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source: orxonox.OLD/branches/network/src/story_entities/game_world.cc @ 6500

Last change on this file since 6500 was 6500, checked in by patrick, 18 years ago

network: added branche network again: fresh copy of the trunk

File size: 12.1 KB
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[6352]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
[6358]19#include "game_world.h"
[6402]20#include "game_world_data.h"
[6352]21
22#include "resource_manager.h"
23#include "state.h"
[6404]24#include "class_list.h"
25#include "substring.h"
[6352]26
[6404]27#include "game_loader.h"
28
[6352]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"
[6404]37#include "md2Model.h"
[6434]38#include "world_entities/projectiles/projectile.h"
[6404]39#include "npcs/npc_test1.h"
40#include "playable.h"
41
[6352]42#include "light.h"
[6404]43
44#include "factory.h"
45#include "fast_factory.h"
[6352]46#include "load_param.h"
[6404]47#include "shell_command.h"
[6352]48
49#include "particle_engine.h"
50#include "graphics_engine.h"
[6404]51#include "event_handler.h"
52#include "sound_engine.h"
53#include "cd_engine.h"
54#include "network_manager.h"
[6352]55#include "physics_engine.h"
56#include "fields.h"
57
58#include "glmenu_imagescreen.h"
[6404]59#include "shell.h"
[6352]60
[6404]61#include "animation_player.h"
[6352]62#include "animation3d.h"
63
64#include "ogg_player.h"
[6404]65#include "shader.h"
[6352]66
67
[6404]68using namespace std;
[6352]69
70
[6358]71SHELL_COMMAND(speed, GameWorld, setSpeed);
72SHELL_COMMAND(togglePNodeVisibility, GameWorld, togglePNodeVisibility);
73SHELL_COMMAND(toggleBVVisibility, GameWorld, toggleBVVisibility);
[6352]74
75
76
[6358]77GameWorld::GameWorld(const TiXmlElement* root)
[6402]78    : StoryEntity()
[6352]79{
[6368]80  this->setClassID(CL_GAME_WORLD, "GameWorld");
81  this->setName("Preloaded World - no name yet");
82
83  this->gameTime = 0.0f;
[6370]84  this->setSpeed(1.0f);
[6368]85  this->shell = NULL;
86
87  this->showPNodes = false;
88  this->showBV = false;
89
[6352]90  this->path = NULL;
91}
92
93/**
[6358]94 *  remove the GameWorld from memory
[6352]95 *
96 *  delete everything explicitly, that isn't contained in the parenting tree!
97 *  things contained in the tree are deleted automaticaly
98 */
[6358]99GameWorld::~GameWorld ()
[6352]100{
[6408]101  PRINTF(4)("Deleted GameWorld\n");
[6352]102}
103
104
105
106/**
[6358]107 * loads the parameters of a GameWorld from an XML-element
[6352]108 * @param root the XML-element to load from
109 */
[6358]110void GameWorld::loadParams(const TiXmlElement* root)
[6352]111{
[6376]112  static_cast<StoryEntity*>(this)->loadParams(root);
[6352]113
[6358]114  LoadParam(root, "path", this, GameWorld, setPath)
[6402]115  .describe("The Filename of this GameWorld (relative from the data-dir)");
[6376]116
117  PRINTF(4)("Loaded GameWorld specific stuff\n");
[6352]118}
119
[6368]120
[6352]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*/
[6370]127ErrorMessage GameWorld::init()
[6352]128{
129  this->cycle = 0;
130  /* init the world interface */
131  this->shell = new Shell();
132
[6498]133  State::setCurrentStoryEntity(dynamic_cast<StoryEntity*>(this));
[6407]134  this->dataTank->init();
[6352]135}
136
137
138/**
[6358]139 *  loads the GameWorld by initializing all resources, and set their default values.
[6352]140 */
[6372]141ErrorMessage GameWorld::loadData()
[6352]142{
[6370]143  this->displayLoadScreen();
144
[6407]145  PRINTF(0)("Loading the GameWorld\n");
146
[6352]147  PRINTF(3)("> Loading world: '%s'\n", getPath());
148  TiXmlElement* element;
149  GameLoader* loader = GameLoader::getInstance();
150
151  if( getPath() == NULL)
[6402]152  {
153    PRINTF(1)("GameWorld has no path specified for loading");
154    return (ErrorMessage){213,"Path not specified","GameWorld::load()"};
155  }
[6352]156
157  TiXmlDocument* XMLDoc = new TiXmlDocument( getPath());
[6402]158  // load the xml world file for further loading
[6352]159  if( !XMLDoc->LoadFile())
160  {
161    PRINTF(1)("loading XML File: %s @ %s:l%d:c%d\n", XMLDoc->ErrorDesc(), this->getPath(), XMLDoc->ErrorRow(), XMLDoc->ErrorCol());
162    delete XMLDoc;
[6358]163    return (ErrorMessage){213,"XML File parsing error","GameWorld::load()"};
[6352]164  }
165  // check basic validity
166  TiXmlElement* root = XMLDoc->RootElement();
167  assert( root != NULL);
168  if( root == NULL || root->Value() == NULL || strcmp( root->Value(), "WorldDataFile"))
169  {
[6402]170    // report an error
171    PRINTF(1)("Specified XML File is not an orxonox world data file (WorldDataFile element missing)\n");
172    delete XMLDoc;
173    return (ErrorMessage){213,"Path not a WorldDataFile","GameWorld::load()"};
[6352]174  }
[6402]175  /* the whole loading process for the GameWorld */
[6407]176  this->dataTank->loadData(root);
[6352]177
[6402]178  delete XMLDoc;
[6386]179  this->releaseLoadScreen();
[6352]180}
181
182
183/**
[6387]184 *  unload the data of this GameWorld
185 */
186ErrorMessage GameWorld::unloadData()
187{
188  delete this->shell;
189  PRINTF(3)("GameWorld::~GameWorld() - unloading the current GameWorld\n");
190
[6407]191  this->dataTank->unloadData();
[6387]192}
193
194
195/**
[6358]196 *  starts the GameWorld
[6352]197 */
[6387]198bool GameWorld::start()
[6352]199{
[6386]200  this->isPaused = false;
201  this->isRunning = true;
[6387]202
203  this->run();
[6352]204}
205
[6402]206
[6352]207/**
208 *  stops the world.
[6402]209 */
[6387]210bool GameWorld::stop()
[6352]211{
[6358]212  PRINTF(3)("GameWorld::stop() - got stop signal\n");
[6386]213  this->isRunning = false;
[6352]214}
215
[6402]216
[6352]217/**
[6402]218 *  pauses the game
219 */
[6387]220bool GameWorld::pause()
[6352]221{
222  this->isPaused = true;
223}
224
[6402]225
[6352]226/**
227 *  ends the pause Phase
[6409]228 */
[6387]229bool GameWorld::resume()
[6352]230{
231  this->isPaused = false;
232}
233
234
235/**
[6402]236 *  main loop of the world: executing all world relevant function
237 *
238 * in this loop we synchronize (if networked), handle input events, give the heart-beat to
239 * all other member-entities of the world (tick to player, enemies etc.), checking for
240 * collisions drawing everything to the screen.
241 */
242void GameWorld::run()
[6352]243{
[6402]244  this->lastFrame = SDL_GetTicks ();
245  PRINTF(3)("GameWorld::mainLoop() - Entering main loop\n");
[6352]246
[6402]247  while( this->isRunning) /* @todo implement pause */
248  {
249    ++this->cycle;
250    /* process intput */
251    this->handleInput ();
252    if( !this->isRunning)
253      break;
[6386]254
[6402]255    /* network synchronisation */
256    this->synchronize ();
257    /* process time */
258    this->tick ();
259    /* process collision */
260    this->collide ();
261    /* update the state */
262    this->update ();
263    /* draw everything */
264    this->display ();
265  }
266
267  PRINTF(3)("GameWorld::mainLoop() - Exiting the main loop\n");
[6352]268}
269
270
271/**
272 *  synchronize local data with remote data
273*/
[6358]274void GameWorld::synchronize ()
[6402]275{}
[6352]276
277
278/**
279 *  run all input processing
280
281   the command node is the central input event dispatcher. the node uses the even-queue from
282   sdl and has its own event-passing-queue.
283*/
[6358]284void GameWorld::handleInput ()
[6352]285{
286  EventHandler::getInstance()->process();
287}
288
[6402]289
290/**
291 *  ticks a WorldEntity list
292 * @param entityList list of the WorldEntities
293 * @param dt time passed since last frame
294 */
[6358]295void GameWorld::tick(std::list<WorldEntity*> entityList, float dt)
[6352]296{
297  std::list<WorldEntity*>::iterator entity;
298  for (entity = entityList.begin(); entity != entityList.end(); entity++)
299    (*entity)->tick(dt);
300
301}
302
303/**
304 *  advance the timeline
[6402]305 *
306 * this calculates the time used to process one frame (with all input handling, drawing, etc)
307 * the time is mesured in ms and passed to all world-entities and other classes that need
308 * a heart-beat.
309 */
[6358]310void GameWorld::tick ()
[6352]311{
312  Uint32 currentFrame = SDL_GetTicks();
[6402]313
[6386]314  if( !this->isPaused)
[6402]315  {
316    this->dt = currentFrame - this->lastFrame;
317
318    /* limit the the frame rate to 100 frames per second (fps) */
319    if( this->dt < 10)
[6352]320    {
[6402]321      /* the frame-rate is limited to 100 frames per second, all other things are for nothing. */
[6412]322      //PRINTF(0)("fps = 1000 - frame rate is adjusted\n");
[6402]323      SDL_Delay(10 - dt);
324      this->dt = 10;
325    }
[6352]326
[6402]327    this->dtS = (float)this->dt / 1000.0f * this->speed;
328    this->gameTime += this->dtS;
[6352]329
[6407]330    this->tick(this->dataTank->objectManager->getObjectList(OM_DEAD_TICK), this->dtS);
[6457]331    this->tick(this->dataTank->objectManager->getObjectList(OM_ENVIRON), this->dtS);
[6407]332    this->tick(this->dataTank->objectManager->getObjectList(OM_COMMON), this->dtS);
333    this->tick(this->dataTank->objectManager->getObjectList(OM_GROUP_00), this->dtS);
[6433]334    this->tick(this->dataTank->objectManager->getObjectList(OM_GROUP_00_PROJ), this->dtS);
[6407]335    this->tick(this->dataTank->objectManager->getObjectList(OM_GROUP_01), this->dtS);
336    this->tick(this->dataTank->objectManager->getObjectList(OM_GROUP_01_PROJ), this->dtS);
[6352]337
[6402]338    /* update tick the rest */
[6407]339    this->dataTank->localCamera->tick(this->dtS);
[6402]340    AnimationPlayer::getInstance()->tick(this->dtS);
341    ParticleEngine::getInstance()->tick(this->dtS);
342    PhysicsEngine::getInstance()->tick(this->dtS);
[6352]343
[6402]344    GraphicsEngine::getInstance()->tick(this->dtS);
345  }
[6352]346  this->lastFrame = currentFrame;
347}
348
349
350/**
351 *  this function gives the world a consistant state
[6402]352 *
353 * after ticking (updating the world state) this will give a constistant
354 * state to the whole system.
355 */
[6358]356void GameWorld::update()
[6352]357{
358  GraphicsEngine::getInstance()->update(this->dtS);
359  PNode::getNullParent()->updateNode (this->dtS);
360  SoundEngine::getInstance()->update();
361  //music->update();
362}
363
364
[6402]365/**
366 * kicks the CDEngine to detect the collisions between the object groups in the world
367 */
[6358]368void GameWorld::collide()
[6352]369{
[6407]370  CDEngine::getInstance()->checkCollisions(this->dataTank->objectManager->getObjectList(OM_GROUP_00),
[6433]371  this->dataTank->objectManager->getObjectList(OM_GROUP_01_PROJ));
[6407]372  CDEngine::getInstance()->checkCollisions(this->dataTank->objectManager->getObjectList(OM_GROUP_01),
[6433]373  this->dataTank->objectManager->getObjectList(OM_GROUP_00_PROJ));
374
375  CDEngine::getInstance()->checkCollisions(this->dataTank->objectManager->getObjectList(OM_GROUP_01),
[6407]376      this->dataTank->objectManager->getObjectList(OM_COMMON));
[6352]377}
378
379/**
380 *  render the current frame
[6402]381 *
382 * clear all buffers and draw the world
383 */
[6358]384void GameWorld::display ()
[6352]385{
386  // clear buffer
387  glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
388  // set camera
[6407]389  this->dataTank->localCamera->apply ();
[6352]390  // draw world
391  this->draw();
392  // flip buffers
393  GraphicsEngine::swapBuffers();
394}
395
396
397/**
398 *  runs through all entities calling their draw() methods
399 */
[6358]400void GameWorld::draw ()
[6352]401{
402  GraphicsEngine* engine = GraphicsEngine::getInstance();
[6402]403
404   /* to draw the bounding boxes of the objects at level 2 for debug purp */
[6416]405
406  /* debug draw the PNodes */
407
408  /* draw all WorldEntiy groups */
409  engine->draw(State::getObjectManager()->getObjectList(OM_ENVIRON_NOTICK));
410  engine->draw(State::getObjectManager()->getObjectList(OM_ENVIRON));
411  engine->draw(State::getObjectManager()->getObjectList(OM_COMMON));
412  engine->draw(State::getObjectManager()->getObjectList(OM_GROUP_00));
[6433]413  engine->draw(State::getObjectManager()->getObjectList(OM_GROUP_00_PROJ));
[6416]414  engine->draw(State::getObjectManager()->getObjectList(OM_GROUP_01));
415  engine->draw(State::getObjectManager()->getObjectList(OM_GROUP_01_PROJ));
416  /* draws the particles */
417  ParticleEngine::getInstance()->draw();
418
[6402]419  if( unlikely( this->showBV))
420  {
421    CDEngine* engine = CDEngine::getInstance();
422    engine->drawBV(State::getObjectManager()->getObjectList(OM_ENVIRON_NOTICK));
423    engine->drawBV(State::getObjectManager()->getObjectList(OM_ENVIRON));
424    engine->drawBV(State::getObjectManager()->getObjectList(OM_COMMON));
425    engine->drawBV(State::getObjectManager()->getObjectList(OM_GROUP_00));
426    engine->drawBV(State::getObjectManager()->getObjectList(OM_GROUP_01));
427    engine->drawBV(State::getObjectManager()->getObjectList(OM_GROUP_01_PROJ));
428  }
[6416]429
[6402]430  if( unlikely(this->showPNodes))
431    PNode::getNullParent()->debugDraw(0);
432
433  /* final draw command */
[6352]434  engine->draw();
435}
436
437
438/**
[6366]439 *  sets the track path of this world
440 * @param name the name of the path
441 */
[6358]442void GameWorld::setPath( const char* name)
[6352]443{
444  if (this->path)
445    delete this->path;
446  if (ResourceManager::isFile(name))
447  {
448    this->path = new char[strlen(name)+1];
449    strcpy(this->path, name);
450  }
451  else
[6402]452  {
453    this->path = new char[strlen(ResourceManager::getInstance()->getDataDir()) + strlen(name) +1];
454    sprintf(this->path, "%s%s", ResourceManager::getInstance()->getDataDir(), name);
455  }
[6352]456}
457
[6387]458
[6402]459/**
460 *  shows the loading screen
461 */
462void GameWorld::displayLoadScreen ()
[6387]463{
[6402]464  PRINTF(3)("GameWorld::displayLoadScreen - start\n");
[6407]465  this->dataTank->glmis = new GLMenuImageScreen();
466  this->dataTank->glmis->setMaximum(8);
[6402]467  PRINTF(3)("GameWorld::displayLoadScreen - end\n");
[6387]468}
469
470
[6402]471/**
472 *  removes the loadscreen, and changes over to the game
473 */
474void GameWorld::releaseLoadScreen ()
[6387]475{
[6402]476  PRINTF(3)("GameWorld::releaseLoadScreen - start\n");
[6407]477  this->dataTank->glmis->setValue(this->dataTank->glmis->getMaximum());
[6402]478  PRINTF(3)("GameWorld::releaseLoadScreen - end\n");
[6387]479}
480
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