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source: orxonox.OLD/branches/proxy/src/story_entities/game_world_data.cc @ 9354

Last change on this file since 9354 was 9354, checked in by bensch, 18 years ago

orxonox/proxy: removed simple game menu

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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*/
14
15
16#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WORLD
17
18#include <fstream>
19#include <iostream>
20
21#include "game_world_data.h"
22
23#include "util/loading/resource_manager.h"
24#include "state.h"
25#include "class_list.h"
26#include "substring.h"
27
28#include "util/loading/game_loader.h"
29
30#include "world_entity.h"
31#include "player.h"
32#include "camera.h"
33#include "terrain.h"
34#include "skybox.h"
35#include "md2/md2Model.h"
36#include "world_entities/projectiles/projectile.h"
37#include "npcs/npc_test1.h"
38#include "playable.h"
39
40#include "light.h"
41
42#include "util/loading/factory.h"
43#include "fast_factory.h"
44#include "util/loading/load_param.h"
45
46#include "graphics_engine.h"
47#include "effects/atmospheric_engine.h"
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
57#include "game_rules.h"
58
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;
82  this->gameRule = NULL;
83}
84
85
86/**
87 * destructor for the GameWorldData
88 */
89GameWorldData::~GameWorldData()
90{}
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);
110
111  return ErrorMessage();
112}
113
114
115/**
116 *  loads the data from the xml file
117 * @param root reference to the xml root element
118 */
119ErrorMessage GameWorldData::loadData(const TiXmlElement* root)
120{
121  // load the parameters
122  // name
123  std::string string = grabParameter( root, "name");
124  if( string.empty() )
125  {
126    PRINTF(2)("GameWorld is missing a proper 'name'\n");
127    this->setName("Unknown");
128  }
129  else
130    this->setName(string.c_str());
131
132  this->loadGUI(root);
133  this->loadWorldEntities(root);
134  this->loadScene(root);
135
136  return ErrorMessage();
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();
148
149  return ErrorMessage();
150}
151
152
153/**
154 * @brief loads the GUI data
155 * @param root reference to the xml root element
156 */
157ErrorMessage GameWorldData::loadGUI(const TiXmlElement* root)
158{
159  const TiXmlElement* element = root->FirstChildElement("LoadScreen");
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);
166    //     this->glmis->draw();
167  }
168  else
169  {
170    this->glmis->loadParams(element);
171    //     this->glmis->draw();
172  }
173  this->glmis->draw();
174
175  return ErrorMessage();
176}
177
178
179/**
180 * @brief unloads the GUI data
181 */
182ErrorMessage GameWorldData::unloadGUI()
183{
184  delete this->glmis;
185
186  return ErrorMessage();
187}
188
189
190/**
191 * @brief loads the world entities from the xml file
192 * @param root reference to the xml root parameter
193 */
194ErrorMessage GameWorldData::loadWorldEntities(const TiXmlElement* root)
195{
196
197  const TiXmlElement* element = root->FirstChildElement("WorldEntities");
198  bool mouseCaptured = EventHandler::getInstance()->grabbedEvents();
199  EventHandler::getInstance()->grabEvents(false);
200
201  if( element == NULL)
202  {
203    PRINTF(1)("GameWorld is missing 'WorldEntities'\n");
204  }
205  else
206  {
207    element = element->FirstChildElement();
208    // load Players/Objects/Whatever
209    PRINTF(4)("Loading WorldEntities\n");
210    while( element != NULL)
211    {
212      BaseObject* created = Factory::fabricate(element);
213      if( created != NULL )
214        PRINTF(4)("Created a %s: %s\n", created->getClassName(), created->getName());
215
216      //todo do this more elegant
217      if( element->Value() == "SkyBox" && created->isA(CL_SKYBOX))
218      {
219        this->sky = dynamic_cast<WorldEntity*>(created);
220        State::setSkyBox(dynamic_cast<SkyBox*>(this->sky));
221      }
222      if( element->Value() == "Terrain" && created->isA(CL_TERRAIN))
223      {
224        this->terrain = dynamic_cast<Terrain*>(created);
225        CDEngine::getInstance()->setTerrain(terrain);
226      }
227      element = element->NextSiblingElement();
228      this->glmis->step(); //! @todo temporary
229    }
230    PRINTF(4)("Done loading WorldEntities\n");
231  }
232
233  // Create a Player
234  this->localPlayer = new Player();
235  State::setPlayer(this->localPlayer);
236
237  Playable* playable;
238  const list<BaseObject*>* playableList = ClassList::getList(CL_PLAYABLE);
239  if (playableList != NULL && !playableList->empty())
240  {
241    /// TODO Make this also loadable
242    playable = dynamic_cast<Playable*>(playableList->front());
243    this->localPlayer->setPlayable(playable);
244  }
245
246  // Fill the EntityLists. Tick then Draw:
247  this->tickLists.push_back(OM_DEAD_TICK);
248  this->tickLists.push_back(OM_ENVIRON);
249  this->tickLists.push_back(OM_COMMON);
250  this->tickLists.push_back(OM_GROUP_00);
251  this->tickLists.push_back(OM_GROUP_00_PROJ);
252  this->tickLists.push_back(OM_GROUP_01);
253  this->tickLists.push_back(OM_GROUP_01_PROJ);
254  this->tickLists.push_back(OM_GROUP_02);
255
256  this->drawLists.push_back(OM_ENVIRON_NOTICK);
257  this->drawLists.push_back(OM_ENVIRON);
258  this->drawLists.push_back(OM_GROUP_00);
259  this->drawLists.push_back(OM_GROUP_00_PROJ);
260  this->drawLists.push_back(OM_GROUP_01);
261  this->drawLists.push_back(OM_GROUP_01_PROJ);
262  this->drawLists.push_back(OM_GROUP_02);
263  this->drawLists.push_back(OM_COMMON);
264
265  /* init the pnode tree */
266  PNode::getNullParent()->init();
267
268  EventHandler::getInstance()->grabEvents(mouseCaptured);
269
270  return ErrorMessage();
271}
272
273
274/**
275 *  unloads the world entities
276 */
277ErrorMessage GameWorldData::unloadWorldEntities()
278{
279  FastFactory::flushAll(true);
280  GraphicsEngine::getInstance()->displayFPS(false);
281  // erease everything that is left.
282  // delete PNode::getNullParent(); // not needed as this is also done in the next step (and also much cleaner)
283  const std::list<BaseObject*>* nodeList;
284  //secondary cleanup of PNodes;
285  nodeList = ClassList::getList(CL_PARENT_NODE);
286  if (nodeList != NULL)
287    while (!nodeList->empty())
288    {
289      //    ClassList::debug( 3, CL_PARENT_NODE);
290      //    PNode::getNullParent()->debugNode(0);
291      //    printf("%s::%s\n", nodeList->front()->getClassName(), nodeList->front()->getName());
292      delete nodeList->front();
293    }
294  /* remove the player object */
295  if( this->localPlayer)
296    delete this->localPlayer;
297  State::setPlayer(NULL);
298  this->localPlayer = NULL;
299  this->localCamera = NULL;
300  State::setCamera(NULL, NULL);
301  this->sky = NULL;
302  this->terrain = NULL;
303
304  nodeList = ClassList::getList(CL_GRAPHICS_EFFECT);
305  if (nodeList != NULL)
306    while (!nodeList->empty())
307      delete nodeList->front();
308
309
310  nodeList = ClassList::getList(CL_ELEMENT_2D);
311  if (nodeList != NULL)
312    while (!nodeList->empty())
313      delete nodeList->front();
314
315  // At this Point all the WorldEntites should be unloaded.
316  this->tickLists.clear();
317  this->drawLists.clear();
318
319  // unload the resources loaded in this Level !!
320  ResourceManager::getInstance()->unloadAllByPriority(RP_LEVEL);
321
322  if (State::getObjectManager() == this->objectManager)
323  {
324    State::setObjectManager(NULL);
325    delete this->objectManager;
326  }
327  this->objectManager = NULL;
328
329  if(State::getSkyBox())
330    State::setSkyBox(NULL);
331
332  this->glmis = NULL;
333
334  return ErrorMessage();
335}
336
337
338/**
339 * @brief loads the scene data
340 * @param root reference to the xml root element
341 */
342ErrorMessage GameWorldData::loadScene(const TiXmlElement* root)
343{
344  LoadParamXML(root, "LightManager", LightManager::getInstance(), LightManager, loadParams);
345  LoadParamXML(root, "GraphicsEngine", GraphicsEngine::getInstance(), GraphicsEngine, loadParams);
346  LoadParamXML(root, "AtmosphericEngine", AtmosphericEngine::getInstance(), AtmosphericEngine, loadParams);
347
348  LoadParam(root, "Music", this, GameWorldData, setSoundTrack);
349
350  LoadParamXML(root, "GameRule", this, GameWorldData, loadGameRule);
351
352  LoadParam(root, "clip-region", this->localCamera, Camera, setClipRegion);
353
354
355  //LoadParamXML(root, "ParticleEngine", ParticleEngine::getInstance(), ParticleEngine, loadParams);
356  //LoadParamXML(root, "PhysicsEngine", PhysicsEngine::getInstance(), PhysicsEngine, loadParams);
357
358  if( this->sky != NULL)
359    this->localCamera->addChild(this->sky);
360  OrxSound::SoundEngine::getInstance()->setListener(this->localCamera);
361
362  return ErrorMessage();
363}
364
365
366
367/**
368 *  unloads the scene data
369 */
370ErrorMessage GameWorldData::unloadScene()
371{
372  /* delete some garphics and scene eingines */
373  delete LightManager::getInstance();
374  delete AtmosphericEngine::getInstance();
375
376  if (this->music != NULL)
377    this->setSoundTrack("");
378
379  /* unload the shaders */
380  Shader::suspendShader();
381
382  State::setGameRules(NULL);
383
384  return ErrorMessage();
385}
386
387
388void GameWorldData::setSoundTrack(const std::string& name)
389{
390  if (this->music != NULL)
391    delete this->music;
392  this->music = NULL;
393
394  if (!name.empty())
395  {
396    PRINTF(3)("Setting Sound Track to %s\n", name.c_str());
397    std::string oggFile = ResourceManager::getFullName(name);
398    this->music = new OrxSound::OggPlayer(oggFile);
399    if (this->localPlayer != NULL)
400      this->localPlayer->hud().notifyUser(std::string("Playing SoundTrack: ") + this->music->artist() + " - " + this->music->title());
401
402    //(OggPlayer*)ResourceManager::getInstance()->load(name, OGG, RP_LEVEL);
403    //assert(this->music->isA(CL_SOUND_OGG_PLAYER));
404  }
405}
406
407
408void GameWorldData::loadGameRule(const TiXmlElement* root)
409{
410  const TiXmlElement* element = root->FirstChildElement();
411  while( element != NULL)
412  {
413    PRINTF(2)("============ GameRules ==\n");
414    PRINTF(2)("creating %s\n", element->Value());
415    BaseObject* created = Factory::fabricate(element);
416    if (created != NULL && created->isA(CL_GAME_RULES))
417    {
418      this->gameRule = dynamic_cast<GameRules*>(created);
419      State::setGameRules(this->gameRule);
420      // if there is a valid game rule loaded, return because it is not thought to load multiple game rules
421      return;
422    }
423    else
424    {
425      PRINTF(1)("Could not create a %s\n", element->Value());
426      delete created;
427    }
428    element = element->NextSiblingElement();
429  }
430}
431
432
433
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