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source: orxonox.OLD/branches/new_class_id/src/story_entities/game_world.cc @ 9816

Last change on this file since 9816 was 9816, checked in by bensch, 18 years ago

added new Include in Particles

File size: 18.3 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 "util/loading/resource_manager.h"
23#include "state.h"
24
25#include "util/loading/game_loader.h"
26#include "util/timer.h"
27
28#include "player.h"
29#include "camera.h"
30#include "environment.h"
31#include "terrain.h"
32#include "test_entity.h"
33#include "terrain.h"
34#include "playable.h"
35#include "environments/mapped_water.h"
36
37#include "light.h"
38
39#include "util/loading/factory.h"
40#include "util/loading/load_param_xml.h"
41#include "loading/fast_factory.h"
42#include "shell_command.h"
43
44#include "graphics_engine.h"
45#include "weather_effects/atmospheric_engine.h"
46#include "event_handler.h"
47#include "sound_engine.h"
48#include "cd_engine.h"
49#include "network_manager.h"
50#include "physics_engine.h"
51
52#include "glmenu_imagescreen.h"
53#include "shell.h"
54
55#include "ogg_player.h"
56#include "shader.h"
57
58#include "animation_player.h"
59
60#include "game_rules.h"
61
62#include "script_class.h"
63ObjectListDefinition(GameWorld);
64CREATE_SCRIPTABLE_CLASS(GameWorld,
65                        addMethod("setPlaymode", Executor1<GameWorld, lua_State*,const std::string&>(&GameWorld::setPlaymode))
66                        ->addMethod("setSoundtrack", Executor1<GameWorld, lua_State*, const std::string&>(&GameWorld::setSoundtrack))
67                       );
68
69SHELL_COMMAND(speed, GameWorld, setSpeed) ->describe("set the Speed of the Level");
70SHELL_COMMAND(playmode, GameWorld, setPlaymode)
71->describe("Set the Playmode of the current Level")
72->completionPlugin(0, OrxShell::CompletorStringArray(Playable::playmodeNames, Playable::PlaymodeCount));
73
74SHELL_COMMAND(togglePNodeVisibility, GameWorld, togglePNodeVisibility);
75SHELL_COMMAND(showBVLevel, GameWorld, toggleBVVisibility);
76
77
78GameWorld::GameWorld()
79    : StoryEntity()
80{
81  this->registerObject(this, GameWorld::_objectList);
82  this->setName("Preloaded World - no name yet");
83
84  this->gameTime = 0.0f;
85  this->setSpeed(1.0f);
86  this->shell = NULL;
87
88  this->showPNodes = false;
89  this->showBV = false;
90  this->showBVLevel = 3;
91
92  this->dataXML = NULL;
93  this->gameRules = NULL;
94}
95
96/**
97 *  remove the GameWorld from memory
98 *
99 *  delete everything explicitly, that isn't contained in the parenting tree!
100 *  things contained in the tree are deleted automaticaly
101 */
102GameWorld::~GameWorld ()
103{
104  PRINTF(4)("Deleted GameWorld\n");
105
106}
107
108
109
110/**
111 * loads the parameters of a GameWorld from an XML-element
112 * @param root the XML-element to load from
113 */
114void GameWorld::loadParams(const TiXmlElement* root)
115{
116  StoryEntity::loadParams(root);
117
118  PRINTF(4)("Loaded GameWorld specific stuff\n");
119}
120
121
122/**
123 * this is executed just before load
124 *
125 * since the load function sometimes needs data, that has been initialized
126 * before the load and after the proceeding storyentity has finished
127*/
128ErrorMessage GameWorld::init()
129{
130  /* init the world interface */
131  this->shell = new OrxShell::Shell();
132
133  State::setCurrentStoryEntity(dynamic_cast<StoryEntity*>(this));
134  this->dataTank->init();
135
136  /* initialize some engines and graphical elements */
137  AnimationPlayer::getInstance();
138  PhysicsEngine::getInstance();
139  CREngine::getInstance();
140
141  State::setScriptManager(&this->scriptManager);
142
143  return ErrorMessage();
144}
145
146/**
147 *  loads the GameWorld by initializing all resources, and set their default values.
148 */
149ErrorMessage GameWorld::loadData()
150{
151  this->displayLoadScreen();  State::setScriptManager(&this->scriptManager);
152
153
154  PRINTF(0)("Loading the GameWorld\n");
155
156  PRINTF(3)("> Loading world: '%s'\n", getLoadFile().c_str());
157  //  TiXmlElement* element;
158  //  GameLoader* loader = GameLoader::getInstance();
159
160  if( getLoadFile().empty())
161  {
162    PRINTF(1)("GameWorld has no path specified for loading\n");
163    return (ErrorMessage(213,"Path not specified","GameWorld::load()"));
164  }
165
166  TiXmlDocument* XMLDoc = new TiXmlDocument( getLoadFile());
167  // load the xml world file for further loading
168  if( !XMLDoc->LoadFile())
169  {
170    PRINTF(1)("loading XML File: %s @ %s:l%d:c%d\n", XMLDoc->ErrorDesc(), this->getLoadFile().c_str(), XMLDoc->ErrorRow(), XMLDoc->ErrorCol());
171    delete XMLDoc;
172    return ErrorMessage(213,"XML File parsing error","GameWorld::load()");
173  }
174  // check basic validity
175  TiXmlElement* root = XMLDoc->RootElement();
176  assert( root != NULL);
177  if( root == NULL || root->Value() == NULL || strcmp( root->Value(), "WorldDataFile"))
178  {
179    // report an error
180    PRINTF(1)("Specified XML File is not an orxonox world data file (WorldDataFile element missing)\n");
181    delete XMLDoc;
182    return ErrorMessage(213,"Path not a WorldDataFile","GameWorld::load()");
183  }
184  /* the whole loading process for the GameWorld */
185  this->dataTank->loadData(root);
186  this->dataXML = (TiXmlElement*)root->Clone();
187
188  //remove this after finished testing !!!!
189  //Object* obj= new Object();
190  //obj->setName("Obj");
191  //Account* a = new Account();
192  //a->setName("a");
193  //Account *b = new Account(30);
194  //b->setName("b");
195
196
197  LoadParamXML(root, "ScriptManager", &this->scriptManager, ScriptManager, loadParams);
198
199  delete XMLDoc;
200  this->releaseLoadScreen();
201
202  return ErrorMessage();
203}
204
205
206/**
207 *  unload the data of this GameWorld
208 */
209ErrorMessage GameWorld::unloadData()
210{
211
212  PRINTF(3)("GameWorld::~GameWorld() - unloading the current GameWorld\n");
213  this->scriptManager.flush();
214
215  delete this->shell;
216
217  this->dataTank->unloadData();
218
219  this->shell = NULL;
220  delete AnimationPlayer::getInstance();
221  delete PhysicsEngine::getInstance();
222  delete CREngine::getInstance();
223
224  State::setCurrentStoryEntity(NULL);
225  if (this->dataXML)
226    delete this->dataXML;
227
228  return ErrorMessage();
229}
230
231
232void GameWorld::setSoundtrack(const std::string& soundTrack)
233{
234  if (this->dataTank != NULL)
235  {
236    this->dataTank->setSoundTrack(soundTrack);
237    this->dataTank->music->play();
238  }
239}
240
241
242/**
243 *  starts the GameWorld
244 */
245bool GameWorld::start()
246{
247  this->bPaused = false;
248  this->bRunning = true;
249  State::setScriptManager(&this->scriptManager); //make sure we have the right script manager
250  this->run();
251
252  return true;
253}
254
255
256/**
257 *  stops the world.
258 */
259bool GameWorld::stop()
260{
261  PRINTF(3)("GameWorld::stop() - got stop signal\n");
262  State::setScriptManager(NULL);
263  return (this->bRunning = false);
264}
265
266
267/**
268 *  pauses the game
269 */
270bool GameWorld::pause()
271{
272  return (this->bPaused = true);
273}
274
275
276/**
277 *  ends the pause Phase
278 */
279bool GameWorld::resume()
280{
281  return(this->bPaused = false);
282}
283
284
285/**
286 *  main loop of the world: executing all world relevant function
287 *
288 * in this loop we synchronize (if networked), handle input events, give the heart-beat to
289 * all other member-entities of the world (tick to player, enemies etc.), checking for
290 * collisions drawing everything to the screen.
291 */
292void GameWorld::run()
293{
294  PRINTF(3)("GameWorld::mainLoop() - Entering main loop\n");
295
296  // initialize Timing
297  this->cycle = 0;
298  for (unsigned int i = 0; i < TICK_SMOOTH_VALUE; i++)
299    this->frameTimes[i] = 0.01f;
300  this->dtS = 0.0f;
301  this->lastFrame = Timer::getNow();
302
303  if (this->dataTank->music != NULL)
304    this->dataTank->music->play();
305
306  while( this->bRunning) /* @todo implement pause */
307  {
308    /* process intput */
309    this->handleInput ();
310    if( !this->bRunning)
311      break;
312
313    /* network synchronisation */
314    this->synchronize ();
315    /* process time */
316    this->tick ();
317
318
319    /* update the state */
320    //this->update (); /// LESS REDUNDANCY.
321    //      PNode::getNullParent()->updateNode(this->dtS);
322    PNode::getNullParent()->updateNode(this->dtS);
323
324    /* collision detection */
325    this->collisionDetection ();
326    /* collision reaction */
327    this->collisionReaction ();
328
329    /* check the game rules */
330    this->checkGameRules();
331
332    /* update the state */
333    this->update ();
334    /* draw everything */
335    this->display ();
336
337  }
338
339  PRINTF(0)("GameWorld::mainLoop() - Exiting the main loop\n");
340}
341
342
343void GameWorld::setPlaymode(Playable::Playmode playmode)
344{
345  if (this->dataTank->localPlayer &&
346      this->dataTank->localPlayer->getPlayable() &&
347      this->dataTank->localPlayer->getPlayable()->setPlaymode(playmode))
348  {
349    PRINTF(4)("Set Playmode to %d:%s\n", playmode, Playable::playmodeToString(playmode).c_str());
350  }
351  else
352  {
353    PRINTF(2)("Unable to set Playmode %d:'%s'\n", playmode, Playable::playmodeToString(playmode).c_str());
354  }
355}
356
357void GameWorld::setPlaymode(const std::string& playmode)
358{
359  this->setPlaymode(Playable::stringToPlaymode(playmode));
360}
361
362/**
363 *  synchronize local data with remote data
364*/
365void GameWorld::synchronize ()
366{}
367
368
369/**
370 *  run all input processing
371
372   the command node is the central input event dispatcher. the node uses the even-queue from
373   sdl and has its own event-passing-queue.
374*/
375void GameWorld::handleInput ()
376{
377  EventHandler::getInstance()->process();
378}
379
380
381/**
382 * @brief ticks a WorldEntity list
383 * @param entityList list of the WorldEntities
384 * @param dt time passed since last frame
385 */
386void GameWorld::tick(ObjectManager::EntityList entityList, float dt)
387{
388  ObjectManager::EntityList::iterator entity, next;
389  next = entityList.begin();
390  while (next != entityList.end())
391  {
392    entity = next++;
393    (*entity)->tick(dt);
394  }
395}
396
397
398/**
399 *  advance the timeline
400 *
401 * this calculates the time used to process one frame (with all input handling, drawing, etc)
402 * the time is mesured in ms and passed to all world-entities and other classes that need
403 * a heart-beat.
404 */
405void GameWorld::tick ()
406{
407  if( !this->bPaused)
408  {
409    // CALCULATE FRAMERATE
410    Uint32 frameTimesIndex;
411    Uint32 i;
412    double currentFrame = Timer::getNow();
413
414    if (currentFrame - this->lastFrame < .01)
415    {
416      SDL_Delay((int)(1000.0 * (0.01 - (currentFrame - lastFrame))));
417      currentFrame = Timer::getNow();
418    }
419
420
421    frameTimesIndex = this->cycle % TICK_SMOOTH_VALUE;
422    this->frameTimes[frameTimesIndex] = currentFrame - this->lastFrame;
423    this->lastFrame = currentFrame;
424    ++this->cycle;
425    this->dtS = 0.0;
426    for (i = 0; i < TICK_SMOOTH_VALUE; i++)
427      this->dtS += this->frameTimes[i];
428    this->dtS = this->dtS / TICK_SMOOTH_VALUE * speed;
429
430    // TICK everything
431    for (i = 0; i < this->dataTank->tickLists.size(); ++i)
432      this->tick(this->dataTank->objectManager->getEntityList(this->dataTank->tickLists[i]), this->dtS);
433
434    /* update tick the rest */
435    this->dataTank->localCamera->tick(this->dtS);
436    AnimationPlayer::getInstance()->tick(this->dtS);
437    PhysicsEngine::getInstance()->tick(this->dtS);
438
439    GraphicsEngine::getInstance()->tick(this->dtS);
440    AtmosphericEngine::getInstance()->tick(this->dtS);
441
442    if( likely(this->dataTank->gameRule != NULL))
443      this->dataTank->gameRule->tick(this->dtS);
444
445  }
446}
447
448
449/**
450 *  this function gives the world a consistant state
451 *
452 * after ticking (updating the world state) this will give a constistant
453 * state to the whole system.
454 */
455void GameWorld::update()
456{
457  PNode::getNullParent()->updateNode (this->dtS);
458  OrxSound::SoundEngine::getInstance()->update();
459
460  this->applyCameraSettings();
461  GraphicsEngine::getInstance()->update(this->dtS);
462}
463
464
465/**
466 * kicks the CDEngine to detect the collisions between the object groups in the world
467 */
468void GameWorld::collisionDetection()
469{
470  // object-object collision detection
471  CDEngine::getInstance()->checkCollisions(this->dataTank->objectManager->getEntityList(OM_GROUP_00),
472      this->dataTank->objectManager->getEntityList(OM_GROUP_01_PROJ));
473  CDEngine::getInstance()->checkCollisions(this->dataTank->objectManager->getEntityList(OM_GROUP_01),
474      this->dataTank->objectManager->getEntityList(OM_GROUP_00_PROJ));
475  CDEngine::getInstance()->checkCollisions(this->dataTank->objectManager->getEntityList(OM_GROUP_01),
476      this->dataTank->objectManager->getEntityList(OM_GROUP_00));
477
478  CDEngine::getInstance()->checkCollisions(this->dataTank->objectManager->getEntityList(OM_GROUP_01),
479      this->dataTank->objectManager->getEntityList(OM_GROUP_02));
480  CDEngine::getInstance()->checkCollisions(this->dataTank->objectManager->getEntityList(OM_GROUP_02),
481      this->dataTank->objectManager->getEntityList(OM_GROUP_01_PROJ));
482
483
484  CDEngine::getInstance()->checkCollisions(this->dataTank->objectManager->getEntityList(OM_GROUP_00),
485      this->dataTank->objectManager->getEntityList(OM_COMMON));
486  CDEngine::getInstance()->checkCollisions(this->dataTank->objectManager->getEntityList(OM_GROUP_01),
487      this->dataTank->objectManager->getEntityList(OM_COMMON));
488
489  // ground collision detection: BSP Model
490  CDEngine::getInstance()->checkCollisionGround(this->dataTank->objectManager->getEntityList(OM_GROUP_00));
491  CDEngine::getInstance()->checkCollisionGround(this->dataTank->objectManager->getEntityList(OM_GROUP_01));
492}
493
494
495void GameWorld::collisionReaction()
496{
497  CREngine::getInstance()->handleCollisions();
498}
499
500
501/**
502 *  check the game rules: winning conditions, etc.
503 *
504 */
505void GameWorld::checkGameRules()
506{
507  if( this->gameRules)
508    this->gameRules->tick(this->dtS);
509}
510
511
512/**
513 *  render the current frame
514 *
515 * clear all buffers and draw the world
516 */
517void GameWorld::display ()
518{
519
520  // if this server is a dedicated server the game workd does not need to be drawn
521  if( !GraphicsEngine::getInstance()->isDedicated())
522  {
523    // render the reflection texture
524    this->renderPassReflection();
525    // redner the refraction texture
526    this->renderPassRefraction();
527  }
528  // render all
529  this->renderPassAll();
530
531  // flip buffers
532  GraphicsEngine::swapBuffers();
533}
534
535
536/**
537 * @brief draws all entities in the list drawList
538 * @param drawList the List of entities to draw.
539 */
540void GameWorld::drawEntityList(const ObjectManager::EntityList& drawList) const
541{
542  ObjectManager::EntityList::const_iterator entity;
543  for (entity = drawList.begin(); entity != drawList.end(); entity++)
544    if ((*entity)->isVisible())
545      (*entity)->draw();
546}
547
548
549void GameWorld::applyCameraSettings()
550{
551  this->dataTank->localCamera->apply ();
552  this->dataTank->localCamera->project ();
553  GraphicsEngine::storeMatrices();
554}
555
556
557
558/**
559 * reflection rendering for water surfaces
560 */
561void GameWorld::renderPassReflection()
562{
563  // clear buffer
564  glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
565  //  glLoadIdentity();
566
567  MappedWater* mw;
568
569  for (ObjectList<MappedWater>::const_iterator it = MappedWater::objectList().begin();
570       it != MappedWater::objectList().end();
571       ++it)
572  {
573    mw =  (*it);
574
575    //camera and light
576    //this->dataTank->localCamera->apply ();
577    //this->dataTank->localCamera->project ();
578
579    LightManager::getInstance()->draw();
580
581
582    // prepare for reflection rendering
583    mw->activateReflection();
584
585    // draw everything to be included in the reflection
586    this->drawEntityList(State::getObjectManager()->getReflectionList());
587    //       for (unsigned int i = 0; i < this->dataTank->drawLists.size(); ++i)
588    //         this->drawEntityList(State::getObjectManager()->getEntityList(this->dataTank->drawLists[i]));
589
590    // clean up from reflection rendering
591    mw->deactivateReflection();
592  }
593
594}
595
596
597/**
598 *  refraction rendering for water surfaces
599 */
600void GameWorld::renderPassRefraction()
601{
602  // clear buffer
603  glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
604  //glLoadIdentity();
605
606  MappedWater* mw;
607
608  for (ObjectList<MappedWater>::const_iterator it = MappedWater::objectList().begin();
609       it != MappedWater::objectList().end();
610       ++it)
611  {
612    mw =  dynamic_cast<MappedWater*>(*it);
613
614    //camera and light
615    //this->dataTank->localCamera->apply ();
616    //this->dataTank->localCamera->project ();
617    // prepare for reflection rendering
618    mw->activateRefraction();
619
620
621    LightManager::getInstance()->draw();
622    // draw everything to be included in the reflection
623    this->drawEntityList(State::getObjectManager()->getReflectionList());
624    //       for (unsigned int i = 0; i < this->dataTank->drawLists.size(); ++i)
625    //         this->drawEntityList(State::getObjectManager()->getEntityList(this->dataTank->drawLists[i]));
626
627    // clean up from reflection rendering
628    mw->deactivateRefraction();
629  }
630}
631
632
633/**
634 *  this render pass renders the whole wolrd
635 */
636void GameWorld::renderPassAll()
637{
638  // clear buffer
639  glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
640  GraphicsEngine* engine = GraphicsEngine::getInstance();
641
642
643  // glEnable(GL_DEPTH_TEST);
644  // glEnable(GL_LIGHTING);
645
646  // set Lighting
647  LightManager::getInstance()->draw();
648
649  // only render the world if its not dedicated mode
650  if( !GraphicsEngine::getInstance()->isDedicated())
651  {
652    /* Draw the BackGround */
653    this->drawEntityList(State::getObjectManager()->getEntityList(OM_BACKGROUND));
654    engine->drawBackgroundElements();
655
656    /* draw all WorldEntiy groups */
657    for (unsigned int i = 0; i < this->dataTank->drawLists.size(); ++i)
658      this->drawEntityList(State::getObjectManager()->getEntityList(this->dataTank->drawLists[i]));
659
660    AtmosphericEngine::getInstance()->draw();
661
662    if( unlikely( this->showBV))
663    {
664      CDEngine* engine = CDEngine::getInstance();
665      for (unsigned int i = 0; i < this->dataTank->drawLists.size(); ++i)
666        engine->drawBV(State::getObjectManager()->getEntityList(this->dataTank->drawLists[i]), this->showBVLevel);
667    }
668
669    if( unlikely(this->showPNodes))
670      PNode::getNullParent()->debugDraw(0);
671
672    // draw the game ruls
673    if( likely(this->dataTank->gameRule != NULL))
674      this->dataTank->gameRule->draw();
675  }
676
677  engine->draw();
678}
679
680
681/**
682 *  shows the loading screen
683 */
684void GameWorld::displayLoadScreen ()
685{
686  PRINTF(3)("GameWorld::displayLoadScreen - start\n");
687  this->dataTank->glmis = new GLMenuImageScreen();
688  this->dataTank->glmis->setMaximum(8);
689  PRINTF(3)("GameWorld::displayLoadScreen - end\n");
690}
691
692
693/**
694 *  removes the loadscreen, and changes over to the game
695 */
696void GameWorld::releaseLoadScreen ()
697{
698  PRINTF(3)("GameWorld::releaseLoadScreen - start\n");
699  this->dataTank->glmis->setValue(this->dataTank->glmis->getMaximum());
700  PRINTF(3)("GameWorld::releaseLoadScreen - end\n");
701}
702
703
704
705/**
706 * @brief toggles the PNode visibility in the world (drawn as boxes)
707 */
708void GameWorld::togglePNodeVisibility()
709{
710  this->showPNodes = !this->showPNodes;
711};
712
713
714/**
715 * @brief toggles the bounding volume (BV) visibility
716*/
717void GameWorld::toggleBVVisibility(int level)
718{
719  if( level < 1)
720    this->showBV = false;
721  else
722  {
723    this->showBV = true;
724    this->showBVLevel = level;
725  }
726
727};
728
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