| 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 |   step = 0; | 
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| 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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| 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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| 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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| 62 |   lastPlayer = listMember; | 
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| 63 | } | 
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| 64 |  | 
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| 65 |  | 
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| 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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| 75 |  | 
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| 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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| 80 |  | 
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| 81 |  | 
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| 82 | /**  | 
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| 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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| 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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| 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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| 167 |  | 
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| 168 |  | 
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| 169 | /**  | 
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| 170 |    \brief Draws the World and all Objects contained | 
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| 171 |     | 
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| 172 |    Calls the draw function of all: Objects, Players, Environement. This is the core of all graphics here. | 
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| 173 | */ | 
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| 174 | void World::drawWorld(void)  | 
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| 175 | { | 
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| 176 |   glLoadIdentity(); | 
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| 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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| 178 |   /* first draw all players */ | 
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| 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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| 186 |   /* second draw all npcs */ | 
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| 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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| 193 |  | 
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| 194 |   /* now draw the rest of the world: environement */ | 
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| 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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| 202 |   /* draw the ground grid  */ | 
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| 203 |   glColor3f(0.0, 1.0, 0.0);  | 
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| 204 |   glBegin(GL_LINES); | 
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| 205 |   /* for the moment, we've got only pseudo moving ground */ | 
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| 206 |   for (int y = 0; y < 60; y += 2) | 
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| 207 |     { | 
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| 208 |       for (int x = 0; x < 60; x += 2) | 
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| 209 |         { | 
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| 210 |           glVertex3f((float)(x - 30), (float)(y - 30), surface[x][y]); | 
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| 211 |           glVertex3f((float)(x - 28), (float)(y - 30), surface[x+2][y]); | 
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| 212 |         } | 
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| 213 |     } | 
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| 214 |   glEnd(); | 
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| 215 |    | 
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| 216 |   glBegin(GL_LINES); | 
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| 217 |   for (int x = 0; x < 60; x += 2) | 
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| 218 |     { | 
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| 219 |       for (int y = 0; y < 60; y += 2) | 
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| 220 |         { | 
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| 221 |           glVertex3f((float)(x - 30), (float)(y - 30), surface[x][y]); | 
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| 222 |           glVertex3f((float)(x - 30), (float)(y - 28), surface[x][y+2]); | 
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| 223 |         } | 
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| 224 |     } | 
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| 225 |   glEnd(); | 
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| 226 |  | 
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| 227 |   //primitiveMove+=0.07; | 
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| 228 |   DataTank::yOffset += step; | 
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| 229 |  | 
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| 230 |   tmpPlayer = lastPlayer; | 
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| 231 |   while( tmpPlayer != null )  | 
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| 232 |     { | 
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| 233 |       tmpPlayer->player->yCor += step; | 
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| 234 |       tmpPlayer = tmpPlayer->next; | 
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| 235 |     } | 
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| 236 |  | 
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| 237 |    | 
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| 238 | } | 
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| 239 |  | 
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| 240 |  | 
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| 241 | void World::initEnvironement() | 
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| 242 | { | 
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| 243 |  | 
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| 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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| 251 | } | 
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| 252 |  | 
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| 253 |  | 
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| 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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| 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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| 275 | /* collision detection */ | 
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| 276 | /* fix: bad efficency: stupid brute force */ | 
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| 277 |  | 
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| 278 | void World::detectCollision()  | 
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| 279 | { | 
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| 280 |   //cout << "World::detectCollision" << endl; | 
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| 281 |   float xOff, yOff, zOff, radius; | 
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| 282 |   npcList* tmpNPC, *tmpRef; | 
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| 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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| 288 |   int state; | 
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| 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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| 294 |           //cout << "npc != null" << endl; | 
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| 295 |           radius = tmpNPC->npc->collisionRadius; | 
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| 296 |           //cout << "worki" << endl; | 
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| 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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| 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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| 318 |               shoota = shoota->next; | 
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| 319 |             } | 
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| 320 |           //cout << "changing npc..." << endl; | 
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| 321 |           tmpNPC = tmpNPC->next; | 
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| 322 |           //cout << "..changing npc done" << endl; | 
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| 323 |         } | 
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| 324 |       //cout << "changing play..." << endl; | 
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| 325 |       tmpPlayer = tmpPlayer->next; | 
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| 326 |       //cout << "changing play done" << endl; | 
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| 327 |     } | 
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| 328 |  | 
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| 329 |   //cout << "World::detectCollisions middle" << endl; | 
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| 330 |  | 
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| 331 |   /* second: check if any player hits an enemy */ | 
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| 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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| 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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| 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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| 353 |    | 
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| 354 |  | 
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| 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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| 362 | /**  | 
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| 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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| 367 | void World::testThaTest(void)  | 
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| 368 | { | 
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| 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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| 378 |  | 
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| 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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| 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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| 398 |   /* test drawWorld() */ | 
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| 399 | } | 
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