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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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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 "resource_manager.h"
23#include "state.h"
24#include "class_list.h"
25#include "substring.h"
26
27#include "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 "factory.h"
45#include "fast_factory.h"
46#include "load_param.h"
47#include "shell_command.h"
48
49#include "particle_engine.h"
50#include "graphics_engine.h"
51#include "event_handler.h"
52#include "sound_engine.h"
53#include "cd_engine.h"
54#include "network_manager.h"
55#include "physics_engine.h"
56#include "fields.h"
57
58#include "glmenu_imagescreen.h"
59#include "shell.h"
60
61#include "animation_player.h"
62#include "animation3d.h"
63
64#include "ogg_player.h"
65#include "shader.h"
66
67
68using namespace std;
69
70
71SHELL_COMMAND(speed, GameWorld, setSpeed);
72SHELL_COMMAND(togglePNodeVisibility, GameWorld, togglePNodeVisibility);
73SHELL_COMMAND(toggleBVVisibility, GameWorld, toggleBVVisibility);
74
75
76
77GameWorld::GameWorld(const TiXmlElement* root)
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->path = NULL;
91}
92
93/**
94 *  remove the GameWorld from memory
95 *
96 *  delete everything explicitly, that isn't contained in the parenting tree!
97 *  things contained in the tree are deleted automaticaly
98 */
99GameWorld::~GameWorld ()
100{
101  PRINTF(4)("Deleted GameWorld\n");
102}
103
104
105
106/**
107 * loads the parameters of a GameWorld from an XML-element
108 * @param root the XML-element to load from
109 */
110void GameWorld::loadParams(const TiXmlElement* root)
111{
112  static_cast<StoryEntity*>(this)->loadParams(root);
113
114  LoadParam(root, "path", this, GameWorld, setPath)
115  .describe("The Filename of this GameWorld (relative from the data-dir)");
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  this->cycle = 0;
130  /* init the world interface */
131  this->shell = new Shell();
132
133  State::setCurrentStoryEntity(dynamic_cast<StoryEntity*>(this));
134  this->dataTank->init();
135}
136
137
138/**
139 *  loads the GameWorld by initializing all resources, and set their default values.
140 */
141ErrorMessage GameWorld::loadData()
142{
143  this->displayLoadScreen();
144
145  PRINTF(0)("Loading the GameWorld\n");
146
147  PRINTF(3)("> Loading world: '%s'\n", getPath());
148  TiXmlElement* element;
149  GameLoader* loader = GameLoader::getInstance();
150
151  if( getPath() == NULL)
152  {
153    PRINTF(1)("GameWorld has no path specified for loading");
154    return (ErrorMessage){213,"Path not specified","GameWorld::load()"};
155  }
156
157  TiXmlDocument* XMLDoc = new TiXmlDocument( getPath());
158  // load the xml world file for further loading
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;
163    return (ErrorMessage){213,"XML File parsing error","GameWorld::load()"};
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  {
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()"};
174  }
175  /* the whole loading process for the GameWorld */
176  this->dataTank->loadData(root);
177
178  delete XMLDoc;
179  this->releaseLoadScreen();
180}
181
182
183/**
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
191  this->dataTank->unloadData();
192}
193
194
195/**
196 *  starts the GameWorld
197 */
198bool GameWorld::start()
199{
200  this->isPaused = false;
201  this->isRunning = true;
202
203  this->run();
204}
205
206
207/**
208 *  stops the world.
209 */
210bool GameWorld::stop()
211{
212  PRINTF(3)("GameWorld::stop() - got stop signal\n");
213  this->isRunning = false;
214}
215
216
217/**
218 *  pauses the game
219 */
220bool GameWorld::pause()
221{
222  this->isPaused = true;
223}
224
225
226/**
227 *  ends the pause Phase
228 */
229bool GameWorld::resume()
230{
231  this->isPaused = false;
232}
233
234
235/**
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()
243{
244  this->lastFrame = SDL_GetTicks ();
245  PRINTF(3)("GameWorld::mainLoop() - Entering main loop\n");
246
247  while( this->isRunning) /* @todo implement pause */
248  {
249    ++this->cycle;
250    /* process intput */
251    this->handleInput ();
252    if( !this->isRunning)
253      break;
254
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");
268}
269
270
271/**
272 *  synchronize local data with remote data
273*/
274void GameWorld::synchronize ()
275{}
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*/
284void GameWorld::handleInput ()
285{
286  EventHandler::getInstance()->process();
287}
288
289
290/**
291 *  ticks a WorldEntity list
292 * @param entityList list of the WorldEntities
293 * @param dt time passed since last frame
294 */
295void GameWorld::tick(std::list<WorldEntity*> entityList, float dt)
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
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 */
310void GameWorld::tick ()
311{
312  Uint32 currentFrame = SDL_GetTicks();
313
314  if( !this->isPaused)
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)
320    {
321      /* the frame-rate is limited to 100 frames per second, all other things are for nothing. */
322      //PRINTF(0)("fps = 1000 - frame rate is adjusted\n");
323      SDL_Delay(10 - dt);
324      this->dt = 10;
325    }
326
327    this->dtS = (float)this->dt / 1000.0f * this->speed;
328    this->gameTime += this->dtS;
329
330    this->tick(this->dataTank->objectManager->getObjectList(OM_DEAD_TICK), this->dtS);
331    this->tick(this->dataTank->objectManager->getObjectList(OM_ENVIRON), this->dtS);
332    this->tick(this->dataTank->objectManager->getObjectList(OM_COMMON), this->dtS);
333    this->tick(this->dataTank->objectManager->getObjectList(OM_GROUP_00), this->dtS);
334    this->tick(this->dataTank->objectManager->getObjectList(OM_GROUP_00_PROJ), this->dtS);
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);
337
338    /* update tick the rest */
339    this->dataTank->localCamera->tick(this->dtS);
340    AnimationPlayer::getInstance()->tick(this->dtS);
341    ParticleEngine::getInstance()->tick(this->dtS);
342    PhysicsEngine::getInstance()->tick(this->dtS);
343
344    GraphicsEngine::getInstance()->tick(this->dtS);
345  }
346  this->lastFrame = currentFrame;
347}
348
349
350/**
351 *  this function gives the world a consistant state
352 *
353 * after ticking (updating the world state) this will give a constistant
354 * state to the whole system.
355 */
356void GameWorld::update()
357{
358  GraphicsEngine::getInstance()->update(this->dtS);
359  PNode::getNullParent()->updateNode (this->dtS);
360  SoundEngine::getInstance()->update();
361  //music->update();
362}
363
364
365/**
366 * kicks the CDEngine to detect the collisions between the object groups in the world
367 */
368void GameWorld::collide()
369{
370  CDEngine::getInstance()->checkCollisions(this->dataTank->objectManager->getObjectList(OM_GROUP_00),
371  this->dataTank->objectManager->getObjectList(OM_GROUP_01_PROJ));
372  CDEngine::getInstance()->checkCollisions(this->dataTank->objectManager->getObjectList(OM_GROUP_01),
373  this->dataTank->objectManager->getObjectList(OM_GROUP_00_PROJ));
374
375  CDEngine::getInstance()->checkCollisions(this->dataTank->objectManager->getObjectList(OM_GROUP_01),
376      this->dataTank->objectManager->getObjectList(OM_COMMON));
377}
378
379/**
380 *  render the current frame
381 *
382 * clear all buffers and draw the world
383 */
384void GameWorld::display ()
385{
386  // clear buffer
387  glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
388  // set camera
389  this->dataTank->localCamera->apply ();
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 */
400void GameWorld::draw ()
401{
402  GraphicsEngine* engine = GraphicsEngine::getInstance();
403
404   /* to draw the bounding boxes of the objects at level 2 for debug purp */
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));
413  engine->draw(State::getObjectManager()->getObjectList(OM_GROUP_00_PROJ));
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
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  }
429
430  if( unlikely(this->showPNodes))
431    PNode::getNullParent()->debugDraw(0);
432
433  /* final draw command */
434  engine->draw();
435}
436
437
438/**
439 *  sets the track path of this world
440 * @param name the name of the path
441 */
442void GameWorld::setPath( const char* name)
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
452  {
453    this->path = new char[strlen(ResourceManager::getInstance()->getDataDir()) + strlen(name) +1];
454    sprintf(this->path, "%s%s", ResourceManager::getInstance()->getDataDir(), name);
455  }
456}
457
458
459/**
460 *  shows the loading screen
461 */
462void GameWorld::displayLoadScreen ()
463{
464  PRINTF(3)("GameWorld::displayLoadScreen - start\n");
465  this->dataTank->glmis = new GLMenuImageScreen();
466  this->dataTank->glmis->setMaximum(8);
467  PRINTF(3)("GameWorld::displayLoadScreen - end\n");
468}
469
470
471/**
472 *  removes the loadscreen, and changes over to the game
473 */
474void GameWorld::releaseLoadScreen ()
475{
476  PRINTF(3)("GameWorld::releaseLoadScreen - start\n");
477  this->dataTank->glmis->setValue(this->dataTank->glmis->getMaximum());
478  PRINTF(3)("GameWorld::releaseLoadScreen - end\n");
479}
480
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