1 | |
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2 | /* |
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3 | orxonox - the future of 3D-vertical-scrollers |
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4 | |
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5 | Copyright (C) 2004 orx |
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6 | |
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7 | This program is free software; you can redistribute it and/or modify |
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8 | it under the terms of the GNU General Public License as published by |
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9 | the Free Software Foundation; either version 2, or (at your option) |
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10 | any later version. |
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11 | |
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12 | ### File Specific: |
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13 | main-programmer: Patrick Boenzli |
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14 | co-programmer: |
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15 | */ |
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16 | |
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17 | |
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18 | #include "world.h" |
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19 | |
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20 | #include <iostream> |
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21 | |
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22 | using namespace std; |
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23 | |
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24 | |
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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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30 | World::World () { |
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31 | lastPlayer = null; |
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32 | lastNPC = null; |
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33 | lastEnv = null; |
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34 | primitiveMove = 0; |
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35 | } |
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36 | |
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37 | |
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38 | World::~World () {} |
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39 | |
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40 | |
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41 | /** |
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42 | \brief Add Player |
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43 | \param player A reference to the new player object |
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44 | |
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45 | Add a new Player to the game. Player has to be initialised previously |
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46 | */ |
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47 | bool World::addPlayer(Player* player) |
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48 | { |
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49 | playerList* listMember = new playerList; |
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50 | listMember->player = player; |
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51 | if ( lastPlayer != null ) |
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52 | { |
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53 | listMember->number = lastPlayer->number + 1; |
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54 | listMember->next = lastPlayer; |
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55 | } |
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56 | else |
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57 | { |
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58 | listMember->number = 0; |
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59 | listMember->next = null; |
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60 | } |
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61 | lastPlayer = listMember; |
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62 | } |
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63 | |
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64 | |
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65 | /** |
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66 | \brief Remove Player |
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67 | \param player A reference to the new npc object |
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68 | |
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69 | Remove a new Player to the game. |
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70 | */ |
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71 | bool World::removePlayer(Player* player) { |
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72 | cout << "World::removeNPC not implemented yet" << endl; |
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73 | } |
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74 | |
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75 | Player* World::getLocalPlayer() |
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76 | { |
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77 | return localPlayer; |
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78 | } |
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79 | |
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80 | |
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81 | /** |
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82 | \brief Add Non-Player-Character |
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83 | \param player A reference to the new npc object |
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84 | |
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85 | Add a new Non-Player-Character to the game. Player has to be initialised previously |
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86 | */ |
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87 | bool World::addNPC(NPC* npc) |
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88 | { |
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89 | npcList* listMember = new npcList; |
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90 | listMember->npc = npc; |
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91 | if ( lastNPC != null ) |
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92 | { |
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93 | listMember->number = lastNPC->number + 1; |
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94 | listMember->next = lastNPC; |
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95 | } |
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96 | else |
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97 | { |
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98 | listMember->number = 0; |
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99 | listMember->next = null; |
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100 | } |
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101 | lastNPC = listMember; |
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102 | } |
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103 | |
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104 | |
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105 | /** |
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106 | \brief Add environmental object |
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107 | \param player A reference to the new env object |
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108 | |
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109 | Add a new Environment to the world. Env has to be initialised before. |
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110 | */ |
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111 | bool World::addEnv(Environment* env) |
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112 | { |
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113 | envList* listMember = new envList; |
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114 | listMember->env = env; |
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115 | if ( lastEnv != null ) |
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116 | { |
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117 | listMember->number = lastEnv->number + 1; |
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118 | listMember->next = lastEnv; |
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119 | } |
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120 | else |
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121 | { |
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122 | listMember->number = 0; |
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123 | listMember->next = null; |
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124 | } |
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125 | lastEnv = listMember; |
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126 | } |
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127 | |
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128 | |
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129 | |
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130 | |
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131 | |
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132 | /** |
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133 | \brief Remove Non-Player Character |
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134 | \param player A reference to the new npc object |
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135 | |
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136 | Remove a new Non-Player-Character to the game. |
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137 | */ |
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138 | bool World::removeNPC(NPC* npc) { |
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139 | cout << "World::removeNPC not implemented yet" << endl; |
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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 | /** |
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145 | \brief Draws the World and all Objects contained |
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146 | |
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147 | Calls the draw function of all: Objects, Players, Environement. This is the core of all graphics here. |
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148 | */ |
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149 | void World::drawWorld(void) |
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150 | { |
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151 | glLoadIdentity(); |
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152 | gluLookAt(0.0, -14.0 + DataTank::yOffset, 15.0, 0.0, 0.0 + DataTank::yOffset, 0.0, 0.0, 1.0, 0.0); |
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153 | /* first draw all players */ |
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154 | playerList* tmpPlayer = lastPlayer; |
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155 | Player* player = tmpPlayer->player; |
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156 | while( tmpPlayer != null ) |
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157 | { |
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158 | (*tmpPlayer->player).drawPlayer(); |
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159 | tmpPlayer = tmpPlayer->next; |
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160 | } |
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161 | /* second draw all npcs */ |
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162 | npcList* tmpNPC = lastNPC; |
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163 | while( tmpNPC != null ) |
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164 | { |
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165 | (*tmpNPC->npc).drawNPC(); |
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166 | tmpNPC = tmpNPC->next; |
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167 | } |
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168 | |
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169 | |
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170 | /* now draw the rest of the world: environement */ |
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171 | envList* tmpEnv = lastEnv; |
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172 | while( tmpEnv != null ) |
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173 | { |
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174 | (*tmpEnv->env).drawEnvironment(); |
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175 | tmpEnv = tmpEnv->next; |
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176 | } |
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177 | |
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178 | |
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179 | /* draw the ground grid */ |
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180 | glColor3f(0.0, 1.0, 0.0); |
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181 | glBegin(GL_LINES); |
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182 | /* for the moment, we've got only pseudo moving ground */ |
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183 | for (int y = 0; y < 60; y += 2) |
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184 | { |
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185 | for (int x = 0; x < 60; x += 2) |
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186 | { |
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187 | glVertex3f((float)(x - 30), (float)(y - 30), surface[x][y]); |
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188 | glVertex3f((float)(x - 28), (float)(y - 30), surface[x+2][y]); |
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189 | } |
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190 | } |
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191 | glEnd(); |
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192 | //glPopMatrix(); |
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193 | |
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194 | glBegin(GL_LINES); |
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195 | for (int x = 0; x < 60; x += 2) |
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196 | { |
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197 | for (int y = 0; y < 60; y += 2) |
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198 | { |
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199 | glVertex3f((float)(x - 30), (float)(y - 30), surface[x][y]); |
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200 | glVertex3f((float)(x - 30), (float)(y - 28), surface[x][y+2]); |
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201 | } |
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202 | } |
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203 | glEnd(); |
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204 | |
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205 | //primitiveMove+=0.07; |
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206 | DataTank::yOffset += 0.07; |
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207 | |
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208 | tmpPlayer = lastPlayer; |
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209 | while( tmpPlayer != null ) |
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210 | { |
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211 | tmpPlayer->player->yCor += 0.07; |
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212 | tmpPlayer = tmpPlayer->next; |
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213 | } |
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214 | |
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215 | |
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216 | } |
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217 | |
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218 | |
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219 | void World::initEnvironement() |
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220 | { |
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221 | |
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222 | for (int x = 0; x < 60; x += 2) |
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223 | { |
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224 | for (int y = 0; y < 60; y += 2) |
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225 | { |
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226 | surface[x][y] = 0; |
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227 | } |
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228 | } |
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229 | } |
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230 | |
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231 | |
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232 | /** |
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233 | \brief Updates the world and all its objects |
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234 | |
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235 | Calculates the new state of the world. User-input and AI of |
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236 | the enemies are accounted for. |
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237 | */ |
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238 | void World::updateWorld(void) |
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239 | { |
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240 | |
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241 | |
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242 | } |
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243 | |
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244 | |
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245 | /* collision detection */ |
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246 | /* fix: bad efficency: stupid brute force */ |
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247 | |
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248 | void World::detectCollision() |
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249 | { |
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250 | //cout << "World::detectCollision" << endl; |
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251 | float xOff, yOff, zOff, radius; |
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252 | npcList* tmpNPC; |
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253 | |
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254 | //cout << "World::detectCollsions" << endl; |
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255 | /* first: check if any player's shoots trigger a collision */ |
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256 | playerList* tmpPlayer = lastPlayer; |
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257 | Player* player = tmpPlayer->player; |
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258 | while( tmpPlayer != null ) |
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259 | { |
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260 | tmpNPC = lastNPC; |
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261 | while( tmpNPC != null ) |
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262 | { |
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263 | radius = tmpNPC->npc->collisionRadius; |
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264 | ShootLaser::shoot* shoota = tmpPlayer->player->shootLaser->lastShoot; |
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265 | while( shoota != null ) |
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266 | { |
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267 | xOff = shoota->xCor - tmpNPC->npc->xCor; |
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268 | yOff = shoota->yCor - tmpNPC->npc->yCor; |
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269 | zOff = shoota->zCor - tmpNPC->npc->zCor; |
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270 | if ( sqrt(xOff*xOff + yOff*yOff + zOff*zOff) < radius ) |
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271 | cout << "COLLISION " << endl; |
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272 | shoota = shoota->next; |
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273 | } |
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274 | tmpNPC = tmpNPC->next; |
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275 | } |
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276 | |
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277 | tmpPlayer = tmpPlayer->next; |
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278 | } |
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279 | |
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280 | /* second: check if any player hits an enemy */ |
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281 | |
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282 | |
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283 | tmpPlayer = lastPlayer; |
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284 | while( tmpPlayer != null ) |
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285 | { |
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286 | tmpNPC = lastNPC; |
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287 | while( tmpNPC != null ) |
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288 | { |
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289 | radius = tmpNPC->npc->collisionRadius + tmpPlayer->player->collisionRadius; |
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290 | xOff = tmpPlayer->player->xCor - tmpNPC->npc->xCor; |
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291 | yOff = tmpPlayer->player->yCor - tmpNPC->npc->yCor; |
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292 | zOff = tmpPlayer->player->zCor - tmpNPC->npc->zCor; |
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293 | if ( sqrt(xOff*xOff + yOff*yOff + zOff*zOff) < radius ) |
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294 | cout << "COLLISION " << endl; |
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295 | |
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296 | tmpNPC = tmpNPC->next; |
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297 | } |
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298 | |
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299 | tmpPlayer = tmpPlayer->next; |
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300 | } |
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301 | |
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302 | |
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303 | |
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304 | /* third: check if any enemy shoots a player */ |
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305 | |
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306 | //cout << "World::detectCollisions end" << endl; |
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307 | } |
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308 | |
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309 | |
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310 | |
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311 | /** |
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312 | \brief Routine for testing purposes. |
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313 | |
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314 | testing, testing, testing... |
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315 | */ |
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316 | void World::testThaTest(void) |
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317 | { |
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318 | cout << "World::testThaTest() called" << endl; |
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319 | /* test addPlayer */ |
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320 | cout << "addPlayer test..." << endl; |
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321 | playerList* pl = lastPlayer; |
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322 | while ( pl != null ) |
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323 | { |
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324 | cout << "player " << pl->number << " was found" << endl; |
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325 | pl = pl->next; |
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326 | } |
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327 | |
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328 | /* test addNPC */ |
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329 | cout << "addNPC test..." << endl; |
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330 | npcList* nl = lastNPC; |
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331 | while ( nl != null ) |
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332 | { |
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333 | cout << "npc " << nl->number << " was found" << endl; |
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334 | nl = nl->next; |
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335 | } |
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336 | |
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337 | |
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338 | /* test addEnv */ |
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339 | cout << "addEnv test..." << endl; |
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340 | envList* en = lastEnv; |
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341 | while ( en != null ) |
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342 | { |
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343 | cout << "env " << en->number << " was found" << endl; |
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344 | en = en->next; |
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345 | } |
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346 | |
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347 | /* test drawWorld() */ |
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348 | } |
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