[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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[1917] | 34 | primitiveMove = 0; |
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[1931] | 35 | step = 0; |
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[1853] | 36 | } |
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| 37 | |
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| 38 | |
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| 39 | World::~World () {} |
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| 40 | |
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| 41 | |
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[1855] | 42 | /** |
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| 43 | \brief Add Player |
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| 44 | \param player A reference to the new player object |
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| 45 | |
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| 46 | Add a new Player to the game. Player has to be initialised previously |
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| 47 | */ |
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| 48 | bool World::addPlayer(Player* player) |
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| 49 | { |
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| 50 | playerList* listMember = new playerList; |
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| 51 | listMember->player = player; |
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[1856] | 52 | if ( lastPlayer != null ) |
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| 53 | { |
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| 54 | listMember->number = lastPlayer->number + 1; |
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| 55 | listMember->next = lastPlayer; |
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| 56 | } |
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| 57 | else |
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| 58 | { |
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| 59 | listMember->number = 0; |
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| 60 | listMember->next = null; |
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| 61 | } |
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[1855] | 62 | lastPlayer = listMember; |
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| 63 | } |
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| 64 | |
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| 65 | |
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[1858] | 66 | /** |
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| 67 | \brief Remove Player |
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| 68 | \param player A reference to the new npc object |
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| 69 | |
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| 70 | Remove a new Player to the game. |
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| 71 | */ |
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| 72 | bool World::removePlayer(Player* player) { |
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| 73 | cout << "World::removeNPC not implemented yet" << endl; |
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| 74 | } |
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[1855] | 75 | |
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[1872] | 76 | Player* World::getLocalPlayer() |
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| 77 | { |
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| 78 | return localPlayer; |
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| 79 | } |
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[1858] | 80 | |
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[1872] | 81 | |
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[1855] | 82 | /** |
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[1858] | 83 | \brief Add Non-Player-Character |
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| 84 | \param player A reference to the new npc object |
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| 85 | |
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| 86 | Add a new Non-Player-Character to the game. Player has to be initialised previously |
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| 87 | */ |
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| 88 | bool World::addNPC(NPC* npc) |
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| 89 | { |
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| 90 | npcList* listMember = new npcList; |
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| 91 | listMember->npc = npc; |
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| 92 | if ( lastNPC != null ) |
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| 93 | { |
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| 94 | listMember->number = lastNPC->number + 1; |
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| 95 | listMember->next = lastNPC; |
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| 96 | } |
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| 97 | else |
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| 98 | { |
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| 99 | listMember->number = 0; |
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| 100 | listMember->next = null; |
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| 101 | } |
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| 102 | lastNPC = listMember; |
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| 103 | } |
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| 104 | |
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| 105 | |
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| 106 | /** |
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[1931] | 107 | \brief Remove Non-Player Character |
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| 108 | \param player A reference to the new npc object |
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| 109 | |
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| 110 | Remove a new Non-Player-Character to the game. |
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| 111 | */ |
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| 112 | bool World::removeNPC(NPC* npc) { |
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| 113 | |
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| 114 | npcList* npcRef = lastNPC; |
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| 115 | npcList* lastRef = lastNPC; |
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| 116 | while ( npcRef != null ) |
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| 117 | { |
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| 118 | if ( npcRef->npc == npc ) { |
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| 119 | cout << "found" << endl; |
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| 120 | if ( npcRef == lastRef ) { |
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| 121 | lastNPC = lastNPC->next; |
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| 122 | delete npcRef; |
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| 123 | npcRef = lastNPC; |
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| 124 | lastRef = lastNPC; |
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| 125 | } |
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| 126 | else { |
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| 127 | lastRef->next = npcRef->next; |
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| 128 | delete npcRef; |
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| 129 | npcRef = lastRef->next; |
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| 130 | } |
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| 131 | cout << "killed ..." << endl; |
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| 132 | } |
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| 133 | else { |
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| 134 | lastRef = npcRef; |
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| 135 | npcRef = npcRef->next; |
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| 136 | } |
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| 137 | } |
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| 138 | cout << "npc left" << 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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[1883] | 144 | \brief Add environmental object |
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| 145 | \param player A reference to the new env object |
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| 146 | |
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| 147 | Add a new Environment to the world. Env has to be initialised before. |
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| 148 | */ |
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| 149 | bool World::addEnv(Environment* env) |
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| 150 | { |
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| 151 | envList* listMember = new envList; |
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| 152 | listMember->env = env; |
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| 153 | if ( lastEnv != null ) |
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| 154 | { |
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| 155 | listMember->number = lastEnv->number + 1; |
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| 156 | listMember->next = lastEnv; |
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| 157 | } |
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| 158 | else |
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| 159 | { |
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| 160 | listMember->number = 0; |
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| 161 | listMember->next = null; |
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| 162 | } |
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| 163 | lastEnv = listMember; |
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| 164 | } |
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| 165 | |
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| 166 | |
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[1896] | 167 | |
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| 168 | |
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| 169 | /** |
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[1858] | 170 | \brief Draws the World and all Objects contained |
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| 171 | |
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[1879] | 172 | Calls the draw function of all: Objects, Players, Environement. This is the core of all graphics here. |
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[1858] | 173 | */ |
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| 174 | void World::drawWorld(void) |
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| 175 | { |
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[1918] | 176 | glLoadIdentity(); |
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[1919] | 177 | 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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[1879] | 178 | /* first draw all players */ |
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[1858] | 179 | playerList* tmpPlayer = lastPlayer; |
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| 180 | Player* player = tmpPlayer->player; |
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| 181 | while( tmpPlayer != null ) |
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| 182 | { |
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| 183 | (*tmpPlayer->player).drawPlayer(); |
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| 184 | tmpPlayer = tmpPlayer->next; |
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| 185 | } |
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[1879] | 186 | /* second draw all npcs */ |
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[1858] | 187 | npcList* tmpNPC = lastNPC; |
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| 188 | while( tmpNPC != null ) |
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| 189 | { |
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| 190 | (*tmpNPC->npc).drawNPC(); |
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| 191 | tmpNPC = tmpNPC->next; |
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| 192 | } |
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[1917] | 193 | |
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[1879] | 194 | /* now draw the rest of the world: environement */ |
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[1883] | 195 | envList* tmpEnv = lastEnv; |
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| 196 | while( tmpEnv != null ) |
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| 197 | { |
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| 198 | (*tmpEnv->env).drawEnvironment(); |
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| 199 | tmpEnv = tmpEnv->next; |
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| 200 | } |
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| 201 | |
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[1917] | 202 | /* draw the ground grid */ |
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| 203 | glColor3f(0.0, 1.0, 0.0); |
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[1883] | 204 | glBegin(GL_LINES); |
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[1917] | 205 | /* for the moment, we've got only pseudo moving ground */ |
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[1918] | 206 | for (int y = 0; y < 60; y += 2) |
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[1883] | 207 | { |
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[1917] | 208 | for (int x = 0; x < 60; x += 2) |
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[1883] | 209 | { |
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| 210 | glVertex3f((float)(x - 30), (float)(y - 30), surface[x][y]); |
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[1917] | 211 | glVertex3f((float)(x - 28), (float)(y - 30), surface[x+2][y]); |
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[1883] | 212 | } |
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| 213 | } |
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[1931] | 214 | glEnd(); |
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| 215 | |
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[1883] | 216 | glBegin(GL_LINES); |
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[1917] | 217 | for (int x = 0; x < 60; x += 2) |
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[1883] | 218 | { |
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[1917] | 219 | for (int y = 0; y < 60; y += 2) |
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[1883] | 220 | { |
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| 221 | glVertex3f((float)(x - 30), (float)(y - 30), surface[x][y]); |
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[1917] | 222 | glVertex3f((float)(x - 30), (float)(y - 28), surface[x][y+2]); |
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[1883] | 223 | } |
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| 224 | } |
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| 225 | glEnd(); |
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[1917] | 226 | |
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[1919] | 227 | //primitiveMove+=0.07; |
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[1931] | 228 | DataTank::yOffset += step; |
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[1917] | 229 | |
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[1919] | 230 | tmpPlayer = lastPlayer; |
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| 231 | while( tmpPlayer != null ) |
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| 232 | { |
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[1931] | 233 | tmpPlayer->player->yCor += step; |
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[1919] | 234 | tmpPlayer = tmpPlayer->next; |
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| 235 | } |
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| 236 | |
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| 237 | |
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[1883] | 238 | } |
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[1879] | 239 | |
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| 240 | |
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[1883] | 241 | void World::initEnvironement() |
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| 242 | { |
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[1879] | 243 | |
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[1883] | 244 | for (int x = 0; x < 60; x += 2) |
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| 245 | { |
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| 246 | for (int y = 0; y < 60; y += 2) |
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| 247 | { |
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| 248 | surface[x][y] = 0; |
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| 249 | } |
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| 250 | } |
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[1858] | 251 | } |
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| 252 | |
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| 253 | |
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[1931] | 254 | void World::setWorldStep(float step) |
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| 255 | { |
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| 256 | this->step = step; |
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| 257 | cout << "setting speed to " << step << endl; |
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| 258 | } |
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| 259 | |
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| 260 | |
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| 261 | |
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[1858] | 262 | /** |
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| 263 | \brief Updates the world and all its objects |
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| 264 | |
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| 265 | Calculates the new state of the world. User-input and AI of |
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| 266 | the enemies are accounted for. |
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| 267 | */ |
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| 268 | void World::updateWorld(void) |
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| 269 | { |
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| 270 | |
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| 271 | |
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| 272 | } |
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| 273 | |
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| 274 | |
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[1899] | 275 | /* collision detection */ |
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| 276 | /* fix: bad efficency: stupid brute force */ |
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[1858] | 277 | |
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[1899] | 278 | void World::detectCollision() |
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| 279 | { |
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[1900] | 280 | //cout << "World::detectCollision" << endl; |
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[1899] | 281 | float xOff, yOff, zOff, radius; |
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[1931] | 282 | npcList* tmpNPC, *tmpRef; |
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[1899] | 283 | |
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| 284 | //cout << "World::detectCollsions" << endl; |
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| 285 | /* first: check if any player's shoots trigger a collision */ |
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| 286 | playerList* tmpPlayer = lastPlayer; |
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| 287 | Player* player = tmpPlayer->player; |
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[1931] | 288 | int state; |
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[1899] | 289 | while( tmpPlayer != null ) |
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| 290 | { |
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| 291 | tmpNPC = lastNPC; |
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| 292 | while( tmpNPC != null ) |
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| 293 | { |
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[1931] | 294 | //cout << "npc != null" << endl; |
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[1899] | 295 | radius = tmpNPC->npc->collisionRadius; |
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[1931] | 296 | //cout << "worki" << endl; |
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[1899] | 297 | ShootLaser::shoot* shoota = tmpPlayer->player->shootLaser->lastShoot; |
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| 298 | while( shoota != null ) |
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| 299 | { |
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| 300 | xOff = shoota->xCor - tmpNPC->npc->xCor; |
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| 301 | yOff = shoota->yCor - tmpNPC->npc->yCor; |
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| 302 | zOff = shoota->zCor - tmpNPC->npc->zCor; |
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[1931] | 303 | if ( sqrt(xOff*xOff + yOff*yOff + zOff*zOff) < radius ) |
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| 304 | { |
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| 305 | //cout << "COLLISION " << endl; |
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| 306 | int state = tmpNPC->npc->hit(); |
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| 307 | /* state is a value that marks if the ship dies or not */ |
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| 308 | /* if state == 0 the ship dies and we have to remove it */ |
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| 309 | /* |
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| 310 | if ( state == 0 ) { |
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| 311 | tmpRef = tmpNPC; |
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| 312 | tmpNPC = tmpNPC->next; |
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| 313 | removeNPC(tmpRef->npc); |
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| 314 | break; |
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| 315 | } |
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| 316 | */ |
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| 317 | } |
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[1899] | 318 | shoota = shoota->next; |
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| 319 | } |
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[1931] | 320 | //cout << "changing npc..." << endl; |
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[1899] | 321 | tmpNPC = tmpNPC->next; |
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[1931] | 322 | //cout << "..changing npc done" << endl; |
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[1899] | 323 | } |
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[1931] | 324 | //cout << "changing play..." << endl; |
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[1899] | 325 | tmpPlayer = tmpPlayer->next; |
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[1931] | 326 | //cout << "changing play done" << endl; |
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[1899] | 327 | } |
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| 328 | |
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[1931] | 329 | //cout << "World::detectCollisions middle" << endl; |
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| 330 | |
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[1899] | 331 | /* second: check if any player hits an enemy */ |
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[1900] | 332 | tmpPlayer = lastPlayer; |
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| 333 | while( tmpPlayer != null ) |
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| 334 | { |
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| 335 | tmpNPC = lastNPC; |
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| 336 | while( tmpNPC != null ) |
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| 337 | { |
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| 338 | radius = tmpNPC->npc->collisionRadius + tmpPlayer->player->collisionRadius; |
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| 339 | xOff = tmpPlayer->player->xCor - tmpNPC->npc->xCor; |
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| 340 | yOff = tmpPlayer->player->yCor - tmpNPC->npc->yCor; |
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| 341 | zOff = tmpPlayer->player->zCor - tmpNPC->npc->zCor; |
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[1931] | 342 | if ( sqrt(xOff*xOff + yOff*yOff + zOff*zOff) < radius ) { |
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| 343 | //cout << "COLLISION " << endl; |
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| 344 | tmpNPC->npc->hit(); |
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| 345 | } |
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[1900] | 346 | |
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| 347 | tmpNPC = tmpNPC->next; |
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| 348 | } |
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| 349 | |
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| 350 | tmpPlayer = tmpPlayer->next; |
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| 351 | } |
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| 352 | |
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[1902] | 353 | |
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[1900] | 354 | |
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[1899] | 355 | /* third: check if any enemy shoots a player */ |
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| 356 | |
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| 357 | //cout << "World::detectCollisions end" << endl; |
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| 358 | } |
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| 359 | |
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| 360 | |
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| 361 | |
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[1858] | 362 | /** |
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[1855] | 363 | \brief Routine for testing purposes. |
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| 364 | |
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| 365 | testing, testing, testing... |
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| 366 | */ |
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[1858] | 367 | void World::testThaTest(void) |
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[1855] | 368 | { |
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[1856] | 369 | cout << "World::testThaTest() called" << endl; |
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| 370 | /* test addPlayer */ |
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| 371 | cout << "addPlayer test..." << endl; |
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| 372 | playerList* pl = lastPlayer; |
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| 373 | while ( pl != null ) |
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| 374 | { |
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| 375 | cout << "player " << pl->number << " was found" << endl; |
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| 376 | pl = pl->next; |
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| 377 | } |
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[1855] | 378 | |
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[1858] | 379 | /* test addNPC */ |
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| 380 | cout << "addNPC test..." << endl; |
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| 381 | npcList* nl = lastNPC; |
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| 382 | while ( nl != null ) |
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| 383 | { |
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| 384 | cout << "npc " << nl->number << " was found" << endl; |
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| 385 | nl = nl->next; |
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| 386 | } |
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| 387 | |
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[1883] | 388 | |
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| 389 | /* test addEnv */ |
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| 390 | cout << "addEnv test..." << endl; |
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| 391 | envList* en = lastEnv; |
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| 392 | while ( en != null ) |
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| 393 | { |
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| 394 | cout << "env " << en->number << " was found" << endl; |
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| 395 | en = en->next; |
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| 396 | } |
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| 397 | |
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[1858] | 398 | /* test drawWorld() */ |
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[1855] | 399 | } |
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