| 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 | #include <stdlib.h> |
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| 22 | #include <math.h> |
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| 23 | |
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| 24 | using namespace std; |
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| 25 | |
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| 26 | |
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| 27 | /** |
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| 28 | \brief Create a new World |
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| 29 | |
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| 30 | This creates a new empty world! |
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| 31 | */ |
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| 32 | World::World () { |
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| 33 | lastPlayer = null; |
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| 34 | lastNPC = null; |
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| 35 | lastEnv = null; |
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| 36 | primitiveMove = 0; |
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| 37 | step = 0; |
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| 38 | } |
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| 39 | |
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| 40 | |
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| 41 | World::~World () {} |
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| 42 | |
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| 43 | |
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| 44 | /** |
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| 45 | \brief Add Player |
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| 46 | \param player A reference to the new player object |
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| 47 | |
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| 48 | Add a new Player to the game. Player has to be initialised previously |
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| 49 | */ |
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| 50 | bool World::addPlayer(Player* player) |
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| 51 | { |
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| 52 | playerList* listMember = new playerList; |
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| 53 | listMember->player = player; |
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| 54 | if ( lastPlayer != null ) |
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| 55 | { |
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| 56 | listMember->number = lastPlayer->number + 1; |
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| 57 | listMember->next = lastPlayer; |
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| 58 | } |
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| 59 | else |
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| 60 | { |
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| 61 | listMember->number = 0; |
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| 62 | listMember->next = null; |
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| 63 | } |
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| 64 | lastPlayer = listMember; |
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| 65 | } |
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| 66 | |
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| 67 | |
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| 68 | /** |
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| 69 | \brief Remove Player |
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| 70 | \param player A reference to the new npc object |
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| 71 | |
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| 72 | Remove a new Player to the game. |
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| 73 | */ |
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| 74 | bool World::removePlayer(Player* player) { |
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| 75 | cout << "World::removeNPC not implemented yet" << endl; |
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| 76 | } |
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| 77 | |
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| 78 | Player* World::getLocalPlayer() |
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| 79 | { |
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| 80 | return localPlayer; |
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| 81 | } |
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| 82 | |
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| 83 | |
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| 84 | /** |
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| 85 | \brief Add Non-Player-Character |
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| 86 | \param player A reference to the new npc object |
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| 87 | |
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| 88 | Add a new Non-Player-Character to the game. Player has to be initialised previously |
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| 89 | */ |
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| 90 | bool World::addNPC(NPC* npc) |
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| 91 | { |
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| 92 | npcList* listMember = new npcList; |
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| 93 | listMember->npc = npc; |
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| 94 | if ( lastNPC != null ) |
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| 95 | { |
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| 96 | listMember->number = lastNPC->number + 1; |
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| 97 | listMember->next = lastNPC; |
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| 98 | } |
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| 99 | else |
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| 100 | { |
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| 101 | listMember->number = 0; |
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| 102 | listMember->next = null; |
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| 103 | } |
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| 104 | lastNPC = listMember; |
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| 105 | } |
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| 106 | |
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| 107 | |
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| 108 | /** |
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| 109 | \brief Remove Non-Player Character |
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| 110 | \param player A reference to the new npc object |
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| 111 | |
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| 112 | Remove a new Non-Player-Character to the game. |
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| 113 | */ |
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| 114 | bool World::removeNPC(NPC* npc) { |
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| 115 | |
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| 116 | npcList* npcRef = lastNPC; |
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| 117 | npcList* lastRef = lastNPC; |
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| 118 | while ( npcRef != null ) |
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| 119 | { |
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| 120 | if ( npcRef->npc == npc ) { |
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| 121 | cout << "found" << endl; |
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| 122 | if ( npcRef == lastRef ) { |
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| 123 | lastNPC = lastNPC->next; |
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| 124 | delete npcRef; |
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| 125 | npcRef = lastNPC; |
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| 126 | lastRef = lastNPC; |
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| 127 | } |
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| 128 | else { |
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| 129 | lastRef->next = npcRef->next; |
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| 130 | delete npcRef; |
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| 131 | npcRef = lastRef->next; |
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| 132 | } |
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| 133 | cout << "killed ..." << endl; |
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| 134 | } |
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| 135 | else { |
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| 136 | lastRef = npcRef; |
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| 137 | npcRef = npcRef->next; |
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| 138 | } |
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| 139 | } |
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| 140 | cout << "npc left" << endl; |
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| 141 | } |
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| 142 | |
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| 143 | |
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| 144 | |
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| 145 | /** |
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| 146 | \brief Add environmental object |
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| 147 | \param player A reference to the new env object |
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| 148 | |
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| 149 | Add a new Environment to the world. Env has to be initialised before. |
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| 150 | */ |
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| 151 | bool World::addEnv(Environment* env) |
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| 152 | { |
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| 153 | envList* listMember = new envList; |
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| 154 | listMember->env = env; |
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| 155 | if ( lastEnv != null ) |
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| 156 | { |
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| 157 | listMember->number = lastEnv->number + 1; |
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| 158 | listMember->next = lastEnv; |
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| 159 | } |
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| 160 | else |
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| 161 | { |
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| 162 | listMember->number = 0; |
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| 163 | listMember->next = null; |
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| 164 | } |
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| 165 | lastEnv = listMember; |
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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 | |
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| 171 | /** |
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| 172 | \brief Draws the World and all Objects contained |
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| 173 | |
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| 174 | Calls the draw function of all: Objects, Players, Environement. This is the core of all graphics here. |
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| 175 | */ |
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| 176 | void World::drawWorld(void) |
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| 177 | { |
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| 178 | glLoadIdentity(); |
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| 179 | gluLookAt(2*sin(DataTank::yOffset/90*3.141)+DataTank::xOffset, -17.0 + DataTank::yOffset, 14.0 + 5*cos(DataTank::yOffset/50*3.141), DataTank::xOffset, 0.0 + DataTank::yOffset, 0.0, 0.0, 1.0, 0.0); |
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| 180 | /* first draw all players */ |
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| 181 | playerList* tmpPlayer = lastPlayer; |
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| 182 | Player* player = tmpPlayer->player; |
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| 183 | while( tmpPlayer != null ) |
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| 184 | { |
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| 185 | (*tmpPlayer->player).drawPlayer(); |
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| 186 | tmpPlayer = tmpPlayer->next; |
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| 187 | } |
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| 188 | /* second draw all npcs */ |
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| 189 | npcList* tmpNPC = lastNPC; |
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| 190 | while( tmpNPC != null ) |
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| 191 | { |
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| 192 | (*tmpNPC->npc).drawNPC(); |
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| 193 | tmpNPC = tmpNPC->next; |
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| 194 | } |
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| 195 | |
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| 196 | /* now draw the rest of the world: environement */ |
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| 197 | envList* tmpEnv = lastEnv; |
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| 198 | while( tmpEnv != null ) |
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| 199 | { |
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| 200 | (*tmpEnv->env).drawEnvironment(); |
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| 201 | tmpEnv = tmpEnv->next; |
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| 202 | } |
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| 203 | |
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| 204 | /* draw the repeating ground grid */ |
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| 205 | glColor3f(0.0, 1.0, 0.0); |
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| 206 | glBegin(GL_LINES); |
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| 207 | float drawx, drawy; |
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| 208 | int offsetx, offsety; |
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| 209 | float s1, s2; |
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| 210 | |
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| 211 | for (int y = 0; y < GRIDLENGTH; y++) |
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| 212 | { |
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| 213 | drawy = y + floor(DataTank::yOffset) - GRIDLENGTH / 2; |
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| 214 | offsety = (int)floor(DataTank::yOffset) + y; |
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| 215 | if (offsety < 0) |
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| 216 | { |
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| 217 | offsety = GRIDLENGTH - ((-offsety) % GRIDLENGTH); |
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| 218 | } |
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| 219 | |
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| 220 | for (int x = 0; x < GRIDWIDTH; x++) |
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| 221 | { |
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| 222 | drawx = x + floor(DataTank::xOffset) - GRIDWIDTH / 2; |
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| 223 | offsetx = (int)floor(DataTank::xOffset) + x; |
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| 224 | if (offsetx < 0) |
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| 225 | { |
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| 226 | offsetx = GRIDWIDTH - ((-offsetx) % GRIDWIDTH); |
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| 227 | } |
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| 228 | |
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| 229 | /* horizontal */ |
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| 230 | /* not simplified! */ |
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| 231 | s1 = surface[(offsetx+GRIDWIDTH )%GRIDWIDTH][offsety%GRIDLENGTH]; |
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| 232 | s2 = surface[(offsetx+GRIDWIDTH+1)%GRIDWIDTH][offsety%GRIDLENGTH]; |
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| 233 | glVertex3f(drawx, drawy, s1); |
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| 234 | glVertex3f(drawx+1, drawy, s2); |
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| 235 | |
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| 236 | /* vertical */ |
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| 237 | s1 = surface[offsetx%GRIDWIDTH][(offsety+GRIDLENGTH )%GRIDLENGTH]; |
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| 238 | s2 = surface[offsetx%GRIDWIDTH][(offsety+GRIDLENGTH+1)%GRIDLENGTH]; |
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| 239 | glVertex3f(drawx, drawy, s1); |
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| 240 | glVertex3f(drawx, drawy+1, s2); |
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| 241 | } |
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| 242 | } |
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| 243 | glEnd(); |
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| 244 | |
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| 245 | //primitiveMove+=0.07; |
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| 246 | DataTank::yOffset += step; |
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| 247 | |
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| 248 | tmpPlayer = lastPlayer; |
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| 249 | while( tmpPlayer != null ) |
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| 250 | { |
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| 251 | tmpPlayer->player->yCor += step; |
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| 252 | /* just for testing: alway have the player in the center */ |
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| 253 | DataTank::xOffset = (20 * DataTank::xOffset + (float)tmpPlayer->player->xCor) / 21.0; |
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| 254 | tmpPlayer = tmpPlayer->next; |
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| 255 | } |
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| 256 | |
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| 257 | } |
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| 258 | |
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| 259 | |
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| 260 | void World::initEnvironement() |
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| 261 | { |
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| 262 | double rx; |
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| 263 | for (int y = 0; y < GRIDLENGTH; y++) |
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| 264 | { |
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| 265 | for (int x = 0; x < GRIDWIDTH; x++) |
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| 266 | { |
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| 267 | /*surface[x][y] = cos(y*3.141/8 )*0.7 * (0.6 + sin(x*3.141/5 + phase)*cos(y*3.141/5*3) * 0.4);*/ |
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| 268 | rx = double(x - GRIDWIDTH/2 + GRIDWIDTH / 20)/GRIDWIDTH*12; |
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| 269 | surface[x][y] = -exp(-abs(rx))*rx*5 + cos(y*3.141/6)*0.6-3; |
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| 270 | surface[x][y] += (x%8 && y%12) ? 5 : 0; |
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| 271 | surface[x][y] -= (x%3 && y%3) ? 0.3 : 0; |
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| 272 | } |
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| 273 | } |
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| 274 | } |
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| 275 | |
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| 276 | |
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| 277 | void World::setWorldStep(float step) |
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| 278 | { |
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| 279 | this->step = step; |
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| 280 | cout << "setting speed to " << step << endl; |
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| 281 | } |
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| 282 | |
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| 283 | |
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| 284 | |
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| 285 | /** |
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| 286 | \brief Updates the world and all its objects |
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| 287 | |
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| 288 | Calculates the new state of the world. User-input and AI of |
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| 289 | the enemies are accounted for. |
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| 290 | */ |
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| 291 | void World::updateWorld(void) |
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| 292 | { |
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| 293 | |
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| 294 | |
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| 295 | } |
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| 296 | |
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| 297 | |
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| 298 | /* collision detection */ |
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| 299 | /* fix: bad efficency: stupid brute force */ |
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| 300 | |
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| 301 | void World::detectCollision() |
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| 302 | { |
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| 303 | //cout << "World::detectCollision" << endl; |
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| 304 | float xOff, yOff, zOff, radius; |
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| 305 | npcList* tmpNPC, *tmpRef; |
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| 306 | |
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| 307 | //cout << "World::detectCollsions" << endl; |
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| 308 | /* first: check if any player's shoots trigger a collision */ |
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| 309 | playerList* tmpPlayer = lastPlayer; |
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| 310 | Player* player = tmpPlayer->player; |
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| 311 | int state; |
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| 312 | while( tmpPlayer != null ) |
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| 313 | { |
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| 314 | tmpNPC = lastNPC; |
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| 315 | while( tmpNPC != null ) |
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| 316 | { |
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| 317 | //cout << "npc != null" << endl; |
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| 318 | radius = tmpNPC->npc->collisionRadius; |
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| 319 | //cout << "worki" << endl; |
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| 320 | ShootLaser::shoot* shoota = tmpPlayer->player->shootLaser->lastShoot; |
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| 321 | while( shoota != null ) |
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| 322 | { |
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| 323 | xOff = shoota->xCor - tmpNPC->npc->xCor; |
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| 324 | yOff = shoota->yCor - tmpNPC->npc->yCor; |
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| 325 | zOff = shoota->zCor - tmpNPC->npc->zCor; |
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| 326 | if ( sqrt(xOff*xOff + yOff*yOff + zOff*zOff) < radius ) |
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| 327 | { |
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| 328 | //cout << "COLLISION " << endl; |
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| 329 | int state = tmpNPC->npc->hit(); |
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| 330 | /* state is a value that marks if the ship dies or not */ |
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| 331 | /* if state == 0 the ship dies and we have to remove it */ |
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| 332 | /* |
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| 333 | if ( state == 0 ) { |
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| 334 | tmpRef = tmpNPC; |
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| 335 | tmpNPC = tmpNPC->next; |
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| 336 | removeNPC(tmpRef->npc); |
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| 337 | break; |
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| 338 | } |
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| 339 | */ |
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| 340 | } |
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| 341 | shoota = shoota->next; |
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| 342 | } |
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| 343 | //cout << "changing npc..." << endl; |
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| 344 | tmpNPC = tmpNPC->next; |
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| 345 | //cout << "..changing npc done" << endl; |
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| 346 | } |
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| 347 | //cout << "changing play..." << endl; |
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| 348 | tmpPlayer = tmpPlayer->next; |
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| 349 | //cout << "changing play done" << endl; |
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| 350 | } |
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| 351 | |
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| 352 | //cout << "World::detectCollisions middle" << endl; |
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| 353 | |
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| 354 | /* second: check if any player hits an enemy */ |
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| 355 | tmpPlayer = lastPlayer; |
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| 356 | while( tmpPlayer != null ) |
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| 357 | { |
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| 358 | tmpNPC = lastNPC; |
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| 359 | while( tmpNPC != null ) |
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| 360 | { |
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| 361 | radius = tmpNPC->npc->collisionRadius + tmpPlayer->player->collisionRadius; |
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| 362 | xOff = tmpPlayer->player->xCor - tmpNPC->npc->xCor; |
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| 363 | yOff = tmpPlayer->player->yCor - tmpNPC->npc->yCor; |
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| 364 | zOff = tmpPlayer->player->zCor - tmpNPC->npc->zCor; |
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| 365 | if ( sqrt(xOff*xOff + yOff*yOff + zOff*zOff) < radius ) { |
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| 366 | //cout << "COLLISION " << endl; |
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| 367 | tmpNPC->npc->hit(); |
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| 368 | } |
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| 369 | |
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| 370 | tmpNPC = tmpNPC->next; |
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| 371 | } |
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| 372 | |
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| 373 | tmpPlayer = tmpPlayer->next; |
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| 374 | } |
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| 375 | |
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| 376 | |
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| 377 | |
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| 378 | /* third: check if any enemy shoots a player */ |
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| 379 | |
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| 380 | //cout << "World::detectCollisions end" << endl; |
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| 381 | } |
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| 382 | |
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| 383 | |
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| 384 | |
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| 385 | /** |
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| 386 | \brief Routine for testing purposes. |
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| 387 | |
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| 388 | testing, testing, testing... |
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| 389 | */ |
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| 390 | void World::testThaTest(void) |
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| 391 | { |
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| 392 | cout << "World::testThaTest() called" << endl; |
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| 393 | /* test addPlayer */ |
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| 394 | cout << "addPlayer test..." << endl; |
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| 395 | playerList* pl = lastPlayer; |
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| 396 | while ( pl != null ) |
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| 397 | { |
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| 398 | cout << "player " << pl->number << " was found" << endl; |
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| 399 | pl = pl->next; |
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| 400 | } |
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| 401 | |
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| 402 | /* test addNPC */ |
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| 403 | cout << "addNPC test..." << endl; |
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| 404 | npcList* nl = lastNPC; |
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| 405 | while ( nl != null ) |
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| 406 | { |
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| 407 | cout << "npc " << nl->number << " was found" << endl; |
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| 408 | nl = nl->next; |
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| 409 | } |
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| 410 | |
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| 411 | |
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| 412 | /* test addEnv */ |
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| 413 | cout << "addEnv test..." << endl; |
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| 414 | envList* en = lastEnv; |
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| 415 | while ( en != null ) |
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| 416 | { |
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| 417 | cout << "env " << en->number << " was found" << endl; |
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| 418 | en = en->next; |
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| 419 | } |
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| 420 | |
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| 421 | /* test drawWorld() */ |
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| 422 | } |
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