[1853] | 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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[1855] | 11 | |
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| 12 | ### File Specific: |
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| 13 | main-programmer: Patrick Boenzli |
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| 14 | co-programmer: |
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[1853] | 15 | */ |
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| 16 | |
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| 17 | |
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| 18 | #include "world.h" |
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| 19 | |
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[1856] | 20 | #include <iostream> |
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[1853] | 21 | |
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[1856] | 22 | using namespace std; |
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[1853] | 23 | |
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| 24 | |
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[1858] | 25 | /** |
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| 26 | \brief Create a new World |
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| 27 | |
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| 28 | This creates a new empty world! |
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| 29 | */ |
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[1853] | 30 | World::World () { |
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[1855] | 31 | lastPlayer = null; |
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[1858] | 32 | lastNPC = null; |
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[1883] | 33 | lastEnv = null; |
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[1853] | 34 | } |
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| 35 | |
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| 36 | |
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| 37 | World::~World () {} |
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| 38 | |
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| 39 | |
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[1855] | 40 | /** |
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| 41 | \brief Add Player |
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| 42 | \param player A reference to the new player object |
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| 43 | |
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| 44 | Add a new Player to the game. Player has to be initialised previously |
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| 45 | */ |
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| 46 | bool World::addPlayer(Player* player) |
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| 47 | { |
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| 48 | playerList* listMember = new playerList; |
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| 49 | listMember->player = player; |
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[1856] | 50 | if ( lastPlayer != null ) |
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| 51 | { |
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| 52 | listMember->number = lastPlayer->number + 1; |
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| 53 | listMember->next = lastPlayer; |
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| 54 | } |
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| 55 | else |
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| 56 | { |
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| 57 | listMember->number = 0; |
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| 58 | listMember->next = null; |
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| 59 | } |
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[1855] | 60 | lastPlayer = listMember; |
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| 61 | } |
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| 62 | |
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| 63 | |
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[1858] | 64 | /** |
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| 65 | \brief Remove Player |
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| 66 | \param player A reference to the new npc object |
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| 67 | |
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| 68 | Remove a new Player to the game. |
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| 69 | */ |
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| 70 | bool World::removePlayer(Player* player) { |
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| 71 | cout << "World::removeNPC not implemented yet" << endl; |
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| 72 | } |
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[1855] | 73 | |
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[1872] | 74 | Player* World::getLocalPlayer() |
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| 75 | { |
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| 76 | return localPlayer; |
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| 77 | } |
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[1858] | 78 | |
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[1872] | 79 | |
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[1855] | 80 | /** |
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[1858] | 81 | \brief Add Non-Player-Character |
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| 82 | \param player A reference to the new npc object |
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| 83 | |
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| 84 | Add a new Non-Player-Character to the game. Player has to be initialised previously |
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| 85 | */ |
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| 86 | bool World::addNPC(NPC* npc) |
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| 87 | { |
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| 88 | npcList* listMember = new npcList; |
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| 89 | listMember->npc = npc; |
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| 90 | if ( lastNPC != null ) |
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| 91 | { |
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| 92 | listMember->number = lastNPC->number + 1; |
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| 93 | listMember->next = lastNPC; |
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| 94 | } |
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| 95 | else |
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| 96 | { |
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| 97 | listMember->number = 0; |
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| 98 | listMember->next = null; |
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| 99 | } |
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| 100 | lastNPC = listMember; |
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| 101 | } |
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| 102 | |
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| 103 | |
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| 104 | /** |
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[1883] | 105 | \brief Add environmental object |
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| 106 | \param player A reference to the new env object |
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| 107 | |
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| 108 | Add a new Environment to the world. Env has to be initialised before. |
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| 109 | */ |
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| 110 | bool World::addEnv(Environment* env) |
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| 111 | { |
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| 112 | envList* listMember = new envList; |
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| 113 | listMember->env = env; |
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| 114 | if ( lastEnv != null ) |
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| 115 | { |
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| 116 | listMember->number = lastEnv->number + 1; |
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| 117 | listMember->next = lastEnv; |
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| 118 | } |
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| 119 | else |
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| 120 | { |
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| 121 | listMember->number = 0; |
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| 122 | listMember->next = null; |
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| 123 | } |
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| 124 | lastEnv = listMember; |
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| 125 | } |
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| 126 | |
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| 127 | |
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[1896] | 128 | |
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| 129 | |
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[1899] | 130 | |
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[1896] | 131 | /** |
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| 132 | \brief Remove Non-Player Character |
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[1858] | 133 | \param player A reference to the new npc object |
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| 134 | |
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| 135 | Remove a new Non-Player-Character to the game. |
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| 136 | */ |
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| 137 | bool World::removeNPC(NPC* npc) { |
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| 138 | cout << "World::removeNPC not implemented yet" << endl; |
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| 139 | } |
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| 140 | |
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| 141 | |
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| 142 | |
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| 143 | /** |
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| 144 | \brief Draws the World and all Objects contained |
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| 145 | |
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[1879] | 146 | Calls the draw function of all: Objects, Players, Environement. This is the core of all graphics here. |
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[1858] | 147 | */ |
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| 148 | void World::drawWorld(void) |
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| 149 | { |
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[1879] | 150 | /* first draw all players */ |
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[1858] | 151 | playerList* tmpPlayer = lastPlayer; |
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| 152 | Player* player = tmpPlayer->player; |
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| 153 | while( tmpPlayer != null ) |
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| 154 | { |
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| 155 | (*tmpPlayer->player).drawPlayer(); |
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| 156 | tmpPlayer = tmpPlayer->next; |
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| 157 | } |
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[1879] | 158 | /* second draw all npcs */ |
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[1858] | 159 | npcList* tmpNPC = lastNPC; |
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| 160 | while( tmpNPC != null ) |
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| 161 | { |
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| 162 | (*tmpNPC->npc).drawNPC(); |
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| 163 | tmpNPC = tmpNPC->next; |
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| 164 | } |
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[1879] | 165 | /* now draw the rest of the world: environement */ |
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[1883] | 166 | envList* tmpEnv = lastEnv; |
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| 167 | while( tmpEnv != null ) |
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| 168 | { |
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| 169 | (*tmpEnv->env).drawEnvironment(); |
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| 170 | tmpEnv = tmpEnv->next; |
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| 171 | } |
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[1899] | 172 | |
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[1883] | 173 | |
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| 174 | glColor3f(0.0, 1.0, 0.0); |
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| 175 | |
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| 176 | glBegin(GL_LINES); |
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| 177 | for (int x = 0; x < 60; x += 2) |
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| 178 | { |
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| 179 | for (int y = 0; y < 60; y += 2) |
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| 180 | { |
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| 181 | glVertex3f((float)(x - 30), (float)(y - 30), surface[x][y]); |
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| 182 | glVertex3f((float)(x - 30), (float)(y - 28), surface[x][y+2]); |
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| 183 | } |
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| 184 | } |
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| 185 | glEnd(); |
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| 186 | |
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| 187 | |
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| 188 | glBegin(GL_LINES); |
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| 189 | for (int y = 0; y < 60; y += 2) |
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| 190 | { |
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| 191 | for (int x = 0; x < 60; x += 2) |
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| 192 | { |
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| 193 | glVertex3f((float)(x - 30), (float)(y - 30), surface[x][y]); |
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| 194 | glVertex3f((float)(x - 28), (float)(y - 30), surface[x+2][y]); |
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| 195 | } |
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| 196 | } |
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| 197 | glEnd(); |
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| 198 | |
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| 199 | } |
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[1879] | 200 | |
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| 201 | |
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[1883] | 202 | void World::initEnvironement() |
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| 203 | { |
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[1879] | 204 | |
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[1883] | 205 | for (int x = 0; x < 60; x += 2) |
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| 206 | { |
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| 207 | for (int y = 0; y < 60; y += 2) |
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| 208 | { |
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| 209 | surface[x][y] = 0; |
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| 210 | } |
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| 211 | } |
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[1858] | 212 | } |
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| 213 | |
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| 214 | |
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| 215 | /** |
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| 216 | \brief Updates the world and all its objects |
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| 217 | |
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| 218 | Calculates the new state of the world. User-input and AI of |
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| 219 | the enemies are accounted for. |
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| 220 | */ |
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| 221 | void World::updateWorld(void) |
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| 222 | { |
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| 223 | |
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| 224 | |
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| 225 | } |
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| 226 | |
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| 227 | |
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[1899] | 228 | /* collision detection */ |
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| 229 | /* fix: bad efficency: stupid brute force */ |
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[1858] | 230 | |
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[1899] | 231 | void World::detectCollision() |
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| 232 | { |
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[1900] | 233 | //cout << "World::detectCollision" << endl; |
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[1899] | 234 | float xOff, yOff, zOff, radius; |
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| 235 | npcList* tmpNPC; |
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| 236 | |
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| 237 | //cout << "World::detectCollsions" << endl; |
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| 238 | /* first: check if any player's shoots trigger a collision */ |
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| 239 | playerList* tmpPlayer = lastPlayer; |
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| 240 | Player* player = tmpPlayer->player; |
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| 241 | while( tmpPlayer != null ) |
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| 242 | { |
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| 243 | tmpNPC = lastNPC; |
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| 244 | while( tmpNPC != null ) |
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| 245 | { |
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| 246 | radius = tmpNPC->npc->collisionRadius; |
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| 247 | ShootLaser::shoot* shoota = tmpPlayer->player->shootLaser->lastShoot; |
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| 248 | while( shoota != null ) |
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| 249 | { |
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| 250 | xOff = shoota->xCor - tmpNPC->npc->xCor; |
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| 251 | yOff = shoota->yCor - tmpNPC->npc->yCor; |
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| 252 | zOff = shoota->zCor - tmpNPC->npc->zCor; |
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| 253 | if ( sqrt(xOff*xOff + yOff*yOff + zOff*zOff) < radius ) |
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| 254 | cout << "COLLISION " << endl; |
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| 255 | shoota = shoota->next; |
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| 256 | } |
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| 257 | tmpNPC = tmpNPC->next; |
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| 258 | } |
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| 259 | |
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| 260 | tmpPlayer = tmpPlayer->next; |
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| 261 | } |
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| 262 | |
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| 263 | /* second: check if any player hits an enemy */ |
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| 264 | |
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[1902] | 265 | |
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[1900] | 266 | tmpPlayer = lastPlayer; |
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| 267 | while( tmpPlayer != null ) |
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| 268 | { |
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| 269 | tmpNPC = lastNPC; |
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| 270 | while( tmpNPC != null ) |
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| 271 | { |
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| 272 | radius = tmpNPC->npc->collisionRadius + tmpPlayer->player->collisionRadius; |
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| 273 | xOff = tmpPlayer->player->xCor - tmpNPC->npc->xCor; |
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| 274 | yOff = tmpPlayer->player->yCor - tmpNPC->npc->yCor; |
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| 275 | zOff = tmpPlayer->player->zCor - tmpNPC->npc->zCor; |
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| 276 | if ( sqrt(xOff*xOff + yOff*yOff + zOff*zOff) < radius ) |
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| 277 | cout << "COLLISION " << endl; |
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| 278 | |
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| 279 | tmpNPC = tmpNPC->next; |
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| 280 | } |
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| 281 | |
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| 282 | tmpPlayer = tmpPlayer->next; |
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| 283 | } |
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| 284 | |
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[1902] | 285 | |
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[1900] | 286 | |
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[1899] | 287 | /* third: check if any enemy shoots a player */ |
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| 288 | |
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| 289 | //cout << "World::detectCollisions end" << endl; |
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| 290 | } |
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| 291 | |
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| 292 | |
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| 293 | |
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[1858] | 294 | /** |
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[1855] | 295 | \brief Routine for testing purposes. |
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| 296 | |
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| 297 | testing, testing, testing... |
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| 298 | */ |
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[1858] | 299 | void World::testThaTest(void) |
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[1855] | 300 | { |
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[1856] | 301 | cout << "World::testThaTest() called" << endl; |
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| 302 | /* test addPlayer */ |
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| 303 | cout << "addPlayer test..." << endl; |
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| 304 | playerList* pl = lastPlayer; |
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| 305 | while ( pl != null ) |
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| 306 | { |
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| 307 | cout << "player " << pl->number << " was found" << endl; |
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| 308 | pl = pl->next; |
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| 309 | } |
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[1855] | 310 | |
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[1858] | 311 | /* test addNPC */ |
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| 312 | cout << "addNPC test..." << endl; |
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| 313 | npcList* nl = lastNPC; |
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| 314 | while ( nl != null ) |
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| 315 | { |
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| 316 | cout << "npc " << nl->number << " was found" << endl; |
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| 317 | nl = nl->next; |
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| 318 | } |
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| 319 | |
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[1883] | 320 | |
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| 321 | /* test addEnv */ |
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| 322 | cout << "addEnv test..." << endl; |
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| 323 | envList* en = lastEnv; |
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| 324 | while ( en != null ) |
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| 325 | { |
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| 326 | cout << "env " << en->number << " was found" << endl; |
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| 327 | en = en->next; |
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| 328 | } |
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| 329 | |
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[1858] | 330 | /* test drawWorld() */ |
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[1855] | 331 | } |
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