Changeset 2068 in orxonox.OLD for orxonox/branches/chris/src
- Timestamp:
- Jul 5, 2004, 10:43:49 AM (20 years ago)
- Location:
- orxonox/branches/chris/src
- Files:
-
- 4 added
- 2 deleted
- 11 edited
Legend:
- Unmodified
- Added
- Removed
-
orxonox/branches/chris/src/command_node.cc
r2066 r2068 157 157 break; 158 158 default: 159 // TO DO: Send other events to orxonox sysevent handler 159 Orxonox *orx = Orxonox::getInstance(); 160 orx->event_handler (&event); 160 161 break; 161 162 } -
orxonox/branches/chris/src/data_tank.cc
r1982 r2068 19 19 using namespace std; 20 20 21 float DataTank::xOffset = 0;22 float DataTank::yOffset = 0;23 float DataTank::zOffset = 0;24 25 21 DataTank::DataTank () {} 26 22 DataTank::~DataTank () {} -
orxonox/branches/chris/src/data_tank.h
r1982 r2068 10 10 ~DataTank (); 11 11 12 static float xOffset;13 static float yOffset;14 static float zOffset;15 16 12 }; 17 13 -
orxonox/branches/chris/src/orxonox.cc
r2058 r2068 21 21 ### File Specific: 22 22 main-programmer: Patrick Boenzli 23 co-programmer: 23 co-programmer: Christian Meyer 24 24 */ 25 26 #ifdef __WIN32__ 27 #include <windows.h> 28 #endif 25 29 26 30 #include <iostream> … … 51 55 52 56 Orxonox::~Orxonox () 53 {} 54 55 56 /* this is a singleton class to prevent dublicates */ 57 { 58 Orxonox::singleton_ref = NULL; 59 if( world != NULL) delete world; 60 if( localinput != NULL) delete world; 61 if( localcamera != NULL) delete camera; 62 if( resources != NULL) delete resources; 63 } 64 65 66 /* this is a singleton class to prevent duplicates */ 57 67 Orxonox* Orxonox::singleton_ref = 0; 58 68 World* Orxonox::world = 0; 59 InputOutput* Orxonox::io = 0;60 Player* Orxonox::localPlayer = 0;61 69 bool Orxonox::pause = false; 62 bool Orxonox::inputEnabled = false;63 bool Orxonox::upWeGo = false;64 bool Orxonox::downWeGo = false;65 bool Orxonox::rightWeGo = false;66 bool Orxonox::leftWeGo = false;67 bool Orxonox::shoot1 = false;68 int Orxonox::fps = 0;69 int Orxonox::alpha = 0;70 int Orxonox::beta = 0;71 //int Orxonox::offsetX = 0;72 //int Orxonox::offsetY = 0;73 70 74 71 … … 80 77 } 81 78 82 83 int Orxonox::globalInit (int argc, char** argv) 84 { 79 void Orxonox::get_config_file (int argc, char** argv) 80 { 81 char* path; 82 #ifdef __WIN32__ 83 path = getenv(""); 84 #else 85 path = getenv("HOME"); 86 #endif 87 88 if( path != NULL) strcpy (configfilename, path); 89 strcat (configfilename, "/.orxonox.conf"); 90 } 91 92 int Orxonox::init (int argc, char** argv) 93 { 94 // parse command line 95 // config file 96 97 get_config_file (argc, argv); 98 99 // initialize SDL 100 printf("> Initializing SDL\n"); 85 101 if( SDL_Init (SDL_INIT_EVERYTHING) == -1) 86 102 { … … 89 105 } 90 106 107 // initialize everything 108 printf("> Initializing video\n"); 109 if( init_video () == -1) return -1; 110 printf("> Initializing sound\n"); 111 if( init_sound () == -1) return -1; 112 printf("> Initializing input\n"); 113 if( init_input () == -1) return -1; 114 printf("> Initializing networking\n"); 115 if( init_networking () == -1) return -1; 116 printf("> Initializing resources\n"); 117 if( init_resources () == -1) return -1; 118 printf("> Initializing world\n"); 119 if( init_world () == -1) return -1; 120 121 return 0; 122 } 123 124 int Orxonox::init_video () 125 { 91 126 // Set video mode 92 127 // TO DO: parse arguments for settings … … 117 152 // OpenGL stuff 118 153 // (Is this all we initialize globally???) 154 glClearColor(0.0, 0.0, 0.0, 0.0); 119 155 glEnable(GL_DEPTH_TEST); 120 156 glShadeModel(GL_FLAT); 121 157 122 // glutInit(&argc, argv); 123 // glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH); 124 // glutInitWindowSize(500, 500); 125 // //glutFullScreen(); 126 // glutInitWindowPosition(100, 100); 127 // glutCreateWindow("OrxonoX"); 128 // /* window event dispatchers */ 129 // glutDisplayFunc(display); 130 // glutReshapeFunc(reshape); 131 // glutKeyboardFunc(keyboard); 132 // glutKeyboardUpFunc(upKeyboard); 133 // 134 // glutTimerFunc(1000, timeSlice, 0); 135 // cout << "measuring performance..."; 136 137 } 138 139 140 int Orxonox::menuInit (void) 141 { 142 glClearColor(0.0, 0.0, 0.0, 0.0); 143 } 144 145 146 int Orxonox::gameInit (void) 147 { 148 glClearColor(0.0, 0.0, 0.0, 0.0); 149 150 /* world init, shouldnt be done here later */ 151 world = new World; 152 (*world).initEnvironement(); 153 localPlayer = new Player; 154 localPlayer->setPosition(0.0, -10.0, 3.0); 155 localPlayer->setCollisionRadius(2.0); 156 io = new InputOutput(world, localPlayer); 157 (*world).addPlayer(localPlayer); 158 Environment *env = new Environment; 159 (*world).addEnv(env); 160 NPC* npc = new NPC; 161 npc->setPosition(3.0, 0.0, 3.0); 162 npc->setCollisionRadius(1.0); 163 world->addNPC(npc); 164 165 NPC* npc2 = new NPC; 166 npc2->setPosition(-2.0, 10.0, 3.0); 167 npc2->setCollisionRadius(1.0); 168 world->addNPC(npc2); 169 170 glutSpecialFunc(specFunc); 171 glutSpecialUpFunc(releaseKey); 172 173 glutIdleFunc(continousRedraw); 174 //cout << "Orxonox::gameInit" << endl; 175 } 176 177 178 /* this is the time triggered function. heart beat*/ 179 180 void Orxonox::timeSlice(int value) 181 { 182 cout << "got " << fps << " fps" << endl; 183 /* this is very very unsafe: io could be uninit */ 184 io->setPlayerStep(19.2/fps); /* set player to propper speed */ 185 localPlayer->shootLaser->setShootStep(20.0/fps); /* set shoot speed */ 186 world->setWorldStep(7.0/fps); /* set the speed of the terrain moving away */ 187 fps = 0; 188 inputEnabled = true; 189 glutTimerFunc(1000, timeSlice, 0); 190 } 191 192 193 194 void Orxonox::keyboard(unsigned char key, int x, int y) 195 { 196 switch(key) { 197 198 /* perspectiv control */ 199 case 'w': 200 beta -= 1; 201 break; 202 case 's': 203 beta += 1; 204 break; 205 case 'a': 206 alpha -= 1; 207 break; 208 case 'd': 209 alpha += 1; 210 break; 211 212 /* game controls */ 213 case 'p': 214 if (pause) 215 { 216 cout << "unset pause" << endl; 217 glutIdleFunc(continousRedraw); 218 pause = false; 219 } 220 else 221 { 222 cout << "set pause" << endl; 223 glutIdleFunc(NULL); 224 pause = true; 225 } 226 break; 227 case 32: 228 shoot1 = true; 229 break; 230 case 27: 231 case 'q': 232 quitGame(); 233 break; 234 } 235 } 236 237 238 void Orxonox::upKeyboard(unsigned char key, int x, int y) 239 { 240 switch(key) { 241 case 32: 242 shoot1 = false; 243 break; 244 } 245 } 246 158 // create camera 159 localcamera = new Camera(); 160 161 return 0; 162 } 163 164 int Orxonox::init_sound () 165 { 166 printf("Not yet implemented\n"); 167 return 0; 168 } 169 170 int Orxonox::init_input () 171 { 172 // create localinput 173 localinput = new CommandNode( configfilename); 174 175 return 0; 176 } 177 178 179 int Orxonox::init_networking () 180 { 181 printf("Not yet implemented\n"); 182 return 0; 183 } 184 185 int Orxonox::init_resources () 186 { 187 printf("Not yet implemented\n"); 188 return 0; 189 } 190 191 int Orxonox::init_world () 192 { 193 printf("Not yet implemented\n"); 194 return 0; 195 } 247 196 248 197 void Orxonox::quitGame() 249 198 { 199 bQuitOrxonox = true; 250 200 //cout << "finished garbage colletion, quitting..." << endl; 251 exit(0); 252 } 253 254 255 void Orxonox::releaseKey(int key, int x, int y) 256 { 257 switch(key) { 258 case GLUT_KEY_UP: 259 upWeGo = false; 260 break; 261 case GLUT_KEY_DOWN: 262 downWeGo = false; 263 break; 264 case GLUT_KEY_RIGHT: 265 rightWeGo = false; 266 break; 267 case GLUT_KEY_LEFT: 268 leftWeGo = false; 269 break; 270 } 271 } 272 273 274 /** 275 \brief special keys function. called by glut 276 277 Here are all special key function defined. 278 */ 279 void Orxonox::specFunc(int key, int x, int y) 280 { 281 switch(key) { 282 /* spacecraft controls */ 283 case GLUT_KEY_UP: 284 upWeGo = true; 285 break; 286 case GLUT_KEY_DOWN: 287 downWeGo = true; 288 break; 289 case GLUT_KEY_RIGHT: 290 rightWeGo = true; 291 break; 292 case GLUT_KEY_LEFT: 293 leftWeGo = true; 294 break; 295 } 296 } 297 298 299 void Orxonox::display() 300 { 301 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); 302 303 glColor3f(0.0, 0.5, 0.6); 304 glLoadIdentity(); 305 gluLookAt(0.0, -14.0, 15.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0); 306 (*world).drawWorld(); 307 308 SDL_Flip( screen); 309 } 310 311 312 void Orxonox::continousRedraw() 313 { 314 /* increment the frames-per-second counter*/ 315 fps++; 316 /* check for collisions */ 317 world->detectCollision(); 318 319 /* check for input to pass it over */ 320 if ( !pause && inputEnabled && 321 (rightWeGo || leftWeGo || upWeGo || downWeGo || shoot1)) 322 { 323 if (upWeGo) 324 (*io).goUp(); 325 if (downWeGo) 326 (*io).goDown(); 327 if (rightWeGo) 328 (*io).goRight(); 329 if (leftWeGo) 330 (*io).goLeft(); 331 if (shoot1) 332 (*io).shoot(); 333 } 334 /* request repaint */ 335 glutPostRedisplay(); 336 //cout << "Orxonox::continousRedraw" << endl; 337 } 338 339 340 void Orxonox::reshape (int w, int h) 341 { 342 glViewport(0, 0, (GLsizei) w, (GLsizei) h); 343 glMatrixMode(GL_PROJECTION); 344 glLoadIdentity(); 345 glFrustum(-1.0, 1.0, -1.0, 1.0, 1.5, 200.0); 346 glMatrixMode(GL_MODELVIEW); 347 glLoadIdentity(); //pb why a second time? 348 } 349 350 351 void Orxonox::testTheShit() 352 { 353 //Player* pl = new Player; 354 //(*pl).setPosition(1, 1, 1); 355 //(*world).addPlayer(pl); 356 357 //NPC* nl = new NPC; 358 //(*world).addNPC(nl); 359 //(*world).addNPC(nl); 360 //(*world).addNPC(nl); 361 //(*world).addNPC(nl); 362 //(*world).addNPC(nl); 363 //(*world).addNPC(nl); 364 //(*world).testThaTest(); 365 } 366 201 } 367 202 void Orxonox::mainLoop() 368 203 { … … 370 205 while( !bQuitOrxonox) 371 206 { 207 // Network 208 synchronize(); 372 209 // Process input 210 handle_input(); 373 211 // Process time 212 time_slice(); 374 213 // Process collision 214 collision(); 375 215 // Draw 376 216 display(); 377 217 } 218 } 219 220 void Orxonox::event_handler (SDL_Event* event) 221 { 222 // Handle special events such as reshape, quit, focus changes 223 } 224 225 void Orxonox::synchronize () 226 { 227 // Get remote input 228 // Update synchronizables 229 } 230 231 void Orxonox::handle_input () 232 { 233 // localinput 234 localinput.process(); 235 // remoteinput 236 } 237 238 void Orxonox::time_slice () 239 { 240 Uint32 curframe = SDL_GetTicks(); 241 if( !pause) 242 { 243 world->time_slice (curframe - lastframe); 244 world->update (); 245 localcamera->time_slice (curframe - lastframe); 246 } 247 lastframe = curframe; 248 } 249 250 void Orxonox::collision () 251 { 252 world->collide (); 253 } 254 255 void Orxonox::display () 256 { 257 // clear buffer 258 glClear( GL_COLOR_BUFFER_BIT, GL_DEPTH_BUFFER_BIT); 259 // set camera 260 localcamera->apply (); 261 // draw world 262 world->draw (); 263 // draw HUD 264 // flip buffers 265 SDL_Flip( screen); 266 } 267 268 Camera* Orxonox::get_camera () 269 { 270 return localcamera; 271 } 272 273 Camera* Orxonox::get_world () 274 { 275 return world; 378 276 } 379 277 … … 381 279 { 382 280 Orxonox *orx = Orxonox::getInstance(); 383 if( (*orx).globalInit(argc, argv) == -1) 384 { 385 printf("! Global initialization failed\n"); 281 282 if( (*orx).init(argc, argv) == -1) 283 { 284 printf("! Orxonox initialization failed\n"); 386 285 return -1; 387 286 } 388 389 //(*orx).menuInit(); pb: directly jump to the game, no menu 390 391 if( (*orx).gameInit() == -1) 392 { 393 printf("! Game initialization failed\n"); 394 return -1; 395 } 396 287 288 lastframe = SDL_GetTicks(); 289 397 290 (*orx).mainLoop(); 398 291 399 292 return 0; 400 293 } 401 -
orxonox/branches/chris/src/orxonox.h
r2058 r2068 6 6 7 7 class World; 8 class InputOutput;9 class Player;10 11 8 12 9 class Orxonox { … … 16 13 Orxonox (); 17 14 ~Orxonox (); 15 16 static char configfilename[256]; 18 17 static World* world; 19 static InputOutput* io; 20 static Player* localPlayer; 18 static DataTank* resources; 19 static CommandNode* localinput; 20 static Camera* localcamera; 21 static SDL_Surface* screen; 22 21 23 static bool bQuitOrxonox; 22 24 static bool pause; 23 static bool inputEnabled; 24 static bool upWeGo; 25 static bool downWeGo; 26 static bool rightWeGo; 27 static bool leftWeGo; 28 static bool shoot1; 29 static int fps; 25 static Uint32 lastframe; 30 26 31 static int alpha; 32 static int beta; 33 static int offsetX; 34 static int offsetY; 27 static void get_config_file (int argc, char** argv); 28 29 // main loop functions 30 static void synchronize (); 31 static void handle_input (); 32 static void time_slice (); 33 static void collision (); 34 static void display (); 35 36 // subsystem initialization 37 int init_video (); 38 int init_sound (); 39 int init_input (); 40 int init_networking (); 41 int init_resources (); 42 int init_world (); 35 43 36 static void timeSlice(int value); 37 38 static SDL_Surface* screen; 44 static void event_handler (SDL_Event* event); 39 45 40 46 public: 41 static Orxonox* getInstance (void); 47 static Orxonox* getInstance (); 48 static void quitGame(); 42 49 43 int globalInit (int argc, char** argv); 44 int menuInit (void); 45 int gameInit (void); 46 50 int init (int argc, char** argv); 51 52 Camera* get_camera(); 53 World* get_world(); 54 47 55 void mainLoop(); 48 49 void testTheShit(void);50 static void display (void);51 static void continousRedraw(void);52 static void reshape (int w, int h);53 static void keyboard(unsigned char key, int x, int y);54 static void upKeyboard(unsigned char key, int x, int y);55 static void releaseKey(int key, int x, int y);56 static void specFunc(int key, int x, int y);57 static void quitGame(void);58 56 }; 59 57 -
orxonox/branches/chris/src/vector.cc
r1982 r2068 266 266 267 267 /** 268 \brief fills the specified buffer with a 4x4 glmatrix 269 \param buffer: Pointer to an array of 16 floats 270 271 Use this to get the rotation in a gl-compatible format 272 */ 273 void Rotation::glmatrix (float* buffer) 274 { 275 buffer[0] = m[0]; 276 buffer[1] = m[3]; 277 buffer[2] = m[6]; 278 buffer[3] = m[0]; 279 buffer[4] = m[1]; 280 buffer[5] = m[4]; 281 buffer[6] = m[7]; 282 buffer[7] = m[0]; 283 buffer[8] = m[2]; 284 buffer[9] = m[5]; 285 buffer[10] = m[8]; 286 buffer[11] = m[0]; 287 buffer[12] = m[0]; 288 buffer[13] = m[0]; 289 buffer[14] = m[0]; 290 buffer[15] = m[1]; 291 } 292 293 294 /** 268 295 \brief rotates the vector by the given rotation 269 296 \param v: a vector -
orxonox/branches/chris/src/vector.h
r2014 r2068 58 58 ~Rotation () {} 59 59 60 glmatrix (float* buffer); 60 61 }; 61 62 -
orxonox/branches/chris/src/world.cc
r2058 r2068 12 12 ### File Specific: 13 13 main-programmer: Patrick Boenzli 14 co-programmer: 14 co-programmer: Christian Meyer 15 15 */ 16 16 … … 18 18 #include <stdlib.h> 19 19 #include <cmath> 20 #include <GL/glut.h>21 20 22 21 #include "npc.h" … … 39 38 This creates a new empty world! 40 39 */ 41 World::World () { 42 lastPlayer = null; 43 lastNPC = null; 44 lastEnv = null; 45 primitiveMove = 0; 46 step = 0; 40 World::World () 41 { 42 entities = new List<WorldEntitites>(); 47 43 } 48 44 49 45 50 World::~World () {} 51 52 53 /** 54 \brief Add Player 55 \param player A reference to the new player object 56 57 Add a new Player to the game. Player has to be initialised previously 58 */ 59 bool World::addPlayer(Player* player) 46 World::~World () 60 47 { 61 playerList* listMember = new playerList; 62 listMember->player = player; 63 if ( lastPlayer != null ) 64 { 65 listMember->number = lastPlayer->number + 1; 66 listMember->next = lastPlayer; 67 } 68 else 69 { 70 listMember->number = 0; 71 listMember->next = null; 72 } 73 lastPlayer = listMember; 48 delete entities; 74 49 } 75 50 76 77 /** 78 \brief Remove Player 79 \param player A reference to the new npc object 80 81 Remove a new Player to the game. 82 */ 83 bool World::removePlayer(Player* player) { 84 cout << "World::removeNPC not implemented yet" << endl; 51 template<class T> T* World::spawn<T>(Location* loc, WorldEntity* owner) 52 { 53 T* entity = new T(); 54 entities->add ((WorldEntity*)entity, LIST_ADD_NEXT); 55 return entity; 85 56 } 86 57 87 Player* World::getLocalPlayer() 58 World::collide () 88 59 { 89 return localPlayer; 60 List<WorldEntity> *a, *b; 61 WorldEntity *aobj, *bobj; 62 63 a = entities->get_next(); 64 65 while( a != NULL) 66 { 67 aobj = a->get_object(); 68 if( aobj->bCollide && aobj->collisioncluster != NULL) 69 { 70 b = a->get_next(); 71 while( b != NULL) 72 { 73 bobj = b->get_object(); 74 if( bobj->bCollide && bobj->collisioncluster != NULL) 75 { 76 Uint32 ahitflg, bhitflg; 77 if check_collision ( aobj->place, aobj->collisioncluster, &ahitflg, bobj->place, bobj->collisioncluster, &bhitflg); 78 { 79 aobj->collide (bobj, ahitflg, bhitflg); 80 bobj->collide (aobj, bhitflg, ahitflg); 81 } 82 } 83 b = b->get_next(); 84 } 85 } 86 a = a->get_next(); 87 } 90 88 } 91 89 92 93 /** 94 \brief Add Non-Player-Character 95 \param player A reference to the new npc object 96 97 Add a new Non-Player-Character to the game. Player has to be initialised previously 98 */ 99 bool World::addNPC(NPC* npc) 90 void World::draw () 100 91 { 101 npcList* listMember = new npcList; 102 listMember->npc = npc; 103 if ( lastNPC != null ) 104 { 105 listMember->number = lastNPC->number + 1;106 listMember->next = lastNPC; 107 } 108 else109 { 110 listMember->number = 0;111 listMember->next = null;112 } 113 lastNPC = listMember; 92 // draw geometry 93 94 // draw entities 95 List<WorldEntity> *l; 96 WorldEntity* entity; 97 98 l = entities->get_next(); 99 while( l != NULL) 100 { 101 entity = l->get_object(); 102 if( entity->bDraw) entity->draw(); 103 l = l->get_next(); 104 } 114 105 } 115 106 116 117 /** 118 \brief Remove Non-Player Character 119 \param player A reference to the new npc object 120 121 Remove a new Non-Player-Character to the game. 122 */ 123 bool World::removeNPC(NPC* npc) { 124 125 npcList* npcRef = lastNPC; 126 npcList* lastRef = lastNPC; 127 while ( npcRef != null ) 128 { 129 if ( npcRef->npc == npc ) { 130 cout << "found" << endl; 131 if ( npcRef == lastRef ) { 132 lastNPC = lastNPC->next; 133 delete npcRef; 134 npcRef = lastNPC; 135 lastRef = lastNPC; 136 } 137 else { 138 lastRef->next = npcRef->next; 139 delete npcRef; 140 npcRef = lastRef->next; 141 } 142 cout << "killed ..." << endl; 143 } 144 else { 145 lastRef = npcRef; 146 npcRef = npcRef->next; 147 } 148 } 149 cout << "npc left" << endl; 107 void World::update () 108 { 150 109 } 151 110 152 153 154 /** 155 \brief Add environmental object 156 \param player A reference to the new env object 157 158 Add a new Environment to the world. Env has to be initialised before. 159 */ 160 bool World::addEnv(Environment* env) 111 void World::time_slice (Uint32 deltaT) 161 112 { 162 envList* listMember = new envList;163 listMember->env = env;164 if ( lastEnv != null ) 165 { 166 listMember->number = lastEnv->number + 1;167 listMember->next = lastEnv; 168 } 169 else170 { 171 listMember->number = 0;172 listMember->next = null;173 } 174 lastEnv = listMember; 113 List<WorldEntity> *l; 114 WorldEntity* entity; 115 float seconds = deltaT; 116 117 seconds /= 1000; 118 119 l = entities->get_next(); 120 while( l != NULL) 121 { 122 entity = l->get_object(); 123 entity->tick (seconds); 124 l = l->get_next(); 125 } 175 126 } 176 177 178 179 180 /**181 \brief Draws the World and all Objects contained182 183 Calls the draw function of all: Objects, Players, Environement. This is the core of all graphics here.184 */185 void World::drawWorld(void)186 {187 188 glLoadIdentity();189 gluLookAt(0.0, -14.0 + DataTank::yOffset, 15.0, 0.0, 0.0 + DataTank::yOffset, 0.0, 0.0, 1.0, 0.0);190 /* first draw all players */191 playerList* tmpPlayer = lastPlayer;192 Player* player = tmpPlayer->player;193 while( tmpPlayer != null )194 {195 tmpPlayer->player->paint();196 tmpPlayer = tmpPlayer->next;197 }198 /* second draw all npcs */199 npcList* tmpNPC = lastNPC;200 while( tmpNPC != null )201 {202 (*tmpNPC->npc).paint();203 tmpNPC = tmpNPC->next;204 }205 206 /* now draw the rest of the world: environement */207 envList* tmpEnv = lastEnv;208 while( tmpEnv != null )209 {210 (*tmpEnv->env).drawEnvironment();211 tmpEnv = tmpEnv->next;212 }213 214 /* draw the ground grid */215 glColor3f(0.0, 1.0, 0.0);216 glBegin(GL_LINES);217 /* for the moment, we've got only pseudo moving ground */218 for (int y = 0; y < 60; y += 2)219 {220 for (int x = 0; x < 60; x += 2)221 {222 glVertex3f((float)(x - 30), (float)(y - 30), surface[x][y]);223 glVertex3f((float)(x - 28), (float)(y - 30), surface[x+2][y]);224 }225 }226 glEnd();227 228 glBegin(GL_LINES);229 for (int x = 0; x < 60; x += 2)230 {231 for (int y = 0; y < 60; y += 2)232 {233 glVertex3f((float)(x - 30), (float)(y - 30), surface[x][y]);234 glVertex3f((float)(x - 30), (float)(y - 28), surface[x][y+2]);235 }236 }237 glEnd();238 239 //primitiveMove+=0.07;240 DataTank::yOffset += step;241 242 tmpPlayer = lastPlayer;243 while( tmpPlayer != null )244 {245 tmpPlayer->player->yCor += step;246 tmpPlayer = tmpPlayer->next;247 }248 249 250 }251 252 253 void World::initEnvironement()254 {255 256 for (int x = 0; x < 60; x += 2)257 {258 for (int y = 0; y < 60; y += 2)259 {260 surface[x][y] = 0;261 }262 }263 }264 265 266 void World::setWorldStep(float step)267 {268 //cout << "World::setWorldStep(" << step << ");" << endl;269 this->step = step;270 //cout << "setting speed to " << step << endl;271 }272 273 274 275 /**276 \brief Updates the world and all its objects277 278 Calculates the new state of the world. User-input and AI of279 the enemies are accounted for.280 */281 void World::updateWorld(void)282 {283 284 285 }286 287 288 /* collision detection */289 /* fix: bad efficency: stupid brute force */290 291 void World::detectCollision()292 {293 //cout << "World::detectCollision" << endl;294 float xOff, yOff, zOff, radius;295 npcList* tmpNPC, *tmpRef;296 297 //cout << "World::detectCollsions" << endl;298 /* first: check if any player's shoots trigger a collision */299 playerList* tmpPlayer = lastPlayer;300 Player* player = tmpPlayer->player;301 int state;302 while( tmpPlayer != null )303 {304 tmpNPC = lastNPC;305 while( tmpNPC != null )306 {307 //cout << "npc != null" << endl;308 radius = tmpNPC->npc->collisionRadius;309 //cout << "worki" << endl;310 ShootLaser::shoot* shoota = tmpPlayer->player->shootLaser->lastShoot;311 while( shoota != null )312 {313 xOff = shoota->xCor - tmpNPC->npc->xCor;314 yOff = shoota->yCor - tmpNPC->npc->yCor;315 zOff = shoota->zCor - tmpNPC->npc->zCor;316 if ( sqrt(xOff*xOff + yOff*yOff + zOff*zOff) < radius )317 {318 //cout << "COLLISION " << endl;319 int state = tmpNPC->npc->hit();320 /* state is a value that marks if the ship dies or not */321 /* if state == 0 the ship dies and we have to remove it */322 /*323 if ( state == 0 ) {324 tmpRef = tmpNPC;325 tmpNPC = tmpNPC->next;326 removeNPC(tmpRef->npc);327 break;328 }329 */330 }331 shoota = shoota->next;332 }333 //cout << "changing npc..." << endl;334 tmpNPC = tmpNPC->next;335 //cout << "..changing npc done" << endl;336 }337 //cout << "changing play..." << endl;338 tmpPlayer = tmpPlayer->next;339 //cout << "changing play done" << endl;340 }341 342 //cout << "World::detectCollisions middle" << endl;343 344 /* second: check if any player hits an enemy */345 tmpPlayer = lastPlayer;346 while( tmpPlayer != null )347 {348 tmpNPC = lastNPC;349 while( tmpNPC != null )350 {351 radius = tmpNPC->npc->collisionRadius + tmpPlayer->player->collisionRadius;352 xOff = tmpPlayer->player->xCor - tmpNPC->npc->xCor;353 yOff = tmpPlayer->player->yCor - tmpNPC->npc->yCor;354 zOff = tmpPlayer->player->zCor - tmpNPC->npc->zCor;355 if ( sqrt(xOff*xOff + yOff*yOff + zOff*zOff) < radius ) {356 //cout << "COLLISION " << endl;357 tmpNPC->npc->hit();358 }359 360 tmpNPC = tmpNPC->next;361 }362 363 tmpPlayer = tmpPlayer->next;364 }365 366 367 368 /* third: check if any enemy shoots a player */369 370 //cout << "World::detectCollisions end" << endl;371 }372 373 374 375 /**376 \brief Routine for testing purposes.377 378 testing, testing, testing...379 */380 void World::testThaTest(void)381 {382 cout << "World::testThaTest() called" << endl;383 /* test addPlayer */384 cout << "addPlayer test..." << endl;385 playerList* pl = lastPlayer;386 while ( pl != null )387 {388 cout << "player " << pl->number << " was found" << endl;389 pl = pl->next;390 }391 392 /* test addNPC */393 cout << "addNPC test..." << endl;394 npcList* nl = lastNPC;395 while ( nl != null )396 {397 cout << "npc " << nl->number << " was found" << endl;398 nl = nl->next;399 }400 401 402 /* test addEnv */403 cout << "addEnv test..." << endl;404 envList* en = lastEnv;405 while ( en != null )406 {407 cout << "env " << en->number << " was found" << endl;408 en = en->next;409 }410 411 /* test drawWorld() */412 } -
orxonox/branches/chris/src/world.h
r2058 r2068 2 2 #ifndef WORLD_H 3 3 #define WORLD_H 4 5 class Player;6 class NPC;7 class Environment;8 9 4 10 5 class World { … … 14 9 ~World (); 15 10 16 float primitiveMove; 11 template<class T> T* spawn<T>(Location* loc, WorldEntity* owner); // template to be able to spawn any derivation of WorldEntity 17 12 18 /* for easier use: map the first two player here */ 19 Player *localPlayer; 20 Player *player1; 21 Player *player2; 22 23 /* a list of all players */ 24 struct playerList { 25 playerList* next; 26 Player* player; 27 int number; 28 }; 29 playerList* lastPlayer; 30 31 /* a list of all non-player-characters */ 32 struct npcList { 33 npcList* next; 34 NPC* npc; 35 int number; 36 }; 37 npcList* lastNPC; 38 39 /* a list of all environmental objects */ 40 struct envList { 41 envList* next; 42 Environment* env; 43 int number; 44 }; 45 envList* lastEnv; 46 47 48 49 50 bool addPlayer(Player* player); 51 bool removePlayer(Player* player); 52 Player* getLocalPlayer(); 53 bool addNPC(NPC* npc); 54 bool removeNPC(NPC* npc); 55 bool addEnv(Environment* env); 56 57 void drawWorld(void); 58 void initEnvironement(void); 59 void setWorldStep(float step); 60 void updateWorld(void); 61 void detectCollision(void); 62 void testThaTest(void); 63 13 void time_slice (Uint32 deltaT); 14 void collide (); 15 void draw (); 16 void update (); // maps Locations to Placements 17 void calc_camera_pos (Location* loc, Placement* plc); 18 64 19 private: 65 float surface[120][120]; 66 float step; 67 20 21 List<WorldEntity>* entities; 22 23 // base level data 24 Track* track; 25 Uint32 tracklen; 26 Vector* pathnodes; 68 27 69 28 }; -
orxonox/branches/chris/src/world_entity.cc
r2058 r2068 13 13 ### File Specific: 14 14 main-programmer: Patrick Boenzli 15 co-programmer: ...15 co-programmer: Christian Meyer 16 16 */ 17 17 … … 120 120 This is a central function of an entity: call it to let the entity painted to the screen. Just override this function with whatever you want to be drawn. 121 121 */ 122 void WorldEntity:: paint()122 void WorldEntity::draw() 123 123 { 124 cout << "WorldEntity:: paint()" << endl;124 cout << "WorldEntity::draw()" << endl; 125 125 } 126 126 … … 131 131 \param loc: place where the collision happens 132 132 */ 133 void WorldEntity::collide(WorldEntity* we, Vector loc) {}133 void WorldEntity::collide(WorldEntity* other, Uint32 ownhitflags, Uint32 otherhitflags) {} 134 134 135 135 /** -
orxonox/branches/chris/src/world_entity.h
r2066 r2068 29 29 void removeAbility(Ability* ability); 30 30 31 virtual void tick(float time); 32 virtual void paint(); 33 /* virtual void actionEvent(Event* event); */ 34 virtual void collide(WorldEntity* we, Vector loc); 35 virtual void hit(WorldEntity* weapon, Vector loc); 36 virtual void destroy(); 31 virtual void tick (float time); 32 virtual void draw (); 33 virtual void collide (WorldEntity* other, Uint32 ownhitflags, Uint32 otherhitflags); 34 virtual void hit (WorldEntity* weapon, Vector loc); 35 virtual void destroy (); 37 36 virtual void command (Command* cmd); 37 virtual void get_lookat (Location* locbuf); 38 38 39 39 virtual void entityPreEnter(); … … 42 42 virtual void entityPostQuit(); 43 43 44 44 bool bCollide; 45 bool bDraw; 45 46 46 47 private: 47 Vector* position; 48 Vector* orientation; 48 WorldEntity* owner; 49 CollisionCluster* collisioncluster; 50 Placement place; 51 Location loc; 49 52 /* List of abilities */ 50 53 float health;
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