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source: orxonox.OLD/branches/network/src/story_entities/game_world.cc @ 6504

Last change on this file since 6504 was 6504, checked in by patrick, 18 years ago

network: some more menu work. There is no menu visible yet (only for your info)

File size: 12.3 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//   LoadParam(root, "soundtrack", this->dataTank, GameWorldData, setSoundTrack);
118
119  PRINTF(4)("Loaded GameWorld specific stuff\n");
120}
121
122
123/**
124 * this is executed just before load
125 *
126 * since the load function sometimes needs data, that has been initialized
127 * before the load and after the proceeding storyentity has finished
128*/
129ErrorMessage GameWorld::init()
130{
131  this->cycle = 0;
132  /* init the world interface */
133  this->shell = new Shell();
134
135  State::setCurrentStoryEntity(dynamic_cast<StoryEntity*>(this));
136  this->dataTank->init();
137}
138
139
140/**
141 *  loads the GameWorld by initializing all resources, and set their default values.
142 */
143ErrorMessage GameWorld::loadData()
144{
145  this->displayLoadScreen();
146
147  PRINTF(0)("Loading the GameWorld\n");
148
149  PRINTF(3)("> Loading world: '%s'\n", getPath());
150  TiXmlElement* element;
151  GameLoader* loader = GameLoader::getInstance();
152
153  if( getPath() == NULL)
154  {
155    PRINTF(1)("GameWorld has no path specified for loading\n");
156    return (ErrorMessage){213,"Path not specified","GameWorld::load()"};
157  }
158
159  TiXmlDocument* XMLDoc = new TiXmlDocument( getPath());
160  // load the xml world file for further loading
161  if( !XMLDoc->LoadFile())
162  {
163    PRINTF(1)("loading XML File: %s @ %s:l%d:c%d\n", XMLDoc->ErrorDesc(), this->getPath(), XMLDoc->ErrorRow(), XMLDoc->ErrorCol());
164    delete XMLDoc;
165    return (ErrorMessage){213,"XML File parsing error","GameWorld::load()"};
166  }
167  // check basic validity
168  TiXmlElement* root = XMLDoc->RootElement();
169  assert( root != NULL);
170  if( root == NULL || root->Value() == NULL || strcmp( root->Value(), "WorldDataFile"))
171  {
172    // report an error
173    PRINTF(1)("Specified XML File is not an orxonox world data file (WorldDataFile element missing)\n");
174    delete XMLDoc;
175    return (ErrorMessage){213,"Path not a WorldDataFile","GameWorld::load()"};
176  }
177  /* the whole loading process for the GameWorld */
178  this->dataTank->loadData(root);
179
180  delete XMLDoc;
181  this->releaseLoadScreen();
182}
183
184
185/**
186 *  unload the data of this GameWorld
187 */
188ErrorMessage GameWorld::unloadData()
189{
190  delete this->shell;
191  PRINTF(3)("GameWorld::~GameWorld() - unloading the current GameWorld\n");
192
193  this->dataTank->unloadData();
194}
195
196
197/**
198 *  starts the GameWorld
199 */
200bool GameWorld::start()
201{
202  this->isPaused = false;
203  this->isRunning = true;
204
205  this->run();
206}
207
208
209/**
210 *  stops the world.
211 */
212bool GameWorld::stop()
213{
214  PRINTF(3)("GameWorld::stop() - got stop signal\n");
215  this->isRunning = false;
216}
217
218
219/**
220 *  pauses the game
221 */
222bool GameWorld::pause()
223{
224  this->isPaused = true;
225}
226
227
228/**
229 *  ends the pause Phase
230 */
231bool GameWorld::resume()
232{
233  this->isPaused = false;
234}
235
236
237/**
238 *  main loop of the world: executing all world relevant function
239 *
240 * in this loop we synchronize (if networked), handle input events, give the heart-beat to
241 * all other member-entities of the world (tick to player, enemies etc.), checking for
242 * collisions drawing everything to the screen.
243 */
244void GameWorld::run()
245{
246  /* start the music */
247  if(this->dataTank->music != NULL)
248    this->dataTank->music->playback();
249
250  this->lastFrame = SDL_GetTicks ();
251  PRINTF(3)("GameWorld::mainLoop() - Entering main loop\n");
252
253  while( this->isRunning) /* @todo implement pause */
254  {
255    ++this->cycle;
256    /* process intput */
257    this->handleInput ();
258    if( !this->isRunning)
259      break;
260
261    /* network synchronisation */
262    this->synchronize ();
263    /* process time */
264    this->tick ();
265    /* process collision */
266    this->collide ();
267    /* update the state */
268    this->update ();
269    /* draw everything */
270    this->display ();
271  }
272
273  PRINTF(3)("GameWorld::mainLoop() - Exiting the main loop\n");
274}
275
276
277/**
278 *  synchronize local data with remote data
279*/
280void GameWorld::synchronize ()
281{}
282
283
284/**
285 *  run all input processing
286
287   the command node is the central input event dispatcher. the node uses the even-queue from
288   sdl and has its own event-passing-queue.
289*/
290void GameWorld::handleInput ()
291{
292  EventHandler::getInstance()->process();
293}
294
295
296/**
297 *  ticks a WorldEntity list
298 * @param entityList list of the WorldEntities
299 * @param dt time passed since last frame
300 */
301void GameWorld::tick(std::list<WorldEntity*> entityList, float dt)
302{
303  std::list<WorldEntity*>::iterator entity;
304  for (entity = entityList.begin(); entity != entityList.end(); entity++)
305    (*entity)->tick(dt);
306
307}
308
309/**
310 *  advance the timeline
311 *
312 * this calculates the time used to process one frame (with all input handling, drawing, etc)
313 * the time is mesured in ms and passed to all world-entities and other classes that need
314 * a heart-beat.
315 */
316void GameWorld::tick ()
317{
318  Uint32 currentFrame = SDL_GetTicks();
319
320  if( !this->isPaused)
321  {
322    this->dt = currentFrame - this->lastFrame;
323
324    /* limit the the frame rate to 100 frames per second (fps) */
325    if( this->dt < 10)
326    {
327      /* the frame-rate is limited to 100 frames per second, all other things are for nothing. */
328      //PRINTF(0)("fps = 1000 - frame rate is adjusted\n");
329      SDL_Delay(10 - dt);
330      this->dt = 10;
331    }
332
333    this->dtS = (float)this->dt / 1000.0f * this->speed;
334    this->gameTime += this->dtS;
335
336    this->tick(this->dataTank->objectManager->getObjectList(OM_DEAD_TICK), this->dtS);
337    this->tick(this->dataTank->objectManager->getObjectList(OM_ENVIRON), this->dtS);
338    this->tick(this->dataTank->objectManager->getObjectList(OM_COMMON), this->dtS);
339    this->tick(this->dataTank->objectManager->getObjectList(OM_GROUP_00), this->dtS);
340    this->tick(this->dataTank->objectManager->getObjectList(OM_GROUP_00_PROJ), this->dtS);
341    this->tick(this->dataTank->objectManager->getObjectList(OM_GROUP_01), this->dtS);
342    this->tick(this->dataTank->objectManager->getObjectList(OM_GROUP_01_PROJ), this->dtS);
343
344    /* update tick the rest */
345    this->dataTank->localCamera->tick(this->dtS);
346    AnimationPlayer::getInstance()->tick(this->dtS);
347    ParticleEngine::getInstance()->tick(this->dtS);
348    PhysicsEngine::getInstance()->tick(this->dtS);
349
350    GraphicsEngine::getInstance()->tick(this->dtS);
351  }
352  this->lastFrame = currentFrame;
353}
354
355
356/**
357 *  this function gives the world a consistant state
358 *
359 * after ticking (updating the world state) this will give a constistant
360 * state to the whole system.
361 */
362void GameWorld::update()
363{
364  GraphicsEngine::getInstance()->update(this->dtS);
365  PNode::getNullParent()->updateNode (this->dtS);
366  SoundEngine::getInstance()->update();
367  //music->update();
368}
369
370
371/**
372 * kicks the CDEngine to detect the collisions between the object groups in the world
373 */
374void GameWorld::collide()
375{
376  CDEngine::getInstance()->checkCollisions(this->dataTank->objectManager->getObjectList(OM_GROUP_00),
377  this->dataTank->objectManager->getObjectList(OM_GROUP_01_PROJ));
378  CDEngine::getInstance()->checkCollisions(this->dataTank->objectManager->getObjectList(OM_GROUP_01),
379  this->dataTank->objectManager->getObjectList(OM_GROUP_00_PROJ));
380
381  CDEngine::getInstance()->checkCollisions(this->dataTank->objectManager->getObjectList(OM_GROUP_01),
382      this->dataTank->objectManager->getObjectList(OM_COMMON));
383}
384
385/**
386 *  render the current frame
387 *
388 * clear all buffers and draw the world
389 */
390void GameWorld::display ()
391{
392  // clear buffer
393  glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
394  // set camera
395  this->dataTank->localCamera->apply ();
396  // draw world
397  this->draw();
398  // flip buffers
399  GraphicsEngine::swapBuffers();
400}
401
402
403/**
404 *  runs through all entities calling their draw() methods
405 */
406void GameWorld::draw ()
407{
408  GraphicsEngine* engine = GraphicsEngine::getInstance();
409
410   /* to draw the bounding boxes of the objects at level 2 for debug purp */
411
412  /* debug draw the PNodes */
413
414  /* draw all WorldEntiy groups */
415  engine->draw(State::getObjectManager()->getObjectList(OM_ENVIRON_NOTICK));
416  engine->draw(State::getObjectManager()->getObjectList(OM_ENVIRON));
417  engine->draw(State::getObjectManager()->getObjectList(OM_COMMON));
418  engine->draw(State::getObjectManager()->getObjectList(OM_GROUP_00));
419  engine->draw(State::getObjectManager()->getObjectList(OM_GROUP_00_PROJ));
420  engine->draw(State::getObjectManager()->getObjectList(OM_GROUP_01));
421  engine->draw(State::getObjectManager()->getObjectList(OM_GROUP_01_PROJ));
422  /* draws the particles */
423  ParticleEngine::getInstance()->draw();
424
425  if( unlikely( this->showBV))
426  {
427    CDEngine* engine = CDEngine::getInstance();
428    engine->drawBV(State::getObjectManager()->getObjectList(OM_ENVIRON_NOTICK));
429    engine->drawBV(State::getObjectManager()->getObjectList(OM_ENVIRON));
430    engine->drawBV(State::getObjectManager()->getObjectList(OM_COMMON));
431    engine->drawBV(State::getObjectManager()->getObjectList(OM_GROUP_00));
432    engine->drawBV(State::getObjectManager()->getObjectList(OM_GROUP_01));
433    engine->drawBV(State::getObjectManager()->getObjectList(OM_GROUP_01_PROJ));
434  }
435
436  if( unlikely(this->showPNodes))
437    PNode::getNullParent()->debugDraw(0);
438
439  /* final draw command */
440  engine->draw();
441}
442
443
444/**
445 *  sets the track path of this world
446 * @param name the name of the path
447 */
448void GameWorld::setPath( const char* name)
449{
450  if (this->path)
451    delete this->path;
452  if (ResourceManager::isFile(name))
453  {
454    this->path = new char[strlen(name)+1];
455    strcpy(this->path, name);
456  }
457  else
458  {
459    this->path = new char[strlen(ResourceManager::getInstance()->getDataDir()) + strlen(name) +1];
460    sprintf(this->path, "%s%s", ResourceManager::getInstance()->getDataDir(), name);
461  }
462}
463
464
465/**
466 *  shows the loading screen
467 */
468void GameWorld::displayLoadScreen ()
469{
470  PRINTF(3)("GameWorld::displayLoadScreen - start\n");
471  this->dataTank->glmis = new GLMenuImageScreen();
472  this->dataTank->glmis->setMaximum(8);
473  PRINTF(3)("GameWorld::displayLoadScreen - end\n");
474}
475
476
477/**
478 *  removes the loadscreen, and changes over to the game
479 */
480void GameWorld::releaseLoadScreen ()
481{
482  PRINTF(3)("GameWorld::releaseLoadScreen - start\n");
483  this->dataTank->glmis->setValue(this->dataTank->glmis->getMaximum());
484  PRINTF(3)("GameWorld::releaseLoadScreen - end\n");
485}
486
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