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source: orxonox.OLD/orxonox/trunk/src/world.cc @ 2043

Last change on this file since 2043 was 2036, checked in by patrick, 20 years ago

orxonxo/trunk/src: extended framework: class inheritance, right including (had som bugs), framework not finished yet

File size: 8.6 KB
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1
2/*
3   orxonox - the future of 3D-vertical-scrollers
4
5   Copyright (C) 2004 orx
6
7   This program is free software; you can redistribute it and/or modify
8   it under the terms of the GNU General Public License as published by
9   the Free Software Foundation; either version 2, or (at your option)
10   any later version.
11
12   ### File Specific:
13   main-programmer: Patrick Boenzli
14   co-programmer:
15*/
16
17#include <iostream>
18#include <stdlib.h>
19#include <cmath>
20#include <GL/glut.h>
21
22#include "npc.h"
23#include "player.h"
24#include "environment.h"
25#include "shoot_laser.h"
26#include "shoot_rocket.h"
27#include "stdincl.h"
28#include "data_tank.h"
29
30#include "world.h"
31
32
33using namespace std;
34
35
36/**
37   \brief Create a new World
38   
39   This creates a new empty world!
40*/
41World::World () {
42  lastPlayer = null;
43  lastNPC = null;
44  lastEnv = null;
45  primitiveMove = 0;
46  step = 0;
47}
48
49
50World::~World () {}
51
52
53/**
54   \brief Add Player
55   \param player A reference to the new player object
56   
57   Add a new Player to the game. Player has to be initialised previously
58*/
59bool World::addPlayer(Player* player) 
60{
61  playerList* listMember = new playerList;
62  listMember->player = player;
63  if ( lastPlayer != null ) 
64    {
65      listMember->number = lastPlayer->number + 1;
66      listMember->next = lastPlayer;
67    }
68  else 
69    {
70      listMember->number = 0;
71      listMember->next = null;
72    }
73  lastPlayer = listMember;
74}
75
76
77/**
78   \brief Remove Player
79   \param player A reference to the new npc object
80   
81   Remove a new Player to the game.
82*/
83bool World::removePlayer(Player* player) {
84  cout << "World::removeNPC not implemented yet" << endl;
85}
86
87Player* World::getLocalPlayer() 
88{
89  return localPlayer;
90}
91
92
93/**
94   \brief Add Non-Player-Character
95   \param player A reference to the new npc object
96   
97   Add a new Non-Player-Character to the game. Player has to be initialised previously
98*/
99bool World::addNPC(NPC* npc) 
100{
101  npcList* listMember = new npcList;
102  listMember->npc = npc;
103  if ( lastNPC != null ) 
104    {
105      listMember->number = lastNPC->number + 1;
106      listMember->next = lastNPC;
107    }
108  else 
109    {
110      listMember->number = 0;
111      listMember->next = null;
112    }
113  lastNPC = listMember;
114}
115
116
117/**
118   \brief Remove Non-Player Character
119   \param player A reference to the new npc object
120   
121   Remove a new Non-Player-Character to the game.
122*/
123bool World::removeNPC(NPC* npc) {
124
125  npcList* npcRef = lastNPC;
126  npcList* lastRef = lastNPC;
127  while ( npcRef != null ) 
128    {
129      if ( npcRef->npc == npc ) {
130        cout << "found" << endl;
131        if ( npcRef == lastRef ) {
132          lastNPC = lastNPC->next;
133          delete npcRef;
134          npcRef = lastNPC;
135          lastRef = lastNPC;
136        }
137        else {
138          lastRef->next = npcRef->next;
139          delete npcRef;
140          npcRef = lastRef->next;
141        }
142        cout << "killed ..." << endl;
143      }
144      else {
145        lastRef = npcRef;
146        npcRef = npcRef->next;
147      }
148    }
149  cout << "npc left" << endl;
150}
151
152
153
154/**
155   \brief Add environmental object
156   \param player A reference to the new env object
157   
158   Add a new Environment to the world. Env has to be initialised before.
159*/
160bool World::addEnv(Environment* env) 
161{
162  envList* listMember = new envList;
163  listMember->env = env;
164  if ( lastEnv != null ) 
165    {
166      listMember->number = lastEnv->number + 1;
167      listMember->next = lastEnv;
168    }
169  else 
170    {
171      listMember->number = 0;
172      listMember->next = null;
173    }
174  lastEnv = listMember;
175}
176
177
178
179
180/**
181   \brief Draws the World and all Objects contained
182   
183   Calls the draw function of all: Objects, Players, Environement. This is the core of all graphics here.
184*/
185void World::drawWorld(void) 
186{
187
188  glLoadIdentity();
189  gluLookAt(0.0, -14.0 + DataTank::yOffset, 15.0, 0.0, 0.0 + DataTank::yOffset, 0.0, 0.0, 1.0, 0.0);
190  /* first draw all players */
191  playerList* tmpPlayer = lastPlayer;
192  Player* player = tmpPlayer->player;
193  while( tmpPlayer != null ) 
194    {
195      tmpPlayer->player->paint();
196      tmpPlayer = tmpPlayer->next;
197    }
198  /* second draw all npcs */
199  npcList* tmpNPC = lastNPC;
200  while( tmpNPC != null )
201    {
202      (*tmpNPC->npc).paint();
203      tmpNPC = tmpNPC->next;
204    }
205
206  /* now draw the rest of the world: environement */
207  envList* tmpEnv = lastEnv;
208  while( tmpEnv != null )
209    {
210      (*tmpEnv->env).drawEnvironment();
211      tmpEnv = tmpEnv->next;
212    }
213 
214  /* draw the ground grid  */
215  glColor3f(0.0, 1.0, 0.0); 
216  glBegin(GL_LINES);
217  /* for the moment, we've got only pseudo moving ground */
218  for (int y = 0; y < 60; y += 2)
219    {
220      for (int x = 0; x < 60; x += 2)
221        {
222          glVertex3f((float)(x - 30), (float)(y - 30), surface[x][y]);
223          glVertex3f((float)(x - 28), (float)(y - 30), surface[x+2][y]);
224        }
225    }
226  glEnd();
227 
228  glBegin(GL_LINES);
229  for (int x = 0; x < 60; x += 2)
230    {
231      for (int y = 0; y < 60; y += 2)
232        {
233          glVertex3f((float)(x - 30), (float)(y - 30), surface[x][y]);
234          glVertex3f((float)(x - 30), (float)(y - 28), surface[x][y+2]);
235        }
236    }
237  glEnd();
238
239  //primitiveMove+=0.07;
240  DataTank::yOffset += step;
241
242  tmpPlayer = lastPlayer;
243  while( tmpPlayer != null ) 
244    {
245      tmpPlayer->player->yCor += step;
246      tmpPlayer = tmpPlayer->next;
247    }
248
249
250}
251
252
253void World::initEnvironement()
254{
255
256 for (int x = 0; x < 60; x += 2)
257    {
258      for (int y = 0; y < 60; y += 2)
259        {
260          surface[x][y] = 0;
261        }
262    }
263}
264
265
266void World::setWorldStep(float step)
267{
268  //cout << "World::setWorldStep(" << step << ");" << endl;
269  this->step = step;
270  //cout << "setting speed to " << step << endl;
271}
272
273
274
275/**
276   \brief Updates the world and all its objects
277   
278   Calculates the new state of the world. User-input and AI of
279   the enemies are accounted for.
280*/
281void World::updateWorld(void) 
282{
283 
284
285}
286
287
288/* collision detection */
289/* fix: bad efficency: stupid brute force */
290
291void World::detectCollision() 
292{
293  //cout << "World::detectCollision" << endl;
294  float xOff, yOff, zOff, radius;
295  npcList* tmpNPC, *tmpRef;
296
297  //cout << "World::detectCollsions" << endl;
298  /* first: check if any player's shoots trigger a collision */
299  playerList* tmpPlayer = lastPlayer;
300  Player* player = tmpPlayer->player;
301  int state;
302  while( tmpPlayer != null ) 
303    {
304      tmpNPC = lastNPC;
305      while( tmpNPC != null )
306        {
307          //cout << "npc != null" << endl;
308          radius = tmpNPC->npc->collisionRadius;
309          //cout << "worki" << endl;
310          ShootLaser::shoot* shoota = tmpPlayer->player->shootLaser->lastShoot;
311          while( shoota != null )
312            {
313              xOff = shoota->xCor - tmpNPC->npc->xCor;
314              yOff = shoota->yCor - tmpNPC->npc->yCor;
315              zOff = shoota->zCor - tmpNPC->npc->zCor;
316              if ( sqrt(xOff*xOff + yOff*yOff + zOff*zOff) < radius ) 
317                {
318                  //cout << "COLLISION " << endl;
319                  int state = tmpNPC->npc->hit();
320                  /* state is a value that marks if the ship dies or not */
321                  /* if state == 0 the ship dies and we have to remove it */
322                  /*
323                  if ( state == 0 ) {
324                    tmpRef = tmpNPC;
325                    tmpNPC = tmpNPC->next;
326                    removeNPC(tmpRef->npc);
327                    break;
328                  }
329                  */
330                }
331              shoota = shoota->next;
332            }
333          //cout << "changing npc..." << endl;
334          tmpNPC = tmpNPC->next;
335          //cout << "..changing npc done" << endl;
336        }
337      //cout << "changing play..." << endl;
338      tmpPlayer = tmpPlayer->next;
339      //cout << "changing play done" << endl;
340    }
341
342  //cout << "World::detectCollisions middle" << endl;
343
344  /* second: check if any player hits an enemy */
345  tmpPlayer = lastPlayer;
346  while( tmpPlayer != null ) 
347    {
348      tmpNPC = lastNPC;
349      while( tmpNPC != null )
350        {
351          radius = tmpNPC->npc->collisionRadius + tmpPlayer->player->collisionRadius;
352          xOff = tmpPlayer->player->xCor - tmpNPC->npc->xCor;
353          yOff = tmpPlayer->player->yCor - tmpNPC->npc->yCor;
354          zOff = tmpPlayer->player->zCor - tmpNPC->npc->zCor;
355          if ( sqrt(xOff*xOff + yOff*yOff + zOff*zOff) < radius ) {
356            //cout << "COLLISION " << endl;
357            tmpNPC->npc->hit();
358          }
359         
360          tmpNPC = tmpNPC->next;
361        }
362     
363      tmpPlayer = tmpPlayer->next;
364    }
365 
366 
367
368  /* third: check if any enemy shoots a player */
369
370  //cout << "World::detectCollisions end" << endl;
371}
372
373
374
375/**
376   \brief Routine for testing purposes.
377   
378   testing, testing, testing...
379*/
380void World::testThaTest(void) 
381{
382  cout << "World::testThaTest() called" << endl;
383  /* test addPlayer */
384  cout << "addPlayer test..." << endl;
385  playerList* pl = lastPlayer;
386  while ( pl != null )
387    {
388      cout << "player " << pl->number << " was found" << endl;
389      pl = pl->next;
390    }
391
392  /* test addNPC */
393  cout << "addNPC test..." << endl;
394  npcList* nl = lastNPC;
395  while ( nl != null )
396    {
397      cout << "npc " << nl->number << " was found" << endl;
398      nl = nl->next;
399    }
400
401
402  /* test addEnv */
403  cout << "addEnv test..." << endl;
404  envList* en = lastEnv;
405  while ( en != null )
406    {
407      cout << "env " << en->number << " was found" << endl;
408      en = en->next;
409    }
410
411  /* test drawWorld() */
412}
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