| 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: Christian Meyer |
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| 15 | */ |
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| 16 | |
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| 17 | #include "world.h" |
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| 18 | #include "world_entity.h" |
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| 19 | #include "collision.h" |
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| 20 | #include "track.h" |
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| 21 | #include "player.h" |
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| 22 | #include "command_node.h" |
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| 23 | #include "camera.h" |
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| 24 | #include "environment.h" |
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| 25 | |
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| 26 | using namespace std; |
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| 27 | |
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| 28 | |
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| 29 | /** |
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| 30 | \brief create a new World |
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| 31 | |
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| 32 | This creates a new empty world! |
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| 33 | */ |
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| 34 | World::World (char* name) |
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| 35 | { |
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| 36 | this->worldName = name; |
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| 37 | this->debugWorldNr = -1; |
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| 38 | this->entities = new tList<WorldEntity>(); |
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| 39 | } |
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| 40 | |
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| 41 | World::World (int worldID) |
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| 42 | { |
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| 43 | this->debugWorldNr = worldID; |
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| 44 | this->worldName = NULL; |
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| 45 | this->entities = new tList<WorldEntity>(); |
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| 46 | } |
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| 47 | |
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| 48 | /** |
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| 49 | \brief remove the World from memory |
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| 50 | */ |
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| 51 | World::~World () |
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| 52 | { |
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| 53 | printf("World::~World() - deleting current world\n"); |
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| 54 | CommandNode* cn = Orxonox::getInstance()->getLocalInput(); |
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| 55 | cn->unbind(this->localPlayer); |
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| 56 | cn->reset(); |
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| 57 | this->localCamera->destroy(); |
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| 58 | |
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| 59 | WorldEntity* entity = entities->enumerate(); |
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| 60 | while( entity != NULL ) |
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| 61 | { |
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| 62 | entity->destroy(); |
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| 63 | entity = entities->nextElement(); |
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| 64 | } |
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| 65 | this->entities->destroy(); |
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| 66 | |
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| 67 | delete this->entities; |
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| 68 | delete this->localCamera; |
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| 69 | /* this->localPlayer hasn't to be deleted explicitly, it is |
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| 70 | contained in entities*/ |
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| 71 | } |
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| 72 | |
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| 73 | |
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| 74 | ErrorMessage World::init() |
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| 75 | { |
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| 76 | this->bPause = false; |
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| 77 | CommandNode* cn = Orxonox::getInstance()->getLocalInput(); |
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| 78 | cn->addToWorld(this); |
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| 79 | cn->enable(true); |
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| 80 | } |
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| 81 | |
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| 82 | ErrorMessage World::start() |
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| 83 | { |
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| 84 | printf("World::start() - starting current World: nr %i\n", this->debugWorldNr); |
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| 85 | this->bQuitOrxonox = false; |
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| 86 | this->bQuitCurrentGame = false; |
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| 87 | this->mainLoop(); |
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| 88 | } |
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| 89 | |
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| 90 | ErrorMessage World::stop() |
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| 91 | { |
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| 92 | printf("World::stop() - got stop signal\n"); |
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| 93 | this->bQuitCurrentGame = true; |
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| 94 | } |
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| 95 | |
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| 96 | ErrorMessage World::pause() |
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| 97 | { |
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| 98 | this->isPaused = true; |
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| 99 | } |
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| 100 | |
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| 101 | ErrorMessage World::resume() |
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| 102 | { |
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| 103 | this->isPaused = false; |
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| 104 | } |
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| 105 | |
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| 106 | void World::destroy() |
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| 107 | { |
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| 108 | |
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| 109 | } |
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| 110 | |
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| 111 | void World::load() |
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| 112 | { |
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| 113 | if(this->debugWorldNr != -1) |
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| 114 | { |
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| 115 | switch(this->debugWorldNr) |
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| 116 | { |
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| 117 | /* |
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| 118 | this loads the hard-coded debug world. this only for simplicity and will be |
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| 119 | removed by a reald world-loader, which interprets a world-file. |
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| 120 | if you want to add an own debug world, just add a case DEBUG_WORLD_[nr] and |
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| 121 | make whatever you want... |
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| 122 | */ |
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| 123 | case DEBUG_WORLD_0: |
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| 124 | { |
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| 125 | // create some path nodes |
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| 126 | this->pathnodes = new Vector[6]; |
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| 127 | this->pathnodes[0] = Vector(0, 0, 0); |
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| 128 | this->pathnodes[1] = Vector(1000, 0, 0); |
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| 129 | // this->pathnodes[2] = Vector(-100, 140, 0); |
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| 130 | // this->pathnodes[3] = Vector(0, 180, 0); |
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| 131 | // this->pathnodes[4] = Vector(100, 140, 0); |
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| 132 | // this->pathnodes[5] = Vector(100, 40, 0); |
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| 133 | |
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| 134 | // create the tracks |
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| 135 | this->tracklen = 2; |
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| 136 | this->track = new Track[2]; |
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| 137 | for( int i = 0; i < this->tracklen; i++) |
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| 138 | { |
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| 139 | this->track[i] = Track( i, (i+1)%this->tracklen, &this->pathnodes[i], &this->pathnodes[(i+1)%this->tracklen]); |
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| 140 | } |
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| 141 | // !\todo old track-system has to be removed |
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| 142 | |
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| 143 | // create a player |
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| 144 | WorldEntity* myPlayer = new Player(); |
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| 145 | this->spawn(myPlayer); |
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| 146 | this->localPlayer = myPlayer; |
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| 147 | |
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| 148 | // bind input |
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| 149 | Orxonox *orx = Orxonox::getInstance(); |
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| 150 | orx->getLocalInput()->bind (myPlayer); |
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| 151 | |
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| 152 | // bind camera |
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| 153 | this->localCamera = new Camera(this); |
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| 154 | this->getCamera()->bind (myPlayer); |
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| 155 | |
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| 156 | Placement* plc = new Placement; |
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| 157 | plc->r = Vector(100, 10, 10); |
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| 158 | plc->w = Quaternion(); |
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| 159 | WorldEntity* env = new Environment(); |
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| 160 | this->spawn(env, plc); |
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| 161 | |
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| 162 | break; |
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| 163 | } |
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| 164 | case DEBUG_WORLD_1: |
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| 165 | { |
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| 166 | // create some path nodes |
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| 167 | this->pathnodes = new Vector[6]; |
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| 168 | this->pathnodes[0] = Vector(0, 0, 0); |
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| 169 | this->pathnodes[1] = Vector(20, 10, 10); |
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| 170 | this->pathnodes[2] = Vector(40, 0, 10); |
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| 171 | this->pathnodes[3] = Vector(60, 10, 0); |
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| 172 | this->pathnodes[4] = Vector(80, 20, 10); |
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| 173 | this->pathnodes[5] = Vector(30, 50, 0); |
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| 174 | |
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| 175 | // create the tracks |
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| 176 | this->tracklen = 6; |
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| 177 | this->track = new Track[6]; |
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| 178 | for( int i = 0; i < this->tracklen; i++) |
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| 179 | { |
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| 180 | this->track[i] = Track( i, (i+1)%this->tracklen, &this->pathnodes[i], &this->pathnodes[(i+1)%this->tracklen]); |
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| 181 | } |
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| 182 | |
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| 183 | // create a player |
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| 184 | WorldEntity* myPlayer = new Player(); |
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| 185 | this->spawn(myPlayer); |
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| 186 | this->localPlayer = myPlayer; |
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| 187 | |
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| 188 | // bind input |
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| 189 | Orxonox *orx = Orxonox::getInstance(); |
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| 190 | orx->getLocalInput()->bind (myPlayer); |
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| 191 | |
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| 192 | // bind camera |
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| 193 | this->localCamera = new Camera(this); |
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| 194 | this->getCamera()->bind (myPlayer); |
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| 195 | break; |
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| 196 | } |
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| 197 | default: |
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| 198 | printf("World::load() - no world with ID %i found", this->debugWorldNr ); |
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| 199 | } |
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| 200 | } |
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| 201 | else if(this->worldName != NULL) |
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| 202 | { |
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| 203 | |
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| 204 | } |
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| 205 | |
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| 206 | // initialize debug coord system |
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| 207 | objectList = glGenLists(1); |
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| 208 | glNewList (objectList, GL_COMPILE); |
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| 209 | glLoadIdentity(); |
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| 210 | glColor3f(1.0,0,0); |
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| 211 | glBegin(GL_QUADS); |
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| 212 | |
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| 213 | int sizeX = 100; |
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| 214 | int sizeY = 80; |
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| 215 | float length = 1000; |
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| 216 | float width = 200; |
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| 217 | float widthX = float (length /sizeX); |
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| 218 | float widthY = float (width /sizeY); |
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| 219 | |
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| 220 | float height [sizeX][sizeY]; |
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| 221 | Vector normal_vectors[sizeX][sizeY]; |
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| 222 | |
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| 223 | |
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| 224 | for ( int i = 0; i<sizeX-1; i+=1) |
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| 225 | for (int j = 0; j<sizeY-1;j+=1) |
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| 226 | //height[i][j] = rand()/20046 + (j-25)*(j-25)/30; |
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| 227 | #ifdef __WIN32__ |
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| 228 | height[i][j]=(sin((float)j/3)*rand()*i/182400)*.5; |
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| 229 | #else |
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| 230 | height[i][j]=(sin((float)j/3)*rand()*(long)i/6282450500.0)*.5; |
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| 231 | #endif |
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| 232 | |
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| 233 | //Die Hügel ein wenig glätten |
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| 234 | for (int h=1; h<2;h++) |
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| 235 | for (int i=1;i<sizeX-2 ;i+=1 ) |
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| 236 | for(int j=1;j<sizeY-2;j+=1) |
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| 237 | height[i][j]=(height[i+1][j]+height[i][j+1]+height[i-1][j]+height[i][j-1])/4; |
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| 238 | |
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| 239 | //Berechnung von normalen Vektoren |
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| 240 | |
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| 241 | for(int i=1;i<sizeX-2;i+=1) |
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| 242 | for(int j=1;j<sizeY-2 ;j+=1) |
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| 243 | { |
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| 244 | Vector v1 = Vector (widthX*(1), widthY*(j) , height[i][j]); |
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| 245 | Vector v2 = Vector (widthX*(i-1), widthY*(j) , height[i-1][j]); |
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| 246 | Vector v3 = Vector (widthX*(i), widthY*(j+1), height[i][j+1]); |
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| 247 | Vector v4 = Vector (widthX*(i+1), widthY*(j), height[i+1][j]); |
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| 248 | Vector v5 = Vector (widthX*(i), widthY*(j-1), height[i][j-1]); |
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| 249 | |
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| 250 | Vector c1 = v2 - v1; |
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| 251 | Vector c2 = v3 - v1; |
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| 252 | Vector c3= v4 - v1; |
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| 253 | Vector c4 = v5 - v1; |
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| 254 | Vector zero = Vector (0,0,0); |
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| 255 | normal_vectors[i][j]=c1.cross(v4-v2)+c2.cross(v1-v3)+c3.cross(v2-v4)+c4.cross(v3-v1); |
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| 256 | normal_vectors[i][j].normalize(); |
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| 257 | } |
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| 258 | |
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| 259 | int snowheight=3; |
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| 260 | for ( int i = 0; i<sizeX; i+=1) |
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| 261 | for (int j = 0; j<sizeY;j+=1) |
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| 262 | { |
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| 263 | Vector v1 = Vector (widthX*(i), widthY*(j) -width/2, height[i][j]-20 ); |
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| 264 | Vector v2 = Vector (widthX*(i+1), widthY*(j) -width/2, height[i+1][j]-20); |
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| 265 | Vector v3 = Vector (widthX*(i+1), widthY*(j+1)-width/2, height[i+1][j+1]-20); |
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| 266 | Vector v4 = Vector (widthX*(i), widthY*(j+1)-width/2, height[i][j+1]-20); |
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| 267 | float a[3]; |
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| 268 | if(height[i][j]<snowheight){ |
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| 269 | a[0]=0; |
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| 270 | a[1]=1.0-height[i][j]/10-.3; |
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| 271 | a[2]=0; |
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| 272 | glMaterialfv(GL_FRONT,GL_DIFFUSE,a); |
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| 273 | } |
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| 274 | else{ |
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| 275 | a[0]=1.0; |
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| 276 | a[1]=1.0; |
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| 277 | a[2]=1.0; |
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| 278 | glMaterialfv(GL_FRONT,GL_DIFFUSE,a); |
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| 279 | |
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| 280 | } |
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| 281 | glNormal3f(normal_vectors[i][j].x, normal_vectors[i][j].y, normal_vectors[i][j].z); |
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| 282 | glVertex3f(v1.x, v1.y, v1.z); |
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| 283 | if(height[i+1][j]<snowheight){ |
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| 284 | a[0]=0; |
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| 285 | a[1] =1.0-height[i+1][j]/10-.3; |
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| 286 | a[2]=0; |
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| 287 | glMaterialfv(GL_FRONT,GL_DIFFUSE,a); |
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| 288 | } |
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| 289 | else{ |
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| 290 | a[0]=1.0; |
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| 291 | a[1]=1.0; |
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| 292 | a[2]=1.0; |
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| 293 | glMaterialfv(GL_FRONT,GL_DIFFUSE,a); |
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| 294 | |
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| 295 | } |
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| 296 | glNormal3f(normal_vectors[i+1][j].x, normal_vectors[i+1][j].y, normal_vectors[i+1][j].z); |
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| 297 | glVertex3f(v2.x, v2.y, v2.z); |
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| 298 | if(height[i+1][j+1]<snowheight){ |
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| 299 | a[0]=0; |
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| 300 | a[1] =1.0-height[i+1][j+1]/10-.3; |
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| 301 | a[2]=0; |
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| 302 | glMaterialfv(GL_FRONT,GL_DIFFUSE,a); |
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| 303 | } |
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| 304 | else{ |
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| 305 | a[0]=1.0; |
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| 306 | a[1]=1.0; |
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| 307 | a[2]=1.0; |
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| 308 | glMaterialfv(GL_FRONT,GL_DIFFUSE,a); |
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| 309 | |
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| 310 | |
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| 311 | } |
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| 312 | glNormal3f(normal_vectors[i+1][j+1].x, normal_vectors[i+1][j+1].y, normal_vectors[i+1][j+1].z); |
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| 313 | glVertex3f(v3.x, v3.y, v3.z); |
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| 314 | if(height[i][j+1]<snowheight){ |
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| 315 | a[0]=0; |
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| 316 | a[1] =1.0-height[i+1][j+1]/10-.3; |
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| 317 | a[2]=0; |
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| 318 | glMaterialfv(GL_FRONT,GL_DIFFUSE,a); |
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| 319 | } |
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| 320 | else{ |
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| 321 | a[0]=1.0; |
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| 322 | a[1]=1.0; |
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| 323 | a[2]=1.0; |
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| 324 | glMaterialfv(GL_FRONT,GL_DIFFUSE,a); |
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| 325 | } |
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| 326 | glNormal3f(normal_vectors[i][j+1].x, normal_vectors[i][j+1].y, normal_vectors[i][j+1].z); |
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| 327 | glVertex3f(v4.x, v4.y, v4.z); |
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| 328 | |
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| 329 | } |
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| 330 | glEnd(); |
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| 331 | /* |
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| 332 | glBegin(GL_LINES); |
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| 333 | for( float x = -128.0; x < 128.0; x += 25.0) |
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| 334 | { |
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| 335 | for( float y = -128.0; y < 128.0; y += 25.0) |
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| 336 | { |
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| 337 | glColor3f(1,0,0); |
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| 338 | glVertex3f(x,y,-128.0); |
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| 339 | glVertex3f(x,y,0.0); |
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| 340 | glColor3f(0.5,0,0); |
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| 341 | glVertex3f(x,y,0.0); |
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| 342 | glVertex3f(x,y,128.0); |
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| 343 | } |
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| 344 | } |
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| 345 | for( float y = -128.0; y < 128.0; y += 25.0) |
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| 346 | { |
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| 347 | for( float z = -128.0; z < 128.0; z += 25.0) |
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| 348 | { |
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| 349 | glColor3f(0,1,0); |
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| 350 | glVertex3f(-128.0,y,z); |
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| 351 | glVertex3f(0.0,y,z); |
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| 352 | glColor3f(0,0.5,0); |
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| 353 | glVertex3f(0.0,y,z); |
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| 354 | glVertex3f(128.0,y,z); |
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| 355 | } |
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| 356 | } |
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| 357 | for( float x = -128.0; x < 128.0; x += 25.0) |
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| 358 | { |
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| 359 | for( float z = -128.0; z < 128.0; z += 25.0) |
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| 360 | { |
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| 361 | glColor3f(0,0,1); |
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| 362 | glVertex3f(x,-128.0,z); |
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| 363 | glVertex3f(x,0.0,z); |
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| 364 | glColor3f(0,0,0.5); |
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| 365 | glVertex3f(x,0.0,z); |
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| 366 | glVertex3f(x,128.0,z); |
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| 367 | } |
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| 368 | |
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| 369 | } |
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| 370 | */ |
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| 371 | //draw track |
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| 372 | glBegin(GL_LINES); |
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| 373 | glColor3f(0,1,1); |
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| 374 | for( int i = 0; i < tracklen; i++) |
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| 375 | { |
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| 376 | glVertex3f(pathnodes[i].x,pathnodes[i].y,pathnodes[i].z); |
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| 377 | glVertex3f(pathnodes[(i+1)%tracklen].x,pathnodes[(i+1)%tracklen].y,pathnodes[(i+1)%tracklen].z); |
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| 378 | } |
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| 379 | glEnd(); |
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| 380 | glEndList(); |
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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 | \brief checks for collisions |
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| 386 | |
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| 387 | This method runs through all WorldEntities known to the world and checks for collisions |
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| 388 | between them. In case of collisions the collide() method of the corresponding entities |
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| 389 | is called. |
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| 390 | */ |
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| 391 | void World::collide () |
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| 392 | { |
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| 393 | /* |
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| 394 | List *a, *b; |
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| 395 | WorldEntity *aobj, *bobj; |
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| 396 | |
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| 397 | a = entities; |
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| 398 | |
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| 399 | while( a != NULL) |
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| 400 | { |
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| 401 | aobj = a->nextElement(); |
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| 402 | if( aobj->bCollide && aobj->collisioncluster != NULL) |
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| 403 | { |
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| 404 | b = a->nextElement(); |
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| 405 | while( b != NULL ) |
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| 406 | { |
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| 407 | bobj = b->nextElement(); |
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| 408 | if( bobj->bCollide && bobj->collisioncluster != NULL ) |
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| 409 | { |
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| 410 | unsigned long ahitflg, bhitflg; |
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| 411 | if( check_collision ( &aobj->place, aobj->collisioncluster, |
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| 412 | &ahitflg, &bobj->place, bobj->collisioncluster, |
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| 413 | &bhitflg) ); |
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| 414 | { |
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| 415 | aobj->collide (bobj, ahitflg, bhitflg); |
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| 416 | bobj->collide (aobj, bhitflg, ahitflg); |
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| 417 | } |
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| 418 | } |
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| 419 | b = b->nextElement(); |
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| 420 | } |
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| 421 | } |
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| 422 | a = a->enumerate(); |
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| 423 | } |
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| 424 | */ |
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| 425 | } |
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| 426 | |
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| 427 | /** |
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| 428 | \brief runs through all entities calling their draw() methods |
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| 429 | */ |
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| 430 | void World::draw () |
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| 431 | { |
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| 432 | // draw geometry |
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| 433 | |
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| 434 | // draw entities |
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| 435 | WorldEntity* entity; |
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| 436 | |
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| 437 | entity = this->entities->enumerate(); |
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| 438 | while( entity != NULL ) |
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| 439 | { |
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| 440 | if( entity->bDraw ) entity->draw(); |
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| 441 | entity = this->entities->nextElement(); |
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| 442 | } |
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| 443 | |
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| 444 | |
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| 445 | // draw debug coord system |
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| 446 | glCallList (objectList); |
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| 447 | |
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| 448 | |
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| 449 | } |
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| 450 | |
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| 451 | /** |
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| 452 | \brief updates Placements and notifies entities when they left the |
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| 453 | world |
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| 454 | |
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| 455 | This runs trough all WorldEntities and maps Locations to Placements |
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| 456 | if they are bound, checks whether they left the level boundaries |
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| 457 | and calls appropriate functions. |
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| 458 | */ |
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| 459 | void World::update () |
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| 460 | { |
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| 461 | //List<WorldEntity> *l; |
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| 462 | WorldEntity* entity; |
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| 463 | Location* loc; |
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| 464 | Placement* plc; |
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| 465 | Uint32 t; |
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| 466 | |
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| 467 | // l = entities->enumerate(); |
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| 468 | entity = this->entities->enumerate(); |
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| 469 | while( entity != NULL ) |
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| 470 | { |
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| 471 | |
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| 472 | |
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| 473 | if( !entity->isFree() ) |
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| 474 | { |
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| 475 | loc = entity->getLocation(); |
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| 476 | plc = entity->getPlacement(); |
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| 477 | t = loc->part; |
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| 478 | |
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| 479 | /* check if entity has still a legal track-id */ |
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| 480 | if( t >= tracklen ) |
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| 481 | { |
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| 482 | printf("An entity is out of the game area\n"); |
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| 483 | entity->leftWorld (); |
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| 484 | } |
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| 485 | else |
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| 486 | { |
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| 487 | while( track[t].mapCoords( loc, plc) ) |
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| 488 | { |
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| 489 | track[t].postLeave (entity); |
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| 490 | if( loc->part >= tracklen ) |
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| 491 | { |
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| 492 | printf("An entity has left the game area\n"); |
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| 493 | entity->leftWorld (); |
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| 494 | break; |
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| 495 | } |
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| 496 | track[loc->part].postEnter (entity); |
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| 497 | } |
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| 498 | } |
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| 499 | } |
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| 500 | else |
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| 501 | { |
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| 502 | /* \todo: implement check whether this particular free entity |
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| 503 | is out of the game area |
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| 504 | \todo: call function to notify the entity that it left |
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| 505 | the game area |
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| 506 | */ |
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| 507 | } |
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| 508 | |
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| 509 | entity = entities->nextElement(); |
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| 510 | } |
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| 511 | |
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| 512 | } |
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| 513 | |
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| 514 | /** |
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| 515 | \brief relays the passed time since the last frame to entities and Track parts |
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| 516 | \param deltaT: the time passed since the last frame in milliseconds |
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| 517 | */ |
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| 518 | void World::timeSlice (Uint32 deltaT) |
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| 519 | { |
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| 520 | //List<WorldEntity> *l; |
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| 521 | WorldEntity* entity; |
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| 522 | float seconds = deltaT / 1000.0; |
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| 523 | |
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| 524 | entity = entities->enumerate(); |
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| 525 | while( entity != NULL) |
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| 526 | { |
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| 527 | entity->tick (seconds); |
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| 528 | entity = entities->nextElement(); |
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| 529 | } |
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| 530 | |
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| 531 | //for( int i = 0; i < tracklen; i++) track[i].tick (seconds); |
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| 532 | } |
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| 533 | |
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| 534 | /** |
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| 535 | \brief removes level data from memory |
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| 536 | */ |
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| 537 | void World::unload() |
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| 538 | { |
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| 539 | if( pathnodes) delete []pathnodes; |
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| 540 | if( track) delete []pathnodes; |
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| 541 | } |
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| 542 | |
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| 543 | |
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| 544 | |
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| 545 | /** |
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| 546 | \brief calls the correct mapping function to convert a given "look at"-Location to a |
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| 547 | Camera Placement |
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| 548 | */ |
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| 549 | void World::calcCameraPos (Location* loc, Placement* plc) |
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| 550 | { |
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| 551 | track[loc->part].mapCamera (loc, plc); |
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| 552 | } |
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| 553 | |
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| 554 | |
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| 555 | void World::setTrackLen(Uint32 len) |
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| 556 | { |
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| 557 | this->tracklen = len; |
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| 558 | } |
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| 559 | |
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| 560 | int World::getTrackLen() |
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| 561 | { |
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| 562 | return this->tracklen; |
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| 563 | } |
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| 564 | |
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| 565 | |
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| 566 | |
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| 567 | /** |
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| 568 | \brief function to put your own debug stuff into it. it can display informations about |
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| 569 | the current class/procedure |
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| 570 | */ |
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| 571 | void World::debug() |
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| 572 | { |
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| 573 | //List<WorldEntity> *l; |
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| 574 | WorldEntity* entity; |
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| 575 | |
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| 576 | printf("counting all entities\n"); |
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| 577 | printf("World::debug() - enumerate()\n"); |
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| 578 | entity = entities->enumerate(); |
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| 579 | while( entity != NULL ) |
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| 580 | { |
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| 581 | if( entity->bDraw ) printf("got an entity\n"); |
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| 582 | entity = entities->nextElement(); |
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| 583 | } |
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| 584 | } |
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| 585 | |
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| 586 | |
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| 587 | /* |
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| 588 | \brief main loop of the world: executing all world relevant function |
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| 589 | |
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| 590 | in this loop we synchronize (if networked), handle input events, give the heart-beat to |
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| 591 | all other member-entities of the world (tick to player, enemies etc.), checking for |
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| 592 | collisions drawing everything to the screen. |
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| 593 | */ |
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| 594 | void World::mainLoop() |
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| 595 | { |
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| 596 | this->lastFrame = SDL_GetTicks(); |
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| 597 | printf("World::mainLoop() - Entering main loop\n"); |
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| 598 | while( !this->bQuitOrxonox && !this->bQuitCurrentGame) /* \todo implement pause */ |
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| 599 | { |
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| 600 | // Network |
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| 601 | synchronize(); |
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| 602 | // Process input |
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| 603 | handleInput(); |
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| 604 | if( this->bQuitCurrentGame || this->bQuitOrxonox) |
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| 605 | { |
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| 606 | printf("World::mainLoop() - leaving loop earlier...\n"); |
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| 607 | break; |
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| 608 | } |
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| 609 | // Process time |
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| 610 | timeSlice(); |
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| 611 | // Process collision |
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| 612 | collision(); |
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| 613 | // Draw |
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| 614 | display(); |
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| 615 | |
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| 616 | for(int i = 0; i < 10000000; i++) {} |
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| 617 | } |
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| 618 | printf("World::mainLoop() - Exiting the main loop\n"); |
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| 619 | } |
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| 620 | |
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| 621 | /** |
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| 622 | \brief synchronize local data with remote data |
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| 623 | */ |
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| 624 | void World::synchronize () |
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| 625 | { |
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| 626 | // Get remote input |
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| 627 | // Update synchronizables |
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| 628 | } |
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| 629 | |
|---|
| 630 | /** |
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| 631 | \brief run all input processing |
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| 632 | |
|---|
| 633 | the command node is the central input event dispatcher. the node uses the even-queue from |
|---|
| 634 | sdl and has its own event-passing-queue. |
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| 635 | */ |
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| 636 | void World::handleInput () |
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| 637 | { |
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| 638 | // localinput |
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| 639 | CommandNode* cn = Orxonox::getInstance()->getLocalInput(); |
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| 640 | cn->process(); |
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| 641 | // remoteinput |
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| 642 | } |
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| 643 | |
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| 644 | /** |
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| 645 | \brief advance the timeline |
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| 646 | |
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| 647 | this calculates the time used to process one frame (with all input handling, drawing, etc) |
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| 648 | the time is mesured in ms and passed to all world-entities and other classes that need |
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| 649 | a heart-beat. |
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| 650 | */ |
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| 651 | void World::timeSlice () |
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| 652 | { |
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| 653 | Uint32 currentFrame = SDL_GetTicks(); |
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| 654 | if(!this->bPause) |
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| 655 | { |
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| 656 | Uint32 dt = currentFrame - this->lastFrame; |
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| 657 | |
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| 658 | if(dt > 0) |
|---|
| 659 | { |
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| 660 | float fps = 1000/dt; |
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| 661 | printf("fps = %f\n", fps); |
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| 662 | } |
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| 663 | else |
|---|
| 664 | { |
|---|
| 665 | /* the frame-rate is limited to 100 frames per second, all other things are for |
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| 666 | nothing. |
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| 667 | */ |
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| 668 | printf("fps = 1000 - frame rate is adjusted\n"); |
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| 669 | SDL_Delay(10); |
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| 670 | dt = 10; |
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| 671 | } |
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| 672 | this->timeSlice (dt); |
|---|
| 673 | this->update (); |
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| 674 | this->localCamera->timeSlice(dt); |
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| 675 | } |
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| 676 | this->lastFrame = currentFrame; |
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| 677 | } |
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| 678 | |
|---|
| 679 | |
|---|
| 680 | /** |
|---|
| 681 | \brief compute collision detection |
|---|
| 682 | */ |
|---|
| 683 | void World::collision () |
|---|
| 684 | { |
|---|
| 685 | this->collide (); |
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| 686 | } |
|---|
| 687 | |
|---|
| 688 | |
|---|
| 689 | /** |
|---|
| 690 | \brief render the current frame |
|---|
| 691 | |
|---|
| 692 | clear all buffers and draw the world |
|---|
| 693 | */ |
|---|
| 694 | void World::display () |
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| 695 | { |
|---|
| 696 | // clear buffer |
|---|
| 697 | glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); |
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| 698 | // set camera |
|---|
| 699 | this->localCamera->apply (); |
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| 700 | // draw world |
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| 701 | this->draw(); |
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| 702 | // draw HUD |
|---|
| 703 | // flip buffers |
|---|
| 704 | SDL_GL_SwapBuffers(); |
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| 705 | } |
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| 706 | |
|---|
| 707 | /** |
|---|
| 708 | \brief give back active camera |
|---|
| 709 | |
|---|
| 710 | this passes back the actualy active camera |
|---|
| 711 | \todo ability to define more than one camera or camera-places |
|---|
| 712 | */ |
|---|
| 713 | Camera* World::getCamera() |
|---|
| 714 | { |
|---|
| 715 | return this->localCamera; |
|---|
| 716 | } |
|---|
| 717 | |
|---|
| 718 | |
|---|
| 719 | /** |
|---|
| 720 | \brief add and spawn a new entity to this world |
|---|
| 721 | \param entity to be added |
|---|
| 722 | */ |
|---|
| 723 | void World::spawn(WorldEntity* entity) |
|---|
| 724 | { |
|---|
| 725 | Location zeroloc; |
|---|
| 726 | Location* loc = NULL; |
|---|
| 727 | WorldEntity* owner; |
|---|
| 728 | |
|---|
| 729 | entities->add (entity); |
|---|
| 730 | zeroloc.dist = 0; |
|---|
| 731 | zeroloc.part = 0; |
|---|
| 732 | zeroloc.pos = Vector(); |
|---|
| 733 | zeroloc.rot = Quaternion(); |
|---|
| 734 | loc = &zeroloc; |
|---|
| 735 | entity->init (loc, owner); |
|---|
| 736 | if (entity->bFree) |
|---|
| 737 | { |
|---|
| 738 | this->track[loc->part].mapCoords( loc, entity->getPlacement()); |
|---|
| 739 | } |
|---|
| 740 | entity->postSpawn (); |
|---|
| 741 | } |
|---|
| 742 | |
|---|
| 743 | |
|---|
| 744 | /** |
|---|
| 745 | \brief add and spawn a new entity to this world |
|---|
| 746 | \param entity to be added |
|---|
| 747 | \param location where to add |
|---|
| 748 | */ |
|---|
| 749 | void World::spawn(WorldEntity* entity, Location* loc) |
|---|
| 750 | { |
|---|
| 751 | Location zeroLoc; |
|---|
| 752 | WorldEntity* owner; |
|---|
| 753 | this->entities->add (entity); |
|---|
| 754 | if( loc == NULL) |
|---|
| 755 | { |
|---|
| 756 | zeroLoc.dist = 0; |
|---|
| 757 | zeroLoc.part = 0; |
|---|
| 758 | zeroLoc.pos = Vector(); |
|---|
| 759 | zeroLoc.rot = Quaternion(); |
|---|
| 760 | loc = &zeroLoc; |
|---|
| 761 | } |
|---|
| 762 | entity->init (loc, owner); |
|---|
| 763 | if (entity->bFree) |
|---|
| 764 | { |
|---|
| 765 | this->track[loc->part].mapCoords( loc, entity->getPlacement()); |
|---|
| 766 | } |
|---|
| 767 | entity->postSpawn (); |
|---|
| 768 | //return entity; |
|---|
| 769 | } |
|---|
| 770 | |
|---|
| 771 | |
|---|
| 772 | /** |
|---|
| 773 | \brief add and spawn a new entity to this world |
|---|
| 774 | \param entity to be added |
|---|
| 775 | \param place where to be added |
|---|
| 776 | */ |
|---|
| 777 | void World::spawn(WorldEntity* entity, Placement* plc) |
|---|
| 778 | { |
|---|
| 779 | Placement zeroPlc; |
|---|
| 780 | WorldEntity* owner; |
|---|
| 781 | if( plc == NULL) |
|---|
| 782 | { |
|---|
| 783 | zeroPlc.r = Vector(); |
|---|
| 784 | zeroPlc.w = Quaternion(); |
|---|
| 785 | plc = &zeroPlc; |
|---|
| 786 | } |
|---|
| 787 | this->entities->add (entity); |
|---|
| 788 | entity->init (plc, owner); |
|---|
| 789 | entity->postSpawn (); |
|---|
| 790 | //return entity; |
|---|
| 791 | } |
|---|
| 792 | |
|---|
| 793 | |
|---|
| 794 | /* |
|---|
| 795 | \brief commands that the world must catch |
|---|
| 796 | \returns false if not used by the world |
|---|
| 797 | */ |
|---|
| 798 | bool World::command(Command* cmd) |
|---|
| 799 | { |
|---|
| 800 | return false; |
|---|
| 801 | } |
|---|