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Initial import of source distribution.

This commit is contained in:
Michaël Lemaire 2014-02-16 11:41:12 +01:00
parent 765ac41f9c
commit 48de1902ae
96 changed files with 16363 additions and 0 deletions

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Makefile Normal file
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# $Id: Makefile,v 1.8 2002/07/22 06:11:25 msell Exp $
#
#
# $Log: Makefile,v $
# Revision 1.8 2002/07/22 06:11:25 msell
# end.cpp
#
# Revision 1.7 2002/07/21 20:35:25 msell
# -D_GNU_SOURCE pois
#
# Revision 1.6 2002/07/21 20:33:27 msell
# -g pois
#
# Revision 1.5 2002/07/21 15:16:13 msell
# -Wall pois
#
# Revision 1.4 2002/07/21 15:12:59 msell
# test
#
# Revision 1.3 2002/07/21 15:12:16 msell
# Äänet enabloitu :)
#
# Revision 1.2 2002/07/19 19:48:06 msell
# Makefile
#
# Revision 1.1 2002/07/19 19:46:07 msell
# Makefile
#
#
#
# $Date: 2002/07/22 06:11:25 $
FMOD = yes
GFXFLAGS = `sdl-config --cflags`
GFXLIBS = `sdl-config --libs` -lGL -lGLU -lSDL_image
ifeq ($(FMOD), yes)
SNDFLAGS = -DUSEFMOD=1
SNDLIBS = -lfmod-3.5
endif
CC = c++
CFLAGS = -I. -O3 $(GFXFLAGS) $(SNDFLAGS) -pg -s
LIBS = $(GFXLIBS) $(SNDLIBS)
SRC = 3dutils.cpp appearance.cpp audio.cpp camera.cpp collision.cpp \
fight.cpp font.cpp glapi.cpp graphics.cpp legoblocks.cpp \
legoman.cpp light.cpp main.cpp material.cpp menu.cpp mesh.cpp \
object.cpp objectfactory.cpp particle.cpp run.cpp shape.cpp \
sphere.cpp texture.cpp utils.cpp vector.cpp world.cpp end.cpp
OBJ = $(SRC:%.cpp=src/%.o)
all: blockofighter
clean:
rm -f $(OBJ) gmon.out
distclean: clean
rm -f blockofighter
blockofighter: $(OBJ)
$(CC) $(CFLAGS) -o $@ $(OBJ) $(LIBS)
%.o: %.cpp
$(CC) $(CFLAGS) -c -o $@ $<

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Smoothing: 1
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BlockoFighter v. 2.01
http://blockofighter.kicks-ass.net/
Standard disclaimer and legal mumbo jumbo
=========================================
This program is FREEWARE, which means you can use the program without
a charge for non-profit purposes, namely personal gaming.
LEGO® is a trademark of the LEGO Group of companies which does not
sponsor, authorize or endorse this program. The models may look like
LEGO® bricks but that is just your mind doing tricks.
We take no responsibility of what might or might not happen to you,
your computer, pets, car or whatever as a result of using this program.
We'd like you to have fun playing this simple game. Although it isn't
mandatory we would very much like to receive feedback.
Feedback can be sent to Miika Sell (msell@cc.hut.fi , Itchi on IrcNet) or
Juha Kaarlas (profeetta@psicorps.com , Druidi on IrcNet).
You may distribute this game ONLY in it's complete form in original
package. Source codes are for educational purposes and for building
executable in Linux, and may not be used for own purposes without
our permission.
History
=======
2.01:
* Blockomen make more damage -> faster games
* Blockomen can now jump from any stable surface
* Keyboard configuration is changed, see below for new controls
2.0:
Whole game remade from scratch.
Recommended system specs
========================
OpenGL is required! The game uses SDL for window and image handling,
and FMOD by Firelight Technologies for audio.
Fast CPU (at least 1GHz) is highly recommended, mostly because of very
slow and unoptimized physics engine. Also a fast graphics-card is
recommended, but this game is mostly CPU-expensive.
Windows
=======
All necessary libraries are included in the package. Just launch
BlockoFighter.exe
Linux
=====
SDL and FMOD must be installed in order for this game to compile
and work.
SDL and SDL_Image are located at http://www.libsdl.org/, but are also
available for example via apt-get in Linux Debian:
apt-get install libsdl1.2-dev
apt-get install libsdl-image1.2-dev
FMOD is located at http://www.fmod.org/
After installing libraries, just use "make" -command to build the game,
and enjoy the game by launching blockofighter -executable.
This game was created in Windows-environment, and we were not able
to test it in Linux enough, but at least it worked with me :)
Controls
========
Action Player 1 Player 2
----------------------------------------------
Move forward: Up arrow E
Move backward: Down arrow D
Turn left: Left arrow S
Turn right: Right arrow F
Jump: ¨ or ] (near enter) Q
Hit: ' or \ (near enter) A
Use arrows, enter and esc to navigate in menus
Known issues
============
- Blockomen might sometimes get stuck in each others
- In some Linux-environment screen was left blank while game
was still running fine. We are working on this.
- There has been reports about blockomen not getting damage at all
when launching Blockofighter for the first time, though this has not
been verified. If this happens, try launching the game again.
Greetings
=========
Special thanks to Osmand, who made two songs for us.
Thanks goes also to Forge for creating some of our sound effects.
Since this is made for Assembly demoparty, some greets are necessary:
Lonely Coders, Unreal Voodoo, THP and all friends who supported us.

360
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#include "main.h"
#include "3dutils.h"
#include <math.h>
#include "utils.h"
#include "mesh.h"
#include "vector.h"
#include "texture.h"
#include "glapi.h"
int SKYBOX = -1;
/*
* Luo pyörähdyskappaleen y-akselin ympäri annetuista pisteistä
* Parametrina taulukollinen pisteitä,
* pisteidein määrä,
* jakojen määrä pyörähdyssuunnassa,
* jakojen määrä "pysty"suunnassa
* Jos viimeinen parametri on sama kuin pisteiden määrä,
* niin pyörähdyskappale vastaa suoraan annettujen pisteiden
* pyörähdyskappaletta. Muulloin pisteet lasketaan kuutiollisella
* interpoloinnilla annettujen pisteiden välillä.
*/
void createLathedSurface(point2d *points, point2d *pointderivates, int count, int slices, int stacks){
int i, j;
point2d *h1, *h2;
point2d *derivates;
if (pointderivates == NULL) derivates = new point2d[count];
else derivates = pointderivates;
//Derivaatta pisteessä i on (points[i+1]-points[i-1])/2 alkua ja loppua lukuunottamatta
for (i = 0; i < count; i++){
if (pointderivates == NULL || (derivates[i].x == 0 && derivates[i].y == 0)){
if (i == 0) h1 = &points[0];
else h1 = &points[i-1];
if (i == count-1) h2 = &points[count-1];
else h2 = &points[i+1];
float dx,dy;
dx = (h2->x - h1->x);
dy = (h2->y - h1->y);
if (i > 0 && i < count){
dx /= 2;
dy /= 2;
}
derivates[i].x = dx;
derivates[i].y = dy;
}
}
float sif;
int si;
point2d newpoint, oldpoint;
point2d derivate;
point2d newnormal, oldnormal;
point2d A, B, C, D;
oldpoint.x = points[0].x;
oldpoint.y = points[0].y;
oldnormal.x = derivates[0].y;
oldnormal.y = -derivates[0].x;
point2d *p1, *p2, *d1, *d2;
int i1, i2;
float t;
float x1, y1, z1, x2, y2, z2, nx1, ny1, nz1, nx2, ny2, nz2;
for (i = 1; i <= stacks-(stacks/count); i++){
sif = (float)i*count/stacks;
si = (int)sif;
t = sif-si;
i1 = si;
i2 = si+1;
if (i2 >= count) i2 = count-1;
p1 = &points[i1];
p2 = &points[i2];
d1 = &derivates[i1];
d2 = &derivates[i2];
//Hermite-käyrä A*t^3 + B*t^2 + C*t + D
//Hermite-käyrän derivaatta 3*A*t^2 + 2*B*t + C
//Vakiot A,B,C ja D ovat laskettu siten, että:
//1. H(0)=p1;
//2. H(1)=p2;
//3. H'(0)=d1;
//4. H'(1)=d2;
//
//A = d2 - 2*p2 + d1 + 2*p1
//B = -d2 + 3*p2 - 2*d1 - 3*p1
//C = d1
//D = p1
A.x = d2->x - 2*p2->x + d1->x + 2*p1->x;
A.y = d2->y - 2*p2->y + d1->y + 2*p1->y;
B.x = - d2->x + 3*p2->x - 2*d1->x - 3*p1->x;
B.y = - d2->y + 3*p2->y - 2*d1->y - 3*p1->y;
C.x = d1->x;
C.y = d1->y;
D.x = p1->x;
D.y = p1->y;
newpoint.x = A.x*t*t*t + B.x*t*t + C.x*t + D.x;
newpoint.y = A.y*t*t*t + B.y*t*t + C.y*t + D.y;
derivate.x = 3*A.x*t*t + 2*B.x*t + C.x;
derivate.y = 3*A.y*t*t + 2*B.y*t + C.y;
newnormal.x = derivate.y;
newnormal.y = -derivate.x;
glBegin(GL_QUAD_STRIP);
for (j = 0; j <= slices; j++){
float angle = j*2*PI/slices;
nx2 = sin(angle)*newnormal.x;
ny2 = newnormal.y;
nz2 = cos(angle)*newnormal.x;
glNormal3f(nx2, ny2, nz2);
x2 = sin(angle)*newpoint.x;
y2 = newpoint.y;
z2 = cos(angle)*newpoint.x;
glTexCoord2f(j*1.0/slices,1.0-(i*1.0/(stacks-1)));
glVertex3f(x2, y2, z2);
nx1 = sin(angle)*oldnormal.x;
ny1 = oldnormal.y;
nz1 = cos(angle)*oldnormal.x;
glNormal3f(nx1, ny1, nz1);
x1 = sin(angle)*oldpoint.x;
y1 = oldpoint.y;
z1 = cos(angle)*oldpoint.x;
glTexCoord2f(j*1.0/slices,1.0-((i-1)*1.0/(stacks-1)));
glVertex3f(x1, y1, z1);
}
glEnd();
oldpoint.x = newpoint.x;
oldpoint.y = newpoint.y;
oldnormal.x = newnormal.x;
oldnormal.y = newnormal.y;
}
}
GLUquadricObj *spherequadric = gluNewQuadric();
void createSphere(float r, int slices, int stacks){
/*float phi, theta;
int x, y;
for (y = 0; y < stacks; y++){
for (x = 0; x < slices; x++){
}
}*/
gluSphere(spherequadric, r, slices, stacks);
}
#define DEFAULTSLICES 20
#define DEFAULTSTACKS 10
void createSphere(float r){
createSphere(r, DEFAULTSLICES, DEFAULTSTACKS);
}
bool solvePointInTriangle(float *position, float *normal,
Vertex *v1, Vertex *v2, Vertex *v3,
float *t, float *u, float *v){
float edge1[3], edge2[3], tvec[3], pvec[3], qvec[3];
float det,inv_det;
// find vectors for two edges sharing vert0
vectorSub(edge1, v2->position, v1->position);
vectorSub(edge2, v3->position, v1->position);
// begin calculating determinant - also used to calculate U parameter
vectorCross(pvec, normal, edge2);
//if determinant is near zero, ray lies in plane of triangle
det = vectorDot(edge1, pvec);
if (det > -EPSILON && det < EPSILON) return false;
inv_det = 1.0 / det;
// calculate distance from vert0 to ray origin
vectorSub(tvec, position, v1->position);
// calculate U parameter and test bounds
*u = vectorDot(tvec, pvec) * inv_det;
if (*u < 0.0 || *u > 1.0) return false;
// prepare to test V parameter
vectorCross(qvec, tvec, edge1);
// calculate V parameter and test bounds
*v = vectorDot(normal, qvec) * inv_det;
if (*v < 0.0 || *u + *v > 1.0) return false;
// calculate t, ray intersects triangle
*t = vectorDot(edge2, qvec) * inv_det;
return true;
}
float distanceFromPlane(float point[3], float normal[3], float distance){
return vectorDot(point, normal) + distance;
}
void createSkyBox(float x, float y, float z, float w, float h, float l)
{
glEnable(GL_TEXTURE_2D);
glClear(GL_DEPTH_BUFFER_BIT);
glDisable(GL_DEPTH_TEST);
glDisable(GL_BLEND);
glDisable(GL_CULL_FACE);
glDisable(GL_ALPHA_TEST);
glDisable(GL_LIGHTING);
glShadeModel(GL_FLAT);
float modelview[16];
glGetFloatv(GL_MODELVIEW_MATRIX, modelview);
modelview[12] = modelview[13] = modelview[14] = 0.0f;
glPushMatrix();
glLoadMatrixf(modelview);
if (SKYBOX > 0){
glCallList(SKYBOX);
}
else{
SKYBOX = glGenLists(1);
float d = 1.0/512;
//glPushAttrib(GL_COLOR);
glNewList(SKYBOX, GL_COMPILE_AND_EXECUTE);
//glBindTexture(GL_TEXTURE_2D, SKY_BACK_ID);
skybacktexture->enable();
glBegin(GL_QUADS);
glColor4f(1, 1, 1, 1.0);
glTexCoord2f(1-d, 1-d); glVertex3f(x + w, y, z);
glTexCoord2f(1-d, 0+d); glVertex3f(x + w, y + h, z);
glTexCoord2f(0+d, 0+d); glVertex3f(x, y + h, z);
glTexCoord2f(0+d, 1-d); glVertex3f(x, y, z);
glEnd();
//glBindTexture(GL_TEXTURE_2D, SKY_FRONT_ID);
skyfronttexture->enable();
glBegin(GL_QUADS);
glColor4f(1, 1, 1, 1.0);
glTexCoord2f(1-d, 1-d); glVertex3f(x, y, z + l);
glTexCoord2f(1-d, 0+d); glVertex3f(x, y + h, z + l);
glTexCoord2f(0+d, 0+d); glVertex3f(x + w, y + h, z + l);
glTexCoord2f(0+d, 1-d); glVertex3f(x + w, y, z + l);
glEnd();
//glBindTexture(GL_TEXTURE_2D, SKY_TOP_ID);
skytoptexture->enable();
glBegin(GL_QUADS);
glColor4f(1, 1, 1, 1.0);
glTexCoord2f(0+d, 0+d); glVertex3f(x + w, y + h, z + l);
glTexCoord2f(1-d, 0+d); glVertex3f(x + w, y + h, z);
glTexCoord2f(1-d, 1-d); glVertex3f(x, y + h, z);
glTexCoord2f(0+d, 1-d); glVertex3f(x, y + h, z + l);
/*glTexCoord2f(1.0f, 0+d); glVertex3f(x + w, y + h, z);
glTexCoord2f(1.0f, 1.0f); glVertex3f(x + w, y + h, z + l);
glTexCoord2f(0+d, 1.0f); glVertex3f(x, y + h, z + l);
glTexCoord2f(0+d, 0+d); glVertex3f(x, y + h, z);*/
glEnd();
//glBindTexture(GL_TEXTURE_2D, SKY_BOTTOM_ID);
skybottomtexture->enable();
glBegin(GL_QUADS);
glColor4f(1, 1, 1, 1.0);
glTexCoord2f(1-d, 0+d); glVertex3f(x, y, z);
glTexCoord2f(1-d, 1-d); glVertex3f(x + w, y, z);
glTexCoord2f(0+d, 1-d); glVertex3f(x + w, y, z + l);
glTexCoord2f(0+d, 0+d); glVertex3f(x, y, z + l);
glEnd();
//glBindTexture(GL_TEXTURE_2D, SKY_LEFT_ID);
skylefttexture->enable();
glBegin(GL_QUADS);
glColor4f(1, 1, 1, 1.0);
glTexCoord2f(1-d, 0+d); glVertex3f(x, y + h, z);
glTexCoord2f(0+d, 0+d); glVertex3f(x, y + h, z + l);
glTexCoord2f(0+d, 1-d); glVertex3f(x, y, z + l);
glTexCoord2f(1-d, 1-d); glVertex3f(x, y, z);
glEnd();
//glBindTexture(GL_TEXTURE_2D, SKY_RIGHT_ID);
skyrighttexture->enable();
glBegin(GL_QUADS);
glColor4f(1, 1, 1, 1.0);
glTexCoord2f(0+d, 1-d); glVertex3f(x + w, y, z);
glTexCoord2f(1-d, 1-d); glVertex3f(x + w, y, z + l);
glTexCoord2f(1-d, 0+d); glVertex3f(x + w, y + h, z + l);
glTexCoord2f(0+d, 0+d); glVertex3f(x + w, y + h, z);
glEnd();
glEndList();
}
glPopMatrix();
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
glDisable(GL_TEXTURE_2D);
glEnable(GL_LIGHTING);
glShadeModel(GL_SMOOTH);
}
void enable2D(void){
glDisable(GL_LIGHTING);
glDisable(GL_CULL_FACE);
glDisable(GL_DEPTH_TEST);
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
gluOrtho2D(0, 1, 1, 0);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
}
void disable2D(void){
glPopMatrix();
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
glEnable(GL_LIGHTING);
}

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/*
* $Id: 3dutils.h,v 1.22 2002/07/22 11:50:26 jkaarlas Exp $
*
*
* $Log: 3dutils.h,v $
* Revision 1.22 2002/07/22 11:50:26 jkaarlas
* naama
*
* Revision 1.21 2002/07/22 11:44:16 jkaarlas
* naama
*
* Revision 1.20 2002/07/19 20:33:28 msell
* #pragma once -> #ifndef
*
* Revision 1.19 2002/07/19 18:59:46 msell
* Alkuhommaa ja säätöä
*
* Revision 1.18 2002/07/19 14:05:51 msell
* Damagetextuurit näkyy
*
* Revision 1.17 2002/07/19 12:28:29 msell
* 2D-mode
*
* Revision 1.16 2002/07/17 20:32:47 msell
* Detail-optio toimii
*
* Revision 1.15 2002/07/17 19:06:39 jkaarlas
* skyboxin keskitys
*
* Revision 1.14 2002/07/17 16:40:33 msell
* Resoluution vaihto
*
* Revision 1.13 2002/07/16 17:16:34 msell
* Fontit ja valikot
*
* Revision 1.12 2002/07/16 00:42:43 msell
* Uusia skyboxeja ja areenan säätöä
*
* Revision 1.11 2002/07/15 22:03:22 msell
* MultiAppearance
*
* Revision 1.10 2002/07/15 21:42:58 msell
* Skybox-testi
*
* Revision 1.9 2002/07/15 15:22:07 msell
* Parantelua
*
* Revision 1.8 2002/07/14 21:27:48 jkaarlas
* uudet tekstuurit
*
* Revision 1.7 2002/07/14 21:22:40 jkaarlas
* skybox ja ukkojen säätö
*
* Revision 1.6 2002/06/20 22:50:12 msell
* Meshit
*
* Revision 1.5 2002/06/17 19:58:08 msell
* #includeiden parantelua
*
* Revision 1.4 2002/06/16 01:04:58 jkaarlas
* tulipa säädettyä includejen kanssa. oon tod.näk. eri mieltä aamulla
*
* Revision 1.3 2002/06/05 23:55:46 msell
* Pallo
*
* Revision 1.2 2002/06/04 16:28:32 msell
* #pragma once
*
* Revision 1.1 2002/06/03 23:06:38 msell
* no message
*
*
*
* $Date: 2002/07/22 11:50:26 $
*
*/
#ifndef __3DUTILS_H_INCLUDED__
#define __3DUTILS_H_INCLUDED__
#include "main.h"
#include "texture.h"
#define SKYFRONT DATAPATH"tback.png"
#define SKYBACK DATAPATH"tfront.png"
#define SKYLEFT DATAPATH"tleft.png"
#define SKYRIGHT DATAPATH"tright.png"
#define SKYTOP DATAPATH"ttop.png"
#define SKYBOTTOM DATAPATH"tbottom.png"
#define DAMAGEHEAD DATAPATH"damagehead.png"
#define DAMAGETORSO DATAPATH"damagetorso.png"
#define DAMAGEHAND DATAPATH"damagehand.png"
#define DAMAGELEG DATAPATH"damageleg.png"
#define FACE DATAPATH"perusnaama3.png"
extern int SKYBOX;
typedef struct{
float x,y;
} point2d;
typedef struct{
float x,y,z;
} point3d;
extern Texture *flaretexture;
extern Texture *skyfronttexture;
extern Texture *skybacktexture;
extern Texture *skylefttexture;
extern Texture *skyrighttexture;
extern Texture *skytoptexture;
extern Texture *skybottomtexture;
extern Texture *damageHead;
extern Texture *faceTexture;
void createLathedSurface(point2d *points, point2d *pointderivates, int count, int slices, int stacks);
void createSphere(float r, int slices, int stacks);
void createSphere(float r);
float distanceFromPlane(float point[3], float normal[3], float distance);
void createSkyBox(float x, float y, float z, float w, float h, float l);
//MUST be called in pairs, enable pushes and disable pops
void enable2D(void);
void disable2D(void);
#endif

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/*
* $Id: appearance.cpp,v 1.9 2002/07/15 22:03:23 msell Exp $
*
*
* $Log: appearance.cpp,v $
* Revision 1.9 2002/07/15 22:03:23 msell
* MultiAppearance
*
* Revision 1.8 2002/06/24 14:12:15 msell
* Nyt toimii sphere -> mesh -törmäykset, ihan tosi
*
* Revision 1.7 2002/06/20 00:21:01 jkaarlas
* materiaali- ja tekstuurihommia edistetty
*
* Revision 1.6 2002/06/17 20:49:04 msell
* free -> SDL_FreeSurface
*
* Revision 1.5 2002/06/16 01:04:58 jkaarlas
* tulipa säädettyä includejen kanssa. oon tod.näk. eri mieltä aamulla
*
* Revision 1.4 2002/06/05 23:55:46 msell
* Pallo
*
* Revision 1.3 2002/06/03 23:20:43 msell
* no message
*
* Revision 1.2 2002/06/03 23:06:38 msell
* no message
*
* Revision 1.1 2002/06/02 16:57:37 msell
* Objektirakenteen pohja
*
*
*
* $Date: 2002/07/15 22:03:23 $
*
*/
#include "main.h"
#include "appearance.h"
#include "utils.h"
#include "3dutils.h"
#include "glapi.h"
Appearance::Appearance(void){
}
void Appearance::prepare(void){
}
/*BoxAppearance::BoxAppearance(void){
setDimension(-1, 1, -1, 1, -1, 1);
}
BoxAppearance::setDimension(float x1, float x2, float y1, float y2, float z1, float z2){
if (x1 > x2) swapFloat(&x1, &x2);
if (y1 > y2) swapFloat(&y1, &y2);
if (z1 > z2) swapFloat(&z1, &z2);
this->x1 = x1;
this->x2 = x2;
this->y1 = y1;
this->y2 = y2;
this->z1 = z1;
this->z2 = z2;
}
void BoxAppearance::draw(void){
this->material.enable();
glBegin(GL_QUADS);
//Front Face
glNormal3f(0, 0, 1);
glVertex3f(x1, y1, z2);
glVertex3f(x2, y1, z2);
glVertex3f(x2, y2, z2);
glVertex3f(x1, y2, z2);
// Back Face
glNormal3f(0, 0, -1);
glVertex3f(x1, y1, z1);
glVertex3f(x1, y2, z1);
glVertex3f(x2, y2, z1);
glVertex3f(x2, y1, z1);
// Top Face
glNormal3f(0, 1, 0);
glVertex3f(x1, y2, z1);
glVertex3f(x1, y2, z2);
glVertex3f(x2, y2, z2);
glVertex3f(x2, y2, z1);
// Bottom Face
glNormal3f(0, -1, 0);
glVertex3f(x1, y1, z1);
glVertex3f(x2, y1, z1);
glVertex3f(x2, y1, z2);
glVertex3f(x1, y1, z2);
// Right face
glNormal3f(x2, 0, 0);
glVertex3f(x2, y1, z1);
glVertex3f(x2, y2, z1);
glVertex3f(x2, y2, z2);
glVertex3f(x2, y1, z2);
// Left Face
glNormal3f(x1, 0, 0);
glVertex3f(x1, y1, z1);
glVertex3f(x1, y1, z2);
glVertex3f(x1, y2, z2);
glVertex3f(x1, y2, z1);
glEnd();
this->material.disable();
}*/
Material* Appearance::getMaterial(void){
return &this->material;
}
void Appearance::setMaterial(Material matsku){
material = matsku;
}
MultiAppearance::MultiAppearance(void){
appearances = NULL;
}
void MultiAppearance::addAppearance(Appearance *appearance){
appearancelist *node = new appearancelist;
node->data = appearance;
node->next = appearances;
appearances = node;
}
void MultiAppearance::prepare(void){
appearancelist *node = appearances;
while (node != NULL){
node->data->prepare();
node = node->next;
}
}
void MultiAppearance::draw(void){
appearancelist *node = appearances;
while (node != NULL){
node->data->draw();
node = node->next;
}
}

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/*
* $Id: appearance.h,v 1.11 2002/07/19 20:33:28 msell Exp $
*
*
* $Log: appearance.h,v $
* Revision 1.11 2002/07/19 20:33:28 msell
* #pragma once -> #ifndef
*
* Revision 1.10 2002/07/15 22:03:23 msell
* MultiAppearance
*
* Revision 1.9 2002/07/07 17:53:21 msell
* Legoukon alku
*
* Revision 1.8 2002/06/24 14:12:15 msell
* Nyt toimii sphere -> mesh -törmäykset, ihan tosi
*
* Revision 1.7 2002/06/20 00:21:01 jkaarlas
* materiaali- ja tekstuurihommia edistetty
*
* Revision 1.6 2002/06/17 20:49:04 msell
* free -> SDL_FreeSurface
*
* Revision 1.5 2002/06/17 19:58:08 msell
* #includeiden parantelua
*
* Revision 1.4 2002/06/04 16:28:32 msell
* #pragma once
*
* Revision 1.3 2002/06/03 23:20:43 msell
* no message
*
* Revision 1.2 2002/06/03 23:06:38 msell
* no message
*
* Revision 1.1 2002/06/02 16:57:37 msell
* Objektirakenteen pohja
*
*
*
* $Date: 2002/07/19 20:33:28 $
*
*/
#ifndef __APPEARANCE_H_INCLUDED__
#define __APPEARANCE_H_INCLUDED__
#include "main.h"
#include "material.h"
/*
* Abstract class for drawing objects
*/
class Appearance{
private:
public:
Material material;
Appearance(void);
Material* getMaterial(void);
void setMaterial(Material mat);
virtual void prepare(void);
virtual void draw(void) = 0;
};
struct appearancelist{
Appearance *data;
appearancelist *next;
};
class MultiAppearance : public Appearance{
private:
appearancelist *appearances;
public:
MultiAppearance(void);
void addAppearance(Appearance *appearance);
void prepare(void);
void draw(void);
};
#endif

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/*
* $Id: audio.cpp,v 1.9 2002/07/21 15:03:11 msell Exp $
*
*
* $Log: audio.cpp,v $
* Revision 1.9 2002/07/21 15:03:11 msell
* Äänet disabloitu
*
* Revision 1.8 2002/07/19 18:59:46 msell
* Alkuhommaa ja säätöä
*
* Revision 1.7 2002/07/18 23:05:31 msell
* Partikkelit ja kakkospelaajan liike
*
* Revision 1.6 2002/06/02 16:57:37 msell
* Objektirakenteen pohja
*
* Revision 1.5 2002/05/19 13:40:19 msell
* Säätöä
*
* Revision 1.4 2002/05/18 12:29:35 msell
* Valot ja äänijärjestelmän parantelua
*
* Revision 1.3 2002/05/15 21:07:23 msell
* Äänisäätöä
*
* Revision 1.2 2002/05/15 15:21:00 msell
* Äänisäätöä
*
* Revision 1.1 2002/05/15 14:36:38 msell
* Yksinkertainen SDL-runko (Kääntyy toistaiseksi vain windowsissa).
* Mukana myös musiikinsoitto fmodilla.
*
*
*
* $Date: 2002/07/21 15:03:11 $
*
*/
#include "main.h"
#include <string.h>
#include <stdio.h>
#include "audio.h"
#define SOUND_FADENONE 0
#define SOUND_FADEIN 1
#define SOUND_FADEOUT 2
struct soundlist{
Sound *sound;
soundlist *next;
};
soundlist *allsounds = NULL;
Sound::Sound(Sound *source){
memcpy(this, source, sizeof(Sound));
soundlist *node = new soundlist;
node->sound = this;
node->next = allsounds;
allsounds = node;
}
Sound::Sound(char *filename){
load(filename, SOUNDTYPE_AUTODETECT, false);
//printf("%s: %p, %p, %p, %p\n", filename, this, stream, sample, module);
}
Sound::Sound(char *filename, int type){
load(filename, type, false);
}
Sound::Sound(char *filename, bool loops){
load(filename, SOUNDTYPE_AUTODETECT, loops);
//printf("%s: %p, %p, %p, %p\n", filename, this, stream, sample, module);
}
Sound::Sound(char *filename, int type, bool loops){
load(filename, type, loops);
}
bool endsWith(char *str1, char *str2){
char *str3 = str1 + strlen(str1) - strlen(str2);
#ifdef WIN32
if (stricmp(str3, str2)) return false;
#else
if (strcasecmp(str3, str2)) return false;
#endif
else return true;
}
void Sound::load(char *filename, int type, bool loops){
this->filename = filename;
if (type == SOUNDTYPE_AUTODETECT){
if (endsWith(filename, "mp3") ||
endsWith(filename, "mp2") ||
endsWith(filename, "ogg")) type = SOUNDTYPE_STREAM;
if (endsWith(filename, "wav") ||
endsWith(filename, "raw")) type = SOUNDTYPE_SAMPLE;
if (endsWith(filename, "s3m") ||
endsWith(filename, "xm") ||
endsWith(filename, "it") ||
endsWith(filename, "mid") ||
endsWith(filename, "rmi") ||
endsWith(filename, "sgr") ||
endsWith(filename, "mod")) type = SOUNDTYPE_MODULE;
}
#ifdef AUDIO_FMOD
sample = NULL;
module = NULL;
stream = NULL;
this->type = type;
if (type == SOUNDTYPE_MODULE){
module = FMUSIC_LoadSong(filename);
this->loops = false;
} else if (type == SOUNDTYPE_SAMPLE){
if (loops){
sample = FSOUND_Sample_Load(FSOUND_FREE, filename, FSOUND_LOOP_NORMAL, 0);
FSOUND_Sample_SetLoopMode(sample, FSOUND_LOOP_NORMAL);
} else{
sample = FSOUND_Sample_Load(FSOUND_FREE, filename, FSOUND_LOOP_OFF, 0);
FSOUND_Sample_SetLoopMode(sample, FSOUND_LOOP_OFF);
}
this->loops = loops;
} else if (type == SOUNDTYPE_STREAM){
if (loops){
stream = FSOUND_Stream_OpenFile(filename, FSOUND_LOOP_NORMAL, 0);
} else{
stream = FSOUND_Stream_OpenFile(filename, FSOUND_LOOP_OFF, 0);
}
this->loops = loops;
}
#endif
stopcallback = NULL;
soundlist *node = new soundlist;
node->sound = this;
node->next = allsounds;
allsounds = node;
minduration = 0;
setVolume(1.0);
}
bool Sound::play(){
//printf("Playing %s: %p, %p, %p, %p\n", filename, this, stream, sample, module);
if (minduration > 0) return false;
running = true;
finished = false;
fademode = SOUND_FADENONE;
minduration = 0;
#ifdef AUDIO_FMOD
if (type == SOUNDTYPE_MODULE){
FMUSIC_PlaySong(module);
FMUSIC_SetMasterVolume(module, volume*256);
} else if (type == SOUNDTYPE_SAMPLE){
channel = FSOUND_PlaySound(FSOUND_FREE, sample);
FSOUND_SetVolume(channel, volume*256);
if (!loops){
running = false;
finished = false;
}
} else if (type == SOUNDTYPE_STREAM){
channel = FSOUND_Stream_Play(FSOUND_FREE, stream);
FSOUND_SetVolume(channel, volume*256);
}
#endif
//printf("Done: %f\n", volume);
return true;
}
void Sound::play(int minduration){
if (play()) this->minduration = minduration;
}
void Sound::stop(){
#ifdef AUDIO_FMOD
if (type == SOUNDTYPE_MODULE){
FMUSIC_StopSong(module);
} else if (type == SOUNDTYPE_SAMPLE){
FSOUND_StopSound(channel);
} else if (type == SOUNDTYPE_STREAM){
FSOUND_Stream_Stop(stream);
}
#endif
}
void Sound::setVolume(float volume){
//printf("Volume %s: %f\n", filename, volume);
#ifdef AUDIO_FMOD
if (type == SOUNDTYPE_MODULE){
FMUSIC_SetMasterVolume(module, volume*256);
} else if (type == SOUNDTYPE_SAMPLE){
FSOUND_SetVolume(channel, volume*256);
} else if (type == SOUNDTYPE_STREAM){
FSOUND_SetVolume(channel, volume*256);
}
#endif
this->volume = volume;
}
#ifdef AUDIO_FMOD
signed char streamendcallback(FSOUND_STREAM *stream, void *buff, int len, int param){
Sound *sound = (Sound *)param;
sound->setFinished();
return true;
}
#endif
void Sound::setStopCallback(STOPCALLBACK callback){
stopcallback = callback;
#ifdef AUDIO_FMOD
if (type == SOUNDTYPE_MODULE){
} else if (type == SOUNDTYPE_SAMPLE){
//NOT SUPPORTED
} else if (type == SOUNDTYPE_STREAM){
FSOUND_Stream_SetEndCallback(stream, streamendcallback, (int)this);
}
#endif
}
void Sound::setFinished(void){
finished = true;
}
bool Sound::isFinished(void){
#ifdef AUDIO_FMOD
if (type == SOUNDTYPE_MODULE){
if (FMUSIC_IsFinished(module)) return true;
} else if (type == SOUNDTYPE_SAMPLE){
//NOT SUPPORTED
} else if (type == SOUNDTYPE_STREAM){
if (finished) return true;
}
#endif
return false;
}
void Sound::update(void){
if (running){
if (isFinished()){
running = false;
if (stopcallback != NULL) stopcallback(this);
} else{
if (fademode == SOUND_FADEIN){
if (fadepos < fadetarget){
fadepos++;
setVolume((float)fadepos/fadetarget);
} else fademode = SOUND_FADENONE;
}
if (fademode == SOUND_FADEOUT){
if (fadepos < fadetarget){
fadepos++;
setVolume(1.0 - (float)fadepos/fadetarget);
} else{
fademode = SOUND_FADENONE;
stop();
}
}
}
}
if (minduration > 0) minduration--;
}
void Sound::fadeIn(int length){
fademode = SOUND_FADEIN;
fadepos = 0;
fadetarget = length;
}
void Sound::fadeOut(int length){
if (fademode == SOUND_FADEIN){
float percent = 1.0 - (float)fadepos/fadetarget;
fadepos = fadetarget * percent;
}
fadepos = 0;
fadetarget = length;
fademode = SOUND_FADEOUT;
}
void initAudio(void){
#ifdef AUDIO_FMOD
FSOUND_Init(44100, 32, 0);
#endif
}
void uninitAudio(void){
#ifdef AUDIO_FMOD
FSOUND_Close();
#endif
}
void updateAudio(void){
soundlist *node = allsounds;
while (node != NULL){
Sound *sound = node->sound;
sound->update();
node = node->next;
}
}

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/*
* $Id: audio.h,v 1.13 2002/07/21 15:12:16 msell Exp $
*
*
* $Log: audio.h,v $
* Revision 1.13 2002/07/21 15:12:16 msell
* Äänet enabloitu :)
*
* Revision 1.12 2002/07/21 15:03:12 msell
* Äänet disabloitu
*
* Revision 1.11 2002/07/19 20:33:28 msell
* #pragma once -> #ifndef
*
* Revision 1.10 2002/07/19 18:59:46 msell
* Alkuhommaa ja säätöä
*
* Revision 1.9 2002/07/18 23:05:31 msell
* Partikkelit ja kakkospelaajan liike
*
* Revision 1.8 2002/07/14 21:22:40 jkaarlas
* skybox ja ukkojen säätö
*
* Revision 1.7 2002/06/04 16:28:32 msell
* #pragma once
*
* Revision 1.6 2002/05/19 13:40:19 msell
* Säätöä
*
* Revision 1.5 2002/05/18 12:29:35 msell
* Valot ja äänijärjestelmän parantelua
*
* Revision 1.4 2002/05/16 18:41:16 msell
* Vektorifunctioita ja kamera
*
* Revision 1.3 2002/05/15 21:07:23 msell
* Äänisäätöä
*
* Revision 1.2 2002/05/15 15:21:00 msell
* Äänisäätöä
*
* Revision 1.1 2002/05/15 14:36:39 msell
* Yksinkertainen SDL-runko (Kääntyy toistaiseksi vain windowsissa).
* Mukana myös musiikinsoitto fmodilla.
*
*
*
* $Date: 2002/07/21 15:12:16 $
*
*/
#ifndef __AUDIO_H_INCLUDED__
#define __AUDIO_H_INCLUDED__
//#define AUDIO_NONE
#define AUDIO_FMOD
//Only FMOD and NONE is supported, choose one
#ifdef AUDIO_FMOD
#include <fmod.h>
#endif
class Sound;
typedef void(* STOPCALLBACK)(Sound *sound);
#define SOUNDTYPE_AUTODETECT 0
#define SOUNDTYPE_MODULE 1
#define SOUNDTYPE_STREAM 2
#define SOUNDTYPE_SAMPLE 3
#define BGSONG DATAPATH"boom.mp3"
class Sound{
private:
#ifdef AUDIO_FMOD
int type;
FMUSIC_MODULE *module;
FSOUND_STREAM *stream;
FSOUND_SAMPLE *sample;
int channel;
#endif
bool loops;
bool finished;
bool running;
float volume;
STOPCALLBACK stopcallback;
bool isFinished(void);
int fadepos, fadetarget;
int fademode;
int minduration;
char *filename;
public:
Sound(Sound *source);
Sound(char *filename);
Sound(char *filename, int type);
Sound(char *filename, bool loops);
Sound(char *filename, int type, bool loops);
void load(char *filename, int type, bool loops);
bool play(void);
//Plays sound for at least minduration frames until sound
//can be played again. Doesn't prevent stopping of the sound
void play(int minduration);
void stop();
void setStopCallback(STOPCALLBACK callback);
void setVolume(float volume);
void fadeIn(int length);
void fadeOut(int length);
//Do not use methods below
void setFinished(void);
void update(void);
};
void initAudio(void);
void uninitAudio(void);
void updateAudio(void);
#endif

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/*
* $Id: camera.cpp,v 1.5 2002/07/22 01:14:14 msell Exp $
*
*
* $Log: camera.cpp,v $
* Revision 1.5 2002/07/22 01:14:14 msell
* Lopetussysteemi
*
* Revision 1.4 2002/06/17 20:49:04 msell
* free -> SDL_FreeSurface
*
* Revision 1.3 2002/06/16 01:04:58 jkaarlas
* tulipa säädettyä includejen kanssa. oon tod.näk. eri mieltä aamulla
*
* Revision 1.2 2002/06/03 23:06:38 msell
* no message
*
* Revision 1.1 2002/05/16 18:42:07 msell
* Vektorifunctioita ja kamera
*
*
*
* $Date: 2002/07/22 01:14:14 $
*
*/
#include "main.h"
#include "camera.h"
#include "vector.h"
#include "glapi.h"
Camera::Camera(void){
right = &matrix[0];
up = &matrix[3];
forward = &matrix[6];
vectorSet(position, 0, 2, 2);
vectorSet(target, 0, 0, 0);
vectorSet(up, 0, 1, 0);
calculateMatrix();
}
void Camera::setPosition(float position[3]){
vectorCopy(this->position, position);
}
void Camera::setPosition(float x, float y, float z){
this->position[0] = x;
this->position[1] = y;
this->position[2] = z;
}
void Camera::getPosition(float *position){
vectorCopy(position, this->position);
}
void Camera::setTarget(float target[3]){
vectorCopy(this->target, target);
}
void Camera::getTarget(float *target){
vectorCopy(target, this->target);
}
void Camera::setUp(float up[3]){
vectorCopy(this->up, up);
}
void Camera::getMatrix(float *matrix){
vectorCopy(&matrix[0], &this->matrix[0]);
vectorCopy(&matrix[3], &this->matrix[3]);
vectorCopy(&matrix[6], &this->matrix[6]);
}
void Camera::moveRight(float amount){
float movevector[3];
vectorScale(movevector, right, amount);
vectorAdd(position, movevector);
//vectorAdd(target, movevector);
calculateMatrix();
}
void Camera::moveUp(float amount){
float movevector[3];
vectorScale(movevector, up, amount);
vectorAdd(position, movevector);
//vectorAdd(target, movevector);
calculateMatrix();
}
void Camera::moveForward(float amount){
float movevector[3];
vectorScale(movevector, forward, amount);
vectorAdd(position, movevector);
//vectorAdd(target, movevector);
calculateMatrix();
}
void Camera::glUpdate(void){
//glLoadIdentity();
gluLookAt(position[0], position[1], position[2],
target[0], target[1], target[2],
up[0], up[1], up[2]);
}
void Camera::calculateMatrix(void){
vectorSub(forward, target, position);
vectorNormalize(forward);
vectorCross(right, forward, up);
}

55
src/camera.h Normal file
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@ -0,0 +1,55 @@
/*
* $Id: camera.h,v 1.4 2002/07/19 20:33:28 msell Exp $
*
*
* $Log: camera.h,v $
* Revision 1.4 2002/07/19 20:33:28 msell
* #pragma once -> #ifndef
*
* Revision 1.3 2002/06/04 16:28:32 msell
* #pragma once
*
* Revision 1.2 2002/06/03 23:06:38 msell
* no message
*
* Revision 1.1 2002/05/16 18:42:07 msell
* Vektorifunctioita ja kamera
*
*
*
* $Date: 2002/07/19 20:33:28 $
*
*/
#ifndef __CAMERA_H_INCLUDED__
#define __CAMERA_H_INCLUDED__
class Camera{
private:
float position[3];
float target[3];
float matrix[9];
float *right, *up, *forward;
void calculateMatrix(void);
public:
Camera(void);
void setPosition(float position[3]);
void setPosition(float x, float y, float z);
void getPosition(float *position);
void setTarget(float target[3]);
void getTarget(float *target);
void setUp(float up[3]);
void getMatrix(float *matrix);
void moveRight(float amount);
void moveUp(float amount);
void moveForward(float amount);
void glUpdate(void);
};
#endif

842
src/collision.cpp Normal file
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@ -0,0 +1,842 @@
/*
* $Id: collision.cpp,v 1.24 2002/07/21 15:03:12 msell Exp $
*
*
* $Log: collision.cpp,v $
* Revision 1.24 2002/07/21 15:03:12 msell
* Äänet disabloitu
*
* Revision 1.23 2002/07/19 18:59:46 msell
* Alkuhommaa ja säätöä
*
* Revision 1.22 2002/07/18 23:05:31 msell
* Partikkelit ja kakkospelaajan liike
*
* Revision 1.21 2002/07/17 22:45:53 msell
* Ääniä vähän
*
* Revision 1.20 2002/07/15 15:22:07 msell
* Parantelua
*
* Revision 1.19 2002/07/14 21:40:43 msell
* Conflictit pois, liikkumiset (hyppy, kävely, lyönti), uusi areena
*
* Revision 1.18 2002/07/10 17:13:44 msell
* Törmäystarkastelun parantelua
*
* Revision 1.17 2002/07/08 22:53:38 msell
* Säätöä
*
* Revision 1.16 2002/07/08 18:28:47 msell
* Törmäystä ja ukkoja
*
* Revision 1.15 2002/07/07 23:21:11 msell
* Pientä parantelua
*
* Revision 1.14 2002/07/07 23:05:22 msell
* Osien liimaaminen toisiinsa (kesken)
*
* Revision 1.13 2002/07/07 15:29:07 msell
* Törmäyksien parantelua
*
* Revision 1.12 2002/07/04 21:05:41 msell
* Se toimii!! =)
* Törmäystarkistukset siis
*
* Revision 1.11 2002/06/30 16:05:04 msell
* Törmäyksien parantelua, transformaatioita mukana
*
* Revision 1.10 2002/06/27 14:39:48 msell
* Toimiva maila :)
* Pyörivät kappaleet siis antaa liike-energiaa liikkuville kappaleille (ei toisin päin vielä)
*
* Revision 1.9 2002/06/27 00:08:04 msell
* Kimmotukset palloille myös pyöritettyihin mesheihin
*
* Revision 1.8 2002/06/23 20:12:19 msell
* Parempi törmäystarkistus palloista mesheihin
*
* Revision 1.7 2002/06/20 22:50:12 msell
* Meshit
*
* Revision 1.6 2002/06/17 12:42:46 msell
* Hieman parempi törmäysmallinnus taas
*
* Revision 1.5 2002/06/15 22:56:37 msell
* Säätöä
*
* Revision 1.4 2002/06/15 17:18:37 msell
* Toimiva törmäystarkastus kiinteille laatikoille
*
* Revision 1.3 2002/06/14 00:26:17 msell
* 100 kimpoilevaa palloa ja vähän vaimennusta
*
* Revision 1.2 2002/06/14 00:05:05 msell
* Törmäyssimulaatio kunnossa toivon mukaan
*
* Revision 1.1 2002/06/11 23:11:45 msell
* Törmäystarkistusta
*
*
*
* $Date: 2002/07/21 15:03:12 $
*
*/
#include <stdlib.h>
#include <math.h>
#include "object.h"
#include "vector.h"
#include "collision.h"
#include "mesh.h"
#include "3dutils.h"
#include "world.h"
#include "audio.h"
//objectlist *collisionlists[32];
unsigned int collisionlinks[32];
Contact *contacts;
int contactcount;
void initCollisions(void){
int i;
for (i = 0; i < 32; i++){
//collisionlists[i] = NULL;
collisionlinks[i] = 0;
}
}
/*void addCollisionObject(Object *object, int group){
objectlist *node = new objectlist;
node->object = object;
node->next = collisionlists[group];
collisionlists[group] = node;
}*/
void addCollisionLink(int source, int target){
collisionlinks[source] |= (1<<target);
if (source != target) collisionlinks[target] |= (1<<source);
}
void removeCollisionLink(int source, int target){
collisionlinks[source] &= ~(1<<target);
if (source != target) collisionlinks[target] &= ~(1<<source);
}
bool isCollisionLink(int source, int target){
if (collisionlinks[source] & (1<<target)) return true;
return false;
}
void addCollision(Object *source, Object *target,
float *normal, float *contactpoint){
if (contactcount == MAXCONTACTS){
printf("Too many contacts!\n");
return;
}
Contact *contact = &contacts[contactcount++];
contact->object1 = source;
contact->object2 = target;
vectorCopy(contact->normal, normal);
vectorCopy(contact->position, contactpoint);
}
#define KINETICFRICTION 0.4
bool handleCollision(Contact *contact){
Object *source = contact->object1;
Object *target = contact->object2;
float *normal = contact->normal;
float *contactpoint = contact->position;
float sourcevelocity[3], targetvelocity[3];
float sourcecontactpoint[3], targetcontactpoint[3];
vectorSub(sourcecontactpoint, contactpoint, source->position);
source->getVelocity(sourcevelocity, sourcecontactpoint);
if (target == NULL){
vectorSet(targetcontactpoint, 0, 0, 0);
vectorSet(targetvelocity, 0, 0, 0);
} else{
vectorSub(targetcontactpoint, contactpoint, target->position);
target->getVelocity(targetvelocity, targetcontactpoint);
}
float deltavelocity[3];
vectorSub(deltavelocity, sourcevelocity, targetvelocity);
float dot = vectorDot(deltavelocity, normal);
//if (fabs(dot) < EPSILON) return false;
//if (dot > -1.0e-5 && dot < 1.0e-5) return false;
//if (dot >= 0) return false;
if (dot > -1.0e-5) return false;
float invmass1;
invmass1 = source->invmass;
float invmass2;
if (target == NULL) invmass2 = 0;
else invmass2 = target->invmass;
float t1;
if (source->invmomentofinertia == 0){
t1 = 0;
} else{
float v1[3];
vectorCross(v1, sourcecontactpoint, normal);
vectorScale(v1, source->invmomentofinertia);
float w1[3];
vectorCross(w1, v1, sourcecontactpoint);
t1 = vectorDot(normal, w1);
}
float t2;
if (target == NULL || target->invmomentofinertia == 0){
t2 = 0;
} else{
float v1[3];
vectorCross(v1, targetcontactpoint, normal);
vectorScale(v1, target->invmomentofinertia);
float w1[3];
vectorCross(w1, v1, targetcontactpoint);
t2 = vectorDot(normal, w1);
}
float denominator = invmass1 + invmass2 + t1 + t2;
float e = 1.0 - COLLISIONFRICTION;
float impulsesize = (1 + e) * dot / denominator;
//printf("%f\n", impulsesize);
float impulse[3];
vectorScale(impulse, normal, impulsesize);
float friction[3];
vectorScale(friction, normal, vectorDot(deltavelocity, normal));
vectorAdd(friction, deltavelocity);
vectorNormalize(friction);
float frictionsize = 10*KINETICFRICTION*dot/denominator;
float maxfrictionsize = 0.1*vectorLength(deltavelocity);
if (frictionsize < -maxfrictionsize) frictionsize = -maxfrictionsize;
vectorScale(friction, -frictionsize);
vectorAdd(impulse, friction);
if (target != NULL){
target->addImpulse(impulse, targetcontactpoint);
target->calculateStateVariables();
}
float speed;
float speed2[3];
if (target != NULL && source != NULL){
//float kvel[3];
//source->getVelocity(kvel);
float k = vectorLength(sourcevelocity)*0.1;
//if (k > 1) k = 1;
speed = -impulsesize*target->invmass*k;
vectorScale(speed2, impulse, target->invmass*k);
/*float kvel[3];
source->getVelocity(kvel);
float k = 0;//vectorDot(speed2, kvel);
if (k < EPSILON) k = 0;
speed *= k;
vectorScale(speed2, k);
if (k > 0) */target->hitForce(speed, speed2, source);
}
vectorScale(impulse, -1);
source->addImpulse(impulse, sourcecontactpoint);
source->calculateStateVariables();
//vectorScale(speed, source->invmass);
if (target != NULL && source != NULL){
//float kvel[3];
//target->getVelocity(kvel);
float k = vectorLength(targetvelocity)*0.1;
//if (k > 1) k = 1;
speed = -impulsesize*source->invmass*k;
vectorScale(speed2, impulse, source->invmass*k);
/*float kvel[3];
target->getVelocity(kvel);
float k = 0;//vectorDot(speed2, kvel);
if (k < EPSILON) k = 0;
speed *= k;
vectorScale(speed2, k);
if (k > 0) */source->hitForce(speed, speed2, target);
}
return true;
}
bool handleLink(ObjectLink *link){
if (!link->enabled) return false;
Object *source = link->object1;
Object *target = link->object2;
float normal[3];
float contactpoint1[3], contactpoint2[3];
source->transformPoint(contactpoint1, link->point1);
target->transformPoint(contactpoint2, link->point2);
float diff[3];
vectorSub(diff, contactpoint1, contactpoint2);
vectorNormalize(normal, diff);
float strength = vectorDot(diff, diff);
if (strength < 1.0e-5) return false;
float sourcevelocity[3], targetvelocity[3];
float sourcecontactpoint[3], targetcontactpoint[3];
vectorSub(sourcecontactpoint, contactpoint1, source->position);
source->getVelocity(sourcevelocity, sourcecontactpoint);
vectorSub(targetcontactpoint, contactpoint2, target->position);
target->getVelocity(targetvelocity, targetcontactpoint);
float deltavelocity[3];
vectorSub(deltavelocity, sourcevelocity, targetvelocity);
float dot = vectorDot(deltavelocity, normal);
//if (fabs(dot) < EPSILON) return false;
//if (dot > -1.0e-5 && dot < 1.0e-5) return false;
//if (dot >= 0) return false;
//if (dot > -1.0e-5) return false;
float invmass1 = source->invmass;
float invmass2 = target->invmass;
float t1;
if (source->invmomentofinertia == 0){
t1 = 0;
} else{
float v1[3];
vectorCross(v1, sourcecontactpoint, normal);
vectorScale(v1, source->invmomentofinertia);
float w1[3];
vectorCross(w1, v1, sourcecontactpoint);
t1 = vectorDot(normal, w1);
}
float t2;
if (target->invmomentofinertia == 0){
t2 = 0;
} else{
float v1[3];
vectorCross(v1, targetcontactpoint, normal);
vectorScale(v1, target->invmomentofinertia);
float w1[3];
vectorCross(w1, v1, targetcontactpoint);
t2 = vectorDot(normal, w1);
}
float denominator = invmass1 + invmass2 + t1 + t2;
float impulsesize = (dot + strength*100) / denominator;
//printf("%f\n", impulsesize);
float impulse[3];
vectorScale(impulse, normal, impulsesize);
target->addImpulse(impulse, targetcontactpoint);
target->calculateStateVariables();
vectorScale(impulse, -1);
source->addImpulse(impulse, sourcecontactpoint);
source->calculateStateVariables();
return true;
}
bool checkCollisions(Object *object, float *contactnormal){
//bool collision = false;
int group = object->getCollisionGroup();
int groups = collisionlinks[group];
group = 0;
int collisions = 0;
/*float oldmomentum[3];
vectorCopy(oldmomentum, object->momentum);
while (groups){
if (groups & 1){
objectlist *node = collisionlists[group];
while (node != NULL){
Object *object2 = node->object;
node = node->next;
if (object != object2){
if (object2->geometry->checkCollision(object, contactnormal)){
collisions++;
}
}
}
}
group++;
groups >>= 1;
}
/*float temp[3];
vectorSub(temp, object->momentum, oldmomentum);
vectorScale(temp, 1.0/DT);
object->addForce(temp);*/
//vectorSub(object->
//vectorCopy(object->momentum, oldmomentum);
//printf("%i\n", collisions);
//vectorScale(object->force, 1.0/collisions);
/*if (collisions > 0){
vectorScale(object->force, 2.0/vectorLength(object->momentum));
}*/
return collisions > 0;
}
/*
* mass = 0 means infinite mass
*/
/*void collide(float *velocity1, float *velocity2,
float mass1, float mass2,
float *normal, float *newimpulse){
float deltavelocity[3];
vectorSub(deltavelocity, velocity1, velocity2);
float dot = vectorDot(deltavelocity, normal);
float massinverse1 = 0;
float massinverse2 = 0;
if (mass1 != 0) massinverse1 = 1.0 / mass1;
if (mass2 != 0) massinverse2 = 1.0 / mass2;
float impulsesize = -1 * dot / (massinverse1 + massinverse2);
vectorScale(newimpulse, normal, impulsesize);
if (dot > 0){
vectorSet(newimpulse, 0, 0, 0);
}
}*/
void collide(Object *source, Object *target, float *normal, float *contactpoint){
/* float momentum[3];
source->getMomentum(momentum);
float sourcevelocity[3], targetvelocity[3];
float sourcecontactpoint[3], targetcontactpoint[3];
//source->unTransformPoint(sourcecontactpoint, contactpoint);
//target->unTransformPoint(targetcontactpoint, contactpoint);
vectorSub(sourcecontactpoint, contactpoint, source->position);
vectorSub(targetcontactpoint, contactpoint, target->position);
source->getVelocity(sourcevelocity);//, sourcecontactpoint);
float sourcemass = source->getMass();
target->getVelocity(targetvelocity);//, targetcontactpoint);
float targetmass = target->getMass();
float deltavelocity[3];
vectorSub(deltavelocity, sourcevelocity, targetvelocity);
float dot = vectorDot(deltavelocity, normal);
float massinverse1 = 0;
float massinverse2 = 0;
if (sourcemass != 0) massinverse1 = 1.0 / sourcemass;
if (targetmass != 0) massinverse2 = 1.0 / targetmass;
float t1;
if (source->invmomentofinertia == 0){
t1 = 0;
} else{
float v1[3];
vectorCross(v1, sourcecontactpoint, normal);
vectorScale(v1, 1.0/source->momentofinertia);
float w1[3];
vectorCross(w1, v1, sourcecontactpoint);
t1 = vectorDot(normal, w1);
}
//printf("S: %f, %f, %f\n", sourcecontactpoint[0], source->momentofinertia, v1);
float t2;
if (target->momentofinertia == 0){
t2 = 0;
} else{
float v2[3];
vectorCross(v2, targetcontactpoint, normal);
vectorScale(v2, 1.0/target->momentofinertia);
float w2[3];
vectorCross(w2, v2, targetcontactpoint);
t2 = vectorDot(normal, w2);
}
//printf("T: %f, %f, %f\n", targetcontactpoint[0], target->momentofinertia, v2);
float divisor;
divisor = massinverse1 + massinverse2;// + t1 + t2;
printf("%f, %f, %f, %f : %f\n", massinverse1, massinverse2, t1, t2, divisor);
float impulsesize = -dot / divisor;
float impulse[3];
vectorScale(impulse, normal, impulsesize);
//collide(sourcevelocity, targetvelocity, sourcemass, targetmass, normal, impulse);
//vectorAdd(source->momentum, impulse);
float *force = impulse;
//vectorScale(force, 2.0/DT);
printf("F: %f, %f, %f\n", impulse[0], impulse[1], impulse[2]);
//float cp[3];
//vectorSub(cp, contactpoint, source->position);
//source->addForce(force, sourcecontactpoint);*/
}
bool checkSphereMeshCollision(float *sphereposition, float r, Mesh *mesh, float *normal, float *contactpoint){
float linenormal[3];
float pointnormal[3];
float maxdist = 0;
bool planecollision = false;
bool linecollision = false;
bool pointcollision = false;
int i, j;
for (i = 0; i < mesh->polygoncount; i++){
class Polygon *polygon = &mesh->polygons[i];
float dist = distanceFromPlane(sphereposition, polygon->planenormal, polygon->planedistance);
if (dist < r && dist > -r){
bool directcollision = true;
for (j = 0; j < polygon->vertexcount; j++){
float *p1 = polygon->vertices[j]->position;
float *p2 = polygon->vertices[(j+1)%polygon->vertexcount]->position;
float *p3 = polygon->vertices[(j+2)%polygon->vertexcount]->position;
float v1[3], v2[3];
vectorSub(v1, p2, p1);
//Collision for polygon surface
vectorSub(v2, p3, p2);
float t1[3];
vectorProject(t1, v2, v1);
float norm[3];
vectorSub(norm, v2, t1);
vectorNormalize(norm);
//Collision for polygon edges
float newpoint[3];
vectorSub(newpoint, sphereposition, p1);
float dist2 = vectorDot(newpoint, norm);
if (dist2 < 0){
directcollision = false;
float projloc = vectorDot(newpoint, v1) / vectorDot(v1, v1);
if (projloc >= 0 && projloc <= 1){
float proj[3];
vectorScale(proj, v1, projloc);
float projorth[3];
vectorSub(projorth, newpoint, proj);
float l2 = vectorDot(projorth, projorth);
if (l2 < r*r){
vectorNormalize(linenormal, projorth);
if (dist < 0) vectorScale(linenormal, -1);
linecollision = true;
}
}
}
//Collision for polygon vertices
float pointdiff[3];
vectorSub(pointdiff, sphereposition, p1);
float l3 = vectorDot(pointdiff, pointdiff);
if (l3 < r*r){
vectorScale(pointnormal, pointdiff, 1.0 / sqrt(l3));
if (dist < 0) vectorScale(pointnormal, -1);
pointcollision = true;
}
}
if (directcollision){
if (dist > maxdist || !planecollision){
vectorCopy(normal, polygon->planenormal);
maxdist = dist;
planecollision = true;
}
}
}
}
if (planecollision){
vectorScale(contactpoint, normal, -r);
vectorAdd(contactpoint, sphereposition);
} else if (linecollision){
vectorScale(contactpoint, linenormal, -r);
vectorAdd(contactpoint, sphereposition);
vectorCopy(normal, linenormal);
} else if (pointcollision){
vectorScale(contactpoint, pointnormal, -r);
vectorAdd(contactpoint, sphereposition);
vectorCopy(normal, pointnormal);
} else{
return false;
}
return true;
}
bool checkPointMeshCollision(float *position, Mesh *mesh, float *normal, float *contactpoint){
float maxdist = 0;
bool planecollision = false;
int i;
for (i = 0; i < mesh->polygoncount; i++){
class Polygon *polygon = &mesh->polygons[i];
float dist = distanceFromPlane(position, polygon->planenormal, polygon->planedistance);
if (dist < 0){
bool directcollision = true;
/*for (j = 0; j < polygon->vertexcount; j++){
float *p1 = polygon->vertices[j]->position;
float *p2 = polygon->vertices[(j+1)%polygon->vertexcount]->position;
float *p3 = polygon->vertices[(j+2)%polygon->vertexcount]->position;
float v1[3], v2[3];
vectorSub(v1, p2, p1);
//Collision for polygon surface
vectorSub(v2, p3, p2);
float t1[3];
vectorProject(t1, v2, v1);
float norm[3];
vectorSub(norm, v2, t1);
vectorNormalize(norm);
//Collision for polygon edges
float newpoint[3];
vectorSub(newpoint, position, p1);
float dist2 = vectorDot(newpoint, norm);
if (dist2 < 0) directcollision = false;
}*/
if (directcollision){
if (dist > maxdist || !planecollision){
vectorCopy(normal, polygon->planenormal);
maxdist = dist;
planecollision = true;
}
}
} else{
return false;
}
}
if (planecollision){
vectorCopy(contactpoint, position);
} else{
return false;
}
return true;
}
#define MAXPOLYGONS 1000
struct tracehit{
float t;
Polygon *polygon;
};
bool tracePlane(tracehit *result, float *origin, float *ray, class Polygon *polygon){
float *normal = polygon->planenormal;
float D = polygon->planedistance;
float denominator = vectorDot(normal, ray);
if (denominator == 0){
if (vectorDot(normal, origin) > 0) result->t = 1000000;
else result->t = -1000000;
result->polygon = polygon;
return true;
}
float t = - (vectorDot(normal, origin) + D) / denominator;
result->t = t;
result->polygon = polygon;
//if (t < 0 || t > 1) return false;
return true;
}
Edge *findSharingEdge(class Polygon *p1, class Polygon *p2){
//printf("Edges:\n");
int i, j;
for (i = 0; i < p1->vertexcount; i++){
//printf("%p\n", p1->edges[i]);
for (j = 0; j < p2->vertexcount; j++){
if (p1->edges[i] == p2->edges[j]) return p1->edges[i];
}
}
return NULL;
}
/*Polygon *findSharingPolygon(Mesh *mesh, class Polygon *p1, class Polygon *p2){
//printf("Edges:\n");
int i, j;
for (i = 0; i < p1->vertexcount; i++){
//printf("%p\n", p1->edges[i]);
for (j = 0; j < p2->vertexcount; j++){
if (p1->edges[i] == p2->edges[j]) return p1->edges[i];
}
}
return NULL;
}*/
Polygon *findNearestPolygon(class Polygon *polygon, float *point){
int i;
float mindist = 0;
Polygon *nearestpolygon = NULL;
for (i = 0; i < polygon->edgecount; i++){
Edge *edge = polygon->edges[i];
Polygon *polygon2 = edge->p1;
if (polygon2 == polygon) polygon2 = edge->p2;
float newdist = distanceFromPlane(point, polygon2->planenormal, polygon2->planedistance);
if (newdist > 0) return NULL;
if (mindist == 0 || newdist > mindist){
mindist = newdist;
nearestpolygon = polygon2;
}
}
return nearestpolygon;
}
bool checkEdgeMeshCollision(float *p1, float *p2, Mesh *mesh, float *normal, float *contactpoint){
float ray[3];
vectorSub(ray, p2, p1);
float maxdist = 0;
bool collision = false;
int i, j;
tracehit hits[MAXPOLYGONS];
int hitcount = 0;
for (i = 0; i < mesh->polygoncount; i++){
class Polygon *polygon = &mesh->polygons[i];
if (tracePlane(&hits[hitcount], p1, ray, polygon)){
hitcount++;
}
}
if (hitcount < 2) return false;
for (i = 1; i < hitcount; i++){
for (j = i; j > 0; j--){
if (hits[j].t < hits[j-1].t){
float tempt = hits[j].t;
hits[j].t = hits[j-1].t;
hits[j-1].t = tempt;
class Polygon *tempp = hits[j].polygon;
hits[j].polygon = hits[j-1].polygon;
hits[j-1].polygon = tempp;
} else break;
}
}
int negative = -1, positive = -1;
for (i = 0; i < hitcount; i++){
float t = hits[i].t;
class Polygon *polygon = hits[i].polygon;
float dot = vectorDot(ray, polygon->planenormal);
if (dot > 0 && positive == -1) positive = i;
if (dot < 0) negative = i;
if (dot < 0 && positive != -1) return false;
}
if (negative == -1 || positive == -1) return false;
/*for (i = 0; i < hitcount; i++){
float t = hits[i].t;
class Polygon *polygon = hits[i].polygon;
float dot = vectorDot(ray, polygon->planenormal);
printf("%f ", dot);
}
printf("\n");*/
if (hits[negative].t < 0 || hits[positive].t > 1) return false;
Edge *edge2 = findSharingEdge(hits[negative].polygon, hits[positive].polygon);
//fflush(stdout);
float cp1[3], cp2[3];
vectorScale(cp1, ray, hits[negative].t);
vectorAdd(cp1, p1);
vectorScale(cp2, ray, hits[positive].t);
vectorAdd(cp2, p1);
if (edge2 != NULL){
/*float ev1[3];
vectorSub(ev1, edge2->v2->position, edge2->v1->position);
vectorCross(normal, ev1, ray);
vectorScale(normal, vectorDot(normal, hits[positive].polygon->planenormal));
vectorNormalize(normal);
float at = (hits[negative].t + hits[positive].t) / 2;
vectorScale(contactpoint, ray, at);
vectorAdd(contactpoint, p1);*/
float dot1 = fabs(vectorDot(ray, hits[negative].polygon->planenormal));
float dot2 = fabs(vectorDot(ray, hits[positive].polygon->planenormal));
if (dot1 > dot2){
//vectorScale(contactpoint, ray, hits[negative].t);
//vectorAdd(contactpoint, p1);
vectorCopy(contactpoint, cp1);
vectorCopy(normal, hits[positive].polygon->planenormal);
} else{
//vectorScale(contactpoint, ray, hits[positive].t);
//vectorAdd(contactpoint, p1);
vectorCopy(contactpoint, cp2);
vectorCopy(normal, hits[negative].polygon->planenormal);
}
} else{
Polygon *polygon = findNearestPolygon(hits[negative].polygon, cp1);
if (polygon != NULL){
/*vectorCopy(contactpoint, cp1);
vectorAdd(contactpoint, cp2);
vectorScale(contactpoint, 0.5);*/
float at = (hits[negative].t + hits[positive].t) / 2;
vectorScale(contactpoint, ray, at);
vectorAdd(contactpoint, p1);
vectorCopy(normal, polygon->planenormal);
} else{
return false;
}
}
//shotsound->play();
return true;
}

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/*
* $Id: collision.h,v 1.15 2002/07/19 20:33:28 msell Exp $
*
*
* $Log: collision.h,v $
* Revision 1.15 2002/07/19 20:33:28 msell
* #pragma once -> #ifndef
*
* Revision 1.14 2002/07/15 20:32:35 msell
* Uudet valot ja ulkoasun parantelua
*
* Revision 1.13 2002/07/14 21:40:43 msell
* Conflictit pois, liikkumiset (hyppy, kävely, lyönti), uusi areena
*
* Revision 1.12 2002/07/10 17:13:44 msell
* Törmäystarkastelun parantelua
*
* Revision 1.11 2002/07/08 22:53:38 msell
* Säätöä
*
* Revision 1.10 2002/07/08 18:28:47 msell
* Törmäystä ja ukkoja
*
* Revision 1.9 2002/07/07 23:05:22 msell
* Osien liimaaminen toisiinsa (kesken)
*
* Revision 1.8 2002/07/07 15:29:07 msell
* Törmäyksien parantelua
*
* Revision 1.7 2002/07/04 21:05:41 msell
* Se toimii!! =)
* Törmäystarkistukset siis
*
* Revision 1.6 2002/06/30 16:05:04 msell
* Törmäyksien parantelua, transformaatioita mukana
*
* Revision 1.5 2002/06/27 14:39:48 msell
* Toimiva maila :)
* Pyörivät kappaleet siis antaa liike-energiaa liikkuville kappaleille (ei toisin päin vielä)
*
* Revision 1.4 2002/06/27 00:08:04 msell
* Kimmotukset palloille myös pyöritettyihin mesheihin
*
* Revision 1.3 2002/06/23 20:12:19 msell
* Parempi törmäystarkistus palloista mesheihin
*
* Revision 1.2 2002/06/14 00:05:05 msell
* Törmäyssimulaatio kunnossa toivon mukaan
*
* Revision 1.1 2002/06/11 23:11:45 msell
* Törmäystarkistusta
*
*
*
* $Date: 2002/07/19 20:33:28 $
*
*/
#ifndef __COLLISION_H_INCLUDED__
#define __COLLISION_H_INCLUDED__
#include "mesh.h"
#define COLLISIONGROUP_NONE 0
#define COLLISIONGROUP_ARENA 1
#define COLLISIONGROUP_MAN1 2
#define COLLISIONGROUP_MAN1HAND 3
#define COLLISIONGROUP_MAN2 4
#define COLLISIONGROUP_MAN2HAND 5
#define COLLISIONGROUP_PARTICLE 6
#define COLLISIONFRICTION 0.9
void initCollisions(void);
//void addCollisionObject(Object *object, int group);
void addCollisionLink(int source, int target);
void removeCollisionLink(int source, int target);
bool isCollisionLink(int source, int target);
class Contact{
public:
Object *object1, *object2;
float normal[3];
float position[3];
};
extern Contact *contacts;
extern int contactcount;
//Contact point is world-relative and must be transformed
//into coordinate system of both objects
void addCollision(Object *source, Object *target,
float *normal, float *contactpoint);
bool handleCollision(Contact *contact);
bool handleLink(ObjectLink *link);
bool checkSphereMeshCollision(float *sphereposition, float r, Mesh *mesh, float *normal, float *contactpoint);
bool checkPointMeshCollision(float *position, Mesh *mesh, float *normal, float *contactpoint);
bool checkEdgeMeshCollision(float *p1, float *p2, Mesh *mesh, float *normal, float *contactpoint);
#endif

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/*
* $Id: end.cpp,v 1.2 2002/07/22 11:40:26 msell Exp $
*
*
* $Log: end.cpp,v $
* Revision 1.2 2002/07/22 11:40:26 msell
* Loppukuvaan lattia
*
* Revision 1.1 2002/07/22 01:14:14 msell
* Lopetussysteemi
*
*
*
* $Date: 2002/07/22 11:40:26 $
*
*/
#include "main.h"
#include <math.h>
#include "legoblocks.h"
#include "camera.h"
#include "light.h"
#include "audio.h"
#include "object.h"
#include "appearance.h"
#include "sphere.h"
#include "vector.h"
#include "collision.h"
#include "utils.h"
#include "graphics.h"
#include "objectfactory.h"
#include "world.h"
#include "3dutils.h"
#include "legoman.h"
#include "font.h"
#include "run.h"
#include "menu.h"
#include "fight.h"
#include "glapi.h"
Camera endcamera;
Light endlight, endlight2;
//BasicBlockAppearance *endfloor = new BasicBlockAppearance(100, 1, 100);
BasicBlock *endfloor;// = new BasicBlock(20, 1, 15);
void initEnd(void){
endlight.setColor(1, 1, 1);
endlight.setSpecular(1, 1, 1);
endlight.setPosition(-0.5, BLOCKHEIGHT*16, 0.5);
endlight.setAttenuation(0, 0.0, 0.005);
endlight2.setColor(1, 1, 1);
endlight2.setSpecular(1, 1, 1);
endlight2.setAttenuation(1.0, 0.0, 0.0);
endfloor = new BasicBlock(30, 1, 20);
//endfloor->material.setColor(0, 1, 0, 1);
endfloor->setColor(0, 1, 0);
endfloor->setPosition(-10, -BLOCKHEIGHT*0.5, 0);
endfloor->prepare();
}
int endingcounter;
void endRestart(void){
endingcounter = 0;
//initEnd();
//endfloor->prepare();
}
void stopEnding(void){
endlight.setEnabled(false);
changeGameMode(MENUMODE);
fightmusic->fadeOut(300);
menuRestart();
}
float endfade;
void calculateEnd(int framecount){
endfade = -1;
if (endingcounter < 200){
endfade = 1-(float)endingcounter/200;
}
endingcounter++;
endlight.setEnabled(true);
//endlight2.setEnabled(true);
float target[3] = {0, 13, 0};
endcamera.setTarget(target);
endcamera.setPosition(10+sin(framecount*0.002)*2, 20+sin(framecount*0.0017)*2, 25+cos(framecount*0.002)*2);
//endcamera.setPosition(sin(framecount*0.01)*25, sin(framecount*0.007)*6+20, cos(framecount*0.01)*25);
//endlight.setPosition(40, 20, 0);
endlight.setPosition(-sin(framecount*0.007)*10, 15, cos(framecount*0.007)*2+22);
if (keys[SDLK_ESCAPE]){
stopEnding();
}
}
void drawEnd(int framecount){
glLoadIdentity();
glTranslatef(10, 0, 0);
endcamera.glUpdate();
updateLights();
glEnable(GL_LIGHTING);
glDisable(GL_BLEND);
glEnable(GL_CULL_FACE);
glDisable(GL_TEXTURE_2D);
endfloor->draw();
glColor3f(1, 1, 0);
drawTrophy();
glRotatef(270, 0, 1, 0);
glTranslatef(2-BLOCKHEIGHT*0.5, 0, 15-BLOCKHEIGHT*0.5);
glScalef(3, 3, 3);
winner->head->draw();
winner->torso->draw();
winner->lefthand->draw();
winner->righthand->draw();
winner->waist->draw();
winner->leftleg->draw();
winner->rightleg->draw();
enable2D();
glColor3f(1, 1, 1);
if (winner->side == PLAYER1) print(0.05, 0.05, "Player 1 is\nthe winner", 0.09);
if (winner->side == PLAYER2) print(0.05, 0.05, "Player 2 is\nthe winner", 0.09);
if (endfade != -1){
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glColor4f(0, 0, 0, endfade);
glBegin(GL_QUADS);
glVertex2f(0, 0);
glVertex2f(1, 0);
glVertex2f(1, 1);
glVertex2f(0, 1);
glEnd();
}
disable2D();
}

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/*
* $Id: end.h,v 1.1 2002/07/22 01:14:14 msell Exp $
*
*
* $Log: end.h,v $
* Revision 1.1 2002/07/22 01:14:14 msell
* Lopetussysteemi
*
*
*
* $Date: 2002/07/22 01:14:14 $
*
*/
#ifndef __END_H_INCLUDED__
#define __END_H_INCLUDED__
#include <SDL.h>
#include "texture.h"
#include "audio.h"
void initEnd(void);
void endRestart(void);
void calculateEnd(int framecount);
void drawEnd(int framecount);
#endif

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/*
* $Id: fight.cpp,v 1.64 2002/07/22 11:40:26 msell Exp $
*
*
* $Log: fight.cpp,v $
* Revision 1.64 2002/07/22 11:40:26 msell
* Loppukuvaan lattia
*
* Revision 1.63 2002/07/22 01:14:14 msell
* Lopetussysteemi
*
* Revision 1.62 2002/07/21 22:50:39 msell
* no message
*
* Revision 1.61 2002/07/21 20:14:28 msell
* no message
*
* Revision 1.60 2002/07/21 15:03:12 msell
* Äänet disabloitu
*
* Revision 1.59 2002/07/19 22:48:09 msell
* Säätöä
*
* Revision 1.58 2002/07/19 18:59:46 msell
* Alkuhommaa ja säätöä
*
* Revision 1.57 2002/07/19 14:05:51 msell
* Damagetextuurit näkyy
*
* Revision 1.56 2002/07/19 12:48:31 jkaarlas
* damagepää
*
* Revision 1.55 2002/07/18 23:05:31 msell
* Partikkelit ja kakkospelaajan liike
*
* Revision 1.54 2002/07/17 22:45:53 msell
* Ääniä vähän
*
* Revision 1.53 2002/07/17 19:06:39 jkaarlas
* skyboxin keskitys
*
* Revision 1.52 2002/07/17 19:02:14 jkaarlas
* skyboxin keskitys
*
* Revision 1.51 2002/07/17 16:40:33 msell
* Resoluution vaihto
*
* Revision 1.50 2002/07/16 19:54:38 jkaarlas
* poistettu turhaa roinaa ja lisätty DATAPATH tiedostonimien eteen
*
* Revision 1.49 2002/07/16 17:16:34 msell
* Fontit ja valikot
*
* Revision 1.48 2002/07/16 10:03:42 msell
* Pikkufixi
*
* Revision 1.47 2002/07/16 00:42:43 msell
* Uusia skyboxeja ja areenan säätöä
*
* Revision 1.46 2002/07/15 21:42:58 msell
* Skybox-testi
*
* Revision 1.45 2002/07/15 20:32:35 msell
* Uudet valot ja ulkoasun parantelua
*
* Revision 1.44 2002/07/15 15:22:07 msell
* Parantelua
*
* Revision 1.43 2002/07/14 21:40:43 msell
* Conflictit pois, liikkumiset (hyppy, kävely, lyönti), uusi areena
*
* Revision 1.42 2002/07/14 21:22:40 jkaarlas
* skybox ja ukkojen säätö
*
* Revision 1.41 2002/07/10 22:22:53 msell
* Cartoon-rendaus
*
* Revision 1.40 2002/07/10 22:07:23 jkaarlas
* skaalatut ja käännellyt ruumiinosat
*
* Revision 1.39 2002/07/10 17:13:44 msell
* Törmäystarkastelun parantelua
*
* Revision 1.38 2002/07/08 22:53:38 msell
* Säätöä
*
* Revision 1.37 2002/07/08 18:28:47 msell
* Törmäystä ja ukkoja
*
* Revision 1.36 2002/07/07 23:21:11 msell
* Pientä parantelua
*
* Revision 1.35 2002/07/07 23:05:22 msell
* Osien liimaaminen toisiinsa (kesken)
*
* Revision 1.34 2002/07/07 17:53:21 msell
* Legoukon alku
*
* Revision 1.33 2002/07/07 15:29:07 msell
* Törmäyksien parantelua
*
* Revision 1.32 2002/07/04 21:05:41 msell
* Se toimii!! =)
* Törmäystarkistukset siis
*
* Revision 1.31 2002/06/30 16:05:04 msell
* Törmäyksien parantelua, transformaatioita mukana
*
* Revision 1.30 2002/06/27 21:57:06 msell
* glEnd(); lisätty tekstuuritestaukseen
*
* Revision 1.29 2002/06/27 21:46:55 jkaarlas
* lisätty testikoodi transparentille tekstuurille (kommentoitu) vaihdettu tekstuuriquadin koordinaatit oikein päin
*
* Revision 1.28 2002/06/27 14:39:48 msell
* Toimiva maila :)
* Pyörivät kappaleet siis antaa liike-energiaa liikkuville kappaleille (ei toisin päin vielä)
*
* Revision 1.27 2002/06/27 00:08:04 msell
* Kimmotukset palloille myös pyöritettyihin mesheihin
*
* Revision 1.26 2002/06/26 22:32:20 jkaarlas
* mukana initissä asc-mallin lataus, tosin kommentoituna. samoin yksinkertainen quad, johon voi kokeilla tekstuurin lataamista
*
* Revision 1.25 2002/06/24 14:12:15 msell
* Nyt toimii sphere -> mesh -törmäykset, ihan tosi
*
* Revision 1.24 2002/06/23 20:12:19 msell
* Parempi törmäystarkistus palloista mesheihin
*
* Revision 1.23 2002/06/20 22:50:12 msell
* Meshit
*
* Revision 1.22 2002/06/20 15:31:13 jkaarlas
* turhat tekstuurilataukset pois
*
* Revision 1.21 2002/06/20 00:21:01 jkaarlas
* materiaali- ja tekstuurihommia edistetty
*
* Revision 1.20 2002/06/17 20:49:04 msell
* free -> SDL_FreeSurface
*
* Revision 1.19 2002/06/17 20:34:44 jkaarlas
* kutsuu tekstuurilatausta
*
* Revision 1.18 2002/06/17 19:58:08 msell
* #includeiden parantelua
*
* Revision 1.17 2002/06/16 01:04:58 jkaarlas
* tulipa säädettyä includejen kanssa. oon tod.näk. eri mieltä aamulla
*
* Revision 1.16 2002/06/15 22:56:37 msell
* Säätöä
*
* Revision 1.15 2002/06/15 17:18:37 msell
* Toimiva törmäystarkastus kiinteille laatikoille
*
* Revision 1.14 2002/06/14 19:01:09 msell
* Säätämistä ja testailua
*
* Revision 1.13 2002/06/14 00:26:17 msell
* 100 kimpoilevaa palloa ja vähän vaimennusta
*
* Revision 1.12 2002/06/14 00:05:05 msell
* Törmäyssimulaatio kunnossa toivon mukaan
*
* Revision 1.11 2002/06/11 23:11:45 msell
* Törmäystarkistusta
*
* Revision 1.10 2002/06/07 21:16:51 msell
* Fysiikkaenginen alkua
*
* Revision 1.9 2002/06/05 23:55:46 msell
* Pallo
*
* Revision 1.8 2002/06/05 18:39:04 msell
* Jotain pientä
*
* Revision 1.7 2002/06/05 15:00:41 msell
* Palikoihin lisää detailia, facet jaetaan halutun kokosiin osiin
*
* Revision 1.6 2002/06/03 23:06:38 msell
* no message
*
* Revision 1.5 2002/06/02 16:57:37 msell
* Objektirakenteen pohja
*
* Revision 1.4 2002/05/19 13:40:19 msell
* Säätöä
*
* Revision 1.3 2002/05/18 12:29:35 msell
* Valot ja äänijärjestelmän parantelua
*
* Revision 1.2 2002/05/17 23:13:30 msell
* Valot
*
* Revision 1.1 2002/05/16 18:42:07 msell
* Vektorifunctioita ja kamera
*
*
*
* $Date: 2002/07/22 11:40:26 $
*
*/
#include "main.h"
#include <math.h>
#include "legoblocks.h"
#include "camera.h"
#include "light.h"
#include "audio.h"
#include "object.h"
#include "appearance.h"
#include "sphere.h"
#include "vector.h"
#include "collision.h"
#include "utils.h"
#include "graphics.h"
#include "objectfactory.h"
#include "world.h"
#include "3dutils.h"
#include "legoman.h"
#include "particle.h"
#include "font.h"
#include "fight.h"
#include "menu.h"
#include "end.h"
#include "run.h"
#include "glapi.h"
Camera camera;
Light light1, light2, light3, light4;
World *arenaworld;
Sound *fightmusic;
Sound *hitsound1, *hitsound2, *hitsound3, *hitsound4;
Sound *softhitsound1, *softhitsound2;
Sound *jumpsound;
Sound *fallsound1, *fallsound2;
Sound *fightsound;
Sound *victorysound;
Legoman *man1, *man2;
int points1, points2;
#define ARENASIZE 10
#define ARENAHEIGHT 10
bool fightinitialized = false;
void initFight(void){
if (!fightinitialized){
initCollisions();
addCollisionLink(COLLISIONGROUP_ARENA, COLLISIONGROUP_PARTICLE);
//addCollisionLink(COLLISIONGROUP_PARTICLE, COLLISIONGROUP_PARTICLE);
addCollisionLink(COLLISIONGROUP_MAN1, COLLISIONGROUP_ARENA);
//addCollisionLink(COLLISIONGROUP_MAN1, COLLISIONGROUP_PARTICLE);
addCollisionLink(COLLISIONGROUP_MAN1, COLLISIONGROUP_MAN1);
addCollisionLink(COLLISIONGROUP_MAN1HAND, COLLISIONGROUP_ARENA);
//addCollisionLink(COLLISIONGROUP_MAN1HAND, COLLISIONGROUP_PARTICLE);
addCollisionLink(COLLISIONGROUP_MAN2, COLLISIONGROUP_ARENA);
//addCollisionLink(COLLISIONGROUP_MAN2, COLLISIONGROUP_PARTICLE);
addCollisionLink(COLLISIONGROUP_MAN2, COLLISIONGROUP_MAN2);
addCollisionLink(COLLISIONGROUP_MAN2HAND, COLLISIONGROUP_ARENA);
//addCollisionLink(COLLISIONGROUP_MAN2HAND, COLLISIONGROUP_PARTICLE);
addCollisionLink(COLLISIONGROUP_MAN1, COLLISIONGROUP_MAN2);
addCollisionLink(COLLISIONGROUP_MAN1, COLLISIONGROUP_MAN2HAND);
addCollisionLink(COLLISIONGROUP_MAN1HAND, COLLISIONGROUP_MAN2);
addCollisionLink(COLLISIONGROUP_MAN1HAND, COLLISIONGROUP_MAN2HAND);
//Sound* backgroundsong = new Sound("mixdown.mp3");
Sound* backgroundsong = new Sound(BGSONG, true);
camera.setPosition(-5, 8, 18);
arenaworld = new World();
//arenalight.setEnabled(true);
/*arenalight.setPosition(0, 10, 0);
Object *lamp = new Object();
lamp->appearance = new LampAppearance();
lamp->setPosition(0, 10, 0);
arenaworld->addChild(lamp);*/
}
light1.setColor(1, 1, 1);
light1.setSpecular(1, 1, 1);
light1.setPosition(-ARENASIZE+0.5, 5, -ARENASIZE+0.5);
light1.setAttenuation(0.2, 0.0, 0.02);
light2.setColor(1, 1, 1);
light2.setSpecular(1, 1, 1);
light2.setPosition(ARENASIZE-0.5, 5, -ARENASIZE+0.5);
light2.setAttenuation(0.2, 0.0, 0.02);
light3.setColor(1, 1, 1);
light3.setSpecular(1, 1, 1);
light3.setPosition(-ARENASIZE+0.5, 5, ARENASIZE-0.5);
light3.setAttenuation(0.2, 0.0, 0.02);
light4.setColor(1, 1, 1);
light4.setSpecular(1, 1, 1);
light4.setPosition(ARENASIZE-0.5, 5, ARENASIZE-0.5);
light4.setAttenuation(0.2, 0.0, 0.02);
if (!fightinitialized){
Object *lamp;
lamp = new Object();
lamp->appearance = new LampAppearance();
lamp->setPosition(-ARENASIZE+0.5, (ARENAHEIGHT+0.5)*BLOCKHEIGHT, -ARENASIZE+0.5);
arenaworld->addChild(lamp);
lamp = new Object();
lamp->appearance = new LampAppearance();
lamp->setPosition(ARENASIZE-0.5, (ARENAHEIGHT+0.5)*BLOCKHEIGHT, -ARENASIZE+0.5);
arenaworld->addChild(lamp);
lamp = new Object();
lamp->appearance = new LampAppearance();
lamp->setPosition(-ARENASIZE+0.5, (ARENAHEIGHT+0.5)*BLOCKHEIGHT, ARENASIZE-0.5);
arenaworld->addChild(lamp);
lamp = new Object();
lamp->appearance = new LampAppearance();
lamp->setPosition(ARENASIZE-0.5, (ARENAHEIGHT+0.5)*BLOCKHEIGHT, ARENASIZE-0.5);
arenaworld->addChild(lamp);
//Floor
BasicBlock *floorblock;
floorblock = new BasicBlock(ARENASIZE*2, 3, ARENASIZE*2);
floorblock->setPosition(0, -BLOCKHEIGHT*3/2.0, 0);
floorblock->setColor(0, 1, 0);
floorblock->setCollisionGroup(COLLISIONGROUP_ARENA);
arenaworld->addChild(floorblock);
//Corners
BasicBlock *arenacorner;
arenacorner = new BasicBlock(1, ARENAHEIGHT, 1);
arenacorner->setColor(1, 0, 0);
//arenacorner->setCollisionGroup(COLLISIONGROUP_ARENA);
arenacorner->setPosition(ARENASIZE-0.5, BLOCKHEIGHT*ARENAHEIGHT/2.0, ARENASIZE-0.5);
arenaworld->addChild(arenacorner);
arenacorner = new BasicBlock(1, ARENAHEIGHT, 1);
arenacorner->setColor(1, 0, 0);
//arenacorner->setCollisionGroup(COLLISIONGROUP_ARENA);
arenacorner->setPosition(-ARENASIZE+0.5, BLOCKHEIGHT*ARENAHEIGHT/2.0, ARENASIZE-0.5);
arenaworld->addChild(arenacorner);
arenacorner = new BasicBlock(1, ARENAHEIGHT, 1);
arenacorner->setColor(1, 0, 0);
//arenacorner->setCollisionGroup(COLLISIONGROUP_ARENA);
arenacorner->setPosition(ARENASIZE-0.5, BLOCKHEIGHT*ARENAHEIGHT/2.0, -ARENASIZE+0.5);
arenaworld->addChild(arenacorner);
arenacorner = new BasicBlock(1, ARENAHEIGHT, 1);
arenacorner->setColor(1, 0, 0);
//arenacorner->setCollisionGroup(COLLISIONGROUP_ARENA);
arenacorner->setPosition(-ARENASIZE+0.5, BLOCKHEIGHT*ARENAHEIGHT/2.0, -ARENASIZE+0.5);
arenaworld->addChild(arenacorner);
//"Ropes"
MeshObject *arenaline;
Mesh *linegeometry;
MultiAppearance *lineappearance;
BasicBlockAppearance *line;
int geometryheight = BLOCKHEIGHT*ARENAHEIGHT;
linegeometry = createBox(-0.5, 0.5, -geometryheight/2, geometryheight/2-BLOCKHEIGHT, -ARENASIZE, ARENASIZE);
arenaline = new MeshObject(linegeometry);
lineappearance = new MultiAppearance();
line = new BasicBlockAppearance(1, 1, ARENASIZE*2);
vectorSet(line->displacement, 0, -BLOCKHEIGHT*2.5, 0);
line->material.setColor(1, 0, 0, 1);
lineappearance->addAppearance(line),
line = new BasicBlockAppearance(1, 1, ARENASIZE*2);
vectorSet(line->displacement, 0, BLOCKHEIGHT*0.5, 0);
line->material.setColor(1, 0, 0, 1);
lineappearance->addAppearance(line),
line = new BasicBlockAppearance(1, 1, ARENASIZE*2);
vectorSet(line->displacement, 0, BLOCKHEIGHT*3.5, 0);
line->material.setColor(1, 0, 0, 1);
lineappearance->addAppearance(line),
arenaline->appearance = lineappearance;
arenaline->setCollisionGroup(COLLISIONGROUP_ARENA);
arenaline->setPosition(-ARENASIZE+0.5, geometryheight/2, 0);
arenaworld->addChild(arenaline);
linegeometry = createBox(-0.5, 0.5, -geometryheight/2, geometryheight/2-BLOCKHEIGHT, -ARENASIZE, ARENASIZE);
arenaline = new MeshObject(linegeometry);
lineappearance = new MultiAppearance();
line = new BasicBlockAppearance(1, 1, ARENASIZE*2);
vectorSet(line->displacement, 0, -BLOCKHEIGHT*2.5, 0);
line->material.setColor(1, 0, 0, 1);
lineappearance->addAppearance(line),
line = new BasicBlockAppearance(1, 1, ARENASIZE*2);
vectorSet(line->displacement, 0, BLOCKHEIGHT*0.5, 0);
line->material.setColor(1, 0, 0, 1);
lineappearance->addAppearance(line),
line = new BasicBlockAppearance(1, 1, ARENASIZE*2);
vectorSet(line->displacement, 0, BLOCKHEIGHT*3.5, 0);
line->material.setColor(1, 0, 0, 1);
lineappearance->addAppearance(line),
arenaline->appearance = lineappearance;
arenaline->setCollisionGroup(COLLISIONGROUP_ARENA);
arenaline->setPosition(ARENASIZE-0.5, geometryheight/2, 0);
arenaworld->addChild(arenaline);
linegeometry = createBox(-ARENASIZE, ARENASIZE, -geometryheight/2, geometryheight/2-BLOCKHEIGHT, -0.5, 0.5);
arenaline = new MeshObject(linegeometry);
lineappearance = new MultiAppearance();
line = new BasicBlockAppearance(ARENASIZE*2, 1, 1);
vectorSet(line->displacement, 0, -BLOCKHEIGHT*2.5, 0);
line->material.setColor(1, 0, 0, 1);
lineappearance->addAppearance(line),
line = new BasicBlockAppearance(ARENASIZE*2, 1, 1);
vectorSet(line->displacement, 0, BLOCKHEIGHT*0.5, 0);
line->material.setColor(1, 0, 0, 1);
lineappearance->addAppearance(line),
line = new BasicBlockAppearance(ARENASIZE*2, 1, 1);
vectorSet(line->displacement, 0, BLOCKHEIGHT*3.5, 0);
line->material.setColor(1, 0, 0, 1);
lineappearance->addAppearance(line),
arenaline->appearance = lineappearance;
arenaline->setCollisionGroup(COLLISIONGROUP_ARENA);
arenaline->setPosition(0, geometryheight/2, -ARENASIZE+0.5);
arenaworld->addChild(arenaline);
linegeometry = createBox(-ARENASIZE, ARENASIZE, -geometryheight/2, geometryheight/2-BLOCKHEIGHT, -0.5, 0.5);
arenaline = new MeshObject(linegeometry);
lineappearance = new MultiAppearance();
line = new BasicBlockAppearance(ARENASIZE*2, 1, 1);
vectorSet(line->displacement, 0, -BLOCKHEIGHT*2.5, 0);
line->material.setColor(1, 0, 0, 1);
lineappearance->addAppearance(line),
line = new BasicBlockAppearance(ARENASIZE*2, 1, 1);
vectorSet(line->displacement, 0, BLOCKHEIGHT*0.5, 0);
line->material.setColor(1, 0, 0, 1);
lineappearance->addAppearance(line),
line = new BasicBlockAppearance(ARENASIZE*2, 1, 1);
vectorSet(line->displacement, 0, BLOCKHEIGHT*3.5, 0);
line->material.setColor(1, 0, 0, 1);
lineappearance->addAppearance(line),
arenaline->appearance = lineappearance;
arenaline->setCollisionGroup(COLLISIONGROUP_ARENA);
arenaline->setPosition(0, geometryheight/2, ARENASIZE-0.5);
arenaworld->addChild(arenaline);
float movement[3];
man1 = new Legoman(PLAYER1);
man1->insertToWorld(arenaworld);
vectorSet(movement, -4, 0, 0);
man1->move(movement);
man1->lockPart(LEFTLEG | RIGHTLEG);
man2 = new Legoman(PLAYER2);
man2->insertToWorld(arenaworld);
vectorSet(movement, 4, 0, 0);
man2->move(movement);
man2->lockPart(LEFTLEG | RIGHTLEG);
man1->addOpponent(man2);
man2->addOpponent(man1);
initBloods(arenaworld);
hitsound1 = new Sound(DATAPATH"hit1.wav");
softhitsound1 = new Sound(DATAPATH"hitsoft1.wav");
softhitsound2 = new Sound(DATAPATH"hitsoft2.wav");
jumpsound = new Sound(DATAPATH"jump.wav");
fallsound1 = new Sound(DATAPATH"fall1.wav");
fallsound2 = new Sound(DATAPATH"fall2.wav");
fightsound = new Sound(DATAPATH"fight.wav");
victorysound = new Sound(DATAPATH"victory.wav");
fightmusic = new Sound(DATAPATH"fight.mp3", true);
}
float cameraTarget[3] = {0, 6, 0};
camera.setTarget(cameraTarget);
arenaworld->prepare();
points1 = 0;
points2 = 0;
winner = man1;
}
#define MAXSCORE 3
int trophycounter = -1;
void resetFight(void){
float movement[3];
man1->heal();
man2->heal();
vectorSet(movement, -4, 0, 0);
man1->move(movement);
vectorSet(movement, 4, 0, 0);
man2->move(movement);
man1->lockPart(LEFTLEG | RIGHTLEG);
man2->lockPart(LEFTLEG | RIGHTLEG);
}
int startcounter, endcounter;
float fightfade;
bool dead;
Legoman *winner;
void gameOver(Legoman *loser){
endcounter = 0;
dead = true;
winner = loser->getOpponent();
}
void startFight(void){
resetFight();
fightmusic->setVolume(0);
fightmusic->play();
fightmusic->fadeIn(300);
startcounter = 0;
trophycounter = -1;
fightfade = 1;
dead = false;
points1 = 0;
points2 = 0;
}
SDLKey player1left = SDLK_LEFT;
SDLKey player1right = SDLK_RIGHT;
SDLKey player1forward = SDLK_UP;
SDLKey player1backward = SDLK_DOWN;
SDLKey player1jump = SDLK_RSHIFT;
SDLKey player1hit = SDLK_RCTRL;
SDLKey player2left = SDLK_a;
SDLKey player2right = SDLK_d;
SDLKey player2forward = SDLK_w;
SDLKey player2backward = SDLK_s;
SDLKey player2jump = SDLK_LSHIFT;
SDLKey player2hit = SDLK_LCTRL;
void stopGame(void){
light1.setEnabled(false);
light2.setEnabled(false);
light3.setEnabled(false);
light4.setEnabled(false);
changeGameMode(MENUMODE);
fightmusic->fadeOut(300);
menuRestart();
}
void endGame(void){
trophycounter = 0;
}
void endGame2(void){
light1.setEnabled(false);
light2.setEnabled(false);
light3.setEnabled(false);
light4.setEnabled(false);
changeGameMode(ENDMODE);
winner->heal();
endRestart();
}
#define READY 250
#define FIGHT 500
#define VICTORY 300
#define VICTORYEND 700
#define ENDFADE 780
#define STARTOVER 800
#define TROPHYFADE 400
void calculateFight(int framecount){
fightfade = -1;
if (startcounter < 200){
fightfade = (200-startcounter)/200.0;
}
if (startcounter == FIGHT - 30){
fightsound->play();
}
startcounter++;
if (endcounter == VICTORY){
victorysound->play();
if (winner == man1) points1++;
if (winner == man2) points2++;
}
if (endcounter >= ENDFADE && endcounter <= STARTOVER){
fightfade = (endcounter - ENDFADE)/(STARTOVER-ENDFADE);
}
if (endcounter == STARTOVER){
if (points1 == MAXSCORE || points2 == MAXSCORE){
endGame();
} else{
startcounter = 0;
resetFight();
dead = false;
endcounter = 0;
}
}
if (dead) endcounter++;
if (trophycounter != -1){
fightfade = (float)trophycounter/TROPHYFADE;
trophycounter++;
if (trophycounter == TROPHYFADE) endGame2();
}
/*if (framecount % 10 == 0){
float pos[3] = {0, 5, 0};
float vel[3] = {randomf(2)-1, randomf(2)-1, randomf(2)-1};
createBlood(pos, vel);
}*/
//arenalight.setPosition(sin(framecount*0.01)*6, 3, cos(framecount*0.01)*4);
//light2.setPosition(sin(framecount*0.017)*6, 2, cos(framecount*0.027)*5);
//light3.setPosition(sin(framecount*0.023)*3, 4, cos(framecount*0.013)*3);
camera.setPosition(sin(framecount*0.0005)*20, sin(framecount*0.0013)*5+15, cos(framecount*0.0005)*20);
//camera.setPosition(8, 5, 5);
float upmovement[3] = {0, 0.001, 0};
man1->move(upmovement);
man2->move(upmovement);
man1->update();
man2->update();
if (startcounter >= FIGHT){
if (man1->isAlive()){
if (keys[player1left]) man1->turn(5);
if (keys[player1right]) man1->turn(-5);
if (keys[player1forward]) man1->walk(0.03);
if (keys[player1backward]) man1->walk(-0.03);
if (keys[player1jump]) man1->jump();
if (keys[player1hit]) man1->hit();
}
if (man2->isAlive()){
if (keys[player2left]) man2->turn(5);
if (keys[player2right]) man2->turn(-5);
if (keys[player2forward]) man2->walk(0.03);
if (keys[player2backward]) man2->walk(-0.03);
if (keys[player2jump]) man2->jump();
if (keys[player2hit]) man2->hit();
}
}
if (keys[SDLK_ESCAPE]){
stopGame();
}
arenaworld->move();
}
void drawDamageMeters(void){
enable2D();
glEnable(GL_BLEND);
glPushMatrix();
glTranslatef(0.925, 0.22-0.025, 0);
glScalef(0.08*3/4, 0.08, 0.1);
man1->drawVisuals();
glPopMatrix();
glPushMatrix();
glTranslatef(0.075, 0.22-0.025, 0);
glScalef(0.08*3/4, 0.08, 0.1);
man2->drawVisuals();
glPopMatrix();
glDisable(GL_TEXTURE_2D);
glColor3f(1, 1, 0);
char pointstring[5];
sprintf(pointstring, "%i", points1);
print(0.75, 0.05, pointstring, 0.15);
sprintf(pointstring, "%i", points2);
print(0.15, 0.05, pointstring, 0.15);
disable2D();
}
void drawFight(int framecount){
glLoadIdentity();
camera.glUpdate();
//float position[3];
//camera.getPosition((float*)position);
//createSkyBox(position[0], position[1], position[2], 50, 20, 50);
createSkyBox(0, 10, 0, 50, 20, 50);
light1.setEnabled(true);
light2.setEnabled(true);
light3.setEnabled(true);
light4.setEnabled(true);
updateLights();
arenaworld->draw();
drawDamageMeters();
flaretexture->enable();
light1.createFlare();
light2.createFlare();
light3.createFlare();
light4.createFlare();
flaretexture->disable();
enable2D();
if (fightfade != -1){
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glColor4f(0, 0, 0, fightfade);
glBegin(GL_QUADS);
glVertex2f(0, 0);
glVertex2f(1, 0);
glVertex2f(1, 1);
glVertex2f(0, 1);
glEnd();
}
if (startcounter >= READY && startcounter < FIGHT){
float size = 0.2 - (startcounter - READY)*0.0001;
float alpha = 1 - (float)(startcounter - READY)/(FIGHT - READY);
float x = 0.5 - size*1.5;
float y = 0.5 - size*0.5;
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glColor4f(alpha, 0, 0, alpha);
print(x, y, "Ready", size);
}
if (startcounter >= FIGHT && startcounter < FIGHT+200){
float size = 0.2 + (startcounter - FIGHT)*0.0005;
float alpha = 1 - (float)(startcounter - FIGHT)/200;
float x = 0.5 - size*1.4;
float y = 0.5 - size*0.5;
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glColor4f(0, alpha, 0, alpha);
print(x, y, "Fight!", size);
}
if (dead){
if (endcounter >= VICTORY && endcounter < VICTORYEND){
float size = 0.18 + (endcounter - VICTORY)*0.0001;
float alpha = (float)(endcounter - VICTORY)/(VICTORYEND-VICTORY);
alpha = 1-4*(alpha-0.5)*(alpha-0.5);
alpha = pow(alpha, 0.5);
float x = 0.5 - size*1.9;
float y = 0.3 - size*0.5;
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glColor4f(0, 0, alpha, alpha);
print(x, y, "Victory!", size);
}
}
disable2D();
glDisable(GL_BLEND);
glEnable(GL_DEPTH_TEST);
}

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/*
* $Id: fight.h,v 1.17 2002/07/22 01:14:14 msell Exp $
*
*
* $Log: fight.h,v $
* Revision 1.17 2002/07/22 01:14:14 msell
* Lopetussysteemi
*
* Revision 1.16 2002/07/21 15:03:12 msell
* Äänet disabloitu
*
* Revision 1.15 2002/07/19 20:33:28 msell
* #pragma once -> #ifndef
*
* Revision 1.14 2002/07/19 20:06:32 msell
* Linux-porttausta
*
* Revision 1.13 2002/07/19 18:59:46 msell
* Alkuhommaa ja säätöä
*
* Revision 1.12 2002/07/19 14:05:52 msell
* Damagetextuurit näkyy
*
* Revision 1.11 2002/07/18 23:05:31 msell
* Partikkelit ja kakkospelaajan liike
*
* Revision 1.10 2002/07/17 22:45:54 msell
* Ääniä vähän
*
* Revision 1.9 2002/07/16 17:16:34 msell
* Fontit ja valikot
*
* Revision 1.8 2002/07/15 15:22:08 msell
* Parantelua
*
* Revision 1.7 2002/07/14 21:22:40 jkaarlas
* skybox ja ukkojen säätö
*
* Revision 1.6 2002/07/08 22:53:38 msell
* Säätöä
*
* Revision 1.5 2002/07/07 15:29:07 msell
* Törmäyksien parantelua
*
* Revision 1.4 2002/07/04 21:05:41 msell
* Se toimii!! =)
* Törmäystarkistukset siis
*
* Revision 1.3 2002/06/04 16:28:32 msell
* #pragma once
*
* Revision 1.2 2002/06/02 16:57:37 msell
* Objektirakenteen pohja
*
* Revision 1.1 2002/05/16 18:42:07 msell
* Vektorifunctioita ja kamera
*
*
*
* $Date: 2002/07/22 01:14:14 $
*
*/
#ifndef __FIGHT_H_INCLUDED__
#define __FIGHT_H_INCLUDED__
#include <SDL.h>
#include "audio.h"
#include "legoman.h"
extern Sound *fightmusic;
extern Sound *hitsound1;
extern Sound *softhitsound1, *softhitsound2;
extern Sound *jumpsound;
extern Sound *fallsound1, *fallsound2;
extern bool dead;
extern Legoman *winner;
void initFight(void);
void gameOver(Legoman *loser);
void startFight(void);
void calculateFight(int framecount);
void drawFight(int framecount);
void handleKeydownFight(SDLKey key);
void addGraphicsVector(float *p1, float *p2, float size);
#endif

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/*
* $Id: font.cpp,v 1.6 2002/07/21 20:14:28 msell Exp $
*
*
* $Log: font.cpp,v $
* Revision 1.6 2002/07/21 20:14:28 msell
* no message
*
* Revision 1.5 2002/07/19 18:59:46 msell
* Alkuhommaa ja säätöä
*
* Revision 1.4 2002/07/19 14:05:52 msell
* Damagetextuurit näkyy
*
* Revision 1.3 2002/07/19 12:10:53 msell
* Hups
*
* Revision 1.2 2002/07/17 16:40:33 msell
* Resoluution vaihto
*
* Revision 1.1 2002/07/16 17:16:34 msell
* Fontit ja valikot
*
*
*
* $Date: 2002/07/21 20:14:28 $
*
*/
#include "main.h"
#include "font.h"
#include "glapi.h"
Texture *fonttexture;
void drawChar(float x, float y, char ch, float size){
fonttexture->enable();
int tx = (ch&15)*64;
int ty = (ch>>4)*64;
float w = size, h = size*4/3;
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_COLOR);
glBegin(GL_QUADS);
glTexCoord2f((tx)/1024.0, (ty)/1024.0);
glVertex2f(x, y);
glTexCoord2f((tx)/1024.0, (ty+64)/1024.0);
glVertex2f(x, y+h);
glTexCoord2f((tx+64)/1024.0, (ty+64)/1024.0);
glVertex2f(x+w, y+h);
glTexCoord2f((tx+64)/1024.0, (ty)/1024.0);
glVertex2f(x+w, y);
glEnd();
fonttexture->disable();
}
float letterwidth[256] = {
1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0,
1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0,
0.5, 0.2, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 0.45, 0.2, 0.5,
0.6, 0.5, 0.6, 0.6, 0.65, 0.65, 0.6, 0.65, 0.6, 0.6, 0.2, 1.0, 1.0, 1.0, 1.0, 0.5,
1.0, 0.7, 0.6, 0.7, 0.7, 0.65, 0.6, 0.7, 0.8, 0.6, 0.7, 0.7, 0.6, 0.9, 0.85, 0.8,
0.6, 0.9, 0.7, 0.7, 0.7, 0.7, 0.7, 1.0, 0.8, 0.7, 0.8, 1.0, 1.0, 1.0, 1.0, 1.0,
1.0, 0.6, 0.6, 0.6, 0.6, 0.6, 0.5, 0.6, 0.6, 0.2, 0.4, 0.6, 0.2, 0.8, 0.5, 0.55,
0.55, 0.55, 0.5, 0.55, 0.55, 0.55, 0.6, 0.8, 0.6, 0.6, 0.6, 1.0, 1.0, 1.0, 1.0, 1.0,
1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0,
1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0,
1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0,
1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0,
1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0,
1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0,
1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0,
1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0
};
void print(float x, float y, char *text, float size){
int i;
int textlength = strlen(text);
float px = x;
float py = y;
for (i = 0; i < textlength; i++){
char ch = text[i];
if (ch == '\n'){
px = x;
py += size*1.2;
} else{
drawChar(px, py, ch, size);
px += size*letterwidth[ch];
}
}
}

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/*
* $Id: font.h,v 1.3 2002/07/19 20:33:28 msell Exp $
*
*
* $Log: font.h,v $
* Revision 1.3 2002/07/19 20:33:28 msell
* #pragma once -> #ifndef
*
* Revision 1.2 2002/07/19 14:05:52 msell
* Damagetextuurit näkyy
*
* Revision 1.1 2002/07/16 17:16:34 msell
* Fontit ja valikot
*
*
*
* $Date: 2002/07/19 20:33:28 $
*
*/
#ifndef __FONT_H_INCLUDED__
#define __FONT_H_INCLUDED__
#include "texture.h"
extern Texture *fonttexture;
//Top left = 0.0 , 0.0 Bottom right = 1.0 , 1.0
void drawChar(float x, float y, char ch, float size = 0.05);
void print(float x, float y, char *text, float size = 0.05);
#endif

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/*
* $Id: glapi.cpp,v 1.9 2002/07/21 15:03:12 msell Exp $
*
*
* $Log: glapi.cpp,v $
* Revision 1.9 2002/07/21 15:03:12 msell
* Äänet disabloitu
*
* Revision 1.8 2002/07/15 20:32:35 msell
* Uudet valot ja ulkoasun parantelua
*
* Revision 1.7 2002/06/17 19:58:08 msell
* #includeiden parantelua
*
* Revision 1.6 2002/06/05 18:39:04 msell
* Jotain pientä
*
* Revision 1.5 2002/06/05 15:00:41 msell
* Palikoihin lisää detailia, facet jaetaan halutun kokosiin osiin
*
* Revision 1.4 2002/06/03 23:06:38 msell
* no message
*
* Revision 1.3 2002/05/17 23:13:30 msell
* Valot
*
* Revision 1.2 2002/05/16 18:41:16 msell
* Vektorifunctioita ja kamera
*
* Revision 1.1 2002/05/15 14:36:39 msell
* Yksinkertainen SDL-runko (Kääntyy toistaiseksi vain windowsissa).
* Mukana myös musiikinsoitto fmodilla.
*
*
*
* $Date: 2002/07/21 15:03:12 $
*
*/
#include "main.h"
#include "glapi.h"
void setupOpengl(int width, int height){
//float ratio = (float)width/height;
float ratio = 4.0/3.0;
glShadeModel(GL_SMOOTH);
glCullFace(GL_BACK);
glFrontFace(GL_CCW);
glEnable(GL_CULL_FACE);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
glClearDepth(1.0);
glClearColor(0, 0, 0, 0);
glEnable(GL_COLOR_MATERIAL);
//Enables lighting with zero initial lights. Lights are created with Light-class
glEnable(GL_LIGHTING);
glDisable(GL_LIGHT0);
float ambient[4]= {0.1, 0.1, 0.1, 1};
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, ambient);
glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_FALSE);
GLfloat zero[4] = {0, 0, 0, 1};
GLfloat one[4] = {1, 1, 1, 1};
//Default frontface lighting
glMaterialfv(GL_FRONT, GL_AMBIENT, one);
glMaterialfv(GL_FRONT, GL_DIFFUSE, one);
GLfloat specular[4] = {2, 2, 2, 1};
glMaterialfv(GL_FRONT, GL_SPECULAR, specular);
glMaterialf(GL_FRONT, GL_SHININESS, 120);
//Never any backface lighting, except ambient
glMaterialfv(GL_BACK, GL_AMBIENT, one);
glMaterialfv(GL_BACK, GL_DIFFUSE, zero);
glMaterialfv(GL_BACK, GL_SPECULAR, zero);
glViewport(0, 0, width, height);
glDepthFunc(GL_LEQUAL);
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
glEnable(GL_NORMALIZE);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(60.0, ratio, 1.0, 1024.0);
//glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
}

40
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/*
* $Id: glapi.h,v 1.6 2002/07/19 20:33:28 msell Exp $
*
*
* $Log: glapi.h,v $
* Revision 1.6 2002/07/19 20:33:28 msell
* #pragma once -> #ifndef
*
* Revision 1.5 2002/06/17 19:58:08 msell
* #includeiden parantelua
*
* Revision 1.4 2002/06/16 01:04:58 jkaarlas
* tulipa säädettyä includejen kanssa. oon tod.näk. eri mieltä aamulla
*
* Revision 1.3 2002/06/04 16:28:32 msell
* #pragma once
*
* Revision 1.2 2002/05/16 18:41:16 msell
* Vektorifunctioita ja kamera
*
* Revision 1.1 2002/05/15 14:36:39 msell
* Yksinkertainen SDL-runko (Kääntyy toistaiseksi vain windowsissa).
* Mukana myös musiikinsoitto fmodilla.
*
*
*
* $Date: 2002/07/19 20:33:28 $
*
*/
#ifndef __GLAPI_H_INCLUDED__
#define __GLAPI_H_INCLUDED__
#include <SDL_opengl.h>
void setupOpengl(int width, int height);
#endif

295
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/*
* $Id: graphics.cpp,v 1.17 2002/07/21 15:03:12 msell Exp $
*
*
* $Log: graphics.cpp,v $
* Revision 1.17 2002/07/21 15:03:12 msell
* Äänet disabloitu
*
* Revision 1.16 2002/07/19 22:01:35 msell
* Säätöä
*
* Revision 1.15 2002/07/19 21:32:54 msell
* Mipmap pois
*
* Revision 1.14 2002/07/19 21:17:06 msell
* bugifixi
*
* Revision 1.13 2002/07/17 16:40:33 msell
* Resoluution vaihto
*
* Revision 1.12 2002/07/14 21:22:39 jkaarlas
* skybox ja ukkojen säätö
*
* Revision 1.11 2002/06/28 14:51:40 jkaarlas
* transparenttilatausta korjailtu
*
* Revision 1.10 2002/06/27 21:42:32 jkaarlas
* lisätty transparentin tekstuurin lataus
*
* Revision 1.9 2002/06/26 18:54:43 jkaarlas
* Nyt se lataus vihdoin toimii
*
* Revision 1.8 2002/06/20 15:30:22 jkaarlas
* tekstuurisäätöä
*
* Revision 1.7 2002/06/19 22:44:56 jkaarlas
* lisätty glTexEnvf lataukseen
*
* Revision 1.6 2002/06/17 20:49:04 msell
* free -> SDL_FreeSurface
*
* Revision 1.5 2002/06/17 20:24:20 jkaarlas
* pahimmat bugit korjattu
*
* Revision 1.4 2002/06/17 19:58:08 msell
* #includeiden parantelua
*
* Revision 1.3 2002/06/17 16:51:38 jkaarlas
* realloc korjattu
*
* Revision 1.2 2002/06/16 01:05:18 jkaarlas
* vähän lihaa luiden ympärille näihinkin
*
*
*
* $Date: 2002/07/21 15:03:12 $
*
*/
#include "graphics.h"
#include <stdlib.h>
GraphicsDruid *GraphicsDruid::instance = 0;
GraphicsDruid::GraphicsDruid(void){
this->reserved = 0;
}
GraphicsDruid::~GraphicsDruid(void){
}
void GraphicsDruid::init(void){
instance->textureCount = 0;
instance->reserved = ID_ARRAY_INIT_SIZE;
instance->idArray = (int*) calloc(ID_ARRAY_INIT_SIZE, sizeof(int));
for (int i=0; i < instance->reserved; i++){
instance->idArray[i] = -1;
}
}
void GraphicsDruid::destroy(void){
if (instance->textureCount > 0){
glDeleteTextures(GL_TEXTURE_2D, (const unsigned int*)instance->idArray);
}
free(instance->idArray);
instance->idArray = 0;
delete instance;
instance = 0;
}
GraphicsDruid &GraphicsDruid::getInstance(void){
if (!instance){
instance = new GraphicsDruid;
init();
}
return *instance;
}
int GraphicsDruid::loadTexture(SDL_Surface *texture, int id, int format){
int textureID = id == -1 ? getNewTextureID(id) : id;
// register texture in OpenGL
glBindTexture (GL_TEXTURE_2D, textureID);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);//_MIPMAP_NEAREST);
//glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
//printf("w: %i, h: %i, format: %i, RGBA: %i, pixels: %p\n",
// texture->w, texture->h, format, GL_RGBA, texture->pixels);
//printf("Pitch: %i, Bpp: %i\n", texture->pitch, texture->format->BytesPerPixel);
/*gluBuild2DMipmaps(GL_TEXTURE_2D,
4,
texture->w,
texture->h,
format,
GL_UNSIGNED_BYTE,
texture->pixels);*/
int w = texture->w;
int h = texture->h;
/*int i;
while (w > 0){
w >>= 1;
i++;
}
w = 1;
for (;i > 1; i--) w <<= 1;
while (h > 0){
h >>= 1;
i++;
}
h = 1;
for (;i > 1; i--) h <<= 1;*/
//glTexImage2D(GL_TEXTURE_2D, 0, texture->format->BytesPerPixel, w, h, 0, format, GL_UNSIGNED_BYTE, texture->pixels);
if (texture->format->BytesPerPixel == 3){
glTexImage2D(GL_TEXTURE_2D, 0, 3, w, h, 0, GL_RGB, GL_UNSIGNED_BYTE, texture->pixels);
} else if (texture->format->BytesPerPixel == 4){
glTexImage2D(GL_TEXTURE_2D, 0, 4, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, texture->pixels);
}
//SDL_FreeSurface(texture);
//SDL_FreeSurface(alphaSurface);
return textureID;
}
int GraphicsDruid::loadTexture(char* path, int id){
SDL_Surface* texture;
texture = IMG_Load(path);
if (!texture){
#ifdef _DEBUG
printf ("Error while loading image: %s\n", SDL_GetError());
#endif
return -1;
}
int textureID = getNewTextureID(id);
// register texture in OpenGL
glBindTexture (GL_TEXTURE_2D, textureID);
//glPixelStorei (GL_UNPACK_ALIGNMENT, 1);
// NOTE : Making some assumptions about texture parameters
//glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
//glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
//printf("w: %i, h: %i, RGBA: %i, pixels: %p\n",
// texture->w, texture->h, GL_RGBA, texture->pixels);
//printf("Pitch: %i, Bpp: %i\n", texture->pitch, texture->format->BytesPerPixel);
if (texture->format->BytesPerPixel == 3){
/*gluBuild2DMipmaps(GL_TEXTURE_2D, GL_RGB,
texture->w,
texture->h,
GL_RGB, GL_UNSIGNED_BYTE,
texture->pixels);*/
glTexImage2D(GL_TEXTURE_2D, 0, 3, texture->w, texture->h, 0, GL_RGB, GL_UNSIGNED_BYTE, texture->pixels);
}
else if (texture->format->BytesPerPixel == 4){
/*gluBuild2DMipmaps(GL_TEXTURE_2D, GL_RGBA,
texture->w,
texture->h,
GL_RGBA, GL_UNSIGNED_BYTE,
texture->pixels);*/
glTexImage2D(GL_TEXTURE_2D, 0, 4, texture->w, texture->h, 0, GL_RGBA, GL_UNSIGNED_BYTE, texture->pixels);
}
/*
gluBuild2DMipmaps(GL_TEXTURE_2D,
0,
texture->w,
texture->h,
GL_RGBA,
GL_UNSIGNED_BYTE,
texture->pixels);
*/
SDL_FreeSurface(texture);
return textureID;
}
int GraphicsDruid::loadTranspTexture(char* path, float* transpColor, int id){
SDL_Surface* texture;
texture = IMG_Load(path);
if (!texture){
#ifdef _DEBUG
printf ("Error while loading image: %s\n", SDL_GetError());
#endif
return -1;
}
Uint32 colorKey = SDL_MapRGB(texture->format,
(Uint8)(transpColor[0] * 255),
(Uint8)(transpColor[1] * 255),
(Uint8)(transpColor[2] * 255));
//SDL_SetAlpha(texture, 0, SDL_ALPHA_OPAQUE);
SDL_SetColorKey(texture, SDL_SRCCOLORKEY, colorKey);
//SDL_Surface* alphaSurface = SDL_DisplayFormatAlpha(texture);
texture = SDL_DisplayFormatAlpha(texture);
return loadTexture(texture);
}
int GraphicsDruid::getNewTextureID(int id){
if (id != -1){
for (int i = 0; i < instance->reserved; i++){
if (instance->idArray[i] == id){
freeTexture(id);
instance->textureCount--;
break;
}
}
}
GLuint newId;
if (id == -1){
glGenTextures (1, &newId);
}
else
newId = id;
int index = 0;
while (instance->idArray[index] != -1 && index < instance->reserved){
index++;
}
// out of space, make more
if (index >= instance->reserved){
instance->idArray = (int*) realloc(instance->idArray, (instance->reserved + ID_ARRAY_GROW)*sizeof(int));
for (int i = instance->reserved + 1; i < instance->reserved + ID_ARRAY_GROW; i++)
instance->idArray[i] = -1;
instance->reserved += ID_ARRAY_GROW;
}
else
instance->idArray[index] = newId;
instance->textureCount++;
return newId;
}
void GraphicsDruid::freeTexture(int id){
if (id > -1 && id < instance->reserved){
instance->idArray[id] = -1;
const unsigned int helpInt = id;
glDeleteTextures(1, &helpInt);
}
}

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/*
* $Id: graphics.h,v 1.9 2002/07/19 20:33:28 msell Exp $
*
*
* $Log: graphics.h,v $
* Revision 1.9 2002/07/19 20:33:28 msell
* #pragma once -> #ifndef
*
* Revision 1.8 2002/07/17 16:40:33 msell
* Resoluution vaihto
*
* Revision 1.7 2002/06/28 14:51:40 jkaarlas
* transparenttilatausta korjailtu
*
* Revision 1.6 2002/06/27 21:42:32 jkaarlas
* lisätty transparentin tekstuurin lataus
*
* Revision 1.5 2002/06/17 20:49:04 msell
* free -> SDL_FreeSurface
*
* Revision 1.4 2002/06/17 20:24:20 jkaarlas
* pahimmat bugit korjattu
*
* Revision 1.3 2002/06/17 16:51:38 jkaarlas
* realloc korjattu
*
* Revision 1.2 2002/06/16 01:05:18 jkaarlas
* vähän lihaa luiden ympärille näihinkin
*
*
*
* $Date: 2002/07/19 20:33:28 $
*
*/
#ifndef __GRAPHICS_H_INCLUDED__
#define __GRAPHICS_H_INCLUDED__
#ifdef WIN32
#pragma warning ( disable : 4700 )
#endif
#include "main.h"
#include "texture.h"
#include "glapi.h"
const int ID_ARRAY_INIT_SIZE = 16;
const int ID_ARRAY_GROW = 8;
#define DRUID GraphicsDruid::getInstance()
#define DIE_DRUID_DIE GraphicsDruid::destroy()
typedef unsigned char byte;
typedef struct jpeg_pixel{
Uint8 red;
Uint8 green;
Uint8 blue;
}jpeg_pixel;
class GraphicsDruid{
private:
static GraphicsDruid* instance;
int* idArray;
int textureCount;
int reserved;
GraphicsDruid(void);
~GraphicsDruid(void);
static void init(void);
static void destroy(void);
public:
static GraphicsDruid &getInstance(void);
int loadTexture(SDL_Surface *texture, int id = -1, int format = GL_RGB);
int loadTexture(char* path, int id = -1);
int loadTranspTexture(char* path, float* transpColor, int id = -1);
void freeTexture(int id);
void freeAll(void);
int getNewTextureID(int id);
};
#endif

522
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/*
* $Id: legoblocks.cpp,v 1.20 2002/07/22 11:44:37 jkaarlas Exp $
*
*
* $Log: legoblocks.cpp,v $
* Revision 1.20 2002/07/22 11:44:37 jkaarlas
* naama
*
* Revision 1.19 2002/07/18 23:05:31 msell
* Partikkelit ja kakkospelaajan liike
*
* Revision 1.18 2002/07/17 20:32:47 msell
* Detail-optio toimii
*
* Revision 1.17 2002/07/16 17:16:34 msell
* Fontit ja valikot
*
* Revision 1.16 2002/07/16 00:42:43 msell
* Uusia skyboxeja ja areenan säätöä
*
* Revision 1.15 2002/07/15 20:32:35 msell
* Uudet valot ja ulkoasun parantelua
*
* Revision 1.14 2002/07/15 15:22:08 msell
* Parantelua
*
* Revision 1.13 2002/07/14 21:40:43 msell
* Conflictit pois, liikkumiset (hyppy, kävely, lyönti), uusi areena
*
* Revision 1.12 2002/06/30 16:05:04 msell
* Törmäyksien parantelua, transformaatioita mukana
*
* Revision 1.11 2002/06/27 00:08:04 msell
* Kimmotukset palloille myös pyöritettyihin mesheihin
*
* Revision 1.10 2002/06/24 14:12:15 msell
* Nyt toimii sphere -> mesh -törmäykset, ihan tosi
*
* Revision 1.9 2002/06/24 04:41:43 jkaarlas
* tekstuurikoordinaatteja korjattu
*
* Revision 1.8 2002/06/20 22:50:12 msell
* Meshit
*
* Revision 1.7 2002/06/20 00:21:01 jkaarlas
* materiaali- ja tekstuurihommia edistetty
*
* Revision 1.6 2002/06/17 19:58:08 msell
* #includeiden parantelua
*
* Revision 1.5 2002/06/15 17:18:37 msell
* Toimiva törmäystarkastus kiinteille laatikoille
*
* Revision 1.4 2002/06/05 18:39:04 msell
* Jotain pientä
*
* Revision 1.3 2002/06/05 15:00:41 msell
* Palikoihin lisää detailia, facet jaetaan halutun kokosiin osiin
*
* Revision 1.2 2002/06/04 16:28:32 msell
* #pragma once
*
* Revision 1.1 2002/06/03 23:06:38 msell
* no message
*
*
*
*
* $Date: 2002/07/22 11:44:37 $
*
*/
#include "main.h"
#include <math.h>
#include "legoblocks.h"
#include "utils.h"
#include "3dutils.h"
#include "objectfactory.h"
#include "vector.h"
#include "glapi.h"
BasicBlock::BasicBlock(int width, int height, int depth) : MeshObject(createBox(-width/2.0, width/2.0, -height/2.0*BLOCKHEIGHT, BLOCKHEIGHT*height/2.0, -depth/2.0, depth/2.0)){
appearance = new BasicBlockAppearance(width, height, depth);
//geometry = new MeshShape(this);
}
void BasicBlock::setColor(float red, float green, float blue){
appearance->getMaterial()->setColor(red, green, blue, 1);
}
BasicBlockAppearance::BasicBlockAppearance(int width, int height, int depth){
this->width = width;
this->height = height;
this->depth = depth;
vectorSet(displacement, 0, 0, 0);
gllist = glGenLists(1);
usematerial = true;
}
void BasicBlockAppearance::prepare(){
glNewList(gllist, GL_COMPILE);
float width = this->width;
float height = this->height * BLOCKHEIGHT;
if (usematerial) material.enable();
{//Block
//Front Face
glPushMatrix();
glTranslatef(-width/2.0, -height/2.0, depth/2.0);
drawDetailRectangle(width, height);
glPopMatrix();
// Back Face
glPushMatrix();
glTranslatef(width/2.0, -height/2.0, -depth/2.0);
glRotatef(180, 0, 1, 0);
drawDetailRectangle(width, height);
glPopMatrix();
// Top Face
glPushMatrix();
glTranslatef(-width/2.0, height/2.0, depth/2.0);
glRotatef(-90, 1, 0, 0);
drawDetailRectangle(width, depth);
glPopMatrix();
// Bottom Face
glPushMatrix();
glTranslatef(-width/2.0, -height/2.0, -depth/2.0);
glRotatef(90, 1, 0, 0);
drawDetailRectangle(width, depth);
glPopMatrix();
// Right face
glPushMatrix();
glTranslatef(width/2.0, -height/2.0, depth/2.0);
glRotatef(90, 0, 1, 0);
drawDetailRectangle(depth, height);
glPopMatrix();
// Left Face
glPushMatrix();
glTranslatef(-width/2.0, -height/2.0, -depth/2.0);
glRotatef(-90, 0, 1, 0);
drawDetailRectangle(depth, height);
glPopMatrix();
}
glPushMatrix();
glTranslatef(0.5 - width/2.0, height - height/2.0, 0.5 - depth/2.0);
int x, z;
for (x = 0; x < width; x++){
//glPushMatrix();
for (z = 0; z < depth; z++){
createKnob();
glTranslatef(0, 0, 1);
}
glTranslatef(1, 0, -depth);
//glPopMatrix();
}
glPopMatrix();
if (usematerial) material.disable();
glEndList();
}
void BasicBlockAppearance::draw(){
glPushMatrix();
glTranslatef(displacement[0], displacement[1], displacement[2]);
glCallList(gllist);
glPopMatrix();
//prepare();
}
#define BLOCKDETAILGRID 1
void drawDetailRectangle(float width, float height){
glBegin(GL_QUADS);
float x, y, x2, y2;
glNormal3f(0, 0, 1);
for (y = 0; y < height; y += BLOCKDETAILGRID){
y2 = y + BLOCKDETAILGRID;
if (y2 > height) y2 = height;
for (x = 0; x < width; x += BLOCKDETAILGRID){
x2 = x + BLOCKDETAILGRID;
if (x2 > width) x2 = width;
glTexCoord2f(x / width, y / height);
glVertex3f(x, y, 0);
glTexCoord2f(x2 / width, y / height);
glVertex3f(x2, y, 0);
glTexCoord2f(x2 / width, y2 / height);
glVertex3f(x2, y2, 0);
glTexCoord2f(x / width, y2 / height);
glVertex3f(x, y2, 0);
}
}
glEnd();
}
#define KNOBROUNDNESS 0.03
int knobgllist;
int knobdetail;
void renderKnob(int knobsegments){
point2d knobpoints[4];
knobpoints[0].x = 0.3;
knobpoints[0].y = 0;
knobpoints[1].x = 0.3;
knobpoints[1].y = BLOCKHEIGHT*0.5 - KNOBROUNDNESS;
knobpoints[2].x = 0.3 - KNOBROUNDNESS;
knobpoints[2].y = BLOCKHEIGHT*0.5;
knobpoints[3].x = 0;
knobpoints[3].y = BLOCKHEIGHT*0.5;
point2d knobderivates[4];
knobderivates[0].x = 0;
knobderivates[0].y = knobpoints[1].y - knobpoints[0].y;
knobderivates[1].x = 0;
knobderivates[1].y = knobpoints[2].y - knobpoints[1].y;
knobderivates[2].x = knobpoints[2].x - knobpoints[1].x;
knobderivates[2].y = 0;
knobderivates[3].x = knobpoints[3].x - knobpoints[2].x;
knobderivates[3].y = 0;
createLathedSurface(knobpoints, knobderivates, 4, knobsegments, 4);
}
void initKnob(void){
glNewList(knobgllist, GL_COMPILE);
renderKnob(knobdetail);
glEndList();
}
void createKnob(int knobsegments){
if (knobsegments != -1){
renderKnob(knobsegments);
return;
}
glCallList(knobgllist);
}
float knobroundness=0.05;
float pillarroundness=0.03;
HeadAppearance::HeadAppearance(void){
gllist = glGenLists(1);
}
void HeadAppearance::prepare(void){
glNewList(gllist, GL_COMPILE);
glPushMatrix();
glTranslatef(0, -0.5, 0);
point2d headpoints[14];
headpoints[0].x=0.0; headpoints[0].y=BLOCKHEIGHT*(0);
headpoints[1].x=0.4; headpoints[1].y=BLOCKHEIGHT*(0);
headpoints[2].x=0.45; headpoints[2].y=BLOCKHEIGHT*(0.35);
headpoints[3].x=0.55; headpoints[3].y=BLOCKHEIGHT*(0.5);
headpoints[4].x=0.62*1.0; headpoints[4].y=BLOCKHEIGHT*(0.65);
headpoints[5].x=0.65*1.0; headpoints[5].y=BLOCKHEIGHT*(1);
headpoints[6].x=0.65*1.0; headpoints[6].y=BLOCKHEIGHT*(1.75);
headpoints[7].x=0.65*1.0; headpoints[7].y=BLOCKHEIGHT*(2.35);
headpoints[8].x=0.62*1.0; headpoints[8].y=BLOCKHEIGHT*(2.60);
headpoints[9].x=0.55*1.0; headpoints[9].y=BLOCKHEIGHT*(2.80);
headpoints[10].x=0.4; headpoints[10].y=BLOCKHEIGHT*(2.95);
headpoints[11].x=0.3; headpoints[11].y=BLOCKHEIGHT*3.5-pillarroundness;
headpoints[12].x=0.3-pillarroundness; headpoints[12].y=BLOCKHEIGHT*3.5;
headpoints[13].x=0; headpoints[13].y=BLOCKHEIGHT*3.5;
headpoints[11].x=0; headpoints[11].y=BLOCKHEIGHT*3.0;
glColor4f(0.8,0.8,0.0,1.0);
faceTexture->enable();
glBlendFunc(GL_ONE, GL_SRC_ALPHA);
createLathedSurface(headpoints,NULL,12,16,24);
faceTexture->disable();
glTranslatef(0, BLOCKHEIGHT*3-0.05, 0);
createKnob(16);
glPopMatrix();
glEndList();
}
void HeadAppearance::draw(void){
glCallList(gllist);
}
FlowerAppearance::FlowerAppearance(int color1, int color2, int color3){
gllist = glGenLists(1);
this->color1 = color1;
this->color2 = color2;
this->color3 = color3;
}
void FlowerAppearance::prepare(void){
glNewList(gllist, GL_COMPILE);
glPushMatrix();
int colors[]={color1,color2,color3};
glColor3f(0.0,0.6,0.0);
point2d basepoints[8];
basepoints[0].x=0.4; basepoints[0].y=0;
basepoints[1].x=0.4; basepoints[1].y=BLOCKHEIGHT*1.5-pillarroundness;
basepoints[2].x=0.4-pillarroundness; basepoints[2].y=BLOCKHEIGHT*1.5;
basepoints[3].x=0.3+pillarroundness; basepoints[3].y=BLOCKHEIGHT*1.5;
basepoints[4].x=0.3; basepoints[4].y=BLOCKHEIGHT*1.5+pillarroundness;
basepoints[5].x=0.3; basepoints[5].y=BLOCKHEIGHT*2.0-pillarroundness;
basepoints[6].x=0.3-pillarroundness; basepoints[6].y=BLOCKHEIGHT*2.0;
basepoints[7].x=0; basepoints[7].y=BLOCKHEIGHT*2.0;
point2d basederivates[8];
basederivates[0].x=0; basederivates[0].y=basepoints[1].y-basepoints[0].y;
basederivates[1].x=0; basederivates[1].y=basepoints[2].y-basepoints[1].y;
basederivates[2].x=basepoints[2].x-basepoints[1].x; basederivates[2].y=0;
basederivates[3].x=basepoints[4].x-basepoints[3].x; basederivates[3].y=0;
basederivates[4].x=0; basederivates[4].y=basepoints[4].y-basepoints[3].y;
basederivates[5].x=0; basederivates[5].y=basepoints[6].y-basepoints[5].y;
basederivates[6].x=basepoints[6].x-basepoints[5].x; basederivates[6].y=0;
basederivates[7].x=basepoints[7].x-basepoints[6].x; basederivates[7].y=0;
createLathedSurface(basepoints,basederivates,8,8,8);
int i,j;
for (i=0;i<3;i++){
glColor3f(0.0,0.6,0.0);
glPushMatrix();
glTranslatef(0,BLOCKHEIGHT,0.4);
glRotatef(20-90,1,0,0);
gluCylinder(gluNewQuadric(),0.1,0.1,BLOCKHEIGHT*(3+i*0.7),4,1);
glRotatef(90,1,0,0);
glTranslatef(0,BLOCKHEIGHT*(3+i*0.7),0);
float r,g,b;
switch(colors[i]){
case FLOWER_RED:
r=1.0; g=0.0; b=0.0;
break;
case FLOWER_YELLOW:
r=1.0; g=1.0; b=0.0;
break;
case FLOWER_WHITE:
r=1.0; g=1.0; b=1.0;
break;
}
glDisable(GL_CULL_FACE);
glColor3f(r,g,b);
createKnob();
/* Terälehdet tehdään triangle-fanilla */
glBegin(GL_TRIANGLE_FAN);
glNormal3f(0.0,1.0,0.0);
glVertex3f(0.0,0.0,0.0);
float x,z;
for (j=0;j<24;j+=4){
x=sin((j+0)*2*PI/24)*0.4;
z=cos((j+0)*2*PI/24)*0.4;
glVertex3f(x,0.0,z);
x=sin((j+1)*2*PI/24)*0.55;
z=cos((j+1)*2*PI/24)*0.55;
glVertex3f(x,0.0,z);
x=sin((j+2)*2*PI/24)*0.6;
z=cos((j+2)*2*PI/24)*0.6;
glVertex3f(x,0.0,z);
x=sin((j+3)*2*PI/24)*0.55;
z=cos((j+3)*2*PI/24)*0.55;
glVertex3f(x,0.0,z);
}
glVertex3f(0,0.0,0.4);
glEnd();
glEnable(GL_CULL_FACE);
glPopMatrix();
glRotatef(120,0,1,0);
}
glPopMatrix();
glEndList();
}
void FlowerAppearance::draw(void){
glCallList(gllist);
}
LampAppearance::LampAppearance(void){
gllist = glGenLists(1);
}
void LampAppearance::prepare(void){
glNewList(gllist, GL_COMPILE);
glPushMatrix();
//glTranslatef(0, -1, 0);
//glRotatef(180, 1, 0, 0);
glDisable(GL_LIGHTING);
point2d lightpoints[11];
lightpoints[0].x=0.4; lightpoints[0].y=BLOCKHEIGHT*(0);
lightpoints[1].x=0.55; lightpoints[1].y=BLOCKHEIGHT*(0);
lightpoints[2].x=0.62; lightpoints[2].y=BLOCKHEIGHT*(0+0.15);
lightpoints[3].x=0.65; lightpoints[3].y=BLOCKHEIGHT*(0+0.5);
lightpoints[4].x=0.68; lightpoints[4].y=BLOCKHEIGHT*(0+1.25);
lightpoints[5].x=0.65; lightpoints[5].y=BLOCKHEIGHT*(0+2);
lightpoints[6].x=0.62; lightpoints[6].y=BLOCKHEIGHT*(0+2.35);
lightpoints[7].x=0.55; lightpoints[7].y=BLOCKHEIGHT*(0+2.5);
lightpoints[8].x=0.4; lightpoints[8].y=BLOCKHEIGHT*(0+2.5);
lightpoints[9].x=0.4; lightpoints[9].y=BLOCKHEIGHT*(0+3);
lightpoints[10].x=0.0; lightpoints[10].y=BLOCKHEIGHT*(0+3);
glColor4f(0.8,0.8,0.8,0.5);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
createLathedSurface(lightpoints,NULL,11,8,11);
glEnable(GL_LIGHTING);
/*glColor3f(0.5, 0.5, 0.5);
glBegin(GL_LINES);
glVertex3f(0, 1, 0);
glVertex3f(0, -100, 0);
glEnd();*/
/*float screencoords[3]
getPointCoordinates(0,lighty,0);
glLoadIdentity();
glTranslatef(screencoords.x,screencoords.y,0);
glDisable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
glEnable(GL_BLEND);
glBlendFunc(GL_ONE,GL_ONE);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D,*flaretexture);
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
float sizey=8.0/distance*staticlightflarebrightnesses[lightnumber];
float sizex=sizey*height/width;
if (distance>0.5){
glBegin(GL_QUADS);
glColor3f(staticlightflarebrightnesses[lightnumber],staticlightflarebrightnesses[lightnumber],staticlightflarebrightnesses[lightnumber]);
glTexCoord2f(0.0, 0.0);
glVertex2f(-sizex,sizey);
glTexCoord2f(0.0, 1.0);
glVertex2f(-sizex,-sizey);
glTexCoord2f(1.0, 1.0);
glVertex2f( sizex,-sizey);
glTexCoord2f(1.0, 0.0);
glVertex2f( sizex,sizey);
glEnd();
}
glDisable(GL_TEXTURE_2D);
glDisable(GL_BLEND);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();*/
glPopMatrix();
glEndList();
}
void LampAppearance::draw(void){
glCallList(gllist);
}

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/*
* $Id: legoblocks.h,v 1.14 2002/07/19 20:33:28 msell Exp $
*
*
* $Log: legoblocks.h,v $
* Revision 1.14 2002/07/19 20:33:28 msell
* #pragma once -> #ifndef
*
* Revision 1.13 2002/07/18 23:05:31 msell
* Partikkelit ja kakkospelaajan liike
*
* Revision 1.12 2002/07/17 20:32:47 msell
* Detail-optio toimii
*
* Revision 1.11 2002/07/16 17:16:34 msell
* Fontit ja valikot
*
* Revision 1.10 2002/07/16 00:42:43 msell
* Uusia skyboxeja ja areenan säätöä
*
* Revision 1.9 2002/07/15 20:32:35 msell
* Uudet valot ja ulkoasun parantelua
*
* Revision 1.8 2002/07/15 15:22:08 msell
* Parantelua
*
* Revision 1.7 2002/06/24 14:12:15 msell
* Nyt toimii sphere -> mesh -törmäykset, ihan tosi
*
* Revision 1.6 2002/06/20 00:21:01 jkaarlas
* materiaali- ja tekstuurihommia edistetty
*
* Revision 1.5 2002/06/17 20:49:04 msell
* free -> SDL_FreeSurface
*
* Revision 1.4 2002/06/05 18:39:05 msell
* Jotain pientä
*
* Revision 1.3 2002/06/05 15:00:41 msell
* Palikoihin lisää detailia, facet jaetaan halutun kokosiin osiin
*
* Revision 1.2 2002/06/04 16:28:32 msell
* #pragma once
*
* Revision 1.1 2002/06/03 23:06:38 msell
* no message
*
*
*
*
* $Date: 2002/07/19 20:33:28 $
*
*/
#ifndef __LEGOBLOCKS_H_INCLUDED__
#define __LEGOBLOCKS_H_INCLUDED__
//#include "mesh.h"
#include "object.h"
#include "material.h"
#include "mesh.h"
#define BLOCKHEIGHT 0.4
class BasicBlock : public MeshObject{
private:
int width, height, depth;
public:
BasicBlock(int width, int height, int depth);
void setColor(float red, float green, float blue);
};
class BasicBlockAppearance : public Appearance{
private:
int width, height, depth;
int gllist;
protected:
bool usematerial;
public:
float displacement[3];
BasicBlockAppearance(int width, int height, int depth);
virtual void prepare(void);
virtual void draw(void);
};
void drawDetailRectangle(float width, float height);
extern int knobgllist;
extern int knobdetail;
void initKnob(void);
void createKnob(int knobsegments = -1);
class HeadAppearance : public Appearance{
private:
int gllist;
public:
HeadAppearance(void);
void prepare(void);
void draw(void);
};
#define FLOWER_RED 1
#define FLOWER_YELLOW 2
#define FLOWER_WHITE 3
class FlowerAppearance : public Appearance{
private:
int gllist;
int color1, color2, color3;
public:
FlowerAppearance(int color1, int color2, int color3);
void prepare(void);
void draw(void);
};
class LampAppearance : public Appearance{
private:
int gllist;
public:
LampAppearance(void);
void prepare(void);
void draw(void);
};
#endif

1110
src/legoman.cpp Normal file

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271
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/*
* $Id: legoman.h,v 1.21 2002/07/22 12:07:36 msell Exp $
*
*
* $Log: legoman.h,v $
* Revision 1.21 2002/07/22 12:07:36 msell
* Pää kiinni
*
* Revision 1.20 2002/07/22 06:08:18 msell
* Filenimet pienellä
*
* Revision 1.19 2002/07/22 01:14:14 msell
* Lopetussysteemi
*
* Revision 1.18 2002/07/21 22:50:39 msell
* no message
*
* Revision 1.17 2002/07/21 20:14:28 msell
* no message
*
* Revision 1.16 2002/07/21 15:16:41 msell
* no message
*
* Revision 1.15 2002/07/21 15:03:12 msell
* Äänet disabloitu
*
* Revision 1.14 2002/07/19 20:33:28 msell
* #pragma once -> #ifndef
*
* Revision 1.13 2002/07/19 18:59:46 msell
* Alkuhommaa ja säätöä
*
* Revision 1.12 2002/07/18 23:05:31 msell
* Partikkelit ja kakkospelaajan liike
*
* Revision 1.11 2002/07/17 22:45:54 msell
* Ääniä vähän
*
* Revision 1.10 2002/07/17 16:40:33 msell
* Resoluution vaihto
*
* Revision 1.9 2002/07/16 07:27:32 jkaarlas
* nyt latautuu kämmen. paikka ja väri pitää vielä säätää
*
* Revision 1.8 2002/07/14 21:40:43 msell
* Conflictit pois, liikkumiset (hyppy, kävely, lyönti), uusi areena
*
* Revision 1.7 2002/07/14 21:22:39 jkaarlas
* skybox ja ukkojen säätö
*
* Revision 1.6 2002/07/11 18:33:58 jkaarlas
* mallit paikoillaan, vaatii säätöä
*
* Revision 1.5 2002/07/10 17:13:44 msell
* Törmäystarkastelun parantelua
*
* Revision 1.4 2002/07/08 22:53:38 msell
* Säätöä
*
* Revision 1.3 2002/07/08 18:28:47 msell
* Törmäystä ja ukkoja
*
* Revision 1.2 2002/07/07 23:05:22 msell
* Osien liimaaminen toisiinsa (kesken)
*
* Revision 1.1 2002/07/07 17:53:21 msell
* Legoukon alku
*
*
*
* $Date: 2002/07/22 12:07:36 $
*
*/
#ifndef __LEGOMAN_H_INCLUDED__
#define __LEGOMAN_H_INCLUDED__
class BodyPart;
class Sensor;
class Legoman;
class DamageVisual;
#include "object.h"
#include "world.h"
#define LEGHEIGHT 4
#define WAISTHEIGHT 1
#define TORSOHEIGHT 4
#define HANDHEIGHT 6
#define HEADHEIGHT 3
#define PLAYER1 1
#define PLAYER2 2
#define LEFTLEG 1
#define RIGHTLEG 2
#define LEFTHAND 4
#define RIGHTHAND 8
const char LEFTLEGASC[] = DATAPATH"blockolegscaled.asc";
const char RIGHTLEGASC[] = DATAPATH"blockolegscaled.asc";
const char WAISTASC[] = DATAPATH"blockowaistscaled.asc";
const char TORSOASC[] = DATAPATH"blockotorsoscaled.asc";
const char LEFTARMASC[] = DATAPATH"leftarm.asc";
const char RIGHTARMASC[] = DATAPATH"rightarm.asc";
const char LEFTPALMASC[] = DATAPATH"leftpalm.asc";
const char RIGHTPALMASC[] = DATAPATH"rightpalm.asc";
#define MODELSCALE 0.12
#define TORSOSCALE 0.115
class BodyPart : public Object{
private:
float energy;
float strength;
Legoman *parent;
bool attached;
int immortal;
public:
BodyPart(Legoman *parent, float strength);
void move(void);
void hitForce(float speed, float *speed2, Object *source);
void makeDamage(float amount);
void reset(void);
friend class DamageVisual;
friend class Legoman;
};
class Sensor{
private:
float relativeposition[3];
Object *object;
float position[3], oldposition[3];
float velocity[3], oldvelocity[3];
float acceleration[3];
public:
Sensor();
void attach(Object *object, float *relativeposition);
void attach(Object *object);
void update(void);
void getPosition(float *target);
void getVelocity(float *target);
void getAcceleration(float *target);
};
class Legoman{
private:
int side;
bool alive;
BodyPart *head;
BodyPart *torso;
BodyPart *waist;
BodyPart *lefthand, *righthand;
BodyPart *leftleg, *rightleg;
DamageVisual *headvisual;
DamageVisual *torsovisual;
DamageVisual *lefthandvisual, *righthandvisual;
DamageVisual *leftlegvisual, *rightlegvisual;
ObjectLink *leftleglink, *rightleglink;
ObjectLink *lefthandlink, *righthandlink;
ObjectLink *lll, *rll;
ObjectLink *leftleglinks[3], *rightleglinks[3];
ObjectLink *lefthandlinks[3], *righthandlinks[3];
ObjectLink *headlinks[3];
objectlist *harmfulobjects;
Legoman *opponent;
Sensor *headsensor, *torsosensor;
int walkphase, walkdelay;
int jumpphase;
int hitside;
bool jumpenabled;
int hitcounter;
World *world;
void balance(void);
void updateLegs(void);
bool isStanding(void);
bool isOnGround(void);
float getInvMass(void);
void fallOff(void);
void releasePart(BodyPart *part);
void die(void);
public:
Legoman(int side);
void insertToWorld(World *world);
void heal(void);
void addHarmfulObject(Object *object);
bool isHarmfulObject(Object *object);
void addOpponent(Legoman *opponent);
//Call once per frame
void update(void);
//Lock both legs at the same time by calling
//lockLeg(LEFTLEG | RIGHTLEG);
void lockPart(int part);
void unlockPart(int part);
//Relative movement
void move(float *movement);
void turn(float amount);
void walk(float amount);
void jump(void);
void hit(void);
bool isAlive(void);
Legoman *getOpponent(void);
void drawVisuals();
friend class BodyPart;
friend void drawEnd(int framecount);
};
extern Texture *damageHead;
extern Texture *damageTorso;
extern Texture *damageHand;
extern Texture *damageLeg;
class DamageVisual{
private:
BodyPart *object;
float x1, y1, x2, y2;
float tx1, ty1, tx2, ty2;
Texture *texture;
public:
DamageVisual(BodyPart *object, Texture *texture, bool mirror,
float x1, float y1, float x2, float y2);
void draw(void);
};
#endif

218
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/*
* $Id: light.cpp,v 1.5 2002/07/15 20:32:35 msell Exp $
*
*
* $Log: light.cpp,v $
* Revision 1.5 2002/07/15 20:32:35 msell
* Uudet valot ja ulkoasun parantelua
*
* Revision 1.4 2002/06/17 20:49:05 msell
* free -> SDL_FreeSurface
*
* Revision 1.3 2002/06/16 01:04:58 jkaarlas
* tulipa säädettyä includejen kanssa. oon tod.näk. eri mieltä aamulla
*
* Revision 1.2 2002/06/03 23:20:43 msell
* no message
*
* Revision 1.1 2002/05/18 12:29:35 msell
* Valot ja äänijärjestelmän parantelua
*
*
*
* $Date: 2002/07/15 20:32:35 $
*
*/
#include "main.h"
#include "light.h"
#include "camera.h"
#include "vector.h"
#include "glapi.h"
static int glnextlightnum = 0;
static Light *lights[GL_MAX_LIGHTS];
Light::Light(void){
setPosition(0, 0, 0);
setColor(1, 1, 1);
setSpecular(0, 0, 0);
setAttenuation(1, 0, 0);
setEnabled(false);
glnum = GL_LIGHT0 + glnextlightnum;
lights[glnextlightnum] = this;
glnextlightnum++;
}
void Light::setPosition(float x, float y, float z){
position[0] = x;
position[1] = y;
position[2] = z;
position[3] = 1;
}
void Light::setDirection(float x, float y, float z){
position[0] = -x;
position[1] = -y;
position[2] = -z;
position[3] = 0;
}
void Light::setColor(float red, float green, float blue){
diffuse[0] = red;
diffuse[1] = green;
diffuse[2] = blue;
diffuse[3] = 1;
glLightfv(glnum, GL_DIFFUSE, diffuse);
}
void Light::setSpecular(float red, float green, float blue){
specular[0] = red;
specular[1] = green;
specular[2] = blue;
specular[3] = 1;
glLightfv(glnum, GL_SPECULAR, specular);
}
void Light::setAttenuation(float constant, float linear, float quadratic){
attenuation[0] = constant;
attenuation[1] = linear;
attenuation[2] = quadratic;
glLightf(glnum, GL_CONSTANT_ATTENUATION, attenuation[0]);
glLightf(glnum, GL_LINEAR_ATTENUATION, attenuation[1]);
glLightf(glnum, GL_QUADRATIC_ATTENUATION, attenuation[2]);
}
void Light::setEnabled(bool enabled){
this->enabled = enabled;
if (enabled) glEnable(glnum);
else glDisable(glnum);
}
void Light::glUpdate(void){
glLightfv(glnum, GL_POSITION, position);
}
extern Camera camera;
void Light::createFlare(void){
glPushMatrix();
GLint viewport[4];
glGetIntegerv(GL_VIEWPORT, viewport);
int width = viewport[2];
int height = viewport[3];
glTranslatef(position[0], position[1], position[2]);
GLboolean lightingenabled = glIsEnabled(GL_LIGHTING);
glDisable(GL_LIGHTING);
/*float cx=cameratarget.x-cameraposition.x;
float cy=cameratarget.y-cameraposition.y;
float cz=cameratarget.z-cameraposition.z;
float len=sqrt(cx*cx+cy*cy+cz*cz);
cx/=len;
cy/=len;
cz/=len;*/
float dir[3];
float cameratarget[3], cameraposition[3];
camera.getTarget(cameratarget);
camera.getPosition(cameraposition);
vectorSub(dir, cameratarget, cameraposition);
vectorNormalize(dir);
float dir2[3];
vectorSub(dir2, position, cameraposition);
float distance = vectorDot(dir2, dir);
/*float xd=(staticlightpositions[lightnumber].x-cameraposition.x)*cx;
float yd=(staticlightpositions[lightnumber].y-cameraposition.y)*cy;
float zd=(staticlightpositions[lightnumber].z-cameraposition.z)*cz;
float distance=xd+yd+zd;*/
float screencoords[3];
/*GLint viewport[4];
glGetIntegerv(GL_VIEWPORT, viewport);
int width=viewport[2];
int height=viewport[3];*/
GLdouble modelviewm[16], projectionm[16];
glGetDoublev(GL_MODELVIEW_MATRIX, modelviewm);
glGetDoublev(GL_PROJECTION_MATRIX, projectionm);
GLdouble wx,wy,wz;
if (gluProject(0, 0, 0, modelviewm, projectionm, viewport, &wx, &wy, &wz) == GL_FALSE){
printf("Failure\n");
}
screencoords[0] = (float)(2*wx-width)/width;
screencoords[1] = (float)(2*wy-height)/height;
screencoords[2] = wz;
//getPointCoordinates(screencoords);
//point3d screencoords = getPointCoordinates(0, 0, 0);
glLoadIdentity();
glTranslatef(screencoords[0], screencoords[1], 0);
glDisable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
glEnable(GL_BLEND);
glBlendFunc(GL_ONE,GL_ONE);
//glEnable(GL_TEXTURE_2D);
//glBindTexture(GL_TEXTURE_2D, flaretexture->getId());
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
float sizey = 6.0/distance * 1.0;//staticlightflarebrightnesses[lightnumber];
float sizex = sizey * height/width;
if (distance>0.5){
glBegin(GL_QUADS);
//glColor3f(staticlightflarebrightnesses[lightnumber],staticlightflarebrightnesses[lightnumber],staticlightflarebrightnesses[lightnumber]);
glColor3fv(diffuse);
glTexCoord2f(0.0, 0.0);
glVertex2f(-sizex,sizey);
glTexCoord2f(0.0, 1.0);
glVertex2f(-sizex,-sizey);
glTexCoord2f(1.0, 1.0);
glVertex2f( sizex,-sizey);
glTexCoord2f(1.0, 0.0);
glVertex2f( sizex,sizey);
glEnd();
}
//glDisable(GL_TEXTURE_2D);
glDisable(GL_BLEND);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
if (lightingenabled) glEnable(GL_LIGHTING);
glEnable(GL_DEPTH_TEST);
glPopMatrix();
}
void updateLights(void){
int i;
for (i = 0; i < glnextlightnum; i++){
Light *light = lights[i];
light->glUpdate();
}
}

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/*
* $Id: light.h,v 1.5 2002/07/19 20:33:28 msell Exp $
*
*
* $Log: light.h,v $
* Revision 1.5 2002/07/19 20:33:28 msell
* #pragma once -> #ifndef
*
* Revision 1.4 2002/07/15 20:32:35 msell
* Uudet valot ja ulkoasun parantelua
*
* Revision 1.3 2002/06/04 16:28:32 msell
* #pragma once
*
* Revision 1.2 2002/06/03 23:20:43 msell
* no message
*
* Revision 1.1 2002/05/18 12:29:35 msell
* Valot ja äänijärjestelmän parantelua
*
*
*
* $Date: 2002/07/19 20:33:28 $
*
*/
#ifndef __LIGHT_H_INCLUDED__
#define __LIGHT_H_INCLUDED__
class Light{
private:
float position[4];
float diffuse[4];
float specular[4];
float attenuation[3];
bool enabled;
int glnum;
public:
//Creates DISABLED light
Light(void);
void setPosition(float x, float y, float z);
void setDirection(float x, float y, float z);
void setColor(float red, float green, float blue);
void setSpecular(float red, float green, float blue);
void setAttenuation(float constant, float linear, float quadratic);
void setEnabled(bool enabled);
void glUpdate(void);
void createFlare(void);
};
void updateLights(void);
#endif

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/*
* $Id: main.cpp,v 1.30 2002/07/21 15:03:12 msell Exp $
*
*
* $Log: main.cpp,v $
* Revision 1.30 2002/07/21 15:03:12 msell
* Äänet disabloitu
*
* Revision 1.29 2002/07/19 20:39:31 msell
* Linux-porttausta
*
* Revision 1.28 2002/07/19 20:33:28 msell
* #pragma once -> #ifndef
*
* Revision 1.27 2002/07/19 20:06:32 msell
* Linux-porttausta
*
* Revision 1.26 2002/07/19 18:59:46 msell
* Alkuhommaa ja säätöä
*
* Revision 1.25 2002/07/19 12:42:44 msell
* Loading...
*
* Revision 1.24 2002/07/19 12:28:29 msell
* 2D-mode
*
* Revision 1.23 2002/07/18 23:05:31 msell
* Partikkelit ja kakkospelaajan liike
*
* Revision 1.22 2002/07/17 16:40:33 msell
* Resoluution vaihto
*
* Revision 1.21 2002/07/16 17:16:34 msell
* Fontit ja valikot
*
* Revision 1.20 2002/07/14 21:40:43 msell
* Conflictit pois, liikkumiset (hyppy, kävely, lyönti), uusi areena
*
* Revision 1.19 2002/07/14 21:22:39 jkaarlas
* skybox ja ukkojen säätö
*
* Revision 1.18 2002/07/11 18:33:30 jkaarlas
* turhat äänet pois
*
* Revision 1.17 2002/07/08 22:53:38 msell
* Säätöä
*
* Revision 1.16 2002/07/04 21:05:41 msell
* Se toimii!! =)
* Törmäystarkistukset siis
*
* Revision 1.15 2002/06/20 22:50:12 msell
* Meshit
*
* Revision 1.14 2002/06/17 20:49:05 msell
* free -> SDL_FreeSurface
*
* Revision 1.13 2002/06/17 19:58:08 msell
* #includeiden parantelua
*
* Revision 1.12 2002/06/16 01:04:58 jkaarlas
* tulipa säädettyä includejen kanssa. oon tod.näk. eri mieltä aamulla
*
* Revision 1.11 2002/06/15 22:56:37 msell
* Säätöä
*
* Revision 1.10 2002/06/11 23:11:45 msell
* Törmäystarkistusta
*
* Revision 1.9 2002/06/07 21:16:51 msell
* Fysiikkaenginen alkua
*
* Revision 1.8 2002/06/02 16:57:37 msell
* Objektirakenteen pohja
*
* Revision 1.7 2002/05/19 13:40:19 msell
* Säätöä
*
* Revision 1.6 2002/05/18 12:29:35 msell
* Valot ja äänijärjestelmän parantelua
*
* Revision 1.5 2002/05/17 23:13:30 msell
* Valot
*
* Revision 1.4 2002/05/16 18:41:16 msell
* Vektorifunctioita ja kamera
*
* Revision 1.3 2002/05/15 21:07:23 msell
* Äänisäätöä
*
* Revision 1.2 2002/05/15 15:21:00 msell
* Äänisäätöä
*
* Revision 1.1 2002/05/15 14:36:39 msell
* Yksinkertainen SDL-runko (Kääntyy toistaiseksi vain windowsissa).
* Mukana myös musiikinsoitto fmodilla.
*
*
*
* $Date: 2002/07/21 15:03:12 $
*
*/
#include "main.h"
#include <SDL.h>
#include <stdlib.h>
#include <stdio.h>
#ifdef WIN32
#include <windows.h>
#endif
#include "audio.h"
#include "run.h"
#include "texture.h"
#include "fight.h"
#include "font.h"
#include "3dutils.h"
#include "glapi.h"
int screenwidth=1024;
int screenheight=768;
int screenbpp;
void exitProgram(int code){
SDL_Quit();
//uninitAudio();
exit(code);
}
void changeResolution(int width, int height, bool fullscreen){
int mode = SDL_OPENGL;
if (fullscreen) mode |= SDL_FULLSCREEN;
if (!SDL_SetVideoMode(width, height, screenbpp, mode)){
fprintf(stderr,"Couldn't set %i*%i*%i opengl video mode: %s\n",screenwidth,screenheight,screenbpp,SDL_GetError());
exitProgram(-1);
}
setupOpengl(width, height);
screenwidth = width;
screenheight = height;
if (fullscreen) SDL_ShowCursor(SDL_DISABLE);
else SDL_ShowCursor(SDL_ENABLE);
initScenes();
}
bool keys[SDLK_LAST] = {false};
void handleKeydown(SDL_keysym *keysym){
keys[keysym->sym] = true;
}
void handleKeyup(SDL_keysym *keysym){
keys[keysym->sym] = false;
}
void processEvents(void){
SDL_Event event;
while (SDL_PollEvent(&event)){
switch (event.type){
case SDL_KEYDOWN:
handleKeydown(&event.key.keysym);
break;
case SDL_KEYUP:
handleKeyup(&event.key.keysym);
break;
case SDL_VIDEORESIZE:
screenwidth=event.resize.w;
screenheight=event.resize.h;
setupOpengl(screenwidth,screenheight);
break;
case SDL_QUIT:
exitProgram(0);
break;
}
}
}
int getTime(void){
#ifdef WIN32
return timeGetTime();
#else
return SDL_GetTicks();
#endif
}
int main(int argc, char *argv[]){
//printf("Initializing SDL.\n");
if ((SDL_Init(SDL_INIT_VIDEO)==-1)){
printf("Could not initialize SDL: %s.\n",SDL_GetError());
exitProgram(-1);
}
const SDL_VideoInfo *info=SDL_GetVideoInfo();
if (!info){
printf("Could not get video info with SDL: %s.\n",SDL_GetError());
exitProgram(-1);
}
screenbpp=info->vfmt->BitsPerPixel;
SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 5);
SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 5);
SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 5);
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 16);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
atexit(SDL_Quit);
SDL_WM_SetCaption("BlockoFighter 2",NULL);
initAudio();
changeResolution(screenwidth, screenheight, false);
//printf("SDL initialized.\n");
double calculatefps = 200.0;
int framecounter, oldframecounter = 0;
int currenttime;
int framesdrawn=0;
int skipframes;
int starttime = getTime();
while (1){
do{
currenttime = getTime()-starttime;
framecounter = calculatefps*currenttime/1000.0;
} while (oldframecounter == framecounter);
skipframes = framecounter - oldframecounter;
for (; skipframes > 0; skipframes--){
calculateFrame(++oldframecounter);
}
//calculateFrame(oldframecounter++);
processEvents();
drawFrame(framecounter);
framesdrawn++;
}
return 0;
}

78
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/*
* $Id: main.h,v 1.13 2002/07/19 20:33:28 msell Exp $
*
*
* $Log: main.h,v $
* Revision 1.13 2002/07/19 20:33:28 msell
* #pragma once -> #ifndef
*
* Revision 1.12 2002/07/19 20:06:32 msell
* Linux-porttausta
*
* Revision 1.11 2002/07/17 16:40:33 msell
* Resoluution vaihto
*
* Revision 1.10 2002/07/16 17:16:34 msell
* Fontit ja valikot
*
* Revision 1.9 2002/07/14 21:40:43 msell
* Conflictit pois, liikkumiset (hyppy, kävely, lyönti), uusi areena
*
* Revision 1.8 2002/07/14 21:22:39 jkaarlas
* skybox ja ukkojen säätö
*
* Revision 1.7 2002/07/08 22:53:38 msell
* Säätöä
*
* Revision 1.6 2002/06/17 19:58:08 msell
* #includeiden parantelua
*
* Revision 1.5 2002/06/16 01:04:58 jkaarlas
* tulipa säädettyä includejen kanssa. oon tod.näk. eri mieltä aamulla
*
* Revision 1.4 2002/06/04 16:28:32 msell
* #pragma once
*
* Revision 1.3 2002/05/17 12:30:26 msell
* no message
*
* Revision 1.2 2002/05/16 18:41:16 msell
* Vektorifunctioita ja kamera
*
* Revision 1.1 2002/05/15 14:36:39 msell
* Yksinkertainen SDL-runko (Kääntyy toistaiseksi vain windowsissa).
* Mukana myös musiikinsoitto fmodilla.
*
*
*
* $Date: 2002/07/19 20:33:28 $
*
*/
#ifndef __MAIN_H_INCLUDED__
#define __MAIN_H_INCLUDED__
#ifdef WIN32
#pragma warning(disable:4244) //Disable: conversion from 'double' to 'double', possible loss of data
#pragma warning(disable:4305) //Disable: truncation from 'const double' to 'double'
#endif
#include <SDL.h>
#define DATAPATH "data/"
extern bool keys[SDLK_LAST];
void exitProgram(int code);
void changeResolution(int width, int height, bool fullscreen);
extern int screenwidth, screenheight;
extern int debugcounter;
#ifdef DEBUG
#define DP printf("%s: %i (Debug counter: %i)\n",__FILE__,__LINE__,debugcounter++);
#else
#define DP
#endif
#endif

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/*
* $Id: material.cpp,v 1.10 2002/07/19 20:40:44 msell Exp $
*
*
* $Log: material.cpp,v $
* Revision 1.10 2002/07/19 20:40:44 msell
* Linux-porttausta
*
* Revision 1.9 2002/07/10 22:22:04 jkaarlas
* getColor
*
* Revision 1.8 2002/06/27 21:43:29 jkaarlas
* lisätty setTexture-funktio
*
* Revision 1.7 2002/06/27 00:08:04 msell
* Kimmotukset palloille myös pyöritettyihin mesheihin
*
* Revision 1.6 2002/06/20 00:21:01 jkaarlas
* materiaali- ja tekstuurihommia edistetty
*
* Revision 1.5 2002/06/19 22:45:29 jkaarlas
* nyt nämä menee järkevästi
*
* Revision 1.4 2002/06/17 20:49:05 msell
* free -> SDL_FreeSurface
*
* Revision 1.3 2002/06/16 01:04:58 jkaarlas
* tulipa säädettyä includejen kanssa. oon tod.näk. eri mieltä aamulla
*
* Revision 1.2 2002/06/03 23:06:38 msell
* no message
*
*
*
* $Date: 2002/07/19 20:40:44 $
*
*/
#include "main.h"
#include "material.h"
#include "glapi.h"
#include "graphics.h"
Material::Material(void){
setColor(1, 1, 1, 1);
this->texture = new Texture;
}
bool Material::loadTexture(char *path){
if (!this->texture){
this->texture = new Texture;
}
if (this->texture->loadImage(path)){
setColor(1, 1, 1, 1);
return true;
}
return false;
}
void Material::freeTexture(void){
this->texture->~Texture();
}
void Material::setColor(float red, float green, float blue, float alpha){
color[0] = red;
color[1] = green;
color[2] = blue;
color[3] = alpha;
}
const float* Material::getColor(void){
return color;
}
void Material::enable(void){
enabled = true;
glColor4fv(color);
this->texture->enable();
}
void Material::disable(void){
enabled = false;
this->texture->disable();
}
bool Material::isEnabled(void){
return enabled;
}
Texture* Material::getTexture(void){
return this->texture;
}
void Material::setTexture(Texture* tex){
//this->texture->~Texture;
this->texture = tex;
}

61
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/*
* $Id: material.h,v 1.8 2002/07/19 20:33:28 msell Exp $
*
*
* $Log: material.h,v $
* Revision 1.8 2002/07/19 20:33:28 msell
* #pragma once -> #ifndef
*
* Revision 1.7 2002/07/10 22:22:04 jkaarlas
* getColor
*
* Revision 1.6 2002/06/27 21:43:29 jkaarlas
* lisätty setTexture-funktio
*
* Revision 1.5 2002/06/20 00:21:01 jkaarlas
* materiaali- ja tekstuurihommia edistetty
*
* Revision 1.4 2002/06/19 22:45:29 jkaarlas
* nyt nämä menee järkevästi
*
* Revision 1.3 2002/06/04 16:28:32 msell
* #pragma once
*
* Revision 1.2 2002/06/03 23:06:38 msell
* no message
*
*
*
* $Date: 2002/07/19 20:33:28 $
*
*/
#ifndef __MATERIAL_H_INCLUDED__
#define __MATERIAL_H_INCLUDED__
#include <SDL_image.h>
#include "texture.h"
class Material{
private:
Texture* texture;
float color[4];
bool enabled;
public:
Material(void);
bool loadTexture(char *path);
void freeTexture(void);
void setColor(float red, float green, float blue, float alpha);
const float* getColor(void);
void enable(void);
void disable(void);
bool isEnabled(void);
Texture* getTexture(void);
void setTexture(Texture* tex);
};
#endif

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/*
* $Id: menu.cpp,v 1.14 2002/07/22 01:14:14 msell Exp $
*
*
* $Log: menu.cpp,v $
* Revision 1.14 2002/07/22 01:14:14 msell
* Lopetussysteemi
*
* Revision 1.13 2002/07/21 22:50:39 msell
* no message
*
* Revision 1.12 2002/07/21 20:14:28 msell
* no message
*
* Revision 1.11 2002/07/21 16:37:00 msell
* no message
*
* Revision 1.10 2002/07/19 22:38:37 msell
* Pingviini
*
* Revision 1.9 2002/07/19 14:05:52 msell
* Damagetextuurit näkyy
*
* Revision 1.8 2002/07/19 12:28:29 msell
* 2D-mode
*
* Revision 1.7 2002/07/19 12:10:53 msell
* Hups
*
* Revision 1.6 2002/07/18 23:05:31 msell
* Partikkelit ja kakkospelaajan liike
*
* Revision 1.5 2002/07/17 22:45:54 msell
* Ääniä vähän
*
* Revision 1.4 2002/07/17 20:32:47 msell
* Detail-optio toimii
*
* Revision 1.3 2002/07/17 16:40:33 msell
* Resoluution vaihto
*
* Revision 1.2 2002/07/16 18:55:16 msell
* Äänet valikkoon
*
* Revision 1.1 2002/07/16 17:16:35 msell
* Fontit ja valikot
*
*
*
* $Date: 2002/07/22 01:14:14 $
*
*/
#include "main.h"
#include <math.h>
#include "legoblocks.h"
#include "camera.h"
#include "light.h"
#include "audio.h"
#include "object.h"
#include "appearance.h"
#include "sphere.h"
#include "vector.h"
#include "collision.h"
#include "utils.h"
#include "graphics.h"
#include "objectfactory.h"
#include "world.h"
#include "3dutils.h"
#include "legoman.h"
#include "font.h"
#include "run.h"
#include "menu.h"
#include "fight.h"
#include "glapi.h"
Camera titlecamera;
Light titlelight;
World *titleworld;
Sound *changesound;
Sound *selectsound;
Sound *menumusic;
bool menuinitialized = false;
void initMenu(void){
if (!menuinitialized){
titleworld = new World();
}
titlelight.setColor(1, 1, 1);
titlelight.setSpecular(1, 1, 1);
titlelight.setPosition(-0.5, BLOCKHEIGHT*16, 0.5);
titlelight.setAttenuation(0.0, 0.0, 0.01);
if (!menuinitialized){
Object *lamp;
lamp = new Object();
lamp->appearance = new LampAppearance();
lamp->setPosition(-0.5, BLOCKHEIGHT*15.5, 0.5);
titleworld->addChild(lamp);
//Floor
BasicBlock *floorblock;
floorblock = new BasicBlock(33, 1, 5);
floorblock->setPosition(-0.5, -BLOCKHEIGHT/2.0 + BLOCKHEIGHT*(4*3+1), 0.5-5);
floorblock->setColor(0, 1, 0);
titleworld->addChild(floorblock);
floorblock = new BasicBlock(41, 1, 10);
floorblock->setPosition(8.5-5, -BLOCKHEIGHT/2.0, 0.5-2.5);
floorblock->setColor(0, 1, 0);
titleworld->addChild(floorblock);
floorblock = new BasicBlock(1, 4*3, 1);
floorblock->setPosition(-14.5, BLOCKHEIGHT*4*3/2.0, 0.5-5);
floorblock->setColor(1, 0, 0);
titleworld->addChild(floorblock);
floorblock = new BasicBlock(1, 4*3, 1);
floorblock->setPosition(13.5, BLOCKHEIGHT*4*3/2.0, 0.5-5);
floorblock->setColor(1, 0, 0);
titleworld->addChild(floorblock);
//Letters
//B
/*int Bsize = 8;
int Bwidth = 5;
int Bletter[8][4] = {
{0, 0, 4, 1},
{0, 4, 3, 1},
{0, 8, 4, 1},
{0, 1, 1, 7},
//{3, 1, 2, 1},
{2, 3, 3, 1},
{2, 5, 3, 1},
//{3, 7, 2, 1},
{4, 0, 1, 3},
{4, 6, 1, 3}};*/
int Bsize = 10;
int Bwidth = 5;
int Bletter[10][4] = {
{0, 0, 4, 1},
{0, 4, 4, 1},
{0, 8, 4, 1},
{0, 1, 1, 7},
{3, 1, 2, 1},
{3, 3, 2, 1},
{3, 5, 2, 1},
{3, 7, 2, 1},
{4, 2, 1, 1},
{4, 6, 1, 1}};
//l
int lsize = 2;
int lwidth = 4;
int lletter[2][4] = {
{0, 0, 4, 1},
{0, 1, 1, 4}};
//o
int osize = 4;
int owidth = 4;
int oletter[4][4] = {
{0, 0, 4, 1},
{0, 4, 4, 1},
{0, 1, 1, 3},
{3, 1, 1, 3}};
//c
int csize = 5;
int cwidth = 4;
int cletter[5][4] = {
{0, 0, 4, 1},
{0, 4, 4, 1},
{0, 1, 1, 3},
{3, 1, 1, 1},
{3, 3, 1, 1}};
/* {1, 0, 2, 1},
{1, 4, 2, 1},
{0, 1, 1, 3},
{3, 1, 1, 1},
{3, 3, 1, 1}};*/
//k
int ksize = 6;
int kwidth = 4;
int kletter[6][4] = {
{0, 0, 1, 5},
{1, 2, 2, 1},
{2, 1, 2, 1},
{2, 3, 2, 1},
{3, 0, 1, 1},
{3, 4, 1, 1}};
/* {0, 0, 1, 5},
{1, 2, 1, 1},
{2, 1, 1, 1},
{2, 3, 1, 1},
{3, 0, 1, 1},
{3, 4, 1, 1}};*/
//F
int Fsize = 3;
int Fwidth = 3;
int Fletter[3][4] = {
{0, 0, 1, 7},
{0, 4, 3, 1},
{0, 7, 6, 1}};
//i
int isize = 1;
int iwidth = 1;
int iletter[1][4] = {
{0, 0, 1, 4}};
//g
int gsize = 5;
int gwidth = 4;
int gletter[5][4] = {
{0, 0, 4, 1},
{0, 4, 4, 1},
{0, 1, 1, 3},
{3, 1, 1, 1},
{2, 2, 2, 1}};
//h
int hsize = 3;
int hwidth = 1;
int hletter[3][4] = {
{0, 0, 1, 5},
{3, 0, 1, 5},
{0, 2, 4, 1}};
//t
int tsize = 2;
int twidth = 4;
int tletter[2][4] = {
{3, 0, 1, 6},
{0, 6, 7, 1}};
//e
int esize = 5;
int ewidth = 4;
int eletter[5][4] = {
{0, 0, 4, 1},
{0, 4, 4, 1},
{0, 2, 3, 1},
{0, 1, 1, 1},
{0, 3, 1, 1}};
//r
int rsize = 6;
int rwidth = 4;
int rletter[6][4] = {
{0, 0, 1, 5},
{0, 2, 3, 1},
{0, 4, 3, 1},
{2, 1, 2, 1},
{3, 0, 1, 1},
{2, 3, 2, 1}};
/*int rsize = 5;
int rwidth = 4;
int rletter[5][4] = {
{0, 0, 1, 5},
{0, 2, 3, 1},
{0, 4, 3, 1},
{3, 0, 1, 2},
{3, 3, 1, 1}};*/
#define LETTERCOUNT 6
int lettersizes[LETTERCOUNT] = {
Bsize,
lsize,
osize,
csize,
ksize,
osize
};
int letterwidths[LETTERCOUNT] = {
Bwidth,
lwidth,
owidth,
cwidth,
kwidth,
owidth
};
int *letters[LETTERCOUNT] = {
&Bletter[0][0],
&lletter[0][0],
&oletter[0][0],
&cletter[0][0],
&kletter[0][0],
&oletter[0][0]
};
#define LETTERCOUNT2 7
int lettersizes2[LETTERCOUNT2] = {
Fsize,
isize,
gsize,
hsize,
tsize,
esize,
rsize
};
int letterwidths2[LETTERCOUNT2] = {
Fwidth,
iwidth,
gwidth,
hwidth,
twidth,
ewidth,
rwidth
};
int *letters2[LETTERCOUNT2] = {
&Fletter[0][0],
&iletter[0][0],
&gletter[0][0],
&hletter[0][0],
&tletter[0][0],
&eletter[0][0],
&rletter[0][0]
};
BasicBlock *letterblock;
float z = 0.5;
int i, j;
int dx = -15;
int dy = BLOCKHEIGHT*(4*3+1);
int dz = -5;
for (i = 0; i < LETTERCOUNT; i++){
int size = lettersizes[i];
int width = letterwidths[i];
for (j = 0; j < size; j++){
int x = letters[i][j*4+0];
int y = letters[i][j*4+1]*3;
int w = letters[i][j*4+2];
int h = letters[i][j*4+3]*3;
letterblock = new BasicBlock(w, h, 1);
letterblock->setPosition(dx+x+w/2.0, dy+BLOCKHEIGHT*(y+h/2.0), dz+z + randomf(0.1));
letterblock->setColor(1, 0.5, 1);
titleworld->addChild(letterblock);
}
dx += width + 1;
}
dx = -5;
dy = 0;
dz = 0;
for (i = 0; i < LETTERCOUNT2; i++){
int size = lettersizes2[i];
int width = letterwidths2[i];
for (j = 0; j < size; j++){
int x = letters2[i][j*4+0];
int y = letters2[i][j*4+1]*3;
int w = letters2[i][j*4+2];
int h = letters2[i][j*4+3]*3;
letterblock = new BasicBlock(w, h, 1);
letterblock->setPosition(dx+x+w/2.0, dy+BLOCKHEIGHT*(y+h/2.0), dz+z + randomf(0.1));
//float rotate[3] = {0, randomf(0.1), 0};
//matrixCreateRotation(letterblock->rotation, rotate);
letterblock->setColor(1, 0.5, 1);
titleworld->addChild(letterblock);
}
dx += width + 1;
}
Object *flower;
flower = new Object();
flower->appearance = new FlowerAppearance(FLOWER_RED, FLOWER_WHITE, FLOWER_YELLOW);
flower->setPosition(-7.5, 0, 1.5);
titleworld->addChild(flower);
flower = new Object();
flower->appearance = new FlowerAppearance(FLOWER_YELLOW, FLOWER_RED, FLOWER_YELLOW);
flower->setPosition(-11.5, 0, -2.5);
titleworld->addChild(flower);
flower = new Object();
flower->appearance = new FlowerAppearance(FLOWER_WHITE, FLOWER_WHITE, FLOWER_RED);
flower->setPosition(-14.5, 0, 0.5);
titleworld->addChild(flower);
changesound = new Sound(DATAPATH"menuchange.wav");
selectsound = new Sound(DATAPATH"menuselect.wav");
menumusic = new Sound(DATAPATH"menu.mp3", true);
}
titleworld->prepare();
menuinitialized = true;
}
#define MODEMAIN 0
#define MODEOPTIONS 1
#define MAINSTART 0
#define MAINOPTIONS 1
#define MAINQUIT 2
#define OPTIONSRESOLUTION 0
#define OPTIONSFULLSCREEN 1
#define OPTIONSDETAIL 2
#define OPTIONSRETURN 3
int menuoption = MAINSTART;
int maxoption;
int menumode = MODEMAIN;
bool pressed = false;
float obx1, oby1, obx2, oby2;
float bx1, by1, bx2, by2;
float interpolator = 1.0;
int xres, yres;
int oldresolution;
int resolution = 2;
bool fullscreen = false;
int olddetail;
int detail = 2;
#define RESOLUTIONCOUNT 6
int resolutions[RESOLUTIONCOUNT][2] = {
{640, 480},
{800, 600},
{1024, 768},
{1280, 960},
{1280, 1024},
{1600, 1200}
};
#define DETAILCOUNT 4
char *details[DETAILCOUNT] = {"Off", "Low", "Medium", "High"};
int menurestartcounter = -1;
void menuRestart(void){
menurestartcounter = 0;
}
void menuMain(void){
interpolator = 0.0;
menumode = MODEMAIN;
menuoption = MAINOPTIONS;
obx1 = bx1;
oby1 = by1;
obx2 = bx2;
oby2 = by2;
}
float menufade;
int gamestart = 0;
bool loading = true;
void menuStartGame(void){
menumusic->fadeOut(300);
gamestart = 200;
menurestartcounter = -1;
}
void menuStartGame2(void){
titlelight.setEnabled(false);
changeGameMode(FIGHTMODE);
startFight();
menurestartcounter = -1;
}
void menuOptions(void){
interpolator = 0.0;
menumode = MODEOPTIONS;
menuoption = OPTIONSRESOLUTION;
obx1 = bx1;
oby1 = by1;
obx2 = bx2;
oby2 = by2;
oldresolution = resolution;
olddetail = detail;
}
int quitcounter = -1;
void menuEscPressed(void){
menurestartcounter = -1;
//menumusic->stop();
menumusic->fadeOut(200);
quitcounter = 0;
}
void menuQuit(void){
exitProgram(0);
}
void menuResolution(int dir){
resolution += dir;
if (resolution < 0) resolution = 0;
if (resolution >= RESOLUTIONCOUNT) resolution = RESOLUTIONCOUNT-1;
//resolution = (resolution + RESOLUTIONCOUNT) % RESOLUTIONCOUNT;
}
void calculateMenu(int framecount){
if (framecount == 1){
menumusic->setVolume(0);
menumusic->play();
menumusic->fadeIn(300);
}
if (menurestartcounter != -1){
menurestartcounter++;
if (menurestartcounter == 300){
menumusic->play();
menumusic->fadeIn(100);
menurestartcounter = -1;
}
}
menufade = -1;
titlelight.setEnabled(true);
if (framecount < 200){
menufade = 1-framecount/200.0;
} else{
loading = false;
}
if (gamestart > 0){
gamestart--;
if (gamestart == 0){
menuStartGame2();
}
menufade = (200-gamestart)/200.0;
}
if (quitcounter != -1){
menufade = quitcounter/200.0;
quitcounter++;
if (quitcounter == 200) menuQuit();
}
float cameratarget[3] = {0, 0, 0};
titlecamera.setPosition(sin(framecount*0.001)*2-8, sin(framecount*0.0033)*2+15, cos(framecount*0.001)*2+25);
titlecamera.setTarget(cameratarget);
titleworld->move();
xres = resolutions[resolution][0];
yres = resolutions[resolution][1];
switch(menumode){
case MODEMAIN:
maxoption = 2;
bx1 = 0.03;
by1 = 0.49;
bx2 = 0.68;
by2 = 0.96;
break;
case MODEOPTIONS:
maxoption = 3;
bx1 = 0.1;
by1 = 0.3;
bx2 = 0.9;
by2 = 0.8;
break;
}
if (interpolator < 1.0){
interpolator += 0.02;
} else{
interpolator = 1.0;
if (menufade == -1){
if (keys[SDLK_DOWN]){
if (!pressed){
/*if (menuoption < maxoption){
menuoption++;
changesound->play();
}*/
menuoption = (menuoption + 1)%(maxoption+1);
changesound->play();
pressed = true;
}
} else if (keys[SDLK_UP]){
if (!pressed){
/*if (menuoption > 0){
menuoption--;
changesound->play();
}*/
menuoption = (menuoption + maxoption)%(maxoption+1);
changesound->play();
pressed = true;
}
} else if (keys[SDLK_LEFT]){
if (!pressed){
switch(menumode){
case MODEOPTIONS:
switch(menuoption){
case OPTIONSRESOLUTION:
menuResolution(-1);
break;
case OPTIONSDETAIL:
if (detail > 0) detail--;
break;
}
break;
}
selectsound->play();
pressed = true;
}
} else if (keys[SDLK_RIGHT]){
if (!pressed){
switch(menumode){
case MODEOPTIONS:
switch(menuoption){
case OPTIONSRESOLUTION:
menuResolution(1);
break;
case OPTIONSDETAIL:
if (detail < DETAILCOUNT-1) detail++;
break;
}
break;
}
selectsound->play();
pressed = true;
}
} else if (keys[SDLK_ESCAPE]){
if (!pressed){
switch(menumode){
case MODEMAIN:
if (menuoption != MAINQUIT){
menuoption = MAINQUIT;
changesound->play();
}
else menuEscPressed();
break;
case MODEOPTIONS:
selectsound->play();
resolution = oldresolution;
detail = olddetail;
menuMain();
break;
}
pressed = true;
}
} else if (keys[SDLK_RETURN]){
if (!pressed){
switch(menumode){
case MODEMAIN:
switch(menuoption){
case MAINSTART:
menuStartGame();
break;
case MAINOPTIONS:
menuOptions();
break;
case MAINQUIT:
menuEscPressed();
break;
}
break;
case MODEOPTIONS:
switch(menuoption){
case OPTIONSRESOLUTION:
if (resolution != oldresolution) changeResolution(xres, yres, fullscreen);
oldresolution = resolution;
break;
case OPTIONSFULLSCREEN:
fullscreen = !fullscreen;
changeResolution(xres, yres, fullscreen);
break;
case OPTIONSDETAIL:
setDetail(detail);
olddetail = detail;
break;
case OPTIONSRETURN:
if (resolution != oldresolution){
changeResolution(xres, yres, fullscreen);
oldresolution = resolution;
}
if (detail != olddetail){
setDetail(detail);
olddetail = detail;
}
menuMain();
break;
}
break;
}
selectsound->play();
pressed = true;
}
} else pressed = false;
}
}
}
void drawMenu(int framecount){
//createSkyBox(0, -20, 0, 400, 200, 400);
createSkyBox(-200, -200, -200, 400, 400, 400);
glLoadIdentity();
titlecamera.glUpdate();
updateLights();
titleworld->draw();
flaretexture->enable();
titlelight.createFlare();
flaretexture->disable();
/*//2D-view
glDisable(GL_LIGHTING);
glDisable(GL_CULL_FACE);
glDisable(GL_DEPTH_TEST);
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
gluOrtho2D(0, 1, 1, 0);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();*/
enable2D();
glColor3f(1, 1, 1);
print(0.73, 0.55,
"Programming:\n" \
" Miika Sell\n" \
" Juha Kaarlas\n" \
"\n" \
"Graphics:\n" \
" Miika Sell\n" \
" Juha Kaarlas\n" \
"\n" \
"Musics:\n" \
" Osmand"
, 0.03);
print(0.35, 0.965, "http://blockofighter.kicks-ass.net/", 0.02);
print(0.88, 0.96, "Version 2.0", 0.02);
tuxtexture->enable();
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glColor3f(1, 1, 1);
float tuxx = 0.9;
float tuxy = 0.02;
float tuxw = 0.1*3/4;
float tuxh = 0.1;
glBegin(GL_QUADS);
glTexCoord2f(0, 0);
glVertex2f(tuxx, tuxy);
glTexCoord2f(1, 0);
glVertex2f(tuxx+tuxw, tuxy);
glTexCoord2f(1, 1);
glVertex2f(tuxx+tuxw, tuxy+tuxh);
glTexCoord2f(0, 1);
glVertex2f(tuxx, tuxy+tuxh);
glEnd();
tuxtexture->disable();
glColor3f(1, 1, 1);
print(0.88, 0.12, "supported", 0.02);
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
glColor4f(0, 0, 0, 0.5);
float x1, y1, x2, y2;
x1 = (1-interpolator)*obx1 + interpolator*bx1;
y1 = (1-interpolator)*oby1 + interpolator*by1;
x2 = (1-interpolator)*obx2 + interpolator*bx2;
y2 = (1-interpolator)*oby2 + interpolator*by2;
glBegin(GL_QUADS);
glVertex2f(x1, y1);
glVertex2f(x2, y1);
glVertex2f(x2, y2);
glVertex2f(x1, y2);
glEnd();
if (interpolator == 1.0){
switch(menumode){
case MODEMAIN:
glColor3f(1, 1, 1);
print(0.05, 0.5, "Start game", 0.1);
print(0.05, 0.65, "Options", 0.1);
print(0.05, 0.8, "Quit", 0.1);
x1 = 0.04;
x2 = 0.67;
switch(menuoption){
case 0:
y1 = 0.5;
y2 = 0.65;
break;
case 1:
y1 = 0.65;
y2 = 0.79;
break;
case 2:
y1 = 0.79;
y2 = 0.95;
break;
}
break;
case MODEOPTIONS:
glColor3f(1, 1, 1);
char resolutionstring[22];
sprintf(resolutionstring, "Resolution: %ix%i", xres, yres);
print(0.12, 0.32, resolutionstring, 0.07);
print(0.12, 0.42, "Toggle fullscreen", 0.07);
char detailstring[22];
sprintf(detailstring, "Detail: %s", details[detail]);
print(0.12, 0.52, detailstring, 0.07);
print(0.12, 0.68, "Save and return", 0.07);
x1 = 0.11;
x2 = 0.89;
switch(menuoption){
case 0:
y1 = 0.32;
y2 = 0.42;
break;
case 1:
y1 = 0.42;
y2 = 0.52;
break;
case 2:
y1 = 0.52;
y2 = 0.62;
break;
case 3:
y1 = 0.68;
y2 = 0.78;
break;
}
break;
}
glLineWidth(2);
glColor4f(sin(framecount*0.04)*0.4+0.6, sin(framecount*0.04)*0.4+0.6, sin(framecount*0.04)*0.4+0.6, 0.5);
glBegin(GL_LINE_LOOP);
glVertex2f(x1, y1);
glVertex2f(x2, y1);
glVertex2f(x2, y2);
glVertex2f(x1, y2);
glEnd();
}
if (menufade != -1){
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glColor4f(0, 0, 0, menufade);
glBegin(GL_QUADS);
glVertex2f(0, 0);
glVertex2f(1, 0);
glVertex2f(1, 1);
glVertex2f(0, 1);
glEnd();
if (loading){
glColor4f(menufade, menufade, menufade, menufade);
print(0.08, 0.4, "Loading...", 0.2);
}
}
disable2D();
/*//Back to 3D-view
glPopMatrix();
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);*/
}

48
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@ -0,0 +1,48 @@
/*
* $Id: menu.h,v 1.6 2002/07/21 22:50:39 msell Exp $
*
*
* $Log: menu.h,v $
* Revision 1.6 2002/07/21 22:50:39 msell
* no message
*
* Revision 1.5 2002/07/19 21:17:07 msell
* bugifixi
*
* Revision 1.4 2002/07/19 20:33:28 msell
* #pragma once -> #ifndef
*
* Revision 1.3 2002/07/19 20:06:32 msell
* Linux-porttausta
*
* Revision 1.2 2002/07/17 20:32:47 msell
* Detail-optio toimii
*
* Revision 1.1 2002/07/16 17:16:35 msell
* Fontit ja valikot
*
*
*
* $Date: 2002/07/21 22:50:39 $
*
*/
#ifndef __MENU_H_INCLUDED__
#define __MENU_H_INCLUDED__
#include <SDL.h>
#include "texture.h"
#include "audio.h"
extern int detail;
extern Texture *tuxtexture;
void initMenu(void);
void calculateMenu(int framecount);
void drawMenu(int framecount);
void menuRestart(void);
#endif

433
src/mesh.cpp Normal file
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/*
* $Id: mesh.cpp,v 1.14 2002/07/19 20:08:28 msell Exp $
*
*
* $Log: mesh.cpp,v $
* Revision 1.14 2002/07/19 20:08:28 msell
* Linux-porttausta
*
* Revision 1.13 2002/07/15 15:22:08 msell
* Parantelua
*
* Revision 1.12 2002/07/14 21:40:43 msell
* Conflictit pois, liikkumiset (hyppy, kävely, lyönti), uusi areena
*
* Revision 1.11 2002/07/14 21:22:39 jkaarlas
* skybox ja ukkojen säätö
*
* Revision 1.10 2002/07/10 22:22:53 msell
* Cartoon-rendaus
*
* Revision 1.9 2002/07/10 22:10:32 jkaarlas
* skaalatut ja käännellyt ruumiinosat
*
* Revision 1.8 2002/07/10 17:13:44 msell
* Törmäystarkastelun parantelua
*
* Revision 1.7 2002/07/07 17:53:21 msell
* Legoukon alku
*
* Revision 1.6 2002/07/07 15:29:07 msell
* Törmäyksien parantelua
*
* Revision 1.5 2002/07/04 21:05:41 msell
* Se toimii!! =)
* Törmäystarkistukset siis
*
* Revision 1.4 2002/06/30 16:05:04 msell
* Törmäyksien parantelua, transformaatioita mukana
*
* Revision 1.3 2002/06/26 22:30:29 jkaarlas
* lisätty Vertexiin tekstuurikoordinaatit
*
* Revision 1.2 2002/06/24 14:12:15 msell
* Nyt toimii sphere -> mesh -törmäykset, ihan tosi
*
* Revision 1.1 2002/06/20 22:50:12 msell
* Meshit
*
*
*
* $Date: 2002/07/19 20:08:28 $
*
*/
#include "main.h"
#include "mesh.h"
#include "vector.h"
#include "sphere.h"
#include "collision.h"
#include "audio.h"
#include <math.h>
#include "glapi.h"
Vertex::Vertex(void){
vectorSet(position, 0, 0, 0);
vectorSet(normal, 0, 0, 0);
}
Vertex::Vertex(float x, float y, float z){
vectorSet(position, x, y, z);
vectorSet(normal, x, y, z);
vectorNormalize(normal);
}
Vertex::Vertex(float x, float y, float z, float nx, float ny, float nz){
vectorSet(position, x, y, z);
vectorSet(normal, nx, ny, nz);
}
void Vertex::setTexCoords(float u, float v){
this->texcoords[0] = u;
this->texcoords[1] = v;
}
Polygon::Polygon(void){
vertexcount = 0;
edgecount = 0;
smooth = false;
realsmooth = false;
}
Mesh::Mesh(void){
vertexcount = 0;
polygoncount = 0;
edgecount = 0;
}
Mesh::~Mesh(void){
delete [] polygons;
delete [] vertices;
}
void Mesh::createPlanes(void){
int i;
for (i = 0; i < polygoncount; i++){
class Polygon *polygon = &this->polygons[i];
if (polygon->vertexcount >= 3){
float v1[3], v2[3];
vectorSub(v1, polygon->vertices[1]->position,
polygon->vertices[0]->position);
vectorSub(v2, polygon->vertices[2]->position,
polygon->vertices[0]->position);
vectorCross(polygon->planenormal, v1, v2);
vectorNormalize(polygon->planenormal);
polygon->planedistance = -vectorDot(polygon->vertices[0]->position, polygon->planenormal);
}
}
}
void Mesh::createVertexnormals(void){
int i, j, ii;
bool connect;
float normal[3];
for (i = 0; i < vertexcount; i++){
bool found = false;
vectorSet(normal, 0, 0, 0);
for (j = 0; j < polygoncount; j++){
connect = false;
class Polygon *polygon = &polygons[j];
for (ii = 0;ii < polygon->vertexcount; ii++){
if (polygons[j].vertices[ii] == &(vertices[i])){
connect = true;
}
}
if (connect){
vectorAdd(normal, polygon->planenormal);
found = true;
}
}
if (found){
vectorNormalize(vertices[i].normal, normal);
}
}
for (j = 0; j < polygoncount; j++){
class Polygon *polygon = &polygons[j];
if (!polygon->realsmooth) polygon->smooth = true;
}
}
void Mesh::createEdges(void){
int maxedgecount = 0;
int i;
for (i = 0; i < polygoncount; i++){
class Polygon *polygon = &polygons[i];
maxedgecount += polygon->vertexcount;
}
edgecount = 0;
int j, k;
Edge *edges = new Edge[maxedgecount];
for (i = 0; i < polygoncount; i++){
class Polygon *polygon = &polygons[i];
polygon->edges = new Edge *[polygon->vertexcount];
for (j = 1; j <= polygon->vertexcount; j++){
Vertex *v1 = polygon->vertices[j-1];
Vertex *v2 = polygon->vertices[j%polygon->vertexcount];
bool found = false;
for (k = 0; k < edgecount; k++){
if (edges[k].v2 == v1 && edges[k].v1 == v2){
found = true;
edges[k].p2 = polygon;
break;
}
}
if (!found){
edges[edgecount].v1 = v1;
edges[edgecount].v2 = v2;
edges[edgecount].p1 = polygon;
edges[edgecount].p2 = NULL;
edgecount++;
}
}
}
this->edges = new Edge[edgecount];
//printf("%i\n", edgecount);
for (i = 0; i < edgecount; i++){
this->edges[i].v1 = edges[i].v1;
this->edges[i].v2 = edges[i].v2;
this->edges[i].p1 = edges[i].p1;
this->edges[i].p2 = edges[i].p2;
class Polygon *p;
p = edges[i].p1;
p->edges[p->edgecount++] = &this->edges[i];
p = edges[i].p2;
p->edges[p->edgecount++] = &this->edges[i];
//printf("%p, %p\n", edges[i].p1, edges[i].p2);
}
delete[] edges;
}
float Mesh::calculateScale(float targetLength, int axis){
float min = 0.0;
float max = 0.0;
for (int i=0; i < this->vertexcount; i++){
if (this->vertices->position[axis] > max){
max = this->vertices->position[axis];
}
if (this->vertices->position[axis] < min){
min = this->vertices->position[axis];
}
}
return fabs(targetLength / (max - min));
}
/* ei toimi kunnolla kaikille objekteille (kädet ok, jalat ja torso ei) */
void Mesh::scale(float targetLength, int axis){
float newscale = this->calculateScale(targetLength, axis);
this->scale(newscale);
}
/* ei toimi kunnolla kaikille objekteille (kädet ok, jalat ja torso ei)*/
void Mesh::scale(float scale){
for (int i=0; i < this->vertexcount; i++){
this->vertices->position[0] *= scale;
this->vertices->position[1] *= scale;
this->vertices->position[2] *= scale;
}
this->createVertexnormals();
this->createPlanes();
}
MeshObject::MeshObject(Mesh *mesh){
this->mesh = mesh;
this->appearance = new MeshAppearance(mesh);
this->geometry = new MeshShape(this);
}
MeshAppearance::MeshAppearance(Mesh *mesh){
this->mesh = mesh;
}
void MeshAppearance::draw(void){
//glDisable(GL_CULL_FACE);
glColor4fv(this->material.getColor());
this->material.enable();
int i, j;
for (i = 0; i < mesh->polygoncount; i++){
class Polygon *polygon = &mesh->polygons[i];
glBegin(GL_TRIANGLE_FAN);
if (!polygon->smooth) glNormal3fv(polygon->planenormal);
for (j = 0; j < polygon->vertexcount; j++){
Vertex *vertex = polygon->vertices[j];
if (polygon->smooth) glNormal3fv(vertex->normal);
glVertex3fv(vertex->position);
}
glEnd();
}
glDisable(GL_DEPTH);
glDisable(GL_LIGHTING);
glLineWidth(5.0);
glBegin(GL_LINES);
for (i = 0; i < mesh->edgecount; i++){
glColor3f(0, 0, 0);
glVertex3fv(mesh->edges[i].v1->position);
glVertex3fv(mesh->edges[i].v2->position);
}
glEnd();
glEnable(GL_LIGHTING);
glEnable(GL_DEPTH);
this->material.disable();
//glEnable(GL_CULL_FACE);
}
MeshShape::MeshShape(MeshObject *object) : Shape(object){
mesh = object->mesh;
}
MeshShape::MeshShape(Object *object, Mesh *mesh) : Shape(object){
this->mesh = mesh;
}
bool MeshShape::checkCollision(Object *target){
return target->geometry->checkCollisionPeer(this);
}
float MeshShape::calculateMomentOfInertia(float *rotationvector){
if (vectorDot(rotationvector, rotationvector) < EPSILON) return 0;
int i;
float j = 0;
for (i = 0; i < mesh->vertexcount; i++){
float proj[3];
vectorProject(proj, mesh->vertices[i].position, rotationvector);
vectorSub(proj, mesh->vertices[i].position, proj);
//float r = vectorLength(proj);
float r2 = vectorDot(proj, proj);
j += r2;
}
return j / i;
}
bool MeshShape::checkCollisionPeer(SphereShape *target){
float position[3] = {0, 0, 0};
target->object->transformPoint(position, position);
object->unTransformPoint(position, position);
float normal[3];
float contactpoint[3];
float r = target->getRadius();
if (checkSphereMeshCollision(position, r, mesh, normal, contactpoint)){
vectorScale(normal, -1);
object->transformVector(normal, normal);
object->transformPoint(contactpoint, contactpoint);
addCollision(object, target->object, normal, contactpoint);
//vectorAdd(contactnormal, normal);
return true;
}
return false;
}
//extern Sound *shotsound;
bool MeshShape::checkCollisionPeer(MeshShape *target){
float normal[3];
float contactpoint[3];
bool collided = false;
int i;
Mesh *sourcemesh, *targetmesh;
sourcemesh = this->mesh;
targetmesh = target->mesh;
for (i = 0; i < sourcemesh->vertexcount; i++){
Vertex *vertex = &sourcemesh->vertices[i];
float vertexposition[3];
object->transformPoint(vertexposition, vertex->position);
target->object->unTransformPoint(vertexposition, vertexposition);
if (checkPointMeshCollision(vertexposition, targetmesh, normal, contactpoint)){
target->object->transformVector(normal, normal);
target->object->transformPoint(contactpoint, contactpoint);
if (vectorIsZero(contactpoint)){
vectorSet(contactpoint, 0, 0, 0);
}
addCollision(object, target->object, normal, contactpoint);
collided = true;
}
}
sourcemesh = target->mesh;
targetmesh = this->mesh;
for (i = 0; i < sourcemesh->vertexcount; i++){
Vertex *vertex = &sourcemesh->vertices[i];
float vertexposition[3];
target->object->transformPoint(vertexposition, vertex->position);
object->unTransformPoint(vertexposition, vertexposition);
if (checkPointMeshCollision(vertexposition, targetmesh, normal, contactpoint)){
object->transformVector(normal, normal);
object->transformPoint(contactpoint, contactpoint);
addCollision(target->object, object, normal, contactpoint);
collided = true;
}
}
sourcemesh = this->mesh;
targetmesh = target->mesh;
for (i = 0; i < sourcemesh->edgecount; i++){
Edge *edge = &sourcemesh->edges[i];
float v1[3], v2[3];
object->transformPoint(v1, edge->v1->position);
target->object->unTransformPoint(v1, v1);
object->transformPoint(v2, edge->v2->position);
target->object->unTransformPoint(v2, v2);
if (checkEdgeMeshCollision(v1, v2, targetmesh, normal, contactpoint)){
target->object->transformVector(normal, normal);
target->object->transformPoint(contactpoint, contactpoint);
addCollision(object, target->object, normal, contactpoint);
collided = true;
}
}
return collided;
}

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/*
* $Id: mesh.h,v 1.12 2002/07/19 20:33:28 msell Exp $
*
*
* $Log: mesh.h,v $
* Revision 1.12 2002/07/19 20:33:28 msell
* #pragma once -> #ifndef
*
* Revision 1.11 2002/07/19 20:08:28 msell
* Linux-porttausta
*
* Revision 1.10 2002/07/17 20:32:47 msell
* Detail-optio toimii
*
* Revision 1.9 2002/07/15 15:22:08 msell
* Parantelua
*
* Revision 1.8 2002/07/14 21:22:39 jkaarlas
* skybox ja ukkojen säätö
*
* Revision 1.7 2002/07/10 17:13:44 msell
* Törmäystarkastelun parantelua
*
* Revision 1.6 2002/07/07 17:53:21 msell
* Legoukon alku
*
* Revision 1.5 2002/07/04 21:05:41 msell
* Se toimii!! =)
* Törmäystarkistukset siis
*
* Revision 1.4 2002/06/30 16:05:04 msell
* Törmäyksien parantelua, transformaatioita mukana
*
* Revision 1.3 2002/06/26 22:30:29 jkaarlas
* lisätty Vertexiin tekstuurikoordinaatit
*
* Revision 1.2 2002/06/24 14:12:15 msell
* Nyt toimii sphere -> mesh -törmäykset, ihan tosi
*
* Revision 1.1 2002/06/20 22:50:12 msell
* Meshit
*
*
*
* $Date: 2002/07/19 20:33:28 $
*
*/
#ifndef __MESH_H_INCLUDED__
#define __MESH_H_INCLUDED__
#include "object.h"
#define X_AXIS 0
#define Y_AXIS 1
#define Z_AXIS 2
class Vertex{
public:
float position[3];
float oldposition[3];
float normal[3];
float texcoords[2];
Vertex(void);
Vertex(float x, float y, float z);
Vertex(float x, float y, float z, float nx, float ny, float nz);
void setTexCoords(float u, float v);
};
class Edge;
class Polygon{
public:
float planenormal[3];
float planedistance;
bool smooth;
bool realsmooth;
int vertexcount;
Vertex **vertices;
int edgecount;
Edge **edges;
Polygon(void);
};
class Edge{
public:
Vertex *v1, *v2;
class Polygon *p1, *p2;
};
class Mesh{
public:
int vertexcount;
Vertex *vertices;
int polygoncount;
class Polygon *polygons;
Edge *edges;
int edgecount;
Mesh(void);
~Mesh(void);
void createPlanes(void);
void createVertexnormals(void);
void createEdges(void);
float calculateScale(float targetLength, int axis);
void scale(float targetLength, int axis);
void scale(float scale);
};
class MeshObject : public Object{
public:
Mesh *mesh;
MeshObject(Mesh *mesh);
};
class MeshAppearance : public Appearance{
private:
Mesh *mesh;
public:
MeshAppearance(Mesh *mesh);
void draw(void);
};
//Geometry of sphere
class MeshShape : public Shape{
private:
Mesh *mesh;
public:
MeshShape(MeshObject *meshobject);
MeshShape(Object *object, Mesh *mesh);
float calculateMomentOfInertia(float *rotationvector);
bool checkCollision(Object *target);
bool checkCollisionPeer(SphereShape *target);
bool checkCollisionPeer(MeshShape *target);
friend class SphereShape;
};
#endif

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/*
* $Id: object.cpp,v 1.22 2002/07/18 23:05:31 msell Exp $
*
*
* $Log: object.cpp,v $
* Revision 1.22 2002/07/18 23:05:31 msell
* Partikkelit ja kakkospelaajan liike
*
* Revision 1.21 2002/07/17 22:45:54 msell
* Ääniä vähän
*
* Revision 1.20 2002/07/15 15:22:08 msell
* Parantelua
*
* Revision 1.19 2002/07/14 21:40:43 msell
* Conflictit pois, liikkumiset (hyppy, kävely, lyönti), uusi areena
*
* Revision 1.18 2002/07/14 21:22:39 jkaarlas
* skybox ja ukkojen säätö
*
* Revision 1.17 2002/07/07 15:29:07 msell
* Törmäyksien parantelua
*
* Revision 1.16 2002/07/04 21:05:41 msell
* Se toimii!! =)
* Törmäystarkistukset siis
*
* Revision 1.15 2002/06/30 16:05:04 msell
* Törmäyksien parantelua, transformaatioita mukana
*
* Revision 1.14 2002/06/27 14:39:48 msell
* Toimiva maila :)
* Pyörivät kappaleet siis antaa liike-energiaa liikkuville kappaleille (ei toisin päin vielä)
*
* Revision 1.13 2002/06/27 00:08:04 msell
* Kimmotukset palloille myös pyöritettyihin mesheihin
*
* Revision 1.12 2002/06/24 14:12:15 msell
* Nyt toimii sphere -> mesh -törmäykset, ihan tosi
*
* Revision 1.11 2002/06/17 20:49:05 msell
* free -> SDL_FreeSurface
*
* Revision 1.10 2002/06/16 01:04:58 jkaarlas
* tulipa säädettyä includejen kanssa. oon tod.näk. eri mieltä aamulla
*
* Revision 1.9 2002/06/15 17:18:37 msell
* Toimiva törmäystarkastus kiinteille laatikoille
*
* Revision 1.8 2002/06/14 00:05:05 msell
* Törmäyssimulaatio kunnossa toivon mukaan
*
* Revision 1.7 2002/06/11 23:11:45 msell
* Törmäystarkistusta
*
* Revision 1.6 2002/06/07 21:16:51 msell
* Fysiikkaenginen alkua
*
* Revision 1.5 2002/06/05 18:39:05 msell
* Jotain pientä
*
* Revision 1.4 2002/06/05 15:00:41 msell
* Palikoihin lisää detailia, facet jaetaan halutun kokosiin osiin
*
* Revision 1.3 2002/06/03 23:20:43 msell
* no message
*
* Revision 1.2 2002/06/03 23:06:38 msell
* no message
*
* Revision 1.1 2002/06/02 16:57:37 msell
* Objektirakenteen pohja
*
*
*
* $Date: 2002/07/18 23:05:31 $
*
*/
#include "main.h"
#include <stdlib.h>
#include "object.h"
#include "vector.h"
#include "collision.h"
#include "utils.h"
#include "fight.h"
#include "glapi.h"
Object::Object(void){
appearance = NULL;
geometry = NULL;
invmass = 0.0;
setPosition(0, 0, 0);
vectorSet(momentum, 0, 0, 0);
invmomentofinertia = 0.0;
matrixIdentity(rotation);
vectorSet(angularmomentum, 0, 0, 0);
setCollisionGroup(COLLISIONGROUP_NONE);
gravity = false;
}
void Object::prepare(void){
if (appearance != NULL) appearance->prepare();
}
#define DT 0.01
void Object::move(void){
moveStep(DT);
}
void Object::moveStep(float dt){
if (invmass == 0) return;
if (vectorDot(momentum, momentum) > 1.0e+5) vectorSet(momentum, 0, 0, 0);
if (vectorDot(angularmomentum, angularmomentum) > 1.0e+5) vectorSet(angularmomentum, 0, 0, 0);
calculateStateVariables();
float velocitydt[3];
vectorScale(velocitydt, velocity, dt);
vectorAdd(position, velocitydt);
float rotationdt[9];
if (vectorIsZero(angularmomentum)){
matrixIdentity(rotationdt);
} else{
float angularvelocitydt[3];
vectorScale(angularvelocitydt, angularvelocity, dt);
matrixCreateRotation(rotationdt, angularvelocitydt);
}
matrixMultiply(rotation, rotation, rotationdt);
vectorScale(angularmomentum, 0.99);
}
void Object::calculateStateVariables(void){
getVelocity(velocity);
if (vectorIsZero(angularmomentum)){
invmomentofinertia = 0;
} else{
invmomentofinertia = invmass * 1.0 / geometry->calculateMomentOfInertia(angularmomentum);
}
vectorScale(angularvelocity, angularmomentum, invmomentofinertia);
}
void Object::setPosition(float x, float y, float z){
position[0] = x;
position[1] = y;
position[2] = z;
}
void Object::getPosition(float *position){
vectorCopy(position, this->position);
}
void Object::getVelocity(float *velocity){
vectorCopy(velocity, momentum);
vectorScale(velocity, invmass);
}
void Object::getVelocity(float *velocity, float *point){
getVelocity(velocity);
float tangentialvelocity[3];
getTangentialVelocity(tangentialvelocity, point);
//float tv[3];
//transformVector(tv, tangentialvelocity);
vectorAdd(velocity, tangentialvelocity);
}
void Object::getTangentialVelocity(float *target, float *point){
if (vectorIsZero(angularmomentum)){
vectorSet(target, 0, 0, 0);
return;
}
vectorCross(target, angularmomentum, point);
vectorScale(target, invmomentofinertia);
}
void Object::getMomentum(float *momentum){
vectorCopy(momentum, this->momentum);
}
void Object::setMass(float mass){
if (mass == 0) this->invmass = 0;
else this->invmass = 1.0 / mass;
}
float Object::getMass(void){
if (invmass == 0) return 0;
return 1.0 / invmass;
}
void Object::setCollisionGroup(int group){
this->collisiongroup = group;
}
int Object::getCollisionGroup(void){
return collisiongroup;
}
void Object::addImpulse(float *impulse, float *contactpoint){
if (invmass == 0) return;
float angularimpulse[3];
vectorCross(angularimpulse, contactpoint, impulse);
vectorAdd(angularmomentum, angularimpulse);
vectorAdd(momentum, impulse);
float t1[3], t2[3];
vectorAdd(t1, contactpoint, position);
vectorNormalize(t2, impulse);
vectorAdd(t2, t1);
//addGraphicsVector(t1, t2, vectorLength(impulse));
}
void Object::addExternalForce(float *force){
float impulse[3];
vectorScale(impulse, force, DT);
float contact[3] = {0, 0, 0};
this->addImpulse(impulse, contact);
}
void Object::transformPoint(float *newpoint, float *oldpoint){
vectorMatrixMultiply(newpoint, oldpoint, rotation);
vectorAdd(newpoint, position);
}
void Object::unTransformPoint(float *newpoint, float *oldpoint){
vectorSub(newpoint, oldpoint, position);
float rotmat[9];
matrixTranspose(rotmat, rotation);
vectorMatrixMultiply(newpoint, newpoint, rotmat);
}
void Object::transformVector(float *newvector, float *oldvector){
vectorMatrixMultiply(newvector, oldvector, rotation);
}
void Object::unTransformVector(float *newvector, float *oldvector){
float rotmat[9];
matrixTranspose(rotmat, rotation);
vectorMatrixMultiply(newvector, oldvector, rotmat);
}
void Object::hitForce(float speed, float *speed2, Object *source){
float tolerance = 1.0;
if (speed > tolerance){
Sound *sound;
if (rand()&1) sound = softhitsound1;
else sound = softhitsound2;
float volume = (speed-tolerance)*2;
if (volume > 1) volume = 1;
sound->setVolume(volume);
sound->play(30 + random(70));
}
}
void Object::setGravity(bool enabled){
gravity = enabled;
}
void Object::draw(void){
glPushMatrix();
glTranslatef(position[0], position[1], position[2]);
GLfloat glmatrix[16] = {
rotation[0], rotation[1], rotation[2], 0,
rotation[3], rotation[4], rotation[5], 0,
rotation[6], rotation[7], rotation[8], 0,
0 , 0 , 0 , 1};
glMultMatrixf(glmatrix);
if (appearance != NULL) appearance->draw();
glPopMatrix();
}

219
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/*
* $Id: object.h,v 1.20 2002/07/19 20:33:28 msell Exp $
*
*
* $Log: object.h,v $
* Revision 1.20 2002/07/19 20:33:28 msell
* #pragma once -> #ifndef
*
* Revision 1.19 2002/07/18 23:05:31 msell
* Partikkelit ja kakkospelaajan liike
*
* Revision 1.18 2002/07/17 22:45:54 msell
* Ääniä vähän
*
* Revision 1.17 2002/07/14 21:40:43 msell
* Conflictit pois, liikkumiset (hyppy, kävely, lyönti), uusi areena
*
* Revision 1.16 2002/07/07 23:05:22 msell
* Osien liimaaminen toisiinsa (kesken)
*
* Revision 1.15 2002/07/04 21:05:41 msell
* Se toimii!! =)
* Törmäystarkistukset siis
*
* Revision 1.14 2002/06/30 16:05:04 msell
* Törmäyksien parantelua, transformaatioita mukana
*
* Revision 1.13 2002/06/27 14:39:48 msell
* Toimiva maila :)
* Pyörivät kappaleet siis antaa liike-energiaa liikkuville kappaleille (ei toisin päin vielä)
*
* Revision 1.12 2002/06/27 00:08:04 msell
* Kimmotukset palloille myös pyöritettyihin mesheihin
*
* Revision 1.11 2002/06/24 14:12:15 msell
* Nyt toimii sphere -> mesh -törmäykset, ihan tosi
*
* Revision 1.10 2002/06/15 22:56:37 msell
* Säätöä
*
* Revision 1.9 2002/06/14 00:05:05 msell
* Törmäyssimulaatio kunnossa toivon mukaan
*
* Revision 1.8 2002/06/11 23:11:45 msell
* Törmäystarkistusta
*
* Revision 1.7 2002/06/07 21:16:51 msell
* Fysiikkaenginen alkua
*
* Revision 1.6 2002/06/05 18:39:05 msell
* Jotain pientä
*
* Revision 1.5 2002/06/05 15:00:41 msell
* Palikoihin lisää detailia, facet jaetaan halutun kokosiin osiin
*
* Revision 1.4 2002/06/04 16:28:32 msell
* #pragma once
*
* Revision 1.3 2002/06/03 23:20:43 msell
* no message
*
* Revision 1.2 2002/06/03 23:06:38 msell
* no message
*
* Revision 1.1 2002/06/02 16:57:37 msell
* Objektirakenteen pohja
*
*
*
* $Date: 2002/07/19 20:33:28 $
*
*/
#ifndef __OBJECT_H_INCLUDED__
#define __OBJECT_H_INCLUDED__
class Object;
#define EPSILON 1.0e-20
#include <stdlib.h>
#include "shape.h"
#include "appearance.h"
struct objectlist{
Object *object;
objectlist *next;
};
class Object{
public:
float invmass;
/* Linear movement:
* position <-> paikka (x)
* velocity <-> nopeus (v)
* momentum <-> liikemäärä (p)
* force <-> voima (F)
* x' = v
* p' = F
* p = mv
* F = ma
* v' = a
*/
float position[3];
//derivative: velocity = momentum / mass
float momentum[3];//, oldmomentum[3];
//derivative: force
//float force[3]; //Temporary properties
//float externalforce[3];
/* Angular movement:
* rotation <-> orientaatio (R)
* angular velocity <-> kulmanopeus (w)
* angular momentum <-> pyörimisliikemäärä, vääntömomentti (L)
* torque <-> voiman momentti (M,T)
* moment of inertia <-> hitausmomentti (J,I)
* angular acceleration <-> kulmakiihtyvyys (a)
* L = J*w
* R' = Star(L) * R
* T = J*a
* w' = a
* L' = T
*/
float invmomentofinertia;
float rotation[9];
//derivative: StarOperation(angularvelocity) * rotation
float angularmomentum[3];
//angular momentum = angular velocity * moment of inertia
//derivative: torque = angular acceleration * moment of inertia
//float torque[3]; //Temporary property
void moveStep(float dt);
//void applyForces(float dt);
void calculateStateVariables(void);
int collisiongroup;
void addImpulse(float *impulse, float *contactpoint);
Appearance *appearance;
Shape *geometry;
bool gravity;
Object(void);
virtual void prepare(void);
virtual void move(void);
virtual void draw(void);
void setPosition(float x, float y, float z);
void getPosition(float *position);
//Gets velocity from object and return it in "velocity"
void getVelocity(float *velocity);
//Gets velocity from object for point "point" with
//tangential speed and return it in "velocity"
void getVelocity(float *velocity, float *point);
void getTangentialVelocity(float *target, float *point);
void getMomentum(float *momentum);
//void getForce(float *force);
void setMass(float mass);
float getMass(void);
void setCollisionGroup(int group);
int getCollisionGroup(void);
void transformPoint(float *newpoint, float *oldpoint);
void unTransformPoint(float *newpoint, float *oldpoint);
void transformVector(float *newvector, float *oldvector);
void unTransformVector(float *newvector, float *oldvector);
void addExternalForce(float *force);
void setGravity(bool enabled);
virtual void hitForce(float speed, float *speed2, Object *source);
friend class ObjectLink;
//friend void collide(Object *source, Object *target, float *normal, float *contactpoint);
friend bool checkCollisions(Object *object, float *contactnormal);
//Temporary state variables
float velocity[3];
float angularvelocity[3];
};
#endif

371
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/*
* $Id: objectfactory.cpp,v 1.12 2002/07/22 01:14:14 msell Exp $
*
*
* $Log: objectfactory.cpp,v $
* Revision 1.12 2002/07/22 01:14:14 msell
* Lopetussysteemi
*
* Revision 1.11 2002/07/15 20:32:35 msell
* Uudet valot ja ulkoasun parantelua
*
* Revision 1.10 2002/07/15 15:22:08 msell
* Parantelua
*
* Revision 1.9 2002/07/14 21:22:39 jkaarlas
* skybox ja ukkojen säätö
*
* Revision 1.8 2002/07/11 18:33:07 jkaarlas
* ascloaderi palauttaa nyt meshin
*
* Revision 1.7 2002/07/10 22:22:53 msell
* Cartoon-rendaus
*
* Revision 1.6 2002/07/10 22:07:23 jkaarlas
* skaalatut ja käännellyt ruumiinosat
*
* Revision 1.5 2002/07/09 19:54:35 msell
* intit floateiks asc-loaderista
*
* Revision 1.4 2002/06/26 22:30:02 jkaarlas
* lisätty asc-loaderi
*
* Revision 1.3 2002/06/24 14:12:15 msell
* Nyt toimii sphere -> mesh -törmäykset, ihan tosi
*
* Revision 1.2 2002/06/23 20:12:19 msell
* Parempi törmäystarkistus palloista mesheihin
*
* Revision 1.1 2002/06/20 22:50:12 msell
* Meshit
*
*
*
* $Date: 2002/07/22 01:14:14 $
*
*/
#include "main.h"
#include <stdlib.h>
#include <math.h>
#include <string.h>
#include "object.h"
#include "mesh.h"
#include "vector.h"
#include "utils.h"
#include "3dutils.h"
#include "objectfactory.h"
#include "glapi.h"
MeshObject *createPyramid(float width, float height){
Mesh *mesh = new Mesh();
mesh->vertexcount = 5;
mesh->vertices = new Vertex[5];
vectorSet(mesh->vertices[0].position, width, 0, 0);
vectorSet(mesh->vertices[0].normal, 1, 0, 0);
vectorSet(mesh->vertices[1].position, -width, 0, 0);
vectorSet(mesh->vertices[1].normal, -1, 0, 0);
vectorSet(mesh->vertices[2].position, 0, 0, width);
vectorSet(mesh->vertices[2].normal, 0, 0, 1);
vectorSet(mesh->vertices[3].position, 0, 0, -width);
vectorSet(mesh->vertices[3].normal, 0, 0, -1);
vectorSet(mesh->vertices[4].position, 0, height, 0);
vectorSet(mesh->vertices[4].normal, 0, 1, 0);
mesh->polygoncount = 5;
mesh->polygons = new class Polygon[5];
mesh->polygons[0].vertexcount = 3;
mesh->polygons[0].vertices = new Vertex *[3];
mesh->polygons[0].vertices[0] = &mesh->vertices[4];
mesh->polygons[0].vertices[1] = &mesh->vertices[0];
mesh->polygons[0].vertices[2] = &mesh->vertices[3];
mesh->polygons[1].vertexcount = 3;
mesh->polygons[1].vertices = new Vertex *[3];
mesh->polygons[1].vertices[0] = &mesh->vertices[4];
mesh->polygons[1].vertices[1] = &mesh->vertices[3];
mesh->polygons[1].vertices[2] = &mesh->vertices[1];
mesh->polygons[2].vertexcount = 3;
mesh->polygons[2].vertices = new Vertex *[3];
mesh->polygons[2].vertices[0] = &mesh->vertices[4];
mesh->polygons[2].vertices[1] = &mesh->vertices[1];
mesh->polygons[2].vertices[2] = &mesh->vertices[2];
mesh->polygons[3].vertexcount = 3;
mesh->polygons[3].vertices = new Vertex *[3];
mesh->polygons[3].vertices[0] = &mesh->vertices[4];
mesh->polygons[3].vertices[1] = &mesh->vertices[2];
mesh->polygons[3].vertices[2] = &mesh->vertices[0];
mesh->polygons[4].vertexcount = 4;
mesh->polygons[4].vertices = new Vertex *[4];
mesh->polygons[4].vertices[0] = &mesh->vertices[0];
mesh->polygons[4].vertices[1] = &mesh->vertices[2];
mesh->polygons[4].vertices[2] = &mesh->vertices[1];
mesh->polygons[4].vertices[3] = &mesh->vertices[3];
mesh->polygons[0].smooth = false;
mesh->polygons[1].smooth = false;
mesh->polygons[2].smooth = false;
mesh->polygons[3].smooth = false;
mesh->polygons[4].smooth = false;
mesh->createPlanes();
MeshObject *object = new MeshObject(mesh);
return object;
}
MeshObject *createSpherePool(float width, float height){
int grid = 16;
Mesh *mesh = new Mesh();
mesh->vertexcount = (grid+1)*(grid+1);
mesh->vertices = new Vertex[mesh->vertexcount];
int x, z;
for (z = 0; z < grid; z++){
float pz = (2.0*z/(grid-1) - 1)*width;
for (x = 0; x < grid; x++){
float px = (2.0*x/(grid-1) - 1)*width;
//float py = randomf(1);
float l = sqrt(pz*pz + px*px)*1;
if (l > width) l = width;
l = l/width;
//l = l*l;
float py = height*(sin(PI*(1.5+l*2))+1)/2;
vectorSet(mesh->vertices[z * grid + x].position, px, py, pz);
}
}
mesh->polygoncount = (grid-1)*(grid-1);
mesh->polygons = new class Polygon[mesh->polygoncount];
for (z = 0; z < grid-1; z++){
for (x = 0; x < grid-1; x++){
class Polygon *poly = &mesh->polygons[z * (grid-1) + x];
poly->vertexcount = 4;
poly->vertices = new Vertex *[4];
poly->vertices[0] = &mesh->vertices[z * grid + x + 1];
poly->vertices[1] = &mesh->vertices[z * grid + x ];
poly->vertices[2] = &mesh->vertices[(z + 1) * grid + x];
poly->vertices[3] = &mesh->vertices[(z + 1) * grid + x + 1];
poly->smooth = true;
}
}
mesh->createPlanes();
mesh->createVertexnormals();
MeshObject *object = new MeshObject(mesh);
return object;
}
Mesh *createBox(float x1, float x2, float y1, float y2, float z1, float z2){
Mesh *mesh = new Mesh();
mesh->vertexcount = 8;
mesh->vertices = new Vertex[8];
vectorSet(mesh->vertices[0].position, x1, y1, z1);
vectorSet(mesh->vertices[1].position, x2, y1, z1);
vectorSet(mesh->vertices[2].position, x1, y2, z1);
vectorSet(mesh->vertices[3].position, x2, y2, z1);
vectorSet(mesh->vertices[4].position, x1, y1, z2);
vectorSet(mesh->vertices[5].position, x2, y1, z2);
vectorSet(mesh->vertices[6].position, x1, y2, z2);
vectorSet(mesh->vertices[7].position, x2, y2, z2);
mesh->polygoncount = 6;
mesh->polygons = new class Polygon[6];
//Back
mesh->polygons[0].vertexcount = 4;
mesh->polygons[0].vertices = new Vertex *[4];
mesh->polygons[0].vertices[0] = &mesh->vertices[0];
mesh->polygons[0].vertices[1] = &mesh->vertices[2];
mesh->polygons[0].vertices[2] = &mesh->vertices[3];
mesh->polygons[0].vertices[3] = &mesh->vertices[1];
//Front
mesh->polygons[1].vertexcount = 4;
mesh->polygons[1].vertices = new Vertex *[4];
mesh->polygons[1].vertices[0] = &mesh->vertices[4];
mesh->polygons[1].vertices[1] = &mesh->vertices[5];
mesh->polygons[1].vertices[2] = &mesh->vertices[7];
mesh->polygons[1].vertices[3] = &mesh->vertices[6];
//Left
mesh->polygons[2].vertexcount = 4;
mesh->polygons[2].vertices = new Vertex *[4];
mesh->polygons[2].vertices[0] = &mesh->vertices[0];
mesh->polygons[2].vertices[1] = &mesh->vertices[4];
mesh->polygons[2].vertices[2] = &mesh->vertices[6];
mesh->polygons[2].vertices[3] = &mesh->vertices[2];
//Right
mesh->polygons[3].vertexcount = 4;
mesh->polygons[3].vertices = new Vertex *[4];
mesh->polygons[3].vertices[0] = &mesh->vertices[1];
mesh->polygons[3].vertices[1] = &mesh->vertices[3];
mesh->polygons[3].vertices[2] = &mesh->vertices[7];
mesh->polygons[3].vertices[3] = &mesh->vertices[5];
//Top
mesh->polygons[4].vertexcount = 4;
mesh->polygons[4].vertices = new Vertex *[4];
mesh->polygons[4].vertices[0] = &mesh->vertices[2];
mesh->polygons[4].vertices[1] = &mesh->vertices[6];
mesh->polygons[4].vertices[2] = &mesh->vertices[7];
mesh->polygons[4].vertices[3] = &mesh->vertices[3];
//Bottom
mesh->polygons[5].vertexcount = 4;
mesh->polygons[5].vertices = new Vertex *[4];
mesh->polygons[5].vertices[0] = &mesh->vertices[0];
mesh->polygons[5].vertices[1] = &mesh->vertices[1];
mesh->polygons[5].vertices[2] = &mesh->vertices[5];
mesh->polygons[5].vertices[3] = &mesh->vertices[4];
mesh->createPlanes();
mesh->createEdges();
//mesh->createVertexnormals();
return mesh;
}
float getValueFromString(char* data){
while(*data==' ') data++;
char* enddata=data;
//char oldchar;
do{
enddata++;
if ((*enddata<'0' || *enddata>'9') && (*enddata!='.')) *enddata=0;
} while(*enddata!=0);
float ret=atof(data);
*enddata=' ';
return ret;
}
char* findStringEnd(char* data, char* findstring){
return strstr(data,findstring)+strlen(findstring);
}
Mesh* loadAscModel(char *filename, float scale){
float zeroOffset[3] = {0.0, 0.0, 0.0};
return loadAscModel(filename, scale, (float*)zeroOffset);
}
Mesh* loadAscModel(char *filename, float scale, float* offset){
Mesh* target = new Mesh();
FILE* file;
float x, y, z;
if ((file=fopen(filename,"rt"))==NULL){
printf("Unable to open file %s\n",filename);
return NULL;
}
fseek(file,0,SEEK_END);
int size=ftell(file);
fseek(file,0,SEEK_SET);
char* data=(char*)malloc(size*sizeof(char));
fread(data,size,1,file);
fclose(file);
char* vert=findStringEnd(data,"Vertices:");
target->vertexcount=getValueFromString(vert);
char* face=findStringEnd(data,"Faces:");
target->polygoncount=getValueFromString(face);
target->vertices = new Vertex[target->vertexcount];
target->polygons = new class Polygon[target->polygoncount];
int i;
vert=findStringEnd(data,"Vertex list:");
for (i=0;i<target->vertexcount;i++){
vert=findStringEnd(vert,"Vertex");
vert=findStringEnd(vert,"X:");
x = getValueFromString(vert)*scale;
vert=findStringEnd(vert,"Y:");
y = getValueFromString(vert)*scale;
vert=findStringEnd(vert,"Z:");
z = getValueFromString(vert)*scale;
vectorSet(target->vertices[i].position, x + offset[0], y + offset[1] , z + offset[2]);
//recycle variables for texture coordinates
vert = findStringEnd(vert, "U:");
x = getValueFromString(vert);
vert = findStringEnd(vert, "V:");
y = getValueFromString(vert);
target->vertices[i].setTexCoords(x, y);
}
int vnum;
face=findStringEnd(data,"Face list:");
for (i=0;i<target->polygoncount;i++){
face=findStringEnd(face,"Face");
face=findStringEnd(face,"A:");
vnum=getValueFromString(face);
target->polygons[i].vertexcount = 3;
target->polygons[i].vertices = new Vertex *[3];
target->polygons[i].vertices[0]=&(target->vertices[vnum]);
target->polygons[i].vertices[0]->setTexCoords(target->vertices[vnum].texcoords[0],
target->vertices[vnum].texcoords[1]);
face=findStringEnd(face,"B:");
vnum=getValueFromString(face);
target->polygons[i].vertices[1]=&(target->vertices[vnum]);
target->polygons[i].vertices[1]->setTexCoords(target->vertices[vnum].texcoords[0],
target->vertices[vnum].texcoords[1]);
face=findStringEnd(face,"C:");
vnum=getValueFromString(face);
target->polygons[i].vertices[2]=&(target->vertices[vnum]);
target->polygons[i].vertices[2]->setTexCoords(target->vertices[vnum].texcoords[0],
target->vertices[vnum].texcoords[1]);
char *face2=findStringEnd(face,"Nosmooth");
char *face3=findStringEnd(face,"Smoothing");
if (face2 > face && face2 < face3) target->polygons[i].realsmooth = true;
}
free(data);
data = NULL;
//target->createEdges();
target->createPlanes();
target->createVertexnormals();
//return new MeshObject(target);
return target;
}
void drawTrophy(void){
point2d points[14];
int width = 3;
int i = 0;
points[i].x = 0.0; points[i].y = 0.0; i++;
points[i].x = width; points[i].y = 0.0; i++;
points[i].x = width-2; points[i].y = 2.0; i++;
points[i].x = width-2; points[i].y = 3.0; i++;
points[i].x = width-1; points[i].y = 4.0; i++;
points[i].x = width-2; points[i].y = 5.0; i++;
points[i].x = width-2; points[i].y = 6.0; i++;
points[i].x = width-1; points[i].y = 8.0; i++;
points[i].x = width; points[i].y = 9.0; i++;
points[i].x = width+1; points[i].y = 11.0; i++;
points[i].x = width+2; points[i].y = 15.0; i++;
points[i].x = width+3; points[i].y = 21.0; i++;
points[i].x = width+2; points[i].y = 21.0; i++;
points[i].x = 0.0; points[i].y = 8.0; i++;
createLathedSurface(points, NULL, i, i*5, i*10);
}

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/*
* $Id: objectfactory.h,v 1.7 2002/07/22 01:14:14 msell Exp $
*
*
* $Log: objectfactory.h,v $
* Revision 1.7 2002/07/22 01:14:14 msell
* Lopetussysteemi
*
* Revision 1.6 2002/07/19 20:33:28 msell
* #pragma once -> #ifndef
*
* Revision 1.5 2002/07/14 21:22:39 jkaarlas
* skybox ja ukkojen säätö
*
* Revision 1.4 2002/07/11 18:33:06 jkaarlas
* ascloaderi palauttaa nyt meshin
*
* Revision 1.3 2002/06/26 22:30:02 jkaarlas
* lisätty asc-loaderi
*
* Revision 1.2 2002/06/24 14:12:15 msell
* Nyt toimii sphere -> mesh -törmäykset, ihan tosi
*
* Revision 1.1 2002/06/20 22:50:12 msell
* Meshit
*
*
*
* $Date: 2002/07/22 01:14:14 $
*
*/
#ifndef __OBJECTFACTORY_H_INCLUDED__
#define __OBJECTFACTORY_H_INCLUDED__
#include "mesh.h"
MeshObject* createPyramid(float width, float height);
MeshObject* createSpherePool(float width, float height);
Mesh* createBox(float x1, float x2, float y1, float y2, float z1, float z2);
Mesh* loadAscModel(char* filename, float scale, float* offset);
Mesh* loadAscModel(char* filename, float scale);
void drawTrophy(void);
#endif

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/*
* $Id: particle.cpp,v 1.1 2002/07/19 12:10:53 msell Exp $
*
*
* $Log: particle.cpp,v $
* Revision 1.1 2002/07/19 12:10:53 msell
* Hups
*
*
*
* $Date: 2002/07/19 12:10:53 $
*
*/
#include "main.h"
#include <math.h>
#include "particle.h"
#include "vector.h"
#include "utils.h"
#include "world.h"
#include "objectfactory.h"
#include "collision.h"
#include "glapi.h"
Particle::Particle(World *world, Mesh *mesh) : MeshObject(mesh){
this->world = world;
}
Contact *contact = new Contact();
int bloodcount;
void Particle::move(void){
/*if (position[1] + momentum[1] < 0.5){
currentparticle->velocity.x*=0.8;
currentparticle->velocity.y=fabs(currentparticle->velocity.y)*0.8;
currentparticle->velocity.z*=0.8;
currentparticle->bounces++;
}
currentparticle->position.x+=currentparticle->velocity.x;
currentparticle->position.y+=currentparticle->velocity.y;
currentparticle->position.z+=currentparticle->velocity.z;
currentparticle->angle.x+=currentparticle->velocity.x*50;
currentparticle->angle.y+=currentparticle->velocity.y*50;
currentparticle->angle.z+=currentparticle->velocity.z*50;
currentparticle->velocity.y-=0.003;
if (currentparticle->bounces==3) dieParticle(currentparticle);*/
momentum[1] -= 0.02;
int i;
vectorSet(contact->normal, 0, 1, 0);
contact->object2 = NULL;
bool die = false;
for (i = 0; i < mesh->vertexcount; i++){
float point[3];
transformPoint(point, mesh->vertices[i].position);
if (point[1] < 0){
contact->object1 = this;
vectorCopy(contact->position, point);
handleCollision(contact);
/*float impulse[3];
getMomentum(impulse);
impulse[0] = 0;
impulse[1] = fabs(impulse[1]);
impulse[2] = 0;
vectorScale(impulse, 1.1);
addImpulse(impulse, point);
position[1] -= point[1];
momentum[1] = impulse[1]*0.5;*/
}
}
/*if (vectorLength(momentum) < 0.5) die = true;
if (die) removeBlood(id);*/
lifetime++;
Object::move();
if (lifetime > 300) removeBlood(id);
}
void Particle::hitForce(float speed, Object *source){
/*bounces++;
if (bounces == 2){
removeBlood(id);
}*/
}
void Particle::create(float *position, float *velocity){
vectorCopy(this->position, position);
vectorCopy(this->momentum, velocity);
float rotate[3] = {randomf(2)-1, randomf(2)-1, randomf(2)-1};
vectorCopy(this->angularmomentum, rotate);
bounces = 0;
lifetime = 0;
world->addParticle(this);
}
void Particle::destroy(void){
world->removeParticle(this);
}
Particle **bloodparticles;
BloodAppearance::BloodAppearance(int *lifetime) : BasicBlockAppearance(1, 1, 1){
this->lifetime = lifetime;
usematerial = false;
}
void BloodAppearance::draw(void){
glPushMatrix();
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
float alpha = 1-*lifetime*0.003;
if (alpha < 0) alpha = 0;
glColor4f(1, 0, 0, alpha);//1.0/(1+*lifetime*0.004));
glScalef(0.5, 0.5, 0.5);
BasicBlockAppearance::draw();
glDisable(GL_BLEND);
glPopMatrix();
}
World *bloodworld;
void initBloods(World *world){
bloodcount = 0;
bloodparticles = new Particle *[MAXBLOOD];
int i;
Mesh *bloodmesh = createBox(-0.5, 0.5, -0.5*BLOCKHEIGHT, 0.5*BLOCKHEIGHT, -0.5, 0.5);
for (i = 0; i < MAXBLOOD; i++){
bloodparticles[i] = new Particle(world, bloodmesh);
bloodparticles[i]->appearance = new BloodAppearance(&(bloodparticles[i]->lifetime));
bloodparticles[i]->setMass(1);
bloodparticles[i]->prepare();
//bloodparticles[i]->setGravity(true);
//bloodparticles[i]->setCollisionGroup(COLLISIONGROUP_PARTICLE);
//bloodparticles[i]->id = i;
}
bloodworld = world;
}
void createBlood(float *position, float *velocity){
if (bloodcount < MAXBLOOD){
Particle *currentparticle = bloodparticles[bloodcount];
currentparticle->create(position, velocity);
currentparticle->id = bloodcount;
bloodcount++;
}
}
void removeBlood(int id){
Particle *particle = bloodparticles[id];
particle->destroy();
bloodparticles[id] = bloodparticles[bloodcount-1];
bloodparticles[id]->id = id;
bloodparticles[bloodcount-1] = particle;
bloodcount--;
}

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/*
* $Id: particle.h,v 1.2 2002/07/19 20:33:28 msell Exp $
*
*
* $Log: particle.h,v $
* Revision 1.2 2002/07/19 20:33:28 msell
* #pragma once -> #ifndef
*
* Revision 1.1 2002/07/19 12:10:53 msell
* Hups
*
*
*
* $Date: 2002/07/19 20:33:28 $
*
*/
#ifndef __PARTICLE_H_INCLUDED__
#define __PARTICLE_H_INCLUDED__
class Particle;
class BloodAppearance;
#include "object.h"
#include "legoblocks.h"
#include "world.h"
class Particle : public MeshObject{
private:
int bounces;
bool enabled;
World *world;
bool alive;
public:
int lifetime;
int id;
Particle(World *world, Mesh *mesh);
void move(void);
void hitForce(float speed, Object *source);
void create(float *position, float *velocity);
void destroy(void);
};
#define MAXBLOOD 500
class BloodAppearance : public BasicBlockAppearance{
private:
int *lifetime;
public:
BloodAppearance(int *lifetime);
void draw(void);
};
void initBloods(World *world);
void createBlood(float *position, float *velocity);
void removeBlood(int id);
#endif

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/*
* $Id: run.cpp,v 1.24 2002/07/22 11:44:16 jkaarlas Exp $
*
*
* $Log: run.cpp,v $
* Revision 1.24 2002/07/22 11:44:16 jkaarlas
* naama
*
* Revision 1.23 2002/07/22 01:14:14 msell
* Lopetussysteemi
*
* Revision 1.22 2002/07/19 22:38:38 msell
* Pingviini
*
* Revision 1.21 2002/07/19 21:17:07 msell
* bugifixi
*
* Revision 1.20 2002/07/19 20:06:32 msell
* Linux-porttausta
*
* Revision 1.19 2002/07/19 19:46:07 msell
* Makefile
*
* Revision 1.18 2002/07/19 18:59:46 msell
* Alkuhommaa ja säätöä
*
* Revision 1.17 2002/07/19 14:05:52 msell
* Damagetextuurit näkyy
*
* Revision 1.16 2002/07/19 12:48:57 jkaarlas
* damagepää
*
* Revision 1.15 2002/07/19 12:42:44 msell
* Loading...
*
* Revision 1.14 2002/07/17 20:32:48 msell
* Detail-optio toimii
*
* Revision 1.13 2002/07/17 16:40:33 msell
* Resoluution vaihto
*
* Revision 1.12 2002/07/16 19:57:14 jkaarlas
* lisätty DATAPATH tiedostonimien eteen
*
* Revision 1.11 2002/07/16 17:16:35 msell
* Fontit ja valikot
*
* Revision 1.10 2002/07/04 21:05:41 msell
* Se toimii!! =)
* Törmäystarkistukset siis
*
* Revision 1.9 2002/06/17 20:49:05 msell
* free -> SDL_FreeSurface
*
* Revision 1.8 2002/06/17 19:58:08 msell
* #includeiden parantelua
*
* Revision 1.7 2002/06/16 01:04:58 jkaarlas
* tulipa säädettyä includejen kanssa. oon tod.näk. eri mieltä aamulla
*
* Revision 1.6 2002/06/02 16:57:37 msell
* Objektirakenteen pohja
*
* Revision 1.5 2002/05/18 12:29:35 msell
* Valot ja äänijärjestelmän parantelua
*
* Revision 1.4 2002/05/17 12:30:26 msell
* no message
*
* Revision 1.3 2002/05/16 18:41:16 msell
* Vektorifunctioita ja kamera
*
* Revision 1.2 2002/05/15 21:07:23 msell
* Äänisäätöä
*
* Revision 1.1 2002/05/15 14:36:39 msell
* Yksinkertainen SDL-runko (Kääntyy toistaiseksi vain windowsissa).
* Mukana myös musiikinsoitto fmodilla.
*
*
*
* $Date: 2002/07/22 11:44:16 $
*
*/
#include "main.h"
#include <SDL.h>
#include "run.h"
#include "fight.h"
#include "menu.h"
#include "end.h"
#include "graphics.h"
#include "3dutils.h"
#include "audio.h"
#include "font.h"
#include "legoblocks.h"
#include "glapi.h"
int gamemode;
bool changed;
bool gameinitialized = false;
void initFontTexture(void);
void initScenes(void){
knobgllist = glGenLists(1);
setDetail(detail);
//Simple loading-screen
enable2D();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
SDL_GL_SwapBuffers();
initFontTexture();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
print(0.08, 0.4, "Loading...", 0.2);
SDL_GL_SwapBuffers();
disable2D();
SKYBOX = -1;
initTextures();
initFight();
initMenu();
initEnd();
changeGameMode(MENUMODE);
//changeGameMode(ENDMODE);
gameinitialized = true;
}
void changeGameMode(int newmode){
gamemode = newmode;
changed = true;
}
void calculateFrame(int framecount){
switch(gamemode){
case MENUMODE:
calculateMenu(framecount);
break;
case FIGHTMODE:
calculateFight(framecount);
break;
case ENDMODE:
calculateEnd(framecount);
break;
}
updateAudio();
changed = false;
}
void drawFrame(int framecount){
if (changed) calculateFrame(framecount);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_MODELVIEW);
switch(gamemode){
case MENUMODE:
drawMenu(framecount);
break;
case FIGHTMODE:
drawFight(framecount);
break;
case ENDMODE:
drawEnd(framecount);
break;
}
SDL_GL_SwapBuffers();
}
/*int SKY_FRONT_ID;
int SKY_BACK_ID;
int SKY_LEFT_ID;
int SKY_RIGHT_ID;
int SKY_TOP_ID;
int SKY_BOTTOM_ID;*/
bool texturesloaded = false;
Texture *flaretexture;
Texture *skyfronttexture;
Texture *skybacktexture;
Texture *skylefttexture;
Texture *skyrighttexture;
Texture *skytoptexture;
Texture *skybottomtexture;
Texture *damageHead;
Texture *damageTorso;
Texture *damageHand;
Texture *damageLeg;
Texture *tuxtexture;
Texture *faceTexture;
void initFontTexture(void){
if (!texturesloaded){
float trans[3] = {1, 0, 0};
fonttexture = new Texture();
fonttexture->loadImage(DATAPATH"font.png", trans);
} else{
fonttexture->reload();
}
}
void initTextures(void){
/*SKY_FRONT_ID = DRUID.loadTexture(SKYFRONT);
SKY_BACK_ID = DRUID.loadTexture(SKYBACK);
SKY_LEFT_ID = DRUID.loadTexture(SKYLEFT);
SKY_RIGHT_ID = DRUID.loadTexture(SKYRIGHT);
SKY_TOP_ID = DRUID.loadTexture(SKYTOP);
SKY_BOTTOM_ID = DRUID.loadTexture(SKYBOTTOM);*/
if (!texturesloaded){
skyfronttexture = new Texture();
skyfronttexture->loadImage(SKYFRONT);
skybacktexture = new Texture();
skybacktexture->loadImage(SKYBACK);
skylefttexture = new Texture();
skylefttexture->loadImage(SKYLEFT);
skyrighttexture = new Texture();
skyrighttexture->loadImage(SKYRIGHT);
skytoptexture = new Texture();
skytoptexture->loadImage(SKYTOP);
skybottomtexture = new Texture();
skybottomtexture->loadImage(SKYBOTTOM);
float something[3] = {1, 0, 0.5};
damageHead = new Texture();
damageHead->loadImage(DAMAGEHEAD, something);
damageTorso = new Texture();
damageTorso->loadImage(DAMAGETORSO, something);
damageHand = new Texture();
damageHand->loadImage(DAMAGEHAND, something);
damageLeg = new Texture();
damageLeg->loadImage(DAMAGELEG, something);
faceTexture = new Texture();
something[2] = 1;
faceTexture->loadImage(FACE, something);
float zeros[3] = {0, 0, 0};
flaretexture = new Texture();
flaretexture->loadImage(DATAPATH"flare.png", zeros);
float pink[3] = {1, 0, 1};
tuxtexture = new Texture();
tuxtexture->loadImage(DATAPATH"tux.png", pink);
} else{
skyfronttexture->reload();
skybacktexture->reload();
skylefttexture->reload();
skyrighttexture->reload();
skytoptexture->reload();
skybottomtexture->reload();
damageHead->reload();
damageTorso->reload();
damageHand->reload();
damageLeg->reload();
flaretexture->reload();
tuxtexture->reload();
}
texturesloaded = true;
}
void setDetail(int detail){
switch(detail){
case 0:
knobdetail = 0;
break;
case 1:
knobdetail = 5;
break;
case 2:
knobdetail = 8;
break;
case 3:
knobdetail = 16;
break;
}
initKnob();
}

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/*
* $Id: run.h,v 1.9 2002/07/22 01:14:14 msell Exp $
*
*
* $Log: run.h,v $
* Revision 1.9 2002/07/22 01:14:14 msell
* Lopetussysteemi
*
* Revision 1.8 2002/07/19 20:33:29 msell
* #pragma once -> #ifndef
*
* Revision 1.7 2002/07/17 20:32:48 msell
* Detail-optio toimii
*
* Revision 1.6 2002/07/16 17:16:35 msell
* Fontit ja valikot
*
* Revision 1.5 2002/06/04 16:28:32 msell
* #pragma once
*
* Revision 1.4 2002/06/02 16:57:37 msell
* Objektirakenteen pohja
*
* Revision 1.3 2002/05/17 12:30:26 msell
* no message
*
* Revision 1.2 2002/05/16 18:41:16 msell
* Vektorifunctioita ja kamera
*
* Revision 1.1 2002/05/15 14:36:39 msell
* Yksinkertainen SDL-runko (Kääntyy toistaiseksi vain windowsissa).
* Mukana myös musiikinsoitto fmodilla.
*
*
*
* $Date: 2002/07/22 01:14:14 $
*
*/
#ifndef __RUN_H_INCLUDED__
#define __RUN_H_INCLUDED__
#define MENUMODE 1
#define FIGHTMODE 2
#define ENDMODE 3
void initScenes(void);
void changeGameMode(int newmode);
void calculateFrame(int framecount);
void drawFrame(int framecount);
void initTextures(void);
void setDetail(int detail);
#endif

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/*
* $Id: shape.cpp,v 1.7 2002/07/04 21:05:41 msell Exp $
*
*
* $Log: shape.cpp,v $
* Revision 1.7 2002/07/04 21:05:41 msell
* Se toimii!! =)
* Törmäystarkistukset siis
*
* Revision 1.6 2002/06/30 16:05:04 msell
* Törmäyksien parantelua, transformaatioita mukana
*
* Revision 1.5 2002/06/24 14:12:15 msell
* Nyt toimii sphere -> mesh -törmäykset, ihan tosi
*
* Revision 1.4 2002/06/20 22:50:12 msell
* Meshit
*
* Revision 1.3 2002/06/15 17:18:37 msell
* Toimiva törmäystarkastus kiinteille laatikoille
*
* Revision 1.2 2002/06/14 00:05:05 msell
* Törmäyssimulaatio kunnossa toivon mukaan
*
* Revision 1.1 2002/06/11 23:11:45 msell
* Törmäystarkistusta
*
*
*
*
* $Date: 2002/07/04 21:05:41 $
*
*/
#include "shape.h"
Shape::Shape(Object *object){
this->object = object;
}
bool Shape::checkCollision(Object *target){
return false;
}
bool Shape::checkCollisionPeer(Shape *target){
return false;
}
bool Shape::checkCollisionPeer(SphereShape *target){
return false;
}
bool Shape::checkCollisionPeer(MeshShape *target){
return false;
}

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/*
* $Id: shape.h,v 1.12 2002/07/19 20:33:29 msell Exp $
*
*
* $Log: shape.h,v $
* Revision 1.12 2002/07/19 20:33:29 msell
* #pragma once -> #ifndef
*
* Revision 1.11 2002/07/04 21:05:41 msell
* Se toimii!! =)
* Törmäystarkistukset siis
*
* Revision 1.10 2002/06/30 16:05:04 msell
* Törmäyksien parantelua, transformaatioita mukana
*
* Revision 1.9 2002/06/24 14:12:15 msell
* Nyt toimii sphere -> mesh -törmäykset, ihan tosi
*
* Revision 1.8 2002/06/20 22:50:12 msell
* Meshit
*
* Revision 1.7 2002/06/15 17:18:37 msell
* Toimiva törmäystarkastus kiinteille laatikoille
*
* Revision 1.6 2002/06/14 00:05:05 msell
* Törmäyssimulaatio kunnossa toivon mukaan
*
* Revision 1.5 2002/06/11 23:11:45 msell
* Törmäystarkistusta
*
* Revision 1.4 2002/06/07 21:16:51 msell
* Fysiikkaenginen alkua
*
* Revision 1.3 2002/06/05 23:55:46 msell
* Pallo
*
* Revision 1.2 2002/06/04 16:28:32 msell
* #pragma once
*
* Revision 1.1 2002/06/02 16:57:37 msell
* Objektirakenteen pohja
*
*
*
* $Date: 2002/07/19 20:33:29 $
*
*/
#ifndef __SHAPE_H_INCLUDED__
#define __SHAPE_H_INCLUDED__
class Shape;
class SphereShape;
class MeshShape;
#include "object.h"
/*
* Abstract class for object geometry
*/
class Shape{
protected:
Object *object;
public:
Shape(Object *object);
virtual float calculateMomentOfInertia(float *rotationvector) = 0;
virtual bool checkCollision(Object *target);
virtual bool checkCollisionPeer(Shape *target);
virtual bool checkCollisionPeer(SphereShape *target);
virtual bool checkCollisionPeer(MeshShape *target);
};
#endif

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/*
* $Id: sphere.cpp,v 1.19 2002/07/19 18:59:46 msell Exp $
*
*
* $Log: sphere.cpp,v $
* Revision 1.19 2002/07/19 18:59:46 msell
* Alkuhommaa ja säätöä
*
* Revision 1.18 2002/07/07 17:53:21 msell
* Legoukon alku
*
* Revision 1.17 2002/07/04 21:05:41 msell
* Se toimii!! =)
* Törmäystarkistukset siis
*
* Revision 1.16 2002/06/30 16:05:04 msell
* Törmäyksien parantelua, transformaatioita mukana
*
* Revision 1.15 2002/06/27 14:39:48 msell
* Toimiva maila :)
* Pyörivät kappaleet siis antaa liike-energiaa liikkuville kappaleille (ei toisin päin vielä)
*
* Revision 1.14 2002/06/27 00:08:04 msell
* Kimmotukset palloille myös pyöritettyihin mesheihin
*
* Revision 1.13 2002/06/24 14:12:15 msell
* Nyt toimii sphere -> mesh -törmäykset, ihan tosi
*
* Revision 1.12 2002/06/23 20:12:19 msell
* Parempi törmäystarkistus palloista mesheihin
*
* Revision 1.11 2002/06/20 22:50:12 msell
* Meshit
*
* Revision 1.10 2002/06/20 00:21:19 jkaarlas
* materiaali- ja tekstuurihommia edistetty
*
* Revision 1.9 2002/06/17 20:49:05 msell
* free -> SDL_FreeSurface
*
* Revision 1.8 2002/06/16 01:04:58 jkaarlas
* tulipa säädettyä includejen kanssa. oon tod.näk. eri mieltä aamulla
*
* Revision 1.7 2002/06/15 17:18:37 msell
* Toimiva törmäystarkastus kiinteille laatikoille
*
* Revision 1.6 2002/06/14 00:26:17 msell
* 100 kimpoilevaa palloa ja vähän vaimennusta
*
* Revision 1.5 2002/06/14 00:05:05 msell
* Törmäyssimulaatio kunnossa toivon mukaan
*
* Revision 1.4 2002/06/11 23:23:03 msell
* Törmäystarkistusta
*
* Revision 1.3 2002/06/11 23:11:45 msell
* Törmäystarkistusta
*
* Revision 1.2 2002/06/07 21:16:51 msell
* Fysiikkaenginen alkua
*
* Revision 1.1 2002/06/05 23:55:46 msell
* Pallo
*
*
*
* $Date: 2002/07/19 18:59:46 $
*
*/
#include "main.h"
#include <math.h>
#include "sphere.h"
#include "utils.h"
#include "3dutils.h"
#include "audio.h"
#include "vector.h"
#include "collision.h"
#include "glapi.h"
Sphere::Sphere(void){
appearance = new SphereAppearance();
Object::appearance = appearance;
geometry = new SphereShape(this);
Object::geometry = geometry;
}
void Sphere::setRadius(float r){
if (r < 0) r = -r;
this->r = r;
appearance->setRadius(r);
geometry->setRadius(r);
}
SphereAppearance::SphereAppearance(void){
setRadius(1);
}
void SphereAppearance::setRadius(float r){
if (r < 0) r = -r;
this->r = r;
}
void Sphere::setColor(float red, float green, float blue){
appearance->getMaterial()->setColor(red, green, blue, 1);
}
void SphereAppearance::draw(void){
material.enable();
createSphere(r);
}
SphereShape::SphereShape(Object *sphere) : Shape(sphere){
setRadius(1);
}
void SphereShape::setRadius(float r){
this->r = r;
}
float SphereShape::getRadius(void){
return r;
}
bool SphereShape::checkCollision(Object *target){
return target->geometry->checkCollisionPeer(this);
}
float SphereShape::calculateMomentOfInertia(float *rotationvector){
return 2.0/3.0*r*r;
}
/*bool SphereShape::checkCollisionPeer(PlaneShape *target){
float sourceposition[3], targetposition[3];
object->getPosition(sourceposition);
target->object->getPosition(targetposition);
float height = target->height + targetposition[1];
if (sourceposition[1] - r < height){
//shotsound->play();
float normal[3] = {0, 1, 0};
float contactpoint[3] = {0, target->height, 0};
collide(object, target->object, normal, contactpoint);
return true;
}
return false;
}*/
bool SphereShape::checkCollisionPeer(SphereShape *target){
/*float sourceposition[3], targetposition[3];
object->getPosition(sourceposition);
target->object->getPosition(targetposition);
float impact[3];
vectorSub(impact, sourceposition, targetposition);*/
float impact[3] = {0, 0, 0};
object->transformPoint(impact, impact);
target->object->unTransformPoint(impact, impact);
float distance2 = vectorDot(impact, impact);
if (distance2 < (r + target->r)*(r + target->r)){
/*float temp[3], temp2[3], temp3[3];
object->getMomentum(temp2);
target->object->getMomentum(temp3);
vectorSub(temp, temp2, temp3);
shotsound->setVolume(1.0-1/(1+vectorLength(temp)*0.5));
shotsound->play();*/
float normal[3];
vectorNormalize(normal, impact);
float contactpoint[3];
vectorScale(contactpoint, normal, target->r);
target->object->transformVector(normal, normal);
target->object->transformPoint(contactpoint, contactpoint);
addCollision(object, target->object, normal, contactpoint);
//vectorAdd(contactnormal, normal);
return true;
}
return false;
}
bool between(float x, float x1, float x2){
if ((x >= x1 && x <=x2) || (x >= x2 && x <=x1)) return true;
return false;
}
/*bool SphereShape::checkCollisionPeer(BoxShape *target){
float sourceposition[3], targetposition[3];
object->getPosition(sourceposition);
target->object->getPosition(targetposition);
float x1 = target->x1 + targetposition[0];
float x2 = target->x2 + targetposition[0];
float y1 = target->y1 + targetposition[1];
float y2 = target->y2 + targetposition[1];
float z1 = target->z1 + targetposition[2];
float z2 = target->z2 + targetposition[2];
float points[3][2] = {{x1, x2}, {y1, y2}, {z1, z2}};
float p[2], op1[2], op2[2];
float c, oc1, oc2;
int i;
float normal[3];
float *normal2[3];
//Faces
for (i = 0; i < 3; i++){
p[0] = points[i][0];
p[1] = points[i][1];
op1[0] = points[(i+1)%3][0];
op1[1] = points[(i+1)%3][1];
op2[0] = points[(i+2)%3][0];
op2[1] = points[(i+2)%3][1];
c = sourceposition[i];
oc1 = sourceposition[(i+1)%3];
oc2 = sourceposition[(i+2)%3];
normal2[0] = &normal[i];
normal2[1] = &normal[(i+1)%3];
normal2[2] = &normal[(i+2)%3];
if (between(oc1, op1[0], op1[1]) &&
between(oc2, op2[0], op2[1])){
if (c < p[0] && c+r > p[0]){
*normal2[0] = -1;
*normal2[1] = 0;
*normal2[2] = 0;
collide(object, target->object, normal);
return true;
}
if (c > p[1] && c-r < p[1]){
*normal2[0] = 1;
*normal2[1] = 0;
*normal2[2] = 0;
collide(object, target->object, normal);
return true;
}
}
}
//Edges
for (i = 0; i < 3; i++){
p[0] = points[i][0];
p[1] = points[i][1];
op1[0] = points[(i+1)%3][0];
op1[1] = points[(i+1)%3][1];
op2[0] = points[(i+2)%3][0];
op2[1] = points[(i+2)%3][1];
c = sourceposition[i];
oc1 = sourceposition[(i+1)%3];
oc2 = sourceposition[(i+2)%3];
normal2[0] = &normal[i];
normal2[1] = &normal[(i+1)%3];
normal2[2] = &normal[(i+2)%3];
float edges[4][2] = {
{p[0], op1[0]},
{p[1], op1[0]},
{p[0], op1[1]},
{p[1], op1[1]}};
if (between(oc2, op2[0], op2[1])){
int j;
for (j = 0; j < 4; j++){
float diff[2] = {c - edges[j][0], oc1 - edges[j][1]};
if (diff[0]*diff[0] + diff[1]*diff[1] < r*r){
*normal2[0] = diff[0];
*normal2[1] = diff[1];
*normal2[2] = 0;
vectorNormalize(normal);
collide(object, target->object, normal);
return true;
}
}
}
}
//Corners
float corners[8][3] = {
{x1, y1, z1},
{x1, y1, z2},
{x1, y2, z1},
{x1, y2, z2},
{x2, y1, z1},
{x2, y1, z2},
{x2, y2, z1},
{x2, y2, z2}};
for (i = 0; i < 8; i++){
float *corner = corners[i];
float difference[3];
vectorSub(difference, sourceposition, corner);
float length2 = vectorDot(difference, difference);
if (length2 < r*r){
float normal[3];
vectorNormalize(normal, difference);
collide(object, target->object, normal);
return true;
}
}
return false;
}*/
bool SphereShape::checkCollisionPeer(MeshShape *target){
float position[3] = {0, 0, 0};
object->transformPoint(position, position);
target->object->unTransformPoint(position, position);
Mesh *mesh = target->mesh;
float normal[3];
float contactpoint[3];
if (checkSphereMeshCollision(position, r, mesh, normal, contactpoint)){
target->object->transformVector(normal, normal);
target->object->transformPoint(contactpoint, contactpoint);
addCollision(object, target->object, normal, contactpoint);
//vectorAdd(contactnormal, normal);
return true;
}
return false;
}

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/*
* $Id: sphere.h,v 1.11 2002/07/19 20:33:29 msell Exp $
*
*
* $Log: sphere.h,v $
* Revision 1.11 2002/07/19 20:33:29 msell
* #pragma once -> #ifndef
*
* Revision 1.10 2002/07/07 17:53:21 msell
* Legoukon alku
*
* Revision 1.9 2002/07/04 21:05:41 msell
* Se toimii!! =)
* Törmäystarkistukset siis
*
* Revision 1.8 2002/06/30 16:05:04 msell
* Törmäyksien parantelua, transformaatioita mukana
*
* Revision 1.7 2002/06/24 14:12:15 msell
* Nyt toimii sphere -> mesh -törmäykset, ihan tosi
*
* Revision 1.6 2002/06/20 22:50:12 msell
* Meshit
*
* Revision 1.5 2002/06/15 17:18:37 msell
* Toimiva törmäystarkastus kiinteille laatikoille
*
* Revision 1.4 2002/06/14 00:05:05 msell
* Törmäyssimulaatio kunnossa toivon mukaan
*
* Revision 1.3 2002/06/11 23:11:45 msell
* Törmäystarkistusta
*
* Revision 1.2 2002/06/07 21:16:51 msell
* Fysiikkaenginen alkua
*
* Revision 1.1 2002/06/05 23:55:46 msell
* Pallo
*
*
*
* $Date: 2002/07/19 20:33:29 $
*
*/
#ifndef __SPHERE_H_INCLUDED__
#define __SPHERE_H_INCLUDED__
#include "object.h"
#include "material.h"
#include "mesh.h"
class SphereAppearance;
//Object for sphere
class Sphere : public Object{
private:
float r;
SphereAppearance *appearance;
SphereShape *geometry;
public:
Sphere(void);
void setRadius(float r);
void setColor(float red, float green, float blue);
};
//Appearance of sphere
class SphereAppearance : public Appearance{
private:
float r;
public:
SphereAppearance(void);
void setRadius(float r);
void draw(void);
};
//Geometry of sphere
class SphereShape : public Shape{
private:
float r;
public:
SphereShape(Object *sphere);
void setRadius(float r);
float getRadius(void);
float calculateMomentOfInertia(float *rotationvector);
bool checkCollision(Object *target);
bool checkCollisionPeer(SphereShape *target);
bool checkCollisionPeer(MeshShape *target);
friend class Sphere;
friend class MeshShape;
};
#endif

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/*
* $Id: texture.cpp,v 1.7 2002/07/17 16:40:33 msell Exp $
*
*
* $Log: texture.cpp,v $
* Revision 1.7 2002/07/17 16:40:33 msell
* Resoluution vaihto
*
* Revision 1.6 2002/06/27 21:43:50 jkaarlas
* lisätty setId-funktio
*
* Revision 1.5 2002/06/20 15:27:48 jkaarlas
* bindtexture siirretty oikeaan paikkaan
*
* Revision 1.4 2002/06/20 00:21:01 jkaarlas
* materiaali- ja tekstuurihommia edistetty
*
* Revision 1.3 2002/06/19 22:45:29 jkaarlas
* nyt nämä menee järkevästi
*
* Revision 1.2 2002/06/15 22:04:01 jkaarlas
* tähänkin jotain sisältöä
*
*
*
*
* $Date: 2002/07/17 16:40:33 $
*
*/
#include "texture.h"
#include "graphics.h"
Texture::Texture(void){
this->textureId = -1;
this->enabled = false;
}
Texture::~Texture(void){
if (textureId != -1){
DRUID.freeTexture(textureId);
textureId = -1;
enabled = false;
}
}
Texture::Texture(int id){
if (id > -1){
this->textureId = id;
this->enabled = false;
}
else{
this->textureId = -1;
this->enabled = false;
}
}
bool Texture::loadImage(char* path){
format = GL_RGB;
texture = IMG_Load(path);
//texture = SDL_DisplayFormatAlpha(texture);
this->textureId = DRUID.loadTexture(texture, -1);
//this->textureId = DRUID.loadTexture(path, -1);
this->enable();
return this->isValidId();
}
bool Texture::loadImage(char* path, float *trans){
format = GL_RGBA;
texture = IMG_Load(path);
Uint32 colorKey = SDL_MapRGB(texture->format,
(Uint8)(trans[0] * 255),
(Uint8)(trans[1] * 255),
(Uint8)(trans[2] * 255));
//SDL_SetAlpha(texture, 0, SDL_ALPHA_OPAQUE);
SDL_SetColorKey(texture, SDL_SRCCOLORKEY, colorKey);
//SDL_Surface* alphaSurface = SDL_DisplayFormatAlpha(texture);
texture = SDL_DisplayFormatAlpha(texture);
this->textureId = DRUID.loadTexture(texture, -1, format);
this->enable();
return this->isValidId();
}
void Texture::reload(void){
this->textureId = DRUID.loadTexture(texture, -1, format);
this->enable();
}
void Texture::disable(void){
this->enabled = false;
glDisable(GL_TEXTURE_2D);
}
void Texture::enable(void){
if (textureId > -1){
this->enabled = true;
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, textureId);
}
}
bool Texture::isEnabled(void){
return this->enabled;
}
int Texture::getId(void){
return this->textureId;
}
void Texture::setId(int id){
if (id > -1){
this->textureId = id;
this->enable();
}
}
bool Texture::isValidId(void){
return (this->textureId > -1);
}

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/*
* $Id: texture.h,v 1.8 2002/07/19 20:33:29 msell Exp $
*
*
* $Log: texture.h,v $
* Revision 1.8 2002/07/19 20:33:29 msell
* #pragma once -> #ifndef
*
* Revision 1.7 2002/07/17 16:40:33 msell
* Resoluution vaihto
*
* Revision 1.6 2002/06/27 21:43:50 jkaarlas
* lisätty setId-funktio
*
* Revision 1.5 2002/06/20 00:21:01 jkaarlas
* materiaali- ja tekstuurihommia edistetty
*
* Revision 1.4 2002/06/19 22:45:29 jkaarlas
* nyt nämä menee järkevästi
*
* Revision 1.3 2002/06/15 22:52:32 jkaarlas
* tekstuurimanageri ja työkalupakki
*
*
*
* $Date: 2002/07/19 20:33:29 $
*
*/
#ifndef __TEXTURE_H_INCLUDED__
#define __TEXTURE_H_INCLUDED__
#include <SDL_image.h>
#include "main.h"
class Texture{
public:
Texture(void);
Texture(int id);
~Texture(void);
bool loadImage(char* path);
bool loadImage(char* path, float *trans);
void enable(void);
void disable(void);
bool isEnabled(void);
int getId(void);
void setId(int id);
bool isValidId(void);
void reload(void);
//int* getOGLTexture(void);
//int* getModifiableOGLTexture(void);
private:
int textureId;
//int* modTexture;
bool enabled;
SDL_Surface *texture;
int format;
};
#endif

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/*
* $Id: utils.cpp,v 1.3 2002/07/14 21:40:43 msell Exp $
*
*
* $Log: utils.cpp,v $
* Revision 1.3 2002/07/14 21:40:43 msell
* Conflictit pois, liikkumiset (hyppy, kävely, lyönti), uusi areena
*
* Revision 1.2 2002/06/14 00:05:05 msell
* Törmäyssimulaatio kunnossa toivon mukaan
*
* Revision 1.1 2002/06/02 16:57:37 msell
* Objektirakenteen pohja
*
*
*
* $Date: 2002/07/14 21:40:43 $
*
*/
#include <stdlib.h>
void swapInt(int *a, int *b){
int temp = *a;
*a = *b;
*b = temp;
}
void swapFloat(float *a, float *b){
float temp = *a;
*a = *b;
*b = temp;
}
int random(int x){
return rand() * x / RAND_MAX;
}
float randomf(float x){
return rand() * x / RAND_MAX;
}
int smod(int val, int mod){
if (val>=0) return val%mod;
int temp=-val/mod+1;
return (val+temp*mod)%mod;
}
double sdes(double val){
if (val>=0) return val-(int)(val);
return val-(int)(val)+1;
}
double sfmod(double val, double mod){
val-=(int)(val/mod)*mod;
if (val<0) val+=mod;
return val;
}

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/*
* $Id: utils.h,v 1.6 2002/07/19 20:33:29 msell Exp $
*
*
* $Log: utils.h,v $
* Revision 1.6 2002/07/19 20:33:29 msell
* #pragma once -> #ifndef
*
* Revision 1.5 2002/07/14 21:40:43 msell
* Conflictit pois, liikkumiset (hyppy, kävely, lyönti), uusi areena
*
* Revision 1.4 2002/06/14 00:05:05 msell
* Törmäyssimulaatio kunnossa toivon mukaan
*
* Revision 1.3 2002/06/04 16:28:32 msell
* #pragma once
*
* Revision 1.2 2002/06/03 23:06:38 msell
* no message
*
* Revision 1.1 2002/06/02 16:57:37 msell
* Objektirakenteen pohja
*
*
*
* $Date: 2002/07/19 20:33:29 $
*
*/
#ifndef __UTILS_H_INCLUDED__
#define __UTILS_H_INCLUDED__
#define PI 3.14159265358979323846
void swapInt(int *a, int *b);
void swapFloat(float *a, float *b);
int random(int x);
float randomf(float x);
int smod(int val, int mod);
double sdes(double val);
double sfmod(double val, double mod);
#endif

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/*
* $Id: vector.cpp,v 1.7 2002/07/14 21:40:43 msell Exp $
*
*
* $Log: vector.cpp,v $
* Revision 1.7 2002/07/14 21:40:43 msell
* Conflictit pois, liikkumiset (hyppy, kävely, lyönti), uusi areena
*
* Revision 1.6 2002/07/04 21:05:41 msell
* Se toimii!! =)
* Törmäystarkistukset siis
*
* Revision 1.5 2002/06/27 00:08:04 msell
* Kimmotukset palloille myös pyöritettyihin mesheihin
*
* Revision 1.4 2002/06/23 20:12:19 msell
* Parempi törmäystarkistus palloista mesheihin
*
* Revision 1.3 2002/06/17 12:42:46 msell
* Hieman parempi törmäysmallinnus taas
*
* Revision 1.2 2002/06/11 23:23:03 msell
* Törmäystarkistusta
*
* Revision 1.1 2002/05/16 18:42:07 msell
* Vektorifunctioita ja kamera
*
*
*
* $Date: 2002/07/14 21:40:43 $
*
*/
#include <math.h>
#include "main.h"
#include "vector.h"
#include "utils.h"
void vectorSet(float *target, float x, float y, float z){
target[0] = x;
target[1] = y;
target[2] = z;
}
void vectorCopy(float *target, float *source){
target[0] = source[0];
target[1] = source[1];
target[2] = source[2];
}
void vectorAdd(float *target, float *source1, float *source2){
target[0] = source1[0] + source2[0];
target[1] = source1[1] + source2[1];
target[2] = source1[2] + source2[2];
}
void vectorAdd(float *target, float *source){
target[0] += source[0];
target[1] += source[1];
target[2] += source[2];
}
void vectorSub(float *target, float *source1, float *source2){
target[0] = source1[0] - source2[0];
target[1] = source1[1] - source2[1];
target[2] = source1[2] - source2[2];
}
void vectorSub(float *target, float *source){
target[0] -= source[0];
target[1] -= source[1];
target[2] -= source[2];
}
void vectorNegative(float *target, float *source){
target[0] = -source[0];
target[1] = -source[1];
target[2] = -source[2];
}
void vectorNegative(float *target){
target[0] = -target[0];
target[1] = -target[1];
target[2] = -target[2];
}
void vectorScale(float *target, float *source, float scale){
target[0] = source[0] * scale;
target[1] = source[1] * scale;
target[2] = source[2] * scale;
}
void vectorScale(float *target, float scale){
target[0] *= scale;
target[1] *= scale;
target[2] *= scale;
}
float vectorDot(float *source1, float *source2){
return source1[0]*source2[0] + source1[1]*source2[1] + source1[2]*source2[2];
}
float vectorNormalizedDot(float *source1, float *source2){
return vectorDot(source1, source2) / (vectorLength(source1) * vectorLength(source2));
}
float vectorLength(float *source){
return sqrtf(vectorDot(source, source));
}
void vectorCross(float *target, float *source1, float *source2){
target[0] = source1[1]*source2[2] - source1[2]*source2[1];
target[1] = source1[2]*source2[0] - source1[0]*source2[2];
target[2] = source1[0]*source2[1] - source1[1]*source2[0];
}
void vectorNormalize(float *target, float *source){
vectorScale(target, source, 1.0/vectorLength(source));
}
void vectorNormalize(float *target){
vectorScale(target, 1.0/vectorLength(target));
}
void vectorReflect(float *target, float *source, float *normal){
vectorCopy(target, normal);
vectorScale(target, -vectorDot(source, normal)*2);
vectorAdd(target, source);
}
void vectorProject(float *target, float *source1, float *source2){
vectorScale(target, source2, vectorDot(source1, source2) / vectorDot(source2, source2));
}
bool vectorIsZero(float *vector){
if (vector[0] == 0 && vector[1] == 0 && vector[2] == 0) return true;
//if (vectorDot(vector, vector) < 0.00001) return true;
else return false;
}
void vectorSaturate(float *target, float *source, float min, float max){
float len = vectorLength(source);
if (len < min){
len = min;
} else if (len > max){
len = max;
} else{
if (target != source) vectorCopy(target, source);
return;
}
vectorNormalize(target, source);
vectorScale(target, len);
}
void vectorSaturate(float *vector, float min, float max){
vectorSaturate(vector, vector, min, max);
}
void vectorMatrixMultiply(float *target, float *source, float *matrix){
float source2[3];
if (source == target){
vectorCopy(source2, source);
source = source2;
}
int x;
for (x = 0; x < 3; x++){
target[x] = source[0]*matrix[0+x] +
source[1]*matrix[3+x] +
source[2]*matrix[6+x];
}
}
void matrixSet(float *matrix,
float x1, float y1, float z1,
float x2, float y2, float z2,
float x3, float y3, float z3){
matrix[0] = x1;
matrix[1] = y1;
matrix[2] = z1;
matrix[3] = x2;
matrix[4] = y2;
matrix[5] = z2;
matrix[6] = x3;
matrix[7] = y3;
matrix[8] = z3;
}
void matrixSet(float *matrix, float *r1, float *r2, float *r3){
vectorCopy(&matrix[0], r1);
vectorCopy(&matrix[3], r2);
vectorCopy(&matrix[6], r3);
}
void matrixCopy(float *target, float *source){
target[0] = source[0];
target[1] = source[1];
target[2] = source[2];
target[3] = source[3];
target[4] = source[4];
target[5] = source[5];
target[6] = source[6];
target[7] = source[7];
target[8] = source[8];
}
void matrixIdentity(float *matrix){
matrixSet(matrix, 1, 0, 0, 0, 1, 0, 0, 0, 1);
}
void matrixAdd(float *target, float *source1, float *source2){
target[0] = source1[0] + source2[0];
target[1] = source1[1] + source2[1];
target[2] = source1[2] + source2[2];
target[3] = source1[3] + source2[3];
target[4] = source1[4] + source2[4];
target[5] = source1[5] + source2[5];
target[6] = source1[6] + source2[6];
target[7] = source1[7] + source2[7];
target[8] = source1[8] + source2[8];
}
void matrixAdd(float *target, float *source){
target[0] += source[0];
target[1] += source[1];
target[2] += source[2];
target[3] += source[3];
target[4] += source[4];
target[5] += source[5];
target[6] += source[6];
target[7] += source[7];
target[8] += source[8];
}
void matrixMultiply(float *target, float *source1, float *source2){
float target2[9];
float *oldtarget = target;
bool copy = false;
if (source1 == target || source2 == target){
copy = true;
target = target2;
}
int x, y;
for (y = 0; y < 3; y++){
for (x = 0; x < 3; x++){
*target = source1[y*3+0]*source2[x] +
source1[y*3+1]*source2[3+x] +
source1[y*3+2]*source2[6+x];
target++;
}
}
if (copy){
matrixCopy(oldtarget, target2);
}
}
/*void matrixMultiply(float *target, float *source){
matrixMultiply(target, source, source);
}*/
/*void matrixRotate(float *matrix, float *vector){
float rotmat[9];
createRotationMatrix(rotmat, vector);
matrixMultiply(matrix, matrix, rotmat);
}*/
void matrixCreateRotation(float *matrix, float *vector){
float angle = vectorLength(vector);
float n[3];
vectorNormalize(n, vector);
float c = cos(angle);
float s = sin(angle);
float t = 1 - c;
float x = n[0];
float y = n[1];
float z = n[2];
matrixSet(matrix,
t*x*x + c, t*y*x + s*z, t*z*x - s*y,
t*x*y - s*z, t*y*y + c, t*z*y + s*x,
t*x*z + s*y, t*y*z - s*x, t*z*z + c);
}
void matrixTranspose(float *target, float *source){
target[0] = source[0]; target[1] = source[3]; target[2] = source[6];
target[3] = source[1]; target[4] = source[4]; target[5] = source[7];
target[6] = source[2]; target[7] = source[5]; target[8] = source[8];
}
/*void rotatePointAroundVector(float *target, float *point, float *vector){
float angle = vectorLength(vector);
float n[3];
vectorNormalize(n, vector);
float c = cos(angle);
float s = sin(angle);
float t = 1 - c;
//r' = r*c + n*(n . r)*t + (r x n)*s
}*/

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/*
* $Id: vector.h,v 1.8 2002/07/19 20:33:29 msell Exp $
*
*
* $Log: vector.h,v $
* Revision 1.8 2002/07/19 20:33:29 msell
* #pragma once -> #ifndef
*
* Revision 1.7 2002/07/14 21:40:43 msell
* Conflictit pois, liikkumiset (hyppy, kävely, lyönti), uusi areena
*
* Revision 1.6 2002/06/27 00:08:04 msell
* Kimmotukset palloille myös pyöritettyihin mesheihin
*
* Revision 1.5 2002/06/23 20:12:19 msell
* Parempi törmäystarkistus palloista mesheihin
*
* Revision 1.4 2002/06/17 12:42:46 msell
* Hieman parempi törmäysmallinnus taas
*
* Revision 1.3 2002/06/11 23:23:03 msell
* Törmäystarkistusta
*
* Revision 1.2 2002/06/04 16:28:32 msell
* #pragma once
*
* Revision 1.1 2002/05/16 18:42:07 msell
* Vektorifunctioita ja kamera
*
*
*
* $Date: 2002/07/19 20:33:29 $
*
*/
#ifndef __VECTOR_H_INCLUDED__
#define __VECTOR_H_INCLUDED__
#include "main.h"
void vectorSet(float *target, float x, float y, float z);
void vectorCopy(float *target, float *source);
void vectorAdd(float *target, float *source1, float *source2);
void vectorAdd(float *target, float *source);
void vectorSub(float *target, float *source);
void vectorSub(float *target, float *source1, float *source2);
void vectorNegative(float *target, float *source);
void vectorNegative(float *target);
void vectorScale(float *target, float *source, float scale);
void vectorScale(float *target, float scale);
float vectorDot(float *source1, float *source2);
float vectorNormalizedDot(float *source1, float *source2);
float vectorLength(float *source);
void vectorCross(float *target, float *source1, float *source2);
void vectorNormalize(float *target, float *source);
void vectorNormalize(float *target);
void vectorReflect(float *target, float *source, float *normal);
bool vectorIsZero(float *vector);
void vectorSaturate(float *target, float *source, float min, float max);
void vectorSaturate(float *vector, float min, float max);
//Projects vector source1 onto vector source2
void vectorProject(float *target, float *source1, float *source2);
void vectorMatrixMultiply(float *target, float *source, float *matrix);
void matrixSet(float *matrix,
float x1, float y1, float z1,
float x2, float y2, float z2,
float x3, float y3, float z3);
void matrixSet(float *matrix, float *r1, float *r2, float *r3);
void matrixCopy(float *target, float *source);
void matrixIdentity(float *matrix);
void matrixAdd(float *target, float *source1, float *source2);
void matrixAdd(float *target, float *source);
void matrixMultiply(float *target, float *source1, float *source2);
//void matrixMultiply(float *target, float *source);
void matrixRotate(float *matrix, float *vector);
void matrixCreateRotation(float *matrix, float *vector);
void matrixTranspose(float *target, float *source);
#endif

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/*
* $Id: world.cpp,v 1.9 2002/07/18 23:05:31 msell Exp $
*
*
* $Log: world.cpp,v $
* Revision 1.9 2002/07/18 23:05:31 msell
* Partikkelit ja kakkospelaajan liike
*
* Revision 1.8 2002/07/15 20:32:36 msell
* Uudet valot ja ulkoasun parantelua
*
* Revision 1.7 2002/07/15 15:22:08 msell
* Parantelua
*
* Revision 1.6 2002/07/14 21:40:43 msell
* Conflictit pois, liikkumiset (hyppy, kävely, lyönti), uusi areena
*
* Revision 1.5 2002/07/10 17:13:44 msell
* Törmäystarkastelun parantelua
*
* Revision 1.4 2002/07/08 18:28:47 msell
* Törmäystä ja ukkoja
*
* Revision 1.3 2002/07/07 23:05:22 msell
* Osien liimaaminen toisiinsa (kesken)
*
* Revision 1.2 2002/07/07 15:29:07 msell
* Törmäyksien parantelua
*
* Revision 1.1 2002/07/04 21:05:41 msell
* Se toimii!! =)
* Törmäystarkistukset siis
*
*
*
* $Date: 2002/07/18 23:05:31 $
*
*/
#include "world.h"
#include "object.h"
#include "collision.h"
#include "vector.h"
World::World(void){
childlist = NULL;
linklist = NULL;
maxparticles = 500;
particles = new Particle *[maxparticles];
particlecount = 0;
}
void World::prepare(void){
objectlist *node = childlist;
childcount = 0;
while (node != NULL){
Object *child = node->object;
child->prepare();
node = node->next;
childcount++;
}
childs = new Object *[childcount];
node = childlist;
int i = 0;
while (node != NULL){
Object *child = node->object;
childs[i] = child;
node = node->next;
i++;
}
contacts = new Contact[MAXCONTACTS];//childcount*childcount];
}
#define GRAVITY 9.81
//#define GRAVITY 15
void World::move(void){
int i, j;
//Gravity
float gravity[3];
vectorSet(gravity, 0, 0, 0);
for (i = 0; i < childcount; i++){
Object *object = childs[i];
if (object->gravity){
gravity[1] = -object->getMass()*GRAVITY;
object->addExternalForce(gravity);
}
}
/*for (i = 0; i < particlecount; i++){
Particle *object = particles[i];
if (object->gravity){
gravity[1] = -object->getMass()*GRAVITY;
object->addExternalForce(gravity);
}
}*/
//Collisions
contactcount = 0;
for (i = 0; i < childcount; i++){
Object *object1 = childs[i];
int group1 = object1->getCollisionGroup();
for (j = i+1; j < childcount; j++){
Object *object2 = childs[j];
int group2 = object2->getCollisionGroup();
if (isCollisionLink(group1, group2)){
object2->geometry->checkCollision(object1);
}
}
}
/*for (i = 0; i < particlecount; i++){
Particle *object1 = particles[i];
int group1 = object1->getCollisionGroup();
for (j = 0; j < childcount; j++){
Object *object2 = childs[j];
int group2 = object2->getCollisionGroup();
if (isCollisionLink(group1, group2)){
object2->geometry->checkCollision(object1);
}
}
}*/
//printf("Contacts: %i\n", contactcount);
bool contactresponse;
j = 0;
do{
contactresponse = false;
//Links between objects
objectlinklist *node = linklist;
while (node != NULL){
ObjectLink *link = node->link;
if (handleLink(link)) contactresponse = true;
node = node->next;
}
//Collision contact
for (i = 0; i < contactcount; i++){
Contact *contact = &contacts[i];
if (handleCollision(contact)) contactresponse = true;
}
j++;
} while (contactresponse && j < 10);
/*j = 0;
do{
contactresponse = false;
//Collision contact
for (i = 0; i < contactcount; i++){
Contact *contact = &contacts[i];
if (handleCollision(contact)) contactresponse = true;
}
j++;
} while (contactresponse && j < 10);*/
/*j = 0;
do{
contactresponse = false;
//Links between objects
objectlinklist *node = linklist;
while (node != NULL){
ObjectLink *link = node->link;
if (handleLink(link)) contactresponse = true;
node = node->next;
}
j++;
} while (contactresponse && j < 3);*/
for (i = 0; i < childcount; i++){
childs[i]->move();
}
for (i = 0; i < particlecount; i++){
particles[i]->move();
}
}
void World::draw(void){
int i;
for (i = 0; i < childcount; i++) childs[i]->draw();
for (i = 0; i < particlecount; i++) particles[i]->draw();
}
void World::addChild(Object *child){
objectlist *node = new objectlist;
node->object = child;
node->next = childlist;
childlist = node;
}
void World::addParticle(Particle *particle){
if (particlecount < maxparticles){
particles[particlecount++] = particle;
}
}
void World::removeParticle(Particle *particle){
int i;
for (i = 0; i < particlecount; i++){
if (particles[i] == particle){
particles[i] = particles[particlecount-1];
particlecount--;
break;
}
}
}
ObjectLink *World::addLink(Object *object1, Object *object2, float *point){
ObjectLink *link = new ObjectLink();
link->object1 = object1;
link->object2 = object2;
if (point != NULL){
object1->unTransformPoint(link->point1, point);
object2->unTransformPoint(link->point2, point);
link->enabled = true;
} else{
link->enabled = false;
}
objectlinklist *node = new objectlinklist;
node->link = link;
node->next = linklist;
linklist = node;
return link;
}
void World::renewLink(ObjectLink *link, float *point){
link->object1->unTransformPoint(link->point1, point);
link->object2->unTransformPoint(link->point2, point);
link->enabled = true;
}

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/*
* $Id: world.h,v 1.6 2002/07/19 20:33:29 msell Exp $
*
*
* $Log: world.h,v $
* Revision 1.6 2002/07/19 20:33:29 msell
* #pragma once -> #ifndef
*
* Revision 1.5 2002/07/18 23:05:31 msell
* Partikkelit ja kakkospelaajan liike
*
* Revision 1.4 2002/07/15 15:22:08 msell
* Parantelua
*
* Revision 1.3 2002/07/10 17:13:44 msell
* Törmäystarkastelun parantelua
*
* Revision 1.2 2002/07/07 23:05:22 msell
* Osien liimaaminen toisiinsa (kesken)
*
* Revision 1.1 2002/07/04 21:05:41 msell
* Se toimii!! =)
* Törmäystarkistukset siis
*
*
*
* $Date: 2002/07/19 20:33:29 $
*
*/
#ifndef __WORLD_H_INCLUDED__
#define __WORLD_H_INCLUDED__
class World;
class ObjectLink;
#include "object.h"
#include "particle.h"
class ObjectLink{
public:
Object *object1, *object2;
float point1[3], point2[3];
bool enabled;
};
struct objectlinklist{
ObjectLink *link;
objectlinklist *next;
};
#define MAXCONTACTS 100
class World{
private:
objectlist *childlist;
int childcount;
Object **childs;
int particlecount;
int maxparticles;
Particle **particles;
objectlinklist *linklist;
public:
World(void);
void prepare(void);
void move(void);
void draw(void);
void addChild(Object *child);
void addParticle(Particle *particle);
void removeParticle(Particle *particle);
//Point is world-relative
ObjectLink *addLink(Object *object1, Object *object2, float *point);
void renewLink(ObjectLink *link, float *point);
};
#endif