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 | printf("World::~World() - deleting current world\n"); |
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54 | CommandNode* cn = Orxonox::getInstance()->getLocalInput(); |
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55 | cn->unbind(this->localPlayer); |
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56 | cn->reset(); |
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57 | this->localCamera->destroy(); |
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58 | |
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59 | WorldEntity* entity = entities->enumerate(); |
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60 | while( entity != NULL ) |
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61 | { |
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62 | entity->destroy(); |
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63 | entity = entities->nextElement(); |
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64 | } |
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65 | this->entities->destroy(); |
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66 | |
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67 | delete this->entities; |
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68 | delete this->localCamera; |
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69 | /* this->localPlayer hasn't to be deleted explicitly, it is |
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70 | contained in entities*/ |
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71 | } |
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72 | |
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73 | |
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74 | ErrorMessage World::init() |
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75 | { |
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76 | this->bPause = false; |
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77 | CommandNode* cn = Orxonox::getInstance()->getLocalInput(); |
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78 | cn->addToWorld(this); |
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79 | cn->enable(true); |
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80 | } |
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81 | |
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82 | ErrorMessage World::start() |
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83 | { |
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84 | printf("World::start() - starting current World: nr %i\n", this->debugWorldNr); |
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85 | this->bQuitOrxonox = false; |
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86 | this->bQuitCurrentGame = false; |
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87 | this->mainLoop(); |
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88 | } |
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89 | |
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90 | ErrorMessage World::stop() |
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91 | { |
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92 | printf("World::stop() - got stop signal\n"); |
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93 | this->bQuitCurrentGame = true; |
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94 | } |
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95 | |
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96 | ErrorMessage World::pause() |
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97 | { |
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98 | this->isPaused = true; |
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99 | } |
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100 | |
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101 | ErrorMessage World::resume() |
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102 | { |
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103 | this->isPaused = false; |
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104 | } |
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105 | |
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106 | void World::destroy() |
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107 | { |
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108 | |
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109 | } |
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110 | |
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111 | void World::load() |
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112 | { |
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113 | if(this->debugWorldNr != -1) |
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114 | { |
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115 | switch(this->debugWorldNr) |
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116 | { |
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117 | /* |
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118 | this loads the hard-coded debug world. this only for simplicity and will be |
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119 | removed by a reald world-loader, which interprets a world-file. |
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120 | if you want to add an own debug world, just add a case DEBUG_WORLD_[nr] and |
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121 | make whatever you want... |
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122 | */ |
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123 | case DEBUG_WORLD_0: |
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124 | { |
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125 | // create some path nodes |
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126 | this->pathnodes = new Vector[6]; |
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127 | this->pathnodes[0] = Vector(0, 0, 0); |
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128 | this->pathnodes[1] = Vector(1000, 0, 0); |
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129 | // this->pathnodes[2] = Vector(-100, 140, 0); |
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130 | // this->pathnodes[3] = Vector(0, 180, 0); |
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131 | // this->pathnodes[4] = Vector(100, 140, 0); |
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132 | // this->pathnodes[5] = Vector(100, 40, 0); |
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133 | |
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134 | // create the tracks |
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135 | this->tracklen = 2; |
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136 | this->track = new Track[2]; |
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137 | for( int i = 0; i < this->tracklen; i++) |
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138 | { |
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139 | this->track[i] = Track( i, (i+1)%this->tracklen, &this->pathnodes[i], &this->pathnodes[(i+1)%this->tracklen]); |
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140 | } |
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141 | // !\todo old track-system has to be removed |
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142 | |
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143 | // create a player |
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144 | WorldEntity* myPlayer = new Player(); |
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145 | this->spawn(myPlayer); |
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146 | this->localPlayer = myPlayer; |
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147 | |
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148 | // bind input |
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149 | Orxonox *orx = Orxonox::getInstance(); |
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150 | orx->getLocalInput()->bind (myPlayer); |
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151 | |
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152 | // bind camera |
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153 | this->localCamera = new Camera(this); |
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154 | this->getCamera()->bind (myPlayer); |
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155 | |
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156 | Placement* plc = new Placement; |
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157 | plc->r = Vector(100, 10, 10); |
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158 | plc->w = Quaternion(); |
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159 | WorldEntity* env = new Environment(); |
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160 | this->spawn(env, plc); |
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161 | |
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162 | break; |
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163 | } |
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164 | case DEBUG_WORLD_1: |
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165 | { |
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166 | // create some path nodes |
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167 | this->pathnodes = new Vector[6]; |
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168 | this->pathnodes[0] = Vector(0, 0, 0); |
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169 | this->pathnodes[1] = Vector(20, 10, 10); |
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170 | this->pathnodes[2] = Vector(40, 0, 10); |
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171 | this->pathnodes[3] = Vector(60, 10, 0); |
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172 | this->pathnodes[4] = Vector(80, 20, 10); |
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173 | this->pathnodes[5] = Vector(30, 50, 0); |
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174 | |
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175 | // create the tracks |
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176 | this->tracklen = 6; |
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177 | this->track = new Track[6]; |
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178 | for( int i = 0; i < this->tracklen; i++) |
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179 | { |
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180 | this->track[i] = Track( i, (i+1)%this->tracklen, &this->pathnodes[i], &this->pathnodes[(i+1)%this->tracklen]); |
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181 | } |
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182 | |
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183 | // create a player |
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184 | WorldEntity* myPlayer = new Player(); |
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185 | this->spawn(myPlayer); |
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186 | this->localPlayer = myPlayer; |
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187 | |
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188 | // bind input |
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189 | Orxonox *orx = Orxonox::getInstance(); |
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190 | orx->getLocalInput()->bind (myPlayer); |
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191 | |
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192 | // bind camera |
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193 | this->localCamera = new Camera(this); |
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194 | this->getCamera()->bind (myPlayer); |
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195 | break; |
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196 | } |
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197 | default: |
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198 | printf("World::load() - no world with ID %i found", this->debugWorldNr ); |
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199 | } |
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200 | } |
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201 | else if(this->worldName != NULL) |
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202 | { |
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203 | |
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204 | } |
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205 | |
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206 | // initialize debug coord system |
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207 | objectList = glGenLists(1); |
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208 | glNewList (objectList, GL_COMPILE); |
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209 | glLoadIdentity(); |
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210 | glColor3f(1.0,0,0); |
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211 | glBegin(GL_QUADS); |
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212 | |
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213 | int sizeX = 100; |
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214 | int sizeY = 80; |
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215 | float length = 1000; |
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216 | float width = 200; |
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217 | float widthX = float (length /sizeX); |
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218 | float widthY = float (width /sizeY); |
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219 | |
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220 | float height [sizeX][sizeY]; |
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221 | Vector normal_vectors[sizeX][sizeY]; |
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222 | |
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223 | |
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224 | for ( int i = 0; i<sizeX-1; i+=1) |
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225 | for (int j = 0; j<sizeY-1;j+=1) |
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226 | //height[i][j] = rand()/20046 + (j-25)*(j-25)/30; |
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227 | #ifdef __WIN32__ |
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228 | height[i][j]=(sin((float)j/3)*rand()*i/182400)*.5; |
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229 | #else |
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230 | height[i][j]=(sin((float)j/3)*rand()*(long)i/6282450500.0)*.5; |
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231 | #endif |
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232 | |
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233 | //Die Hügel ein wenig glätten |
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234 | for (int h=1; h<2;h++) |
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235 | for (int i=1;i<sizeX-2 ;i+=1 ) |
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236 | for(int j=1;j<sizeY-2;j+=1) |
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237 | height[i][j]=(height[i+1][j]+height[i][j+1]+height[i-1][j]+height[i][j-1])/4; |
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238 | |
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239 | //Berechnung von normalen Vektoren |
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240 | |
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241 | for(int i=1;i<sizeX-2;i+=1) |
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242 | for(int j=1;j<sizeY-2 ;j+=1) |
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243 | { |
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244 | Vector v1 = Vector (widthX*(1), widthY*(j) , height[i][j]); |
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245 | Vector v2 = Vector (widthX*(i-1), widthY*(j) , height[i-1][j]); |
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246 | Vector v3 = Vector (widthX*(i), widthY*(j+1), height[i][j+1]); |
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247 | Vector v4 = Vector (widthX*(i+1), widthY*(j), height[i+1][j]); |
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248 | Vector v5 = Vector (widthX*(i), widthY*(j-1), height[i][j-1]); |
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249 | |
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250 | Vector c1 = v2 - v1; |
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251 | Vector c2 = v3 - v1; |
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252 | Vector c3= v4 - v1; |
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253 | Vector c4 = v5 - v1; |
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254 | Vector zero = Vector (0,0,0); |
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255 | normal_vectors[i][j]=c1.cross(v4-v2)+c2.cross(v1-v3)+c3.cross(v2-v4)+c4.cross(v3-v1); |
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256 | normal_vectors[i][j].normalize(); |
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257 | } |
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258 | |
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259 | int snowheight=3; |
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260 | for ( int i = 0; i<sizeX; i+=1) |
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261 | for (int j = 0; j<sizeY;j+=1) |
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262 | { |
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263 | Vector v1 = Vector (widthX*(i), widthY*(j) -width/2, height[i][j]-20 ); |
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264 | Vector v2 = Vector (widthX*(i+1), widthY*(j) -width/2, height[i+1][j]-20); |
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265 | Vector v3 = Vector (widthX*(i+1), widthY*(j+1)-width/2, height[i+1][j+1]-20); |
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266 | Vector v4 = Vector (widthX*(i), widthY*(j+1)-width/2, height[i][j+1]-20); |
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267 | float a[3]; |
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268 | if(height[i][j]<snowheight){ |
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269 | a[0]=0; |
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270 | a[1]=1.0-height[i][j]/10-.3; |
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271 | a[2]=0; |
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272 | glMaterialfv(GL_FRONT,GL_DIFFUSE,a); |
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273 | } |
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274 | else{ |
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275 | a[0]=1.0; |
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276 | a[1]=1.0; |
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277 | a[2]=1.0; |
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278 | glMaterialfv(GL_FRONT,GL_DIFFUSE,a); |
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279 | |
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280 | } |
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281 | glNormal3f(normal_vectors[i][j].x, normal_vectors[i][j].y, normal_vectors[i][j].z); |
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282 | glVertex3f(v1.x, v1.y, v1.z); |
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283 | if(height[i+1][j]<snowheight){ |
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284 | a[0]=0; |
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285 | a[1] =1.0-height[i+1][j]/10-.3; |
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286 | a[2]=0; |
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287 | glMaterialfv(GL_FRONT,GL_DIFFUSE,a); |
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288 | } |
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289 | else{ |
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290 | a[0]=1.0; |
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291 | a[1]=1.0; |
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292 | a[2]=1.0; |
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293 | glMaterialfv(GL_FRONT,GL_DIFFUSE,a); |
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294 | |
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295 | } |
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296 | glNormal3f(normal_vectors[i+1][j].x, normal_vectors[i+1][j].y, normal_vectors[i+1][j].z); |
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297 | glVertex3f(v2.x, v2.y, v2.z); |
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298 | if(height[i+1][j+1]<snowheight){ |
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299 | a[0]=0; |
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300 | a[1] =1.0-height[i+1][j+1]/10-.3; |
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301 | a[2]=0; |
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302 | glMaterialfv(GL_FRONT,GL_DIFFUSE,a); |
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303 | } |
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304 | else{ |
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305 | a[0]=1.0; |
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306 | a[1]=1.0; |
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307 | a[2]=1.0; |
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308 | glMaterialfv(GL_FRONT,GL_DIFFUSE,a); |
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309 | |
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310 | |
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311 | } |
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312 | 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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313 | glVertex3f(v3.x, v3.y, v3.z); |
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314 | if(height[i][j+1]<snowheight){ |
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315 | a[0]=0; |
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316 | a[1] =1.0-height[i+1][j+1]/10-.3; |
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317 | a[2]=0; |
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318 | glMaterialfv(GL_FRONT,GL_DIFFUSE,a); |
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319 | } |
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320 | else{ |
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321 | a[0]=1.0; |
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322 | a[1]=1.0; |
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323 | a[2]=1.0; |
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324 | glMaterialfv(GL_FRONT,GL_DIFFUSE,a); |
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325 | } |
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326 | glNormal3f(normal_vectors[i][j+1].x, normal_vectors[i][j+1].y, normal_vectors[i][j+1].z); |
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327 | glVertex3f(v4.x, v4.y, v4.z); |
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328 | |
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329 | } |
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330 | glEnd(); |
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331 | /* |
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332 | glBegin(GL_LINES); |
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333 | for( float x = -128.0; x < 128.0; x += 25.0) |
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334 | { |
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335 | for( float y = -128.0; y < 128.0; y += 25.0) |
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336 | { |
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337 | glColor3f(1,0,0); |
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338 | glVertex3f(x,y,-128.0); |
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339 | glVertex3f(x,y,0.0); |
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340 | glColor3f(0.5,0,0); |
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341 | glVertex3f(x,y,0.0); |
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342 | glVertex3f(x,y,128.0); |
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343 | } |
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344 | } |
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345 | for( float y = -128.0; y < 128.0; y += 25.0) |
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346 | { |
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347 | for( float z = -128.0; z < 128.0; z += 25.0) |
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348 | { |
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349 | glColor3f(0,1,0); |
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350 | glVertex3f(-128.0,y,z); |
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351 | glVertex3f(0.0,y,z); |
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352 | glColor3f(0,0.5,0); |
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353 | glVertex3f(0.0,y,z); |
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354 | glVertex3f(128.0,y,z); |
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355 | } |
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356 | } |
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357 | for( float x = -128.0; x < 128.0; x += 25.0) |
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358 | { |
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359 | for( float z = -128.0; z < 128.0; z += 25.0) |
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360 | { |
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361 | glColor3f(0,0,1); |
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362 | glVertex3f(x,-128.0,z); |
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363 | glVertex3f(x,0.0,z); |
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364 | glColor3f(0,0,0.5); |
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365 | glVertex3f(x,0.0,z); |
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366 | glVertex3f(x,128.0,z); |
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367 | } |
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368 | |
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369 | } |
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370 | */ |
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371 | //draw track |
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372 | glBegin(GL_LINES); |
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373 | glColor3f(0,1,1); |
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374 | for( int i = 0; i < tracklen; i++) |
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375 | { |
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376 | glVertex3f(pathnodes[i].x,pathnodes[i].y,pathnodes[i].z); |
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377 | glVertex3f(pathnodes[(i+1)%tracklen].x,pathnodes[(i+1)%tracklen].y,pathnodes[(i+1)%tracklen].z); |
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378 | } |
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379 | glEnd(); |
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380 | glEndList(); |
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381 | } |
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382 | |
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383 | |
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384 | /** |
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385 | \brief checks for collisions |
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386 | |
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387 | This method runs through all WorldEntities known to the world and checks for collisions |
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388 | between them. In case of collisions the collide() method of the corresponding entities |
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389 | is called. |
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390 | */ |
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391 | void World::collide () |
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392 | { |
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393 | /* |
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394 | List *a, *b; |
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395 | WorldEntity *aobj, *bobj; |
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396 | |
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397 | a = entities; |
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398 | |
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399 | while( a != NULL) |
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400 | { |
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401 | aobj = a->nextElement(); |
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402 | if( aobj->bCollide && aobj->collisioncluster != NULL) |
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403 | { |
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404 | b = a->nextElement(); |
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405 | while( b != NULL ) |
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406 | { |
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407 | bobj = b->nextElement(); |
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408 | if( bobj->bCollide && bobj->collisioncluster != NULL ) |
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409 | { |
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410 | unsigned long ahitflg, bhitflg; |
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411 | if( check_collision ( &aobj->place, aobj->collisioncluster, |
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412 | &ahitflg, &bobj->place, bobj->collisioncluster, |
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413 | &bhitflg) ); |
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414 | { |
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415 | aobj->collide (bobj, ahitflg, bhitflg); |
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416 | bobj->collide (aobj, bhitflg, ahitflg); |
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417 | } |
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418 | } |
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419 | b = b->nextElement(); |
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420 | } |
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421 | } |
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422 | a = a->enumerate(); |
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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 runs through all entities calling their draw() methods |
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429 | */ |
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430 | void World::draw () |
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431 | { |
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432 | // draw geometry |
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433 | |
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434 | // draw entities |
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435 | WorldEntity* entity; |
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436 | |
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437 | entity = this->entities->enumerate(); |
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438 | while( entity != NULL ) |
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439 | { |
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440 | if( entity->bDraw ) entity->draw(); |
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441 | entity = this->entities->nextElement(); |
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442 | } |
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443 | |
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444 | |
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445 | // draw debug coord system |
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446 | glCallList (objectList); |
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447 | |
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448 | |
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449 | } |
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450 | |
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451 | /** |
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452 | \brief updates Placements and notifies entities when they left the |
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453 | world |
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454 | |
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455 | This runs trough all WorldEntities and maps Locations to Placements |
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456 | if they are bound, checks whether they left the level boundaries |
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457 | and calls appropriate functions. |
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458 | */ |
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459 | void World::update () |
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460 | { |
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461 | //List<WorldEntity> *l; |
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462 | WorldEntity* entity; |
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463 | Location* loc; |
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464 | Placement* plc; |
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465 | Uint32 t; |
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466 | |
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467 | // l = entities->enumerate(); |
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468 | entity = this->entities->enumerate(); |
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469 | while( entity != NULL ) |
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470 | { |
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471 | |
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472 | |
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473 | if( !entity->isFree() ) |
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474 | { |
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475 | loc = entity->getLocation(); |
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476 | plc = entity->getPlacement(); |
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477 | t = loc->part; |
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478 | |
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479 | /* check if entity has still a legal track-id */ |
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480 | if( t >= tracklen ) |
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481 | { |
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482 | printf("An entity is out of the game area\n"); |
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483 | entity->leftWorld (); |
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484 | } |
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485 | else |
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486 | { |
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487 | while( track[t].mapCoords( loc, plc) ) |
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488 | { |
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489 | track[t].postLeave (entity); |
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490 | if( loc->part >= tracklen ) |
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491 | { |
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492 | printf("An entity has left the game area\n"); |
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493 | entity->leftWorld (); |
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494 | break; |
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495 | } |
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496 | track[loc->part].postEnter (entity); |
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497 | } |
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498 | } |
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499 | } |
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500 | else |
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501 | { |
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502 | /* \todo: implement check whether this particular free entity |
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503 | is out of the game area |
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504 | \todo: call function to notify the entity that it left |
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505 | the game area |
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506 | */ |
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507 | } |
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508 | |
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509 | entity = entities->nextElement(); |
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510 | } |
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511 | |
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512 | } |
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513 | |
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514 | /** |
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515 | \brief relays the passed time since the last frame to entities and Track parts |
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516 | \param deltaT: the time passed since the last frame in milliseconds |
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517 | */ |
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518 | void World::timeSlice (Uint32 deltaT) |
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519 | { |
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520 | //List<WorldEntity> *l; |
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521 | WorldEntity* entity; |
---|
522 | float seconds = deltaT / 1000.0; |
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523 | |
---|
524 | entity = entities->enumerate(); |
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525 | while( entity != NULL) |
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526 | { |
---|
527 | entity->tick (seconds); |
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528 | entity = entities->nextElement(); |
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529 | } |
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530 | |
---|
531 | //for( int i = 0; i < tracklen; i++) track[i].tick (seconds); |
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532 | } |
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533 | |
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534 | /** |
---|
535 | \brief removes level data from memory |
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536 | */ |
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537 | void World::unload() |
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538 | { |
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539 | if( pathnodes) delete []pathnodes; |
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540 | if( track) delete []pathnodes; |
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541 | } |
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542 | |
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543 | |
---|
544 | |
---|
545 | /** |
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546 | \brief calls the correct mapping function to convert a given "look at"-Location to a |
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547 | Camera Placement |
---|
548 | */ |
---|
549 | void World::calcCameraPos (Location* loc, Placement* plc) |
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550 | { |
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551 | track[loc->part].mapCamera (loc, plc); |
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552 | } |
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553 | |
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554 | |
---|
555 | void World::setTrackLen(Uint32 len) |
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556 | { |
---|
557 | this->tracklen = len; |
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558 | } |
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559 | |
---|
560 | int World::getTrackLen() |
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561 | { |
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562 | return this->tracklen; |
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563 | } |
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564 | |
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565 | |
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566 | |
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567 | /** |
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568 | \brief function to put your own debug stuff into it. it can display informations about |
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569 | the current class/procedure |
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570 | */ |
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571 | void World::debug() |
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572 | { |
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573 | //List<WorldEntity> *l; |
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574 | WorldEntity* entity; |
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575 | |
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576 | printf("counting all entities\n"); |
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577 | printf("World::debug() - enumerate()\n"); |
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578 | entity = entities->enumerate(); |
---|
579 | while( entity != NULL ) |
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580 | { |
---|
581 | if( entity->bDraw ) printf("got an entity\n"); |
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582 | entity = entities->nextElement(); |
---|
583 | } |
---|
584 | } |
---|
585 | |
---|
586 | |
---|
587 | /* |
---|
588 | \brief main loop of the world: executing all world relevant function |
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589 | |
---|
590 | in this loop we synchronize (if networked), handle input events, give the heart-beat to |
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591 | all other member-entities of the world (tick to player, enemies etc.), checking for |
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592 | collisions drawing everything to the screen. |
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593 | */ |
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594 | void World::mainLoop() |
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595 | { |
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596 | this->lastFrame = SDL_GetTicks(); |
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597 | printf("World::mainLoop() - Entering main loop\n"); |
---|
598 | while( !this->bQuitOrxonox && !this->bQuitCurrentGame) /* \todo implement pause */ |
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599 | { |
---|
600 | // Network |
---|
601 | synchronize(); |
---|
602 | // Process input |
---|
603 | handleInput(); |
---|
604 | if( this->bQuitCurrentGame || this->bQuitOrxonox) |
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605 | { |
---|
606 | printf("World::mainLoop() - leaving loop earlier...\n"); |
---|
607 | break; |
---|
608 | } |
---|
609 | // Process time |
---|
610 | timeSlice(); |
---|
611 | // Process collision |
---|
612 | collision(); |
---|
613 | // Draw |
---|
614 | display(); |
---|
615 | |
---|
616 | for(int i = 0; i < 10000000; i++) {} |
---|
617 | } |
---|
618 | printf("World::mainLoop() - Exiting the main loop\n"); |
---|
619 | } |
---|
620 | |
---|
621 | /** |
---|
622 | \brief synchronize local data with remote data |
---|
623 | */ |
---|
624 | void World::synchronize () |
---|
625 | { |
---|
626 | // Get remote input |
---|
627 | // Update synchronizables |
---|
628 | } |
---|
629 | |
---|
630 | /** |
---|
631 | \brief run all input processing |
---|
632 | |
---|
633 | the command node is the central input event dispatcher. the node uses the even-queue from |
---|
634 | sdl and has its own event-passing-queue. |
---|
635 | */ |
---|
636 | void World::handleInput () |
---|
637 | { |
---|
638 | // localinput |
---|
639 | CommandNode* cn = Orxonox::getInstance()->getLocalInput(); |
---|
640 | cn->process(); |
---|
641 | // remoteinput |
---|
642 | } |
---|
643 | |
---|
644 | /** |
---|
645 | \brief advance the timeline |
---|
646 | |
---|
647 | this calculates the time used to process one frame (with all input handling, drawing, etc) |
---|
648 | the time is mesured in ms and passed to all world-entities and other classes that need |
---|
649 | a heart-beat. |
---|
650 | */ |
---|
651 | void World::timeSlice () |
---|
652 | { |
---|
653 | Uint32 currentFrame = SDL_GetTicks(); |
---|
654 | if(!this->bPause) |
---|
655 | { |
---|
656 | Uint32 dt = currentFrame - this->lastFrame; |
---|
657 | |
---|
658 | if(dt > 0) |
---|
659 | { |
---|
660 | float fps = 1000/dt; |
---|
661 | printf("fps = %f\n", fps); |
---|
662 | } |
---|
663 | else |
---|
664 | { |
---|
665 | /* the frame-rate is limited to 100 frames per second, all other things are for |
---|
666 | nothing. |
---|
667 | */ |
---|
668 | printf("fps = 1000 - frame rate is adjusted\n"); |
---|
669 | SDL_Delay(10); |
---|
670 | dt = 10; |
---|
671 | } |
---|
672 | this->timeSlice (dt); |
---|
673 | this->update (); |
---|
674 | this->localCamera->timeSlice(dt); |
---|
675 | } |
---|
676 | this->lastFrame = currentFrame; |
---|
677 | } |
---|
678 | |
---|
679 | |
---|
680 | /** |
---|
681 | \brief compute collision detection |
---|
682 | */ |
---|
683 | void World::collision () |
---|
684 | { |
---|
685 | this->collide (); |
---|
686 | } |
---|
687 | |
---|
688 | |
---|
689 | /** |
---|
690 | \brief render the current frame |
---|
691 | |
---|
692 | clear all buffers and draw the world |
---|
693 | */ |
---|
694 | void World::display () |
---|
695 | { |
---|
696 | // clear buffer |
---|
697 | glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); |
---|
698 | // set camera |
---|
699 | this->localCamera->apply (); |
---|
700 | // draw world |
---|
701 | this->draw(); |
---|
702 | // draw HUD |
---|
703 | // flip buffers |
---|
704 | SDL_GL_SwapBuffers(); |
---|
705 | } |
---|
706 | |
---|
707 | /** |
---|
708 | \brief give back active camera |
---|
709 | |
---|
710 | this passes back the actualy active camera |
---|
711 | \todo ability to define more than one camera or camera-places |
---|
712 | */ |
---|
713 | Camera* World::getCamera() |
---|
714 | { |
---|
715 | return this->localCamera; |
---|
716 | } |
---|
717 | |
---|
718 | |
---|
719 | /** |
---|
720 | \brief add and spawn a new entity to this world |
---|
721 | \param entity to be added |
---|
722 | */ |
---|
723 | void World::spawn(WorldEntity* entity) |
---|
724 | { |
---|
725 | Location zeroloc; |
---|
726 | Location* loc = NULL; |
---|
727 | WorldEntity* owner; |
---|
728 | |
---|
729 | entities->add (entity); |
---|
730 | zeroloc.dist = 0; |
---|
731 | zeroloc.part = 0; |
---|
732 | zeroloc.pos = Vector(); |
---|
733 | zeroloc.rot = Quaternion(); |
---|
734 | loc = &zeroloc; |
---|
735 | entity->init (loc, owner); |
---|
736 | if (entity->bFree) |
---|
737 | { |
---|
738 | this->track[loc->part].mapCoords( loc, entity->getPlacement()); |
---|
739 | } |
---|
740 | entity->postSpawn (); |
---|
741 | } |
---|
742 | |
---|
743 | |
---|
744 | /** |
---|
745 | \brief add and spawn a new entity to this world |
---|
746 | \param entity to be added |
---|
747 | \param location where to add |
---|
748 | */ |
---|
749 | void World::spawn(WorldEntity* entity, Location* loc) |
---|
750 | { |
---|
751 | Location zeroLoc; |
---|
752 | WorldEntity* owner; |
---|
753 | this->entities->add (entity); |
---|
754 | if( loc == NULL) |
---|
755 | { |
---|
756 | zeroLoc.dist = 0; |
---|
757 | zeroLoc.part = 0; |
---|
758 | zeroLoc.pos = Vector(); |
---|
759 | zeroLoc.rot = Quaternion(); |
---|
760 | loc = &zeroLoc; |
---|
761 | } |
---|
762 | entity->init (loc, owner); |
---|
763 | if (entity->bFree) |
---|
764 | { |
---|
765 | this->track[loc->part].mapCoords( loc, entity->getPlacement()); |
---|
766 | } |
---|
767 | entity->postSpawn (); |
---|
768 | //return entity; |
---|
769 | } |
---|
770 | |
---|
771 | |
---|
772 | /** |
---|
773 | \brief add and spawn a new entity to this world |
---|
774 | \param entity to be added |
---|
775 | \param place where to be added |
---|
776 | */ |
---|
777 | void World::spawn(WorldEntity* entity, Placement* plc) |
---|
778 | { |
---|
779 | Placement zeroPlc; |
---|
780 | WorldEntity* owner; |
---|
781 | if( plc == NULL) |
---|
782 | { |
---|
783 | zeroPlc.r = Vector(); |
---|
784 | zeroPlc.w = Quaternion(); |
---|
785 | plc = &zeroPlc; |
---|
786 | } |
---|
787 | this->entities->add (entity); |
---|
788 | entity->init (plc, owner); |
---|
789 | entity->postSpawn (); |
---|
790 | //return entity; |
---|
791 | } |
---|
792 | |
---|
793 | |
---|
794 | /* |
---|
795 | \brief commands that the world must catch |
---|
796 | \returns false if not used by the world |
---|
797 | */ |
---|
798 | bool World::command(Command* cmd) |
---|
799 | { |
---|
800 | return false; |
---|
801 | } |
---|