1 | |
---|
2 | /* |
---|
3 | orxonox - the future of 3D-vertical-scrollers |
---|
4 | |
---|
5 | Copyright (C) 2004 orx |
---|
6 | |
---|
7 | This program is free software; you can redistribute it and/or modify |
---|
8 | it under the terms of the GNU General Public License as published by |
---|
9 | the Free Software Foundation; either version 2, or (at your option) |
---|
10 | any later version. |
---|
11 | |
---|
12 | ### File Specific: |
---|
13 | main-programmer: Patrick Boenzli |
---|
14 | co-programmer: Christian Meyer |
---|
15 | */ |
---|
16 | |
---|
17 | #include "world.h" |
---|
18 | #include "world_entity.h" |
---|
19 | #include "collision.h" |
---|
20 | #include "track.h" |
---|
21 | #include "player.h" |
---|
22 | #include "command_node.h" |
---|
23 | #include "camera.h" |
---|
24 | #include "environment.h" |
---|
25 | |
---|
26 | using namespace std; |
---|
27 | |
---|
28 | |
---|
29 | /** |
---|
30 | \brief create a new World |
---|
31 | |
---|
32 | This creates a new empty world! |
---|
33 | */ |
---|
34 | World::World (char* name) |
---|
35 | { |
---|
36 | this->worldName = name; |
---|
37 | this->debugWorldNr = -1; |
---|
38 | this->entities = new tList<WorldEntity>(); |
---|
39 | } |
---|
40 | |
---|
41 | World::World (int worldID) |
---|
42 | { |
---|
43 | this->debugWorldNr = worldID; |
---|
44 | this->worldName = NULL; |
---|
45 | this->entities = new tList<WorldEntity>(); |
---|
46 | } |
---|
47 | |
---|
48 | /** |
---|
49 | \brief remove the World from memory |
---|
50 | */ |
---|
51 | World::~World () |
---|
52 | { |
---|
53 | Orxonox *orx = Orxonox::getInstance(); |
---|
54 | orx->get_localinput()->unbind (this->localPlayer); |
---|
55 | delete this->entities; |
---|
56 | delete this->localCamera; |
---|
57 | } |
---|
58 | |
---|
59 | |
---|
60 | /** |
---|
61 | \brief initialize the world before use. |
---|
62 | */ |
---|
63 | Error World::init() |
---|
64 | { |
---|
65 | this->bPause = false; |
---|
66 | } |
---|
67 | |
---|
68 | Error World::start() |
---|
69 | { |
---|
70 | this->mainLoop(); |
---|
71 | } |
---|
72 | |
---|
73 | Error World::stop() |
---|
74 | { |
---|
75 | this->bQuitCurrentGame = true; |
---|
76 | this->localCamera->setWorld(NULL); |
---|
77 | this->entities->clear(); |
---|
78 | Orxonox::getInstance()->get_localinput()->reset(); |
---|
79 | this->~World(); |
---|
80 | } |
---|
81 | |
---|
82 | Error World::pause() |
---|
83 | { |
---|
84 | this->isPaused = true; |
---|
85 | } |
---|
86 | |
---|
87 | Error World::resume() |
---|
88 | { |
---|
89 | this->isPaused = false; |
---|
90 | } |
---|
91 | |
---|
92 | void World::load() |
---|
93 | { |
---|
94 | if(this->debugWorldNr != -1) |
---|
95 | { |
---|
96 | switch(this->debugWorldNr) |
---|
97 | { |
---|
98 | case DEBUG_WORLD_0: |
---|
99 | { |
---|
100 | // create some path nodes |
---|
101 | this->pathnodes = new Vector[6]; |
---|
102 | this->pathnodes[0] = Vector(0, 0, 0); |
---|
103 | this->pathnodes[1] = Vector(1000, 0, 0); |
---|
104 | // this->pathnodes[2] = Vector(-100, 140, 0); |
---|
105 | // this->pathnodes[3] = Vector(0, 180, 0); |
---|
106 | // this->pathnodes[4] = Vector(100, 140, 0); |
---|
107 | // this->pathnodes[5] = Vector(100, 40, 0); |
---|
108 | |
---|
109 | // create the tracks |
---|
110 | this->tracklen = 2; |
---|
111 | this->track = new Track[2]; |
---|
112 | for( int i = 0; i < this->tracklen; i++) |
---|
113 | { |
---|
114 | this->track[i] = Track( i, (i+1)%this->tracklen, &this->pathnodes[i], &this->pathnodes[(i+1)%this->tracklen]); |
---|
115 | } |
---|
116 | |
---|
117 | // create a player |
---|
118 | WorldEntity* myPlayer = new Player(); |
---|
119 | this->spawn(myPlayer); |
---|
120 | this->localPlayer = myPlayer; |
---|
121 | |
---|
122 | // bind input |
---|
123 | Orxonox *orx = Orxonox::getInstance(); |
---|
124 | orx->get_localinput()->bind (myPlayer); |
---|
125 | |
---|
126 | // bind camera |
---|
127 | this->localCamera = new Camera(this); |
---|
128 | this->getCamera()->bind (myPlayer); |
---|
129 | |
---|
130 | Placement* plc = new Placement; |
---|
131 | plc->r = Vector(100, 10, 10); |
---|
132 | plc->w = Quaternion(); |
---|
133 | WorldEntity* env = new Environment(); |
---|
134 | this->spawn(env, plc); |
---|
135 | |
---|
136 | break; |
---|
137 | } |
---|
138 | case DEBUG_WORLD_1: |
---|
139 | { |
---|
140 | // create some path nodes |
---|
141 | this->pathnodes = new Vector[6]; |
---|
142 | this->pathnodes[0] = Vector(0, 0, 0); |
---|
143 | this->pathnodes[1] = Vector(20, 10, 10); |
---|
144 | this->pathnodes[2] = Vector(40, 0, 10); |
---|
145 | this->pathnodes[3] = Vector(60, 10, 0); |
---|
146 | this->pathnodes[4] = Vector(80, 20, 10); |
---|
147 | this->pathnodes[5] = Vector(30, 50, 0); |
---|
148 | |
---|
149 | // create the tracks |
---|
150 | this->tracklen = 6; |
---|
151 | this->track = new Track[6]; |
---|
152 | for( int i = 0; i < this->tracklen; i++) |
---|
153 | { |
---|
154 | this->track[i] = Track( i, (i+1)%this->tracklen, &this->pathnodes[i], &this->pathnodes[(i+1)%this->tracklen]); |
---|
155 | } |
---|
156 | |
---|
157 | // create a player |
---|
158 | //WorldEntity* myPlayer = (WorldEntity*) this->spawn<Player>(); |
---|
159 | WorldEntity* myPlayer = new Player(); |
---|
160 | this->spawn(myPlayer); |
---|
161 | this->localPlayer = myPlayer; |
---|
162 | |
---|
163 | // bind input |
---|
164 | Orxonox *orx = Orxonox::getInstance(); |
---|
165 | orx->get_localinput()->bind (myPlayer); |
---|
166 | |
---|
167 | // bind camera |
---|
168 | this->localCamera = new Camera(this); |
---|
169 | this->getCamera()->bind (myPlayer); |
---|
170 | break; |
---|
171 | } |
---|
172 | default: |
---|
173 | printf("World::load() - no world with ID %i found", this->debugWorldNr ); |
---|
174 | } |
---|
175 | } |
---|
176 | else if(this->worldName != NULL) |
---|
177 | { |
---|
178 | |
---|
179 | } |
---|
180 | |
---|
181 | // initialize debug coord system |
---|
182 | objectList = glGenLists(1); |
---|
183 | glNewList (objectList, GL_COMPILE); |
---|
184 | glLoadIdentity(); |
---|
185 | glColor3f(1.0,0,0); |
---|
186 | glBegin(GL_QUADS); |
---|
187 | float height [500][100]; |
---|
188 | Vector normal_vectors[500][100]; |
---|
189 | float size = 2; |
---|
190 | |
---|
191 | |
---|
192 | for ( int i = 0; i<400; i+=1) |
---|
193 | { |
---|
194 | for (int j = 0; j<100;j+=1) |
---|
195 | { |
---|
196 | //height[i][j] = rand()/20046 + (j-25)*(j-25)/30; |
---|
197 | height[i][j]=(sin((float)j/3)*rand()*i/182400)*.2; |
---|
198 | } |
---|
199 | } |
---|
200 | //Die Hügel ein wenig glätten |
---|
201 | for (int i=1;i<399 ;i+=1 ){ |
---|
202 | for(int j=1;j<99;j+=1){ |
---|
203 | height[i][j]=(height[i+1][j]+height[i][j+1]+height[i-1][j]+height[i][j-1])/4; |
---|
204 | |
---|
205 | } |
---|
206 | } |
---|
207 | |
---|
208 | //Berechnung von normalen Vektoren |
---|
209 | |
---|
210 | for(int i=1;i<399;i+=1){ |
---|
211 | for(int j=1;j<99 ;j+=1) |
---|
212 | |
---|
213 | { |
---|
214 | Vector* v1 = new Vector (size*i,size*(j-25)-50,height[i][j]-20 ); |
---|
215 | Vector* v2 = new Vector (size*(i+1),size*(j-25)-50,height[i+1][j]-20); |
---|
216 | Vector* v3 = new Vector (size*(i),size*(j-24)-50,height[i][j+1]-20); |
---|
217 | Vector* v4 = new Vector (size*(i-1),size*(j-25)-50,height[i-1][j]-20); |
---|
218 | Vector* v5 = new Vector (size*(i),size*(j-26)-50,height[i][j-1]-20); |
---|
219 | |
---|
220 | Vector c1 = *v1 - *v2; |
---|
221 | Vector c2 = *v1 - *v3; |
---|
222 | Vector c3= *v1 - *v4; |
---|
223 | Vector c4 = *v1 - *v5; |
---|
224 | normal_vectors[i][j]=c1.cross(*v1-*v3)+c2.cross(*v1-*v4)+c3.cross(*v1-*v5)+c4.cross(*v1-*v2); |
---|
225 | normal_vectors[i][j].normalize(); |
---|
226 | |
---|
227 | |
---|
228 | |
---|
229 | |
---|
230 | } |
---|
231 | } |
---|
232 | int snowheight=3; |
---|
233 | for ( int i = 0; i<400; i+=1) |
---|
234 | { |
---|
235 | for (int j = 0; j<100;j+=1) |
---|
236 | { |
---|
237 | Vector* v1 = new Vector (size*i, size*(j-25)-50, height[i][j]-20 ); |
---|
238 | Vector* v2 = new Vector (size*(i+1), size*(j-25)-50, height[i+1][j]-20); |
---|
239 | Vector* v3 = new Vector (size*(i+1), size*(j-24)-50, height[i+1][j+1]-20); |
---|
240 | Vector* v4 = new Vector (size*(i), size*(j-24)-50, height[i][j+1]-20); |
---|
241 | float a[3]; |
---|
242 | if(height[i][j]<snowheight){ |
---|
243 | a[0]=0; |
---|
244 | a[1]=1.0-height[i][j]/10-.3; |
---|
245 | a[2]=0; |
---|
246 | glMaterialfv(GL_FRONT,GL_DIFFUSE,a); |
---|
247 | } |
---|
248 | else{ |
---|
249 | a[0]=1.0; |
---|
250 | a[1]=1.0; |
---|
251 | a[2]=1.0; |
---|
252 | glMaterialfv(GL_FRONT,GL_DIFFUSE,a); |
---|
253 | |
---|
254 | } |
---|
255 | glNormal3f(normal_vectors[i][j].x, normal_vectors[i][j].y, normal_vectors[i][j].z); |
---|
256 | glVertex3f(v1->x, v1->y, v1->z); |
---|
257 | if(height[i+1][j]<snowheight){ |
---|
258 | a[0]=0; |
---|
259 | a[1] =1.0-height[i+1][j]/10-.3; |
---|
260 | a[2]=0; |
---|
261 | glMaterialfv(GL_FRONT,GL_DIFFUSE,a); |
---|
262 | } |
---|
263 | else{ |
---|
264 | a[0]=1.0; |
---|
265 | a[1]=1.0; |
---|
266 | a[2]=1.0; |
---|
267 | glMaterialfv(GL_FRONT,GL_DIFFUSE,a); |
---|
268 | |
---|
269 | } |
---|
270 | glNormal3f(normal_vectors[i+1][j].x, normal_vectors[i+1][j].y, normal_vectors[i+1][j].z); |
---|
271 | glVertex3f(v2->x, v2->y, v2->z); |
---|
272 | if(height[i+1][j+1]<snowheight){ |
---|
273 | a[0]=0; |
---|
274 | a[1] =1.0-height[i+1][j+1]/10-.3; |
---|
275 | a[2]=0; |
---|
276 | glMaterialfv(GL_FRONT,GL_DIFFUSE,a); |
---|
277 | } |
---|
278 | else{ |
---|
279 | a[0]=1.0; |
---|
280 | a[1]=1.0; |
---|
281 | a[2]=1.0; |
---|
282 | glMaterialfv(GL_FRONT,GL_DIFFUSE,a); |
---|
283 | |
---|
284 | |
---|
285 | } |
---|
286 | glNormal3f(normal_vectors[i+1][j+1].x, normal_vectors[i+1][j+1].y, normal_vectors[i+1][j+1].z); |
---|
287 | glVertex3f(v3->x, v3->y, v3->z); |
---|
288 | if(height[i][j+1]<snowheight){ |
---|
289 | a[0]=0; |
---|
290 | a[1] =1.0-height[i+1][j+1]/10-.3; |
---|
291 | a[2]=0; |
---|
292 | glMaterialfv(GL_FRONT,GL_DIFFUSE,a); |
---|
293 | } |
---|
294 | else{ |
---|
295 | a[0]=1.0; |
---|
296 | a[1]=1.0; |
---|
297 | a[2]=1.0; |
---|
298 | glMaterialfv(GL_FRONT,GL_DIFFUSE,a); |
---|
299 | } |
---|
300 | glNormal3f(normal_vectors[i][j+1].x, normal_vectors[i][j+1].y, normal_vectors[i][j+1].z); |
---|
301 | glVertex3f(v4->x, v4->y, v4->z); |
---|
302 | |
---|
303 | } |
---|
304 | } |
---|
305 | glEnd(); |
---|
306 | /* |
---|
307 | glBegin(GL_LINES); |
---|
308 | for( float x = -128.0; x < 128.0; x += 25.0) |
---|
309 | { |
---|
310 | for( float y = -128.0; y < 128.0; y += 25.0) |
---|
311 | { |
---|
312 | glColor3f(1,0,0); |
---|
313 | glVertex3f(x,y,-128.0); |
---|
314 | glVertex3f(x,y,0.0); |
---|
315 | glColor3f(0.5,0,0); |
---|
316 | glVertex3f(x,y,0.0); |
---|
317 | glVertex3f(x,y,128.0); |
---|
318 | } |
---|
319 | } |
---|
320 | for( float y = -128.0; y < 128.0; y += 25.0) |
---|
321 | { |
---|
322 | for( float z = -128.0; z < 128.0; z += 25.0) |
---|
323 | { |
---|
324 | glColor3f(0,1,0); |
---|
325 | glVertex3f(-128.0,y,z); |
---|
326 | glVertex3f(0.0,y,z); |
---|
327 | glColor3f(0,0.5,0); |
---|
328 | glVertex3f(0.0,y,z); |
---|
329 | glVertex3f(128.0,y,z); |
---|
330 | } |
---|
331 | } |
---|
332 | for( float x = -128.0; x < 128.0; x += 25.0) |
---|
333 | { |
---|
334 | for( float z = -128.0; z < 128.0; z += 25.0) |
---|
335 | { |
---|
336 | glColor3f(0,0,1); |
---|
337 | glVertex3f(x,-128.0,z); |
---|
338 | glVertex3f(x,0.0,z); |
---|
339 | glColor3f(0,0,0.5); |
---|
340 | glVertex3f(x,0.0,z); |
---|
341 | glVertex3f(x,128.0,z); |
---|
342 | } |
---|
343 | |
---|
344 | } |
---|
345 | |
---|
346 | //draw track |
---|
347 | glBegin(GL_LINES); |
---|
348 | glColor3f(0,1,1); |
---|
349 | for( int i = 0; i < tracklen; i++) |
---|
350 | { |
---|
351 | glVertex3f(pathnodes[i].x,pathnodes[i].y,pathnodes[i].z); |
---|
352 | glVertex3f(pathnodes[(i+1)%tracklen].x,pathnodes[(i+1)%tracklen].y,pathnodes[(i+1)%tracklen].z); |
---|
353 | } |
---|
354 | glEnd(); |
---|
355 | glEndList(); |
---|
356 | */ |
---|
357 | } |
---|
358 | |
---|
359 | |
---|
360 | /** |
---|
361 | \brief checks for collisions |
---|
362 | |
---|
363 | This method runs through all WorldEntities known to the world and checks for collisions |
---|
364 | between them. In case of collisions the collide() method of the corresponding entities |
---|
365 | is called. |
---|
366 | */ |
---|
367 | void World::collide () |
---|
368 | { |
---|
369 | /* |
---|
370 | List *a, *b; |
---|
371 | WorldEntity *aobj, *bobj; |
---|
372 | |
---|
373 | a = entities; |
---|
374 | |
---|
375 | while( a != NULL) |
---|
376 | { |
---|
377 | aobj = a->nextElement(); |
---|
378 | if( aobj->bCollide && aobj->collisioncluster != NULL) |
---|
379 | { |
---|
380 | b = a->nextElement(); |
---|
381 | while( b != NULL ) |
---|
382 | { |
---|
383 | bobj = b->nextElement(); |
---|
384 | if( bobj->bCollide && bobj->collisioncluster != NULL ) |
---|
385 | { |
---|
386 | unsigned long ahitflg, bhitflg; |
---|
387 | if( check_collision ( &aobj->place, aobj->collisioncluster, |
---|
388 | &ahitflg, &bobj->place, bobj->collisioncluster, |
---|
389 | &bhitflg) ); |
---|
390 | { |
---|
391 | aobj->collide (bobj, ahitflg, bhitflg); |
---|
392 | bobj->collide (aobj, bhitflg, ahitflg); |
---|
393 | } |
---|
394 | } |
---|
395 | b = b->nextElement(); |
---|
396 | } |
---|
397 | } |
---|
398 | a = a->enumerate(); |
---|
399 | } |
---|
400 | */ |
---|
401 | } |
---|
402 | |
---|
403 | /** |
---|
404 | \brief runs through all entities calling their draw() methods |
---|
405 | */ |
---|
406 | void World::draw () |
---|
407 | { |
---|
408 | // draw geometry |
---|
409 | |
---|
410 | // draw entities |
---|
411 | WorldEntity* entity; |
---|
412 | |
---|
413 | entity = this->entities->enumerate(); |
---|
414 | while( entity != NULL ) |
---|
415 | { |
---|
416 | if( entity->bDraw ) entity->draw(); |
---|
417 | entity = this->entities->nextElement(); |
---|
418 | } |
---|
419 | |
---|
420 | |
---|
421 | // draw debug coord system |
---|
422 | glCallList (objectList); |
---|
423 | |
---|
424 | |
---|
425 | } |
---|
426 | |
---|
427 | /** |
---|
428 | \brief updates Placements and notifies entities when they left the |
---|
429 | world |
---|
430 | |
---|
431 | This runs trough all WorldEntities and maps Locations to Placements |
---|
432 | if they are bound, checks whether they left the level boundaries |
---|
433 | and calls appropriate functions. |
---|
434 | */ |
---|
435 | void World::update () |
---|
436 | { |
---|
437 | //List<WorldEntity> *l; |
---|
438 | WorldEntity* entity; |
---|
439 | Location* loc; |
---|
440 | Placement* plc; |
---|
441 | Uint32 t; |
---|
442 | |
---|
443 | // l = entities->enumerate(); |
---|
444 | entity = this->entities->enumerate(); |
---|
445 | while( entity != NULL ) |
---|
446 | { |
---|
447 | |
---|
448 | |
---|
449 | if( !entity->isFree() ) |
---|
450 | { |
---|
451 | loc = entity->get_location(); |
---|
452 | plc = entity->get_placement(); |
---|
453 | t = loc->part; |
---|
454 | |
---|
455 | /* check if entity has still a legal track-id */ |
---|
456 | if( t >= tracklen ) |
---|
457 | { |
---|
458 | printf("An entity is out of the game area\n"); |
---|
459 | entity->left_world (); |
---|
460 | } |
---|
461 | else |
---|
462 | { |
---|
463 | while( track[t].map_coords( loc, plc) ) |
---|
464 | { |
---|
465 | track[t].post_leave (entity); |
---|
466 | if( loc->part >= tracklen ) |
---|
467 | { |
---|
468 | printf("An entity has left the game area\n"); |
---|
469 | entity->left_world (); |
---|
470 | break; |
---|
471 | } |
---|
472 | track[loc->part].post_enter (entity); |
---|
473 | } |
---|
474 | } |
---|
475 | } |
---|
476 | else |
---|
477 | { |
---|
478 | /* TO DO: implement check whether this particular free entity |
---|
479 | is out of the game area |
---|
480 | TO DO: call function to notify the entity that it left |
---|
481 | the game area |
---|
482 | */ |
---|
483 | } |
---|
484 | |
---|
485 | entity = entities->nextElement(); |
---|
486 | } |
---|
487 | |
---|
488 | } |
---|
489 | |
---|
490 | /** |
---|
491 | \brief relays the passed time since the last frame to entities and Track parts |
---|
492 | \param deltaT: the time passed since the last frame in milliseconds |
---|
493 | */ |
---|
494 | void World::time_slice (Uint32 deltaT) |
---|
495 | { |
---|
496 | //List<WorldEntity> *l; |
---|
497 | WorldEntity* entity; |
---|
498 | float seconds = deltaT; |
---|
499 | |
---|
500 | seconds /= 1000; |
---|
501 | |
---|
502 | entity = entities->enumerate(); |
---|
503 | while( entity != NULL) |
---|
504 | { |
---|
505 | entity->tick (seconds); |
---|
506 | entity = entities->nextElement(); |
---|
507 | } |
---|
508 | |
---|
509 | for( int i = 0; i < tracklen; i++) track[i].tick (seconds); |
---|
510 | } |
---|
511 | |
---|
512 | /** |
---|
513 | \brief removes level data from memory |
---|
514 | */ |
---|
515 | void World::unload() |
---|
516 | { |
---|
517 | if( pathnodes) delete []pathnodes; |
---|
518 | if( track) delete []pathnodes; |
---|
519 | } |
---|
520 | |
---|
521 | |
---|
522 | |
---|
523 | /** |
---|
524 | \brief calls the correct mapping function to convert a given "look at"-Location to a |
---|
525 | Camera Placement |
---|
526 | */ |
---|
527 | void World::calc_camera_pos (Location* loc, Placement* plc) |
---|
528 | { |
---|
529 | track[loc->part].map_camera (loc, plc); |
---|
530 | } |
---|
531 | |
---|
532 | |
---|
533 | void World::setTrackLen(Uint32 len) |
---|
534 | { |
---|
535 | this->tracklen = len; |
---|
536 | } |
---|
537 | |
---|
538 | int World::getTrackLen() |
---|
539 | { |
---|
540 | return this->tracklen; |
---|
541 | } |
---|
542 | |
---|
543 | void World::debug() |
---|
544 | { |
---|
545 | //List<WorldEntity> *l; |
---|
546 | WorldEntity* entity; |
---|
547 | |
---|
548 | printf("counting all entities\n"); |
---|
549 | printf("World::debug() - enumerate()\n"); |
---|
550 | entity = entities->enumerate(); |
---|
551 | while( entity != NULL ) |
---|
552 | { |
---|
553 | if( entity->bDraw ) printf("got an entity\n"); |
---|
554 | entity = entities->nextElement(); |
---|
555 | } |
---|
556 | } |
---|
557 | |
---|
558 | |
---|
559 | void World::mainLoop() |
---|
560 | { |
---|
561 | this->lastFrame = SDL_GetTicks(); |
---|
562 | this->bQuitOrxonox = false; |
---|
563 | this->bQuitCurrentGame = false; |
---|
564 | printf("World|Entering main loop\n"); |
---|
565 | while(!this->bQuitOrxonox && !this->bQuitCurrentGame) /* pause pause pause ?!?!?*/ |
---|
566 | { |
---|
567 | //debug routine |
---|
568 | //debug(); |
---|
569 | // Network |
---|
570 | synchronize(); |
---|
571 | // Process input |
---|
572 | handle_input(); |
---|
573 | // Process time |
---|
574 | time_slice(); |
---|
575 | // Process collision |
---|
576 | collision(); |
---|
577 | // Draw |
---|
578 | display(); |
---|
579 | |
---|
580 | //for(int i = 0; i < 1000000; i++){} |
---|
581 | |
---|
582 | } |
---|
583 | printf("World|Exiting the main loop\n"); |
---|
584 | } |
---|
585 | |
---|
586 | /** |
---|
587 | \brief synchronize local data with remote data |
---|
588 | */ |
---|
589 | void World::synchronize () |
---|
590 | { |
---|
591 | // Get remote input |
---|
592 | // Update synchronizables |
---|
593 | } |
---|
594 | |
---|
595 | /** |
---|
596 | \brief run all input processing |
---|
597 | */ |
---|
598 | void World::handle_input () |
---|
599 | { |
---|
600 | // localinput |
---|
601 | Orxonox::getInstance()->get_localinput()->process(); |
---|
602 | // remoteinput |
---|
603 | } |
---|
604 | |
---|
605 | /** |
---|
606 | \brief advance the timeline |
---|
607 | */ |
---|
608 | void World::time_slice () |
---|
609 | { |
---|
610 | Uint32 currentFrame = SDL_GetTicks(); |
---|
611 | if(!this->bPause) |
---|
612 | { |
---|
613 | Uint32 dt = currentFrame - this->lastFrame; |
---|
614 | |
---|
615 | if(dt > 0) |
---|
616 | { |
---|
617 | float fps = 1000/dt; |
---|
618 | printf("fps = %f\n", fps); |
---|
619 | } |
---|
620 | else |
---|
621 | { |
---|
622 | printf("fps = 1000 but 0ms!\n"); |
---|
623 | } |
---|
624 | |
---|
625 | this->time_slice (dt); |
---|
626 | this->update (); |
---|
627 | this->localCamera->time_slice (dt); |
---|
628 | } |
---|
629 | this->lastFrame = currentFrame; |
---|
630 | } |
---|
631 | |
---|
632 | /** |
---|
633 | \brief compute collision detection |
---|
634 | */ |
---|
635 | void World::collision () |
---|
636 | { |
---|
637 | this->collide (); |
---|
638 | } |
---|
639 | |
---|
640 | /** |
---|
641 | \brief handle keyboard commands that are not meant for WorldEntities |
---|
642 | \param cmd: the command to handle |
---|
643 | \return true if the command was handled by the system or false if it may be passed to the WorldEntities |
---|
644 | */ |
---|
645 | bool World::system_command (Command* cmd) |
---|
646 | { |
---|
647 | if( !strcmp( cmd->cmd, "quit")) |
---|
648 | { |
---|
649 | if( !cmd->bUp) this->bQuitOrxonox = true; |
---|
650 | return true; |
---|
651 | } |
---|
652 | return false; |
---|
653 | } |
---|
654 | |
---|
655 | /** |
---|
656 | \brief render the current frame |
---|
657 | */ |
---|
658 | void World::display () |
---|
659 | { |
---|
660 | // clear buffer |
---|
661 | glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); |
---|
662 | // set camera |
---|
663 | this->localCamera->apply (); |
---|
664 | // draw world |
---|
665 | this->draw(); |
---|
666 | // draw HUD |
---|
667 | // flip buffers |
---|
668 | SDL_GL_SwapBuffers(); |
---|
669 | } |
---|
670 | |
---|
671 | Camera* World::getCamera() |
---|
672 | { |
---|
673 | return this->localCamera; |
---|
674 | } |
---|
675 | |
---|
676 | |
---|
677 | void World::spawn(WorldEntity* entity) |
---|
678 | { |
---|
679 | Location zeroloc; |
---|
680 | Location* loc = NULL; |
---|
681 | WorldEntity* owner; |
---|
682 | |
---|
683 | entities->add (entity); |
---|
684 | zeroloc.dist = 0; |
---|
685 | zeroloc.part = 0; |
---|
686 | zeroloc.pos = Vector(); |
---|
687 | zeroloc.rot = Quaternion(); |
---|
688 | loc = &zeroloc; |
---|
689 | entity->init (loc, owner); |
---|
690 | if (entity->bFree) |
---|
691 | { |
---|
692 | this->track[loc->part].map_coords( loc, entity->get_placement()); |
---|
693 | } |
---|
694 | entity->post_spawn (); |
---|
695 | } |
---|
696 | |
---|
697 | |
---|
698 | void World::spawn(WorldEntity* entity, Location* loc) |
---|
699 | { |
---|
700 | Location zeroLoc; |
---|
701 | WorldEntity* owner; |
---|
702 | this->entities->add (entity); |
---|
703 | if( loc == NULL) |
---|
704 | { |
---|
705 | zeroLoc.dist = 0; |
---|
706 | zeroLoc.part = 0; |
---|
707 | zeroLoc.pos = Vector(); |
---|
708 | zeroLoc.rot = Quaternion(); |
---|
709 | loc = &zeroLoc; |
---|
710 | } |
---|
711 | entity->init (loc, owner); |
---|
712 | if (entity->bFree) |
---|
713 | { |
---|
714 | this->track[loc->part].map_coords( loc, entity->get_placement()); |
---|
715 | } |
---|
716 | entity->post_spawn (); |
---|
717 | //return entity; |
---|
718 | } |
---|
719 | |
---|
720 | |
---|
721 | void World::spawn(WorldEntity* entity, Placement* plc) |
---|
722 | { |
---|
723 | Placement zeroPlc; |
---|
724 | WorldEntity* owner; |
---|
725 | if( plc == NULL) |
---|
726 | { |
---|
727 | zeroPlc.r = Vector(); |
---|
728 | zeroPlc.w = Quaternion(); |
---|
729 | plc = &zeroPlc; |
---|
730 | } |
---|
731 | this->entities->add (entity); |
---|
732 | entity->init (plc, owner); |
---|
733 | entity->post_spawn (); |
---|
734 | //return entity; |
---|
735 | } |
---|