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world.cpp
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// -----------------------------------------------------------------
// Learning Team B
// Members:
// Adam LeMmon
// Faith Satterthwaite
// Tom Fletcher
// Justin Ball
// CS 4280 – 11:30 am
// Final Project
// Dr. Rague
// Due: 12/06/12
// Version: 2.4
// -----------------------------------------------------------------
// We made five major improvements to this game
// 1) New controls
// 2) Enemy attack
// 3) HUD (heads up display)
// 4) Enemy health bars
// 5) New Weapon
// -----------------------------------------------------------------
#include "world.h"
CWorld::CWorld()
{
// Begin - Phase 12
terrain = new CTerrain(32, 0.5);
// End - Phase 12
}
CWorld::~CWorld()
{
// Begin - Phase 18
delete gui;
// End - Phase 18
// Begin - Phase 12
delete terrain;
terrain = NULL;
// End - Phase 12
// Begin - Phase 18
gui = NULL;
// End - Phase 18
// Begin - Phase 19
audioSystem = NULL;
}
CWorld::CWorld(CCamera *c)
{
camera = c;
// Begin - Phase 12
terrain = new CTerrain(32, 1.0f);
// End - Phase 12
// Begin - Phase 14
player = new CPlayer;
// End - Phase 14
// Begin - Phase 19
audioSystem = new CDirectXAudio;
// End - Phase 19
// Begin - Phase 18
gui = new CGUI;
// End - Phase 18
// Begin - Phase 16
gameDone = false;
// End - Phase 16
// Begin - Phase 14
player->AttachTo(terrain);
player->SetCamera(camera);
player->SetTerrain(terrain);
// End - Phase 14
// Begin - Phase 19
audioSystem->PlaySoundDX(audioSystem->iAmbient);
player->SetAudioSystem(audioSystem);
// End - Phase 19
LoadWorld();
timeStart = 300.0; // 300 seconds = 5 minutes
timeElapsed = 0.0;
// Begin - Phase 18
gui->SetCurrentTime(timeStart);
gui->SetEnemiesLeft(numOgros + numSods);
// End - Phase 18
///// -- Adam
shift = w = s = a = d = sprint = false;
///// -- Adam
}
void CWorld::Animate(float deltaTime)
{
// Phase 12 - Begin
// Phase 13 - Add hardwired 7.0f for player size
// Phase 14 - Add player-> size back to camera position
// set camera height based on player position on terrain
camera->position.y = terrain->GetHeight(camera->position.x, camera->position.z) + player->size;
if (camera->position.x <= terrain->GetScanDepth())
camera->position.x = terrain->GetScanDepth();
if (camera->position.x >= terrain->GetWidth()*terrain->GetMul() - terrain->GetScanDepth())
camera->position.x = terrain->GetWidth()*terrain->GetMul() - terrain->GetScanDepth();
if (camera->position.z <= terrain->GetScanDepth())
camera->position.z = terrain->GetScanDepth();
if (camera->position.z >= terrain->GetWidth()*terrain->GetMul() - terrain->GetScanDepth())
camera->position.z = terrain->GetWidth()*terrain->GetMul() - terrain->GetScanDepth();
terrain->Animate(deltaTime); // animate terrain
// Phase 12 - End
// Phase 15 - Begin
const type_info &ogro = typeid(COgroEnemy); // get ogro typeid
const type_info &sod = typeid(CSodEnemy); // get sod typeid
numOgros = CountObjectTypes(ogro); // count ogros
numSods = CountObjectTypes(sod); // count sods
// Phase 15 - End
// Begin - Phase 18
gui->SetEnemiesLeft(numOgros + numSods);
gui->SetCurrentTime(timeStart - timeElapsed);
// End - Phase 18
///// -- Adam
player->recoveryTime -= deltaTime;
if (player->recoveryTime < 0)
player->recoveryTime = 0;
//set the player's timer from here so that the weapon can shoot every so often
player->timer += deltaTime;
//do a firing loop here // decrease this decimal to make the rate of fire speed up
if (player->timer > .1) //if it's been enough time since we last fired
{
if (player->fireWeapon == true) // if the mouse button is down
player->FireWeapon2();
player->timer = 0;
}
if (player->stamina <= 0)
{
sprint = false;
}
if(player->stamina < 100)
{
player->stamina += .15;
}
//if (shift&&player->stamina>0)
//{
// sprint= true;
// //camera->position.y=0;
//}
//else
if(w)
{
if(sprint)
{
if (a || d)//go the same speed even when moving diagonal
{
camera->velocity += CVector(0, 0, 35);
//take no stamina because its being taken by the a and d keys
}
else
{
camera->velocity += CVector(0,0,50);
player->stamina-=1;
}
if(player->stamina<=0)
sprint=false;
}
else
{
if (a || d)//go the same speed even when moving diagonal
camera->velocity += CVector(0, 0, 14);
else
camera->velocity += CVector(0,0,20);
}
}
if(s)
{
if(sprint)
{
//go the same speed even when moving diagonal
if (a || d)
{
camera->velocity += CVector(0, 0, -35);
//take no stamina because it's being taken down below
}
else
{
camera->velocity += CVector(0,0,-50);
player->stamina-=1;
}
if(player->stamina<=0)
sprint=false;
}
else
{
//go the same speed even when moving diagonal
if (a || d)
camera->velocity += CVector(0, 0, -14);
else
camera->velocity += CVector(0,0,-20);
}
}
if(d)
{
if(sprint)
{
//go the same speed even when moving diagonal
if (w || s)
camera->velocity += CVector(35, 0, 0);
else
camera->velocity += CVector(50,0,0);
player->stamina-=1;
if(player->stamina<=0)
sprint=false;
}
else
{
//go the same speed even when moving diagonal
if (w || s)
camera->velocity += CVector(14, 0, 0);
else
camera->velocity += CVector(20,0,0);
}
}
if(a)
{
if(sprint)
{
//go the same speed even when moving diagonal
if (w || s)
camera->velocity += CVector(-35, 0, 0);
else
camera->velocity += CVector(-50,0,0);
player->stamina-=1;
if(player->stamina<=0)
sprint=false;
}
else
{
//go the same speed even when moving diagonal
if (w || s)
camera->velocity += CVector(-14, 0, 0);
else
camera->velocity += CVector(-20,0,0);
}
}
///// -- Adam
// Phase 16 - Begin
if (!gameDone)
timeElapsed += deltaTime;
else
timeElapsed = timeStart;
// Phase 16 - End
}
void CWorld::FadeScreen()
{
glPushMatrix();
glLoadIdentity();
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDisable(GL_TEXTURE_2D);
glColor4f(0.0f, 0.0f, 0.0f, 0.7f);
glBegin(GL_QUADS);
glVertex3f(-5, -5, -3.0);
glVertex3f(5, -5, -3.0);
glVertex3f(5, 5, -3.0);
glVertex3f(-5, 5, -3.0);
glEnd();
glColor4f(1.0, 1.0, 1.0, 1.0);
glEnable(GL_TEXTURE_2D);
glDisable(GL_BLEND);
glPopMatrix();
}
void CWorld::SetScreen(int width, int height)
{
screenWidth = width;
screenHeight = height;
///// -- Adam
gui->setScreen(screenWidth, screenHeight);
///// -- Adam
}
void CWorld::Draw(CCamera *camera)
{
// Begin - Phase 12
terrain->Draw(camera);
// End - Phase 12
// Begin - Phase 18
gui->Draw();
if (gameDone)
{
FadeScreen();
if (numOgros + numSods <=0)
gui->DrawWinner();
else
gui->DrawLoser();
}
// End - Phase 18
}
void CWorld::OnPrepare()
{
// Begin - Phase 12
glClearColor(terrain->fogColor[0], terrain->fogColor[1], terrain->fogColor[2], terrain->fogColor[3]);
terrain->Prepare();
// End - Phase 12
// Phase 15 - Begin
//********************************Faith Satterthwaite 12/1/2012************************************/
if ((numOgros + numSods <= 0) || (timeElapsed >= timeStart) || (player->hp <= 0))
{
gameDone = true;
///// -- Adam
player->fireWeapon = false; // stop firing your gun when the game is over
///// -- Adam
}
/**************************************************************************************************/
// Phase 15 - End
}
// LoadWorld()
// desc: initializes the world
void CWorld::LoadWorld()
{
// Phase 15 - Begin
int enemyIdx = 0;
int rndInt = 0;
numOgros = 0;
numSods = 0;
srand((unsigned int)time(NULL));
rndInt = (rand() % (MAX_ENEMIES-4)) + 4; // random # from 4 to MAX
numOgros = numSods = rndInt;
// generate ogros
for (enemyIdx = 0; enemyIdx < numOgros; enemyIdx++)
{
ogroEnemy = new COgroEnemy();
ogroEnemy->AttachTo(terrain);
ogroEnemy->SetPlayer(player);
// Phase 19 - Uncomment
ogroEnemy->SetAudioSystem(audioSystem);
ogroEnemy->position.x = (float)(rand() % (int)(terrain->GetWidth() * terrain->GetMul()));
ogroEnemy->position.y = 0.0f;
//ogroEnemy->position.z = (float)(rand() % (int)(terrain->GetWidth() * terrain->GetMul()));
ogroEnemy->position.z = (float)(rand() % (int)(terrain->GetWidth() * terrain->GetMul() - 220) + 220);
///// -- Adam -- I changed this position x to make them appear 220 units off to the side so they won't generate on top of you
///// -- Adam
//gui->setOgro(ogroEnemy);
player->setOgro(ogroEnemy);
///// -- Adam
}
// generate sods
for (enemyIdx = 0; enemyIdx < numSods; enemyIdx++)
{
sodEnemy = new CSodEnemy;
sodEnemy->AttachTo(terrain);
sodEnemy->SetPlayer(player);
// Phase 19 - Uncomment
sodEnemy->SetAudioSystem(audioSystem);
// sodEnemy->LoadAudio(audioSystem, "chimes.wav", false);
//sodEnemy->position.x = (float)(rand() % (int)(terrain->GetWidth() * terrain->GetMul()));
sodEnemy->position.x = (float)(rand() % (int)(terrain->GetWidth() * terrain->GetMul() - 220) + 220);
///// -- Adam -- I changed this position x to make them appear 220 units above so they won't generate on top of you
sodEnemy->position.y = 0.0f;
sodEnemy->position.z = (float)(rand() % (int)(terrain->GetWidth() * terrain->GetMul()));
///// -- Adam
//gui->setSod(sodEnemy);
player->setSod(sodEnemy);
///// -- Adam
}
// Phase 15 - End
///// -- Adam
gui->setPlayer(player);
///// -- Adam
}
// Phase 15 - Begin
// CountObjectTypes
// desc: counts the number of objects passed as classID in the hierarchy
int CWorld::CountObjectTypes(const type_info &classID)
{
int count = 0;
CObject *c1;
CObject *c2;
c1 = (CObject*)terrain->childNode;
while (c1 != NULL)
{
c2 = c1;
do
{
if (typeid(*c2) == classID)
count++;
c2 = (CObject*)c2->nextNode;
} while (!c2->IsFirstChild());
// Phase 19 - Remove the following
// count--;
c1 = (CObject*)c1->childNode;
}
return count;
}
// Phase 15 - End