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source: orxonox.OLD/trunk/src/story_entities/game_world.cc @ 7289

Last change on this file since 7289 was 7289, checked in by bensch, 18 years ago

some more stuff, but still not working as it should

File size: 13.7 KB
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1/*
2   orxonox - the future of 3D-vertical-scrollers
3
4   Copyright (C) 2004 orx
5
6   This program is free software; you can redistribute it and/or modify
7   it under the terms of the GNU General Public License as published by
8   the Free Software Foundation; either version 2, or (at your option)
9   any later version.
10
11   ### File Specific:
12   main-programmer: Patrick Boenzli
13   co-programmer: Christian Meyer
14   co-programmer: Benjamin Grauer
15*/
16
17#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WORLD
18
19#include "game_world.h"
20#include "game_world_data.h"
21
22#include "util/loading/resource_manager.h"
23#include "state.h"
24#include "class_list.h"
25#include "substring.h"
26
27#include "util/loading/game_loader.h"
28
29#include "p_node.h"
30#include "world_entity.h"
31#include "player.h"
32#include "camera.h"
33#include "environment.h"
34#include "terrain.h"
35#include "test_entity.h"
36#include "terrain.h"
37#include "md2Model.h"
38#include "world_entities/projectiles/projectile.h"
39#include "npcs/npc_test1.h"
40#include "playable.h"
41
42#include "light.h"
43
44#include "util/loading/factory.h"
45#include "fast_factory.h"
46#include "util/loading/load_param.h"
47#include "shell_command.h"
48
49#include "graphics_engine.h"
50#include "event_handler.h"
51#include "sound_engine.h"
52#include "cd_engine.h"
53#include "network_manager.h"
54#include "physics_engine.h"
55#include "fields.h"
56
57#include "glmenu_imagescreen.h"
58#include "shell.h"
59
60#include "animation_player.h"
61#include "animation3d.h"
62
63#include "ogg_player.h"
64#include "shader.h"
65
66#include "game_rules.h"
67
68using namespace std;
69
70
71SHELL_COMMAND(speed, GameWorld, setSpeed);
72SHELL_COMMAND_STATIC(togglePNodeVisibility, GameWorld, GameWorld::togglePNodeVisibility);
73SHELL_COMMAND_STATIC(toggleBVVisibility, GameWorld, GameWorld::toggleBVVisibility);
74
75
76
77GameWorld::GameWorld()
78    : StoryEntity()
79{
80  this->setClassID(CL_GAME_WORLD, "GameWorld");
81  this->setName("Preloaded World - no name yet");
82
83  this->gameTime = 0.0f;
84  this->setSpeed(1.0f);
85  this->shell = NULL;
86
87  this->showPNodes = false;
88  this->showBV = false;
89
90  this->dataXML = NULL;
91
92  this->audioThread = NULL;
93}
94
95/**
96 *  remove the GameWorld from memory
97 *
98 *  delete everything explicitly, that isn't contained in the parenting tree!
99 *  things contained in the tree are deleted automaticaly
100 */
101GameWorld::~GameWorld ()
102{
103  PRINTF(4)("Deleted GameWorld\n");
104
105}
106
107
108
109/**
110 * loads the parameters of a GameWorld from an XML-element
111 * @param root the XML-element to load from
112 */
113void GameWorld::loadParams(const TiXmlElement* root)
114{
115  StoryEntity::loadParams(root);
116
117  PRINTF(4)("Loaded GameWorld specific stuff\n");
118}
119
120
121/**
122 * this is executed just before load
123 *
124 * since the load function sometimes needs data, that has been initialized
125 * before the load and after the proceeding storyentity has finished
126*/
127ErrorMessage GameWorld::init()
128{
129  /* init the world interface */
130  this->shell = new Shell();
131
132  State::setCurrentStoryEntity(dynamic_cast<StoryEntity*>(this));
133  this->dataTank->init();
134}
135
136int GameWorld::createAudioThread(void* gameWorld)
137{
138  GameWorld* gw = (GameWorld*)gameWorld;
139  printf("STARTIG AUDIO THREAD\n");
140  if(gw->dataTank && gw->dataTank->music != NULL)
141    gw->dataTank->music->playback();
142
143  while (gw->bRunning)
144  {
145    if(gw->dataTank && gw->dataTank->music != NULL)
146      gw->dataTank->music->update();
147    SDL_Delay(5);
148  }
149  printf("End the AudioThread\n");
150}
151
152/**
153 *  loads the GameWorld by initializing all resources, and set their default values.
154 */
155ErrorMessage GameWorld::loadData()
156{
157  this->displayLoadScreen();
158
159  PRINTF(0)("Loading the GameWorld\n");
160
161  PRINTF(3)("> Loading world: '%s'\n", getLoadFile());
162  TiXmlElement* element;
163  GameLoader* loader = GameLoader::getInstance();
164
165  if( getLoadFile().empty())
166  {
167    PRINTF(1)("GameWorld has no path specified for loading\n");
168    return (ErrorMessage){213,"Path not specified","GameWorld::load()"};
169  }
170
171  TiXmlDocument* XMLDoc = new TiXmlDocument( getLoadFile());
172  // load the xml world file for further loading
173  if( !XMLDoc->LoadFile())
174  {
175    PRINTF(1)("loading XML File: %s @ %s:l%d:c%d\n", XMLDoc->ErrorDesc(), this->getLoadFile().c_str(), XMLDoc->ErrorRow(), XMLDoc->ErrorCol());
176    delete XMLDoc;
177    return (ErrorMessage){213,"XML File parsing error","GameWorld::load()"};
178  }
179  // check basic validity
180  TiXmlElement* root = XMLDoc->RootElement();
181  assert( root != NULL);
182  if( root == NULL || root->Value() == NULL || strcmp( root->Value(), "WorldDataFile"))
183  {
184    // report an error
185    PRINTF(1)("Specified XML File is not an orxonox world data file (WorldDataFile element missing)\n");
186    delete XMLDoc;
187    return (ErrorMessage){213,"Path not a WorldDataFile","GameWorld::load()"};
188  }
189  /* the whole loading process for the GameWorld */
190  this->dataTank->loadData(root);
191  this->dataXML = (TiXmlElement*)root->Clone();
192
193  delete XMLDoc;
194  this->releaseLoadScreen();
195}
196
197
198/**
199 *  unload the data of this GameWorld
200 */
201ErrorMessage GameWorld::unloadData()
202{
203  delete this->shell;
204  PRINTF(3)("GameWorld::~GameWorld() - unloading the current GameWorld\n");
205
206  if (this->audioThread != NULL)
207  {
208    this->bRunning = false;
209    SDL_WaitThread(this->audioThread, NULL);
210    this->audioThread = NULL;
211  }
212
213  this->dataTank->unloadData();
214
215  State::setCurrentStoryEntity(NULL);
216  if (this->dataXML)
217    delete this->dataXML;
218}
219
220
221/**
222 *  starts the GameWorld
223 */
224bool GameWorld::start()
225{
226  this->bPaused = false;
227  this->bRunning = true;
228
229  if (this->audioThread == NULL)
230    this->audioThread = SDL_CreateThread(GameWorld::createAudioThread, (void*)this);
231
232  this->run();
233}
234
235
236/**
237 *  stops the world.
238 */
239bool GameWorld::stop()
240{
241  PRINTF(3)("GameWorld::stop() - got stop signal\n");
242  this->bRunning = false;
243
244  this->audioThread = NULL;
245}
246
247
248/**
249 *  pauses the game
250 */
251bool GameWorld::pause()
252{
253  this->bPaused = true;
254}
255
256
257/**
258 *  ends the pause Phase
259 */
260bool GameWorld::resume()
261{
262  this->bPaused = false;
263}
264
265
266/**
267 *  main loop of the world: executing all world relevant function
268 *
269 * in this loop we synchronize (if networked), handle input events, give the heart-beat to
270 * all other member-entities of the world (tick to player, enemies etc.), checking for
271 * collisions drawing everything to the screen.
272 */
273void GameWorld::run()
274{
275  PRINTF(3)("GameWorld::mainLoop() - Entering main loop\n");
276
277  // initialize Timing
278  this->cycle = 0;
279  for (unsigned int i = 0; i < TICK_SMOOTH_VALUE; i++)
280    this->frameTimes[i] = 100;
281  this->dtS = 0.0f;
282  this->lastFrame = SDL_GetTicks ();
283
284  while( this->bRunning) /* @todo implement pause */
285  {
286    /* process intput */
287    this->handleInput ();
288    if( !this->bRunning)
289      break;
290
291    /* network synchronisation */
292    this->synchronize ();
293    /* process time */
294    this->tick ();
295    /* process collision */
296    this->collide ();
297    /* update the state */
298    this->update ();
299    /* draw everything */
300    this->display ();
301  }
302
303  PRINTF(3)("GameWorld::mainLoop() - Exiting the main loop\n");
304}
305
306
307/**
308 *  synchronize local data with remote data
309*/
310void GameWorld::synchronize ()
311{}
312
313
314/**
315 *  run all input processing
316
317   the command node is the central input event dispatcher. the node uses the even-queue from
318   sdl and has its own event-passing-queue.
319*/
320void GameWorld::handleInput ()
321{
322  EventHandler::getInstance()->process();
323}
324
325
326/**
327 *  ticks a WorldEntity list
328 * @param entityList list of the WorldEntities
329 * @param dt time passed since last frame
330 */
331void GameWorld::tick(std::list<WorldEntity*> entityList, float dt)
332{
333  std::list<WorldEntity*>::iterator entity, next;
334  next = entityList.begin();
335  while (next != entityList.end())
336  {
337    entity = next++;
338    (*entity)->tick(dt);
339  }
340}
341
342
343/**
344 *  advance the timeline
345 *
346 * this calculates the time used to process one frame (with all input handling, drawing, etc)
347 * the time is mesured in ms and passed to all world-entities and other classes that need
348 * a heart-beat.
349 */
350void GameWorld::tick ()
351{
352  Uint32 currentFrame = SDL_GetTicks();
353
354  if( !this->bPaused)
355  {
356    // CALCULATE FRAMERATE
357    Uint32 frameTimesIndex;
358    Uint32 getTicks;
359    Uint32 i;
360
361    frameTimesIndex = this->cycle % TICK_SMOOTH_VALUE;
362    getTicks = SDL_GetTicks();
363    this->frameTimes[frameTimesIndex] = getTicks - this->lastFrame;
364    this->lastFrame = getTicks;
365    ++this->cycle;
366    this->dtS = 0;
367    for (i = 0; i < TICK_SMOOTH_VALUE; i++)
368      this->dtS += this->frameTimes[i];
369    this->dtS = this->dtS / TICK_SMOOTH_VALUE / 1000.0f * speed;
370
371    // TICK everything
372    this->tick(this->dataTank->objectManager->getObjectList(OM_DEAD_TICK), this->dtS);
373    this->tick(this->dataTank->objectManager->getObjectList(OM_ENVIRON), this->dtS);
374    this->tick(this->dataTank->objectManager->getObjectList(OM_COMMON), this->dtS);
375    this->tick(this->dataTank->objectManager->getObjectList(OM_GROUP_00), this->dtS);
376    this->tick(this->dataTank->objectManager->getObjectList(OM_GROUP_00_PROJ), this->dtS);
377    this->tick(this->dataTank->objectManager->getObjectList(OM_GROUP_01), this->dtS);
378    this->tick(this->dataTank->objectManager->getObjectList(OM_GROUP_01_PROJ), this->dtS);
379
380    /* update tick the rest */
381    this->dataTank->localCamera->tick(this->dtS);
382    AnimationPlayer::getInstance()->tick(this->dtS);
383    PhysicsEngine::getInstance()->tick(this->dtS);
384
385    GraphicsEngine::getInstance()->tick(this->dtS);
386
387    if( likely(this->dataTank->gameRule != NULL))
388      this->dataTank->gameRule->tick(this->dtS);
389  }
390  this->lastFrame = currentFrame;
391}
392
393
394/**
395 *  this function gives the world a consistant state
396 *
397 * after ticking (updating the world state) this will give a constistant
398 * state to the whole system.
399 */
400void GameWorld::update()
401{
402  GraphicsEngine::getInstance()->update(this->dtS);
403  PNode::getNullParent()->updateNode (this->dtS);
404  SoundEngine::getInstance()->update();
405}
406
407
408/**
409 * kicks the CDEngine to detect the collisions between the object groups in the world
410 */
411void GameWorld::collide()
412{
413  CDEngine::getInstance()->checkCollisions(this->dataTank->objectManager->getObjectList(OM_GROUP_00),
414      this->dataTank->objectManager->getObjectList(OM_GROUP_01_PROJ));
415  CDEngine::getInstance()->checkCollisions(this->dataTank->objectManager->getObjectList(OM_GROUP_01),
416      this->dataTank->objectManager->getObjectList(OM_GROUP_00_PROJ));
417  CDEngine::getInstance()->checkCollisions(this->dataTank->objectManager->getObjectList(OM_GROUP_00),
418      this->dataTank->objectManager->getObjectList(OM_GROUP_01));
419
420  CDEngine::getInstance()->checkCollisions(this->dataTank->objectManager->getObjectList(OM_GROUP_00),
421      this->dataTank->objectManager->getObjectList(OM_COMMON));
422  CDEngine::getInstance()->checkCollisions(this->dataTank->objectManager->getObjectList(OM_GROUP_01),
423      this->dataTank->objectManager->getObjectList(OM_COMMON));
424
425}
426
427/**
428 *  render the current frame
429 *
430 * clear all buffers and draw the world
431 */
432void GameWorld::display ()
433{
434  // clear buffer
435  glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
436  // draw world
437  this->draw();
438  // flip buffers
439  GraphicsEngine::swapBuffers();
440}
441
442
443/**
444 *  runs through all entities calling their draw() methods
445 */
446void GameWorld::draw ()
447{
448  GraphicsEngine* engine = GraphicsEngine::getInstance();
449
450  // set camera
451  this->dataTank->localCamera->apply ();
452  this->dataTank->localCamera->project ();
453  LightManager::getInstance()->draw();
454
455  /* draw all WorldEntiy groups */
456  engine->draw(State::getObjectManager()->getObjectList(OM_ENVIRON_NOTICK));
457  engine->draw(State::getObjectManager()->getObjectList(OM_ENVIRON));
458  engine->draw(State::getObjectManager()->getObjectList(OM_COMMON));
459  engine->draw(State::getObjectManager()->getObjectList(OM_GROUP_00));
460  engine->draw(State::getObjectManager()->getObjectList(OM_GROUP_00_PROJ));
461  engine->draw(State::getObjectManager()->getObjectList(OM_GROUP_01));
462  engine->draw(State::getObjectManager()->getObjectList(OM_GROUP_01_PROJ));
463
464
465  if( unlikely( this->showBV))
466  {
467    CDEngine* engine = CDEngine::getInstance();
468    engine->drawBV(State::getObjectManager()->getObjectList(OM_ENVIRON_NOTICK));
469    engine->drawBV(State::getObjectManager()->getObjectList(OM_ENVIRON));
470    engine->drawBV(State::getObjectManager()->getObjectList(OM_COMMON));
471    engine->drawBV(State::getObjectManager()->getObjectList(OM_GROUP_00));
472    engine->drawBV(State::getObjectManager()->getObjectList(OM_GROUP_01));
473    engine->drawBV(State::getObjectManager()->getObjectList(OM_GROUP_01_PROJ));
474  }
475
476  if( unlikely(this->showPNodes))
477    PNode::getNullParent()->debugDraw(0);
478
479  engine->draw();
480
481
482  // draw the game ruls
483  if( likely(this->dataTank->gameRule != NULL))
484    this->dataTank->gameRule->draw();
485}
486
487/**
488 *  shows the loading screen
489 */
490void GameWorld::displayLoadScreen ()
491{
492  PRINTF(3)("GameWorld::displayLoadScreen - start\n");
493  this->dataTank->glmis = new GLMenuImageScreen();
494  this->dataTank->glmis->setMaximum(8);
495  PRINTF(3)("GameWorld::displayLoadScreen - end\n");
496}
497
498
499/**
500 *  removes the loadscreen, and changes over to the game
501 */
502void GameWorld::releaseLoadScreen ()
503{
504  PRINTF(3)("GameWorld::releaseLoadScreen - start\n");
505  this->dataTank->glmis->setValue(this->dataTank->glmis->getMaximum());
506  PRINTF(3)("GameWorld::releaseLoadScreen - end\n");
507}
508
509
510
511/**
512 * @brief toggles the PNode visibility in the world (drawn as boxes)
513 */
514void GameWorld::togglePNodeVisibility()
515{
516  if (State::getCurrentStoryEntity() != NULL &&
517      State::getCurrentStoryEntity()->isA(CL_GAME_WORLD))
518  {
519    dynamic_cast<GameWorld*>(State::getCurrentStoryEntity())->showPNodes = !dynamic_cast<GameWorld*>(State::getCurrentStoryEntity())->showPNodes;
520  }
521  else
522    PRINTF(2)("The Current Story entity is not a GameWorld\n");
523};
524
525
526/**
527 * @brief toggles the bounding volume (BV) visibility
528*/
529void GameWorld::toggleBVVisibility()
530{
531  if (State::getCurrentStoryEntity() != NULL &&
532      State::getCurrentStoryEntity()->isA(CL_GAME_WORLD))
533  {
534    dynamic_cast<GameWorld*>(State::getCurrentStoryEntity())->showBV = !dynamic_cast<GameWorld*>(State::getCurrentStoryEntity())->showBV;
535  }
536  else
537    PRINTF(2)("The Current Story entity is not a GameWorld\n");
538};
539
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