline |
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| 607 | */ |
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| 608 | void World::time_slice () |
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| 609 | { |
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| 610 | Uint32 currentFrame = SDL_GetTicks(); |
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| 611 | if(!this->bPause) |
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| 612 | { |
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| 613 | Uint32 dt = currentFrame - this->lastFrame; |
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| 614 | |
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| 615 | if(dt > 0) |
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| 616 | { |
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| 617 | float fps = 1000/dt; |
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| 618 | printf("fps = %f\n", fps); |
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| 619 | } |
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| 620 | else |
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| 621 | { |
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| 622 | printf("fps = 1000 but 0ms!\n"); |
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| 623 | } |
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| 624 | |
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| 625 | this->time_slice (dt); |
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| 626 | this->update (); |
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| 627 | this->localCamera->time_slice (dt); |
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| 628 | } |
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| 629 | this->lastFrame = currentFrame; |
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| 630 | } |
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| 631 | |
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| 632 | /** |
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| 633 | \brief compute collision detection |
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| 634 | */ |
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| 635 | void World::collision () |
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| 636 | { |
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| 637 | this->collide (); |
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| 638 | } |
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| 639 | |
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| 640 | /** |
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| 641 | \brief handle keyboard commands that are not meant for WorldEntities |
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| 642 | \param cmd: the command to handle |
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| 643 | \return true if the command was handled by the system or false if it may be passed to the WorldEntities |
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| 644 | */ |
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| 645 | bool World::system_command (Command* cmd) |
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| 646 | { |
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| 647 | if( !strcmp( cmd->cmd, "quit")) |
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| 648 | { |
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| 649 | if( !cmd->bUp) this->bQuitOrxonox = true; |
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| 650 | return true; |
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| 651 | } |
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| 652 | return false; |
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| 653 | } |
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| 654 | |
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| 655 | /** |
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| 656 | \brief render the current frame |
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| 657 | */ |
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| 658 | void World::display () |
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| 659 | { |
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| 660 | // clear buffer |
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| 661 | glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); |
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| 662 | // set camera |
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| 663 | this->localCamera->apply (); |
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| 664 | // draw world |
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| 665 | this->draw(); |
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| 666 | // draw HUD |
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| 667 | // flip buffers |
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| 668 | SDL_GL_SwapBuffers(); |
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| 669 | } |
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| 670 | |
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| 671 | Camera* World::getCamera() |
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| 672 | { |
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| 673 | return this->localCamera; |
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| 674 | } |
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| 675 | |
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| 676 | |
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| 677 | void World::spawn(WorldEntity* entity) |
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| 678 | { |
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| 679 | Location zeroloc; |
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| 680 | Location* loc = NULL; |
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| 681 | WorldEntity* owner; |
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| 682 | |
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| 683 | entities->add (entity); |
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| 684 | zeroloc.dist = 0; |
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| 685 | zeroloc.part = 0; |
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| 686 | zeroloc.pos = Vector(); |
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| 687 | zeroloc.rot = Quaternion(); |
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| 688 | loc = &zeroloc; |
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| 689 | entity->init (loc, owner); |
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| 690 | if (entity->bFree) |
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| 691 | { |
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| 692 | this->track[loc->part].map_coords( loc, entity->get_placement()); |
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| 693 | } |
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| 694 | entity->post_spawn (); |
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| 695 | } |
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| 696 | |
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| 697 | |
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| 698 | void World::spawn(WorldEntity* entity, Location* loc) |
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| 699 | { |
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| 700 | Location zeroLoc; |
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| 701 | WorldEntity* owner; |
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| 702 | this->entities->add (entity); |
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| 703 | if( loc == NULL) |
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| 704 | { |
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| 705 | zeroLoc.dist = 0; |
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| 706 | zeroLoc.part = 0; |
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| 707 | zeroLoc.pos = Vector(); |
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| 708 | zeroLoc.rot = Quaternion(); |
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| 709 | loc = &zeroLoc; |
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| 710 | } |
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| 711 | entity->init (loc, owner); |
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| 712 | if (entity->bFree) |
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| 713 | { |
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| 714 | this->track[loc->part].map_coords( loc, entity->get_placement()); |
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| 715 | } |
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| 716 | entity->post_spawn (); |
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| 717 | //return entity; |
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| 718 | } |
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| 719 | |
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| 720 | |
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| 721 | void World::spawn(WorldEntity* entity, Placement* plc) |
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| 722 | { |
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| 723 | Placement zeroPlc; |
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| 724 | WorldEntity* owner; |
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| 725 | if( plc == NULL) |
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| 726 | { |
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| 727 | zeroPlc.r = Vector(); |
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| 728 | zeroPlc.w = Quaternion(); |
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| 729 | plc = &zeroPlc; |
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| 730 | } |
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| 731 | this->entities->add (entity); |
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| 732 | entity->init (plc, owner); |
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| 733 | entity->post_spawn (); |
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| 734 | //return entity; |
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| 735 | } |
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