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source: orxonox.OLD/branches/gui/src/story_entities/game_world_data.cc @ 8677

Last change on this file since 8677 was 8677, checked in by bensch, 18 years ago

new gui implementing work

File size: 10.2 KB
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[6402]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*/
14
15
16#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WORLD
17
[7036]18#include <fstream>
19#include <iostream>
20
[6402]21#include "game_world_data.h"
22
[7193]23#include "util/loading/resource_manager.h"
[6402]24#include "state.h"
25#include "class_list.h"
26#include "substring.h"
27
[7193]28#include "util/loading/game_loader.h"
[6402]29
30#include "world_entity.h"
31#include "player.h"
32#include "camera.h"
[7287]33#include "terrain.h"
[7286]34#include "skybox.h"
[8490]35#include "md2/md2Model.h"
[7287]36#include "world_entities/projectiles/projectile.h"
37#include "npcs/npc_test1.h"
[6402]38#include "playable.h"
39
40#include "light.h"
41
[7193]42#include "util/loading/factory.h"
[6402]43#include "fast_factory.h"
[7193]44#include "util/loading/load_param.h"
[6402]45
46#include "graphics_engine.h"
[7810]47#include "effects/atmospheric_engine.h"
[6402]48#include "event_handler.h"
49#include "sound_engine.h"
50#include "cd_engine.h"
51#include "network_manager.h"
52#include "physics_engine.h"
53#include "fields.h"
54
55#include "glmenu_imagescreen.h"
56
[7020]57#include "game_rules.h"
58
[6402]59#include "ogg_player.h"
60#include "shader.h"
61
62
63using namespace std;
64
65
66/**
67 * constructor of the GameWorldData
68 */
69GameWorldData::GameWorldData()
70{
71  this->setClassID(CL_GAME_WORLD_DATA, "GameWorldData");
72
73  this->glmis = NULL;
74
75  this->localCamera = NULL;
76  this->localPlayer = NULL;
77  this->sky = NULL;
78  this->terrain = NULL;
79
80  this->music = NULL;
81  this->objectManager = NULL;
[7035]82  this->gameRule = NULL;
[6402]83}
84
85
86/**
87 * destructor for the GameWorldData
88 */
89GameWorldData::~GameWorldData()
[6404]90{}
[6402]91
92
93
94/**
95 *  initialize the GameWorldData
96 */
97ErrorMessage GameWorldData::init()
98{
99  this->objectManager = new ObjectManager();
100  State::setObjectManager(this->objectManager);
101
102  PNode::getNullParent();
103  this->localCamera = new Camera();
104  this->localCamera->setName ("GameWorld-Camera");
105  State::setCamera(this->localCamera, this->localCamera->getTarget());
106
107  LightManager::getInstance();
108
109  GraphicsEngine::getInstance()->displayFPS(true);
[8677]110
111  return ErrorMessage();
[6402]112}
113
114
115/**
116 *  loads the data from the xml file
117 * @param root reference to the xml root element
118 */
[7370]119ErrorMessage GameWorldData::loadData(const TiXmlElement* root)
[6402]120{
121  // load the parameters
122  // name
[7221]123  std::string string = grabParameter( root, "name");
124  if( string.empty() )
[6402]125  {
126    PRINTF(2)("GameWorld is missing a proper 'name'\n");
127    this->setName("Unknown");
128  }
129  else
[7221]130    this->setName(string.c_str());
[6402]131
132  this->loadGUI(root);
133  this->loadWorldEntities(root);
134  this->loadScene(root);
[8677]135
136  return ErrorMessage();
[6402]137}
138
139
140/**
141 *  unloads the data from the xml file
142 */
143ErrorMessage GameWorldData::unloadData()
144{
145  this->unloadGUI();
146  this->unloadWorldEntities();
147  this->unloadScene();
[8677]148
149  return ErrorMessage();
[6402]150}
151
152
153/**
[7370]154 * @brief loads the GUI data
[6402]155 * @param root reference to the xml root element
156 */
[7370]157ErrorMessage GameWorldData::loadGUI(const TiXmlElement* root)
[6402]158{
[7370]159  const TiXmlElement* element = root->FirstChildElement("LoadScreen");
[6402]160  if( element == NULL)
161  {
162    PRINTF(2)("no LoadScreen specified, loading default\n");
163
164    glmis->setBackgroundImage("pictures/load_screen.jpg");
165    this->glmis->setMaximum(8);
[6988]166    //     this->glmis->draw();
[6402]167  }
168  else
169  {
170    this->glmis->loadParams(element);
[6988]171    //     this->glmis->draw();
[6402]172  }
173  this->glmis->draw();
[8677]174
175  return ErrorMessage();
[6402]176}
177
178
179/**
[7370]180 * @brief unloads the GUI data
[6402]181 */
182ErrorMessage GameWorldData::unloadGUI()
183{
184  delete this->glmis;
[8677]185
186  return ErrorMessage();
[6402]187}
188
189
190/**
[7370]191 * @brief loads the world entities from the xml file
[6402]192 * @param root reference to the xml root parameter
193 */
[7370]194ErrorMessage GameWorldData::loadWorldEntities(const TiXmlElement* root)
[6402]195{
[7370]196  const TiXmlElement* element = root->FirstChildElement("WorldEntities");
[6402]197
198  if( element == NULL)
199  {
200    PRINTF(1)("GameWorld is missing 'WorldEntities'\n");
201  }
202  else
203  {
204    element = element->FirstChildElement();
205    // load Players/Objects/Whatever
206    PRINTF(4)("Loading WorldEntities\n");
207    while( element != NULL)
208    {
209      BaseObject* created = Factory::fabricate(element);
210      if( created != NULL )
[6834]211        PRINTF(4)("Created a %s: %s\n", created->getClassName(), created->getName());
[6402]212
213      //todo do this more elegant
[7370]214      if( element->Value() == "SkyBox" && created->isA(CL_SKYBOX))
[6771]215      {
[6402]216        this->sky = dynamic_cast<WorldEntity*>(created);
[6771]217        State::setSkyBox(dynamic_cast<SkyBox*>(this->sky));
218      }
[7370]219      if( element->Value() == "Terrain" && created->isA(CL_TERRAIN))
[6402]220      {
221        this->terrain = dynamic_cast<Terrain*>(created);
222        CDEngine::getInstance()->setTerrain(terrain);
223      }
224      element = element->NextSiblingElement();
225      this->glmis->step(); //! @todo temporary
226    }
227    PRINTF(4)("Done loading WorldEntities\n");
228  }
229
230  // Create a Player
231  this->localPlayer = new Player();
[7076]232  State::setPlayer(this->localPlayer);
[6402]233
234  Playable* playable;
235  const list<BaseObject*>* playableList = ClassList::getList(CL_PLAYABLE);
[7370]236  if (playableList != NULL && !playableList->empty())
[6402]237  {
[7370]238    /// TODO Make this also loadable
[6402]239    playable = dynamic_cast<Playable*>(playableList->front());
[6985]240    this->localPlayer->setPlayable(playable);
[6402]241  }
242
[7370]243  // Fill the EntityLists. Tick then Draw:
244  this->tickLists.push_back(OM_DEAD_TICK);
245  this->tickLists.push_back(OM_ENVIRON);
246  this->tickLists.push_back(OM_COMMON);
247  this->tickLists.push_back(OM_GROUP_00);
248  this->tickLists.push_back(OM_GROUP_00_PROJ);
249  this->tickLists.push_back(OM_GROUP_01);
250  this->tickLists.push_back(OM_GROUP_01_PROJ);
251
252  this->drawLists.push_back(OM_ENVIRON_NOTICK);
253  this->drawLists.push_back(OM_ENVIRON);
254  this->drawLists.push_back(OM_COMMON);
255  this->drawLists.push_back(OM_GROUP_00);
256  this->drawLists.push_back(OM_GROUP_00_PROJ);
257  this->drawLists.push_back(OM_GROUP_01);
258  this->drawLists.push_back(OM_GROUP_01_PROJ);
259
[6402]260  /* init the pnode tree */
261  PNode::getNullParent()->init();
[8677]262
263  return ErrorMessage();
[6402]264}
265
266
267/**
[6404]268 *  unloads the world entities
[6402]269 */
270ErrorMessage GameWorldData::unloadWorldEntities()
271{
272  FastFactory::flushAll(true);
[7029]273  GraphicsEngine::getInstance()->displayFPS(false);
[6402]274  // erease everything that is left.
[6626]275  // delete PNode::getNullParent(); // not needed as this is also done in the next step (and also much cleaner)
[6981]276  const std::list<BaseObject*>* nodeList;
[6402]277  //secondary cleanup of PNodes;
[6981]278  nodeList = ClassList::getList(CL_PARENT_NODE);
[6402]279  if (nodeList != NULL)
280    while (!nodeList->empty())
[7370]281    {
282      //    ClassList::debug( 3, CL_PARENT_NODE);
283      //    PNode::getNullParent()->debugNode(0);
284      //    printf("%s::%s\n", nodeList->front()->getClassName(), nodeList->front()->getName());
285      delete nodeList->front();
286    }
[6402]287  /* remove the player object */
288  if( this->localPlayer)
289    delete this->localPlayer;
[7126]290  State::setPlayer(NULL);
[7311]291  this->localPlayer = NULL;
292  this->localCamera = NULL;
293  State::setCamera(NULL, NULL);
294  this->sky = NULL;
295  this->terrain = NULL;
[6402]296
[6988]297  nodeList = ClassList::getList(CL_GRAPHICS_EFFECT);
298  if (nodeList != NULL)
299    while (!nodeList->empty())
300      delete nodeList->front();
[6981]301
302
[7029]303  nodeList = ClassList::getList(CL_ELEMENT_2D);
[7370]304  if (nodeList != NULL)
305    while (!nodeList->empty())
306      delete nodeList->front();
[6981]307
[7370]308  // At this Point all the WorldEntites should be unloaded.
309  this->tickLists.clear();
310  this->drawLists.clear();
[6981]311
[7370]312  // unload the resources loaded in this Level !!
[6402]313  ResourceManager::getInstance()->unloadAllByPriority(RP_LEVEL);
314
315  if (State::getObjectManager() == this->objectManager)
316  {
317    State::setObjectManager(NULL);
318    delete this->objectManager;
319  }
[7311]320  this->objectManager = NULL;
[6863]321
[6771]322  if(State::getSkyBox())
323    State::setSkyBox(NULL);
[6863]324
[7311]325  this->glmis = NULL;
[8677]326
327  return ErrorMessage();
[6402]328}
329
330
331/**
[7370]332 * @brief loads the scene data
[6402]333 * @param root reference to the xml root element
334 */
[7370]335ErrorMessage GameWorldData::loadScene(const TiXmlElement* root)
[6402]336{
337  LoadParamXML(root, "LightManager", LightManager::getInstance(), LightManager, loadParams);
[6815]338  LoadParamXML(root, "GraphicsEngine", GraphicsEngine::getInstance(), GraphicsEngine, loadParams);
[7810]339  LoadParamXML(root, "AtmosphericEngine", AtmosphericEngine::getInstance(), AtmosphericEngine, loadParams);
[6402]340
[6827]341  LoadParam(root, "Music", this, GameWorldData, setSoundTrack);
342
[7020]343  LoadParamXML(root, "GameRule", this, GameWorldData, loadGameRule);
344
345
346  //LoadParamXML(root, "ParticleEngine", ParticleEngine::getInstance(), ParticleEngine, loadParams);
[6402]347  //LoadParamXML(root, "PhysicsEngine", PhysicsEngine::getInstance(), PhysicsEngine, loadParams);
348
349  this->localCamera->setClipRegion(1, 10000.0);
350  if( this->sky != NULL)
351    this->localCamera->addChild(this->sky);
[7460]352  OrxSound::SoundEngine::getInstance()->setListener(this->localCamera);
[8677]353
354  return ErrorMessage();
[6402]355}
356
357
[7020]358
[6402]359/**
360 *  unloads the scene data
361 */
362ErrorMessage GameWorldData::unloadScene()
363{
364  /* delete some garphics and scene eingines */
365  delete LightManager::getInstance();
[7810]366  delete AtmosphericEngine::getInstance();
[6402]367
[7287]368  if (this->music != NULL)
369    this->setSoundTrack("");
[6402]370
371  /* unload the shaders */
372  Shader::suspendShader();
[7488]373
374  State::setGameRules(NULL);
[8677]375
376  return ErrorMessage();
[6402]377}
378
[6634]379
[7221]380void GameWorldData::setSoundTrack(const std::string& name)
[6634]381{
[6827]382  if (this->music != NULL)
[7287]383    delete this->music;
384  this->music = NULL;
[6827]385
[7221]386  if (!name.empty())
[6987]387  {
[7221]388    PRINTF(3)("Setting Sound Track to %s\n", name.c_str());
389    std::string oggFile = ResourceManager::getFullName(name);
[7460]390    this->music = new OrxSound::OggPlayer(oggFile);
[6988]391
392    //(OggPlayer*)ResourceManager::getInstance()->load(name, OGG, RP_LEVEL);
393    //assert(this->music->isA(CL_SOUND_OGG_PLAYER));
[6987]394  }
[6634]395}
396
397
[7020]398void GameWorldData::loadGameRule(const TiXmlElement* root)
399{
[7036]400  const TiXmlElement* element = root->FirstChildElement();
401  while( element != NULL)
[7020]402  {
[7461]403    PRINTF(2)("============ GameRules ==\n");
404    PRINTF(2)("creating %s\n", element->Value());
[7036]405    BaseObject* created = Factory::fabricate(element);
[7466]406    if (created != NULL && created->isA(CL_GAME_RULES))
[7020]407    {
[7036]408      this->gameRule = dynamic_cast<GameRules*>(created);
[7039]409      State::setGameRules(this->gameRule);
[7482]410      // if there is a valid game rule loaded, return because it is not thought to load multiple game rules
[7462]411      return;
[7020]412    }
[7036]413    else
414    {
415      PRINTF(1)("Could not create a %s\n", element->Value());
416      delete created;
417    }
418    element = element->NextSiblingElement();
[7020]419  }
420}
421
422
423
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