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#include "PonyGame.hh"
#include "ParticleSystem.hh"
#include <ImathRandom.h>
// SDL_mixer includes
#include "SDL.h"
#include "SDL_mixer.h"
PonyGame::PonyGame(SplitScreen* screen,
Heightmap* heightmap,
Config* config,
Skydome* skydome)
: particle_system(ParticleSystem::make_particle_system(2000000, config)),
m_screen(screen),
m_heightmap(heightmap),
m_config(config),
skydome(skydome),
heart(),
heart_drawer(&heart),
heart_shader(config->resource_dir "GLSL/heart")
{
int human_count = m_config->player_count - m_config->ai_count;
if (human_count == 0) human_count = m_config->player_count;
// Init OpenGL states
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
glShadeModel(GL_SMOOTH);
// Init light source
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glLightfv(GL_LIGHT0, GL_DIFFUSE,
(GLfloat*)&config->light_diffuse);
glLightfv(GL_LIGHT0, GL_SPECULAR,
(GLfloat*)&config->light_specular);
glLightModelfv(GL_LIGHT_MODEL_AMBIENT,
(GLfloat*)&config->light_ambient);
// TODO: I will likely have to move these material properties..
glMaterialfv(GL_FRONT, GL_SPECULAR,
(GLfloat*)&config->heightmap_specular);
glMaterialfv(GL_FRONT, GL_DIFFUSE,
(GLfloat*)&config->heightmap_diffuse);
glMaterialf(GL_FRONT, GL_SHININESS, config->heightmap_shininess);
for (int i = 0; i < m_config->player_count; i ) {
if ( i < (config->player_count - config->ai_count)) {
ponies.push_back(new PlayerPony(i, m_config, particle_system));
} else {
ponies.push_back(new AIPony(i, m_config, particle_system));
}
if (i < human_count) {
m_screen->camera(i)->init(1.0,
m_config->camera_fov,
m_config->camera_near,
m_config->camera_far);
}
m_screen->resize(m_screen->get_size().x,
m_screen->get_size().y);
line_list.add_point(i, m_config->pony_start[i], *heightmap);
}
if (!load_mesh(heart, config->resource_dir config->heart_mesh)) {
cerr << "Could not load " << config->heart_mesh << "." << endl;
};
heart_shader.bind();
heart_shader.set_uniform("hemi_pole", config->hemilight_pole);
heart_shader.set_uniform("hemi_sky", config->hemilight_sky);
heart_shader.set_uniform("hemi_ground", config->hemilight_ground);
heart_shader.unbind();
Rand32 rand((long)(glfwGetTime() * 1000));
for (int i = 0; i < config->heart_count; i ) {
V2f size = V2f(config->level_size.size().x,
config->level_size.size().z);
bool found = false;
while (!found) {
V2f pos = V2f(rand.nextf(-size.x/2, size.x/2),
rand.nextf(-size.y/2, size.y/2));
if (!heightmap->below_water(pos, config->water_tolerance)) {
// Valid position found.
// Searching local maximum..
bool found_maximum = false;
float delta = 1;
while (!found_maximum) {
float height = heightmap->get_pos(pos, false).y;
if (height < heightmap->get_pos(pos V2f(delta,0), false).y) {
pos = V2f(delta,0);
continue;
}
if (height < heightmap->get_pos(pos V2f(-delta,0), false).y) {
pos = V2f(-delta,0);
continue;
}
if (height < heightmap->get_pos(pos V2f(0,delta), false).y) {
pos = V2f(0,delta);
continue;
}
if (height < heightmap->get_pos(pos V2f(0,-delta), false).y) {
pos = V2f(0,-delta);
continue;
}
found_maximum = true;
}
heart_positions.push_back(pos);
found = true;
}
}
}
}
PonyGame::~PonyGame()
{
for (int i = 0; i < m_config->player_count; i ) {
delete ponies[i];
}
ponies.clear();
delete particle_system;
}
bool PonyGame::start(PonyPoints& points)
{
int human_count = m_config->player_count - m_config->ai_count;
if (human_count == 0) human_count = m_config->player_count;
int humans_alive = human_count;
bool run_game = true;
bool running = true;
double delay = 10.0;
double then = glfwGetTime();
int ponies_alive = m_config->player_count;
cout << m_config->player_count << " ponies." << endl;
GLboolean f1_pressed = glfwGetKey(m_screen->get_window(), GLFW_KEY_F1);
ParticleExplosionSource explosion_source(particle_system);
while (running || delay > 0.0) {
double now = glfwGetTime();
double timeDiff = min(0.05, now - then); // Limit maximum timediff to 50ms
then = now;
if (humans_alive < 1)
timeDiff *= 8;
if (!running) {
delay -= timeDiff;
}
// Step simulation
if (humans_alive < 1)
particle_system->step_simulation(timeDiff/8);
else
particle_system->step_simulation(timeDiff);
for (int i = 0; i < m_config->player_count; i ) {
ponies[i]->move(this, timeDiff,i);
if (i < human_count)
ponies[i]->set_camera(this, m_screen->camera(i),i);
if (!ponies[i]->is_out()) {
bool has_intersected =
line_list.add_point(i, ponies[i]->get_pos(), *m_heightmap);
bool below_water =
m_heightmap->below_water(ponies[i]->get_pos(),
m_config->water_tolerance);
if( has_intersected || below_water) {
ponies_alive--;
if (m_config->player_count == 1) {
if (ponies_alive == 0) {
running = false;
delay = 2.0;
}
} else {
if (ponies_alive < 2) {
running = false;
}
if (ponies_alive == 0) {
delay = min(delay, 2.0);
}
}
cout << "Pony " << i 1 << " out because ";
if (has_intersected) {
cout << "it ran into a trail." << endl;
} else {
cout << "it ran in the water." << endl;
}
ponies[i]->set_out(true);
explosion_source.explode
(m_heightmap->get_pos(ponies[i]->get_pos()) V3f(0,4,0),
m_config->pony_color[i],
m_config->pony_explosion_particles,
1/8.0);
if (i < human_count)
--humans_alive;
for (int j = 0; j < m_config->player_count; j ) {
if (!ponies[j]->is_out()) {
points.add_point(j, m_config->pony_color[i]);
}
}
};
list<V2f>::iterator j = heart_positions.begin();
while(j != heart_positions.end()) {
if ((*j - ponies[i]->get_pos()).length() < 3.0) {
points.add_point(i, Color4f(1,0,0,1));
explosion_source.explode
(m_heightmap->get_pos(*j) V3f(0,2,0),
Color4f(1,0,0,1),
m_config->heart_explosion_particles,
1/32.0);
j = heart_positions.erase(j);
} else {
j;
}
}
}
}
// Draw state
glClear(GL_COLOR_BUFFER_BIT |
GL_DEPTH_BUFFER_BIT |
GL_STENCIL_BUFFER_BIT);
glPolygonMode(GL_FRONT_AND_BACK, m_config->polygon_mode);
for (int i = 0; i < human_count; i ) {
m_screen->set_subscreen(i);
m_screen->camera(i)->set_matrices();
GLfloat light_dir[] = {m_config->light_dir.x,
m_config->light_dir.y,
m_config->light_dir.z,
0};
glLightfv(GL_LIGHT0, GL_POSITION, light_dir);
glPushMatrix();
glTranslate(m_screen->camera(i)->get_position());
skydome->draw();
glPopMatrix();
for (int j = 0; j < m_config->player_count; j ) {
ponies[j]->draw(this,j);
}
for (list<V2f>::iterator j = heart_positions.begin();
j != heart_positions.end(); j) {
V3f pos = m_heightmap->get_pos(*j, false);
heart_shader.bind();
glPushMatrix();
glTranslate(pos V3f(0,1,0));
glRotatef(-90,1,0,0);
glRotatef(glfwGetTime() * 30, 0, 0, 1);
glScalef(1,2,1);
heart_drawer.draw(&heart_shader);
glPopMatrix();
heart_shader.unbind();
}
m_heightmap->draw(m_config);
particle_system->draw(*(m_screen->camera(i)));
line_list.draw_trails(this);
}
// Draw point HUD
for (int i = 0; i < human_count; i ) {
m_screen->set_point_hud(i);
glDisable(GL_DEPTH_TEST);
glDisable(GL_CULL_FACE);
points.draw_hud(i);
}
// Draw minimap
if (m_config->show_minimap) {
glDisable(GL_CULL_FACE);
glDisable(GL_DEPTH_TEST);
Box3f extent = m_config->level_size;
m_screen->set_map();
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(extent.max.x, extent.min.x,
extent.max.z, extent.min.z,
extent.min.y-3, extent.max.y-m_config->water_level-0.1);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glPushMatrix();
glRotatef(90.0,1,0,0);
glTranslatef(0,-m_config->level_size.max.y,0);
GLfloat light_dir[] = {m_config->light_dir.x,
m_config->light_dir.y,
m_config->light_dir.z,
0};
glLightfv(GL_LIGHT0, GL_POSITION, light_dir);
// Temporarily disable velvet shader
float tmp_velvet = m_config->heightmap_velvet_coeff;
m_config->heightmap_velvet_coeff = 0.0;
m_heightmap->draw(m_config);
m_config->heightmap_velvet_coeff = tmp_velvet;
glPopMatrix();
glDisable(GL_LIGHTING);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(extent.max.x, extent.min.x,
extent.min.z, extent.max.z,
-1, 1);
glMatrixMode(GL_MODELVIEW);
line_list.draw_lines(m_config);
glEnable(GL_CULL_FACE);
}
getErrors();
calc_fps();
glfwSwapBuffers(m_screen->get_window());
glfwPollEvents();
// Check if still running
if(glfwGetKey(m_screen->get_window(), GLFW_KEY_ESCAPE) ||
glfwWindowShouldClose(m_screen->get_window())) {
running = false;
run_game = false;
delay = 0.0;
}
if (glfwGetKey(m_screen->get_window(), GLFW_KEY_F1) && !f1_pressed) {
int current_volume = Mix_VolumeMusic(-1);
Mix_VolumeMusic(std::min(128, current_volume 63) % 128);
m_config->music_volume = Mix_VolumeMusic(-1);
}
f1_pressed = glfwGetKey(m_screen->get_window(), GLFW_KEY_F1);
}
return run_game;
}
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