| 1 | /* | 
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| 2 |    orxonox - the future of 3D-vertical-scrollers | 
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| 3 |  | 
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| 4 |    Copyright (C) 2004 orx | 
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| 5 |  | 
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| 6 |    This program is free software; you can redistribute it and/or modify | 
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| 7 |    it under the terms of the GNU General Public License as published by | 
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| 8 |    the Free Software Foundation; either version 2, or (at your option) | 
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| 9 |    any later version. | 
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| 10 |  | 
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| 11 |    ### File Specific: | 
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| 12 |    main-programmer: Patrick Boenzli | 
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| 13 |    main-programmer: Benjamin Grauer | 
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| 14 |    co-programmer: Christian Meyer | 
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| 15 |  | 
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| 16 | */ | 
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| 17 |  | 
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| 18 | #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WORLD | 
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| 19 |  | 
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| 20 | #include "game_world.h" | 
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| 21 | #include "game_world_data.h" | 
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| 22 |  | 
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| 23 | #include "state.h" | 
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| 24 |  | 
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| 25 | #include "util/loading/game_loader.h" | 
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| 26 | #include "util/timer.h" | 
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| 27 |  | 
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| 28 | #include "player.h" | 
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| 29 | #include "camera.h" | 
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| 30 | #include "environment.h" | 
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| 31 | #include "terrain.h" | 
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| 32 | #include "test_entity.h" | 
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| 33 | #include "terrain.h" | 
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| 34 | #include "playable.h" | 
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| 35 | #include "environments/mapped_water.h" | 
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| 36 |  | 
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| 37 | #include "light.h" | 
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| 38 |  | 
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| 39 | #include "util/loading/factory.h" | 
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| 40 | #include "util/loading/load_param_xml.h" | 
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| 41 | #include "loading/fast_factory.h" | 
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| 42 | #include "shell_command.h" | 
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| 43 |  | 
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| 44 | #include "graphics_engine.h" | 
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| 45 | #include "weather_effects/atmospheric_engine.h" | 
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| 46 | #include "event_handler.h" | 
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| 47 | #include "sound_engine.h" | 
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| 48 | #include "cd_engine.h" | 
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| 49 | #include "network_manager.h" | 
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| 50 | #include "physics_engine.h" | 
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| 51 |  | 
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| 52 | #include "glmenu_imagescreen.h" | 
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| 53 | #include "shell.h" | 
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| 54 |  | 
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| 55 | #include "ogg_player.h" | 
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| 56 | #include "shader.h" | 
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| 57 | #include "ai_engine.h" | 
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| 58 |  | 
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| 59 | #include "animation_player.h" | 
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| 60 |  | 
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| 61 | #include "game_rules.h" | 
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| 62 |  | 
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| 63 | #include "script_class.h" | 
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| 64 | ObjectListDefinition(GameWorld); | 
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| 65 | CREATE_SCRIPTABLE_CLASS(GameWorld, | 
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| 66 |                         addMethod("setPlaymode", Executor1<GameWorld, lua_State*,const std::string&>(&GameWorld::setPlaymode)) | 
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| 67 |                         ->addMethod("showText", Executor1<GameWorld, lua_State*, const std::string&>(&GameWorld::showText)) | 
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| 68 |                         ->addMethod("setSoundtrack", Executor1<GameWorld, lua_State*, const std::string&>(&GameWorld::setSoundtrack)) | 
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| 69 |                         ->addMethod("getStoryID", Executor0ret<StoryEntity, lua_State*, int>(&StoryEntity::getStoryID)) | 
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| 70 |                         ->addMethod("setNextStoryName", Executor1ret<StoryEntity, lua_State*, bool, const std::string&>(&StoryEntity::setNextStoryName)) | 
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| 71 |                         ->addMethod("stop", Executor0ret<GameWorld, lua_State*, bool>(&GameWorld::stop)) | 
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| 72 |                        ); | 
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| 73 |  | 
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| 74 | SHELL_COMMAND(speed, GameWorld, setSpeed) ->describe("set the Speed of the Level"); | 
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| 75 | SHELL_COMMAND(playmode, GameWorld, setPlaymode) | 
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| 76 | ->describe("Set the Playmode of the current Level") | 
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| 77 | ->completionPlugin(0, OrxShell::CompletorStringArray(Playable::playmodeNames, Playable::PlaymodeCount)); | 
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| 78 |  | 
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| 79 | SHELL_COMMAND(togglePNodeVisibility, GameWorld, togglePNodeVisibility); | 
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| 80 | SHELL_COMMAND(showBVLevel, GameWorld, toggleBVVisibility); | 
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| 81 | SHELL_COMMAND(showMountPoints, GameWorld, toggleMPVisibility); | 
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| 82 |  | 
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| 83 |  | 
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| 84 | GameWorld::GameWorld() | 
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| 85 |     : StoryEntity() | 
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| 86 | { | 
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| 87 |   this->registerObject(this, GameWorld::_objectList); | 
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| 88 |   this->setName("Preloaded World - no name yet"); | 
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| 89 |  | 
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| 90 |   this->gameTime = 0.0f; | 
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| 91 |   this->setSpeed(1.0f); | 
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| 92 |   this->shell = NULL; | 
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| 93 |  | 
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| 94 |   this->showPNodes = false; | 
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| 95 |   this->showBV = false; | 
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| 96 |   this->showBVLevel = 3; | 
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| 97 |   this->showMPV = false; | 
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| 98 |  | 
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| 99 |   this->dataXML = NULL; | 
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| 100 |   this->gameRules = NULL; | 
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| 101 | } | 
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| 102 |  | 
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| 103 | /** | 
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| 104 |  *  remove the GameWorld from memory | 
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| 105 |  * | 
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| 106 |  *  delete everything explicitly, that isn't contained in the parenting tree! | 
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| 107 |  *  things contained in the tree are deleted automaticaly | 
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| 108 |  */ | 
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| 109 | GameWorld::~GameWorld () | 
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| 110 | { | 
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| 111 |   PRINTF(4)("Deleted GameWorld\n"); | 
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| 112 |  | 
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| 113 | } | 
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| 114 |  | 
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| 115 |  | 
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| 116 |  | 
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| 117 | /** | 
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| 118 |  * loads the parameters of a GameWorld from an XML-element | 
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| 119 |  * @param root the XML-element to load from | 
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| 120 |  */ | 
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| 121 | void GameWorld::loadParams(const TiXmlElement* root) | 
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| 122 | { | 
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| 123 |   StoryEntity::loadParams(root); | 
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| 124 |  | 
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| 125 |   PRINTF(4)("Loaded GameWorld specific stuff\n"); | 
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| 126 | } | 
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| 127 |  | 
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| 128 |  | 
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| 129 | /** | 
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| 130 |  * this is executed just before load | 
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| 131 |  * | 
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| 132 |  * since the load function sometimes needs data, that has been initialized | 
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| 133 |  * before the load and after the proceeding storyentity has finished | 
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| 134 | */ | 
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| 135 | ErrorMessage GameWorld::init() | 
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| 136 | { | 
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| 137 |   /* init the world interface */ | 
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| 138 |   this->shell = new OrxShell::Shell(); | 
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| 139 |  | 
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| 140 |   State::setCurrentStoryEntity(dynamic_cast<StoryEntity*>(this)); | 
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| 141 |   this->dataTank->init(); | 
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| 142 |  | 
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| 143 |   /* initialize some engines and graphical elements */ | 
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| 144 |   AnimationPlayer::getInstance(); | 
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| 145 |   PhysicsEngine::getInstance(); | 
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| 146 |   CoRe::CREngine::getInstance(); | 
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| 147 |  | 
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| 148 |   State::setScriptManager(&this->scriptManager); | 
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| 149 |  | 
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| 150 |   return ErrorMessage(); | 
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| 151 | } | 
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| 152 |  | 
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| 153 | /** | 
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| 154 |  *  loads the GameWorld by initializing all resources, and set their default values. | 
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| 155 |  */ | 
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| 156 | ErrorMessage GameWorld::loadData() | 
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| 157 | { | 
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| 158 |   this->displayLoadScreen();  State::setScriptManager(&this->scriptManager); | 
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| 159 |  | 
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| 160 |  | 
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| 161 |   PRINTF(4)("Loading the GameWorld\n"); | 
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| 162 |  | 
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| 163 |   PRINTF(3)("> Loading world: '%s'\n", getLoadFile().c_str()); | 
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| 164 |   //  TiXmlElement* element; | 
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| 165 |   //  GameLoader* loader = GameLoader::getInstance(); | 
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| 166 |  | 
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| 167 |   if( getLoadFile().empty()) | 
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| 168 |   { | 
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| 169 |     PRINTF(1)("GameWorld has no path specified for loading\n"); | 
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| 170 |     return (ErrorMessage(213,"Path not specified","GameWorld::load()")); | 
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| 171 |   } | 
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| 172 |  | 
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| 173 |   TiXmlDocument* XMLDoc = new TiXmlDocument( getLoadFile()); | 
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| 174 |   // load the xml world file for further loading | 
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| 175 |   if( !XMLDoc->LoadFile()) | 
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| 176 |   { | 
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| 177 |     PRINTF(1)("loading XML File: %s @ %s:l%d:c%d\n", XMLDoc->ErrorDesc(), this->getLoadFile().c_str(), XMLDoc->ErrorRow(), XMLDoc->ErrorCol()); | 
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| 178 |     delete XMLDoc; | 
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| 179 |     return ErrorMessage(213,"XML File parsing error","GameWorld::load()"); | 
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| 180 |   } | 
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| 181 |   // check basic validity | 
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| 182 |   TiXmlElement* root = XMLDoc->RootElement(); | 
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| 183 |   assert( root != NULL); | 
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| 184 |   if( root == NULL || root->Value() == NULL || strcmp( root->Value(), "WorldDataFile")) | 
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| 185 |   { | 
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| 186 |     // report an error | 
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| 187 |     PRINTF(1)("Specified XML File is not an orxonox world data file (WorldDataFile element missing)\n"); | 
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| 188 |     delete XMLDoc; | 
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| 189 |     return ErrorMessage(213,"Path not a WorldDataFile","GameWorld::load()"); | 
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| 190 |   } | 
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| 191 |   /* the whole loading process for the GameWorld */ | 
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| 192 |   this->dataTank->loadData(root); | 
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| 193 |   this->dataXML = (TiXmlElement*)root->Clone(); | 
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| 194 |  | 
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| 195 |   //remove this after finished testing !!!! | 
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| 196 |   //Object* obj= new Object(); | 
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| 197 |   //obj->setName("Obj"); | 
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| 198 |   //Account* a = new Account(); | 
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| 199 |   //a->setName("a"); | 
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| 200 |   //Account *b = new Account(30); | 
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| 201 |   //b->setName("b"); | 
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| 202 |  | 
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| 203 |  | 
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| 204 |   LoadParamXML(root, "ScriptManager", &this->scriptManager, ScriptManager, loadParams); | 
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| 205 |  | 
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| 206 |   delete XMLDoc; | 
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| 207 |   this->releaseLoadScreen(); | 
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| 208 |  | 
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| 209 |   return ErrorMessage(); | 
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| 210 | } | 
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| 211 |  | 
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| 212 |  | 
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| 213 | /** | 
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| 214 |  *  unload the data of this GameWorld | 
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| 215 |  */ | 
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| 216 | ErrorMessage GameWorld::unloadData() | 
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| 217 | { | 
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| 218 |  | 
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| 219 |   PRINTF(3)("GameWorld::~GameWorld() - unloading the current GameWorld\n"); | 
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| 220 |   this->scriptManager.flush(); | 
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| 221 |  | 
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| 222 |   delete this->shell; | 
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| 223 |  | 
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| 224 |   this->dataTank->unloadData(); | 
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| 225 |  | 
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| 226 |   this->shell = NULL; | 
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| 227 |   delete AnimationPlayer::getInstance(); | 
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| 228 |   delete PhysicsEngine::getInstance(); | 
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| 229 |   delete CoRe::CREngine::getInstance(); | 
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| 230 |  | 
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| 231 |   State::setCurrentStoryEntity(NULL); | 
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| 232 |   if (this->dataXML) | 
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| 233 |     delete this->dataXML; | 
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| 234 |  | 
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| 235 |   return ErrorMessage(); | 
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| 236 | } | 
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| 237 |  | 
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| 238 |  | 
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| 239 | void GameWorld::setSoundtrack(const std::string& soundTrack) | 
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| 240 | { | 
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| 241 |   if (this->dataTank != NULL) | 
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| 242 |   { | 
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| 243 |     this->dataTank->setSoundTrack(soundTrack); | 
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| 244 |     this->dataTank->music->play(); | 
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| 245 |   } | 
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| 246 | } | 
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| 247 |  | 
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| 248 | void GameWorld::showText(const std::string& text) | 
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| 249 | { | 
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| 250 |   if ( this->dataTank->localPlayer != NULL) | 
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| 251 |     this->dataTank->localPlayer->hud().notifyUser(text); | 
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| 252 | } | 
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| 253 |  | 
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| 254 |  | 
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| 255 | /** | 
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| 256 |  *  starts the GameWorld | 
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| 257 |  */ | 
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| 258 | bool GameWorld::start() | 
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| 259 | { | 
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| 260 |   this->bPaused = false; | 
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| 261 |   this->bRunning = true; | 
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| 262 |   State::setScriptManager(&this->scriptManager); //make sure we have the right script manager | 
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| 263 |   this->run(); | 
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| 264 |  | 
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| 265 |   return true; | 
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| 266 | } | 
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| 267 |  | 
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| 268 |  | 
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| 269 | /** | 
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| 270 |  *  stops the world. | 
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| 271 |  */ | 
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| 272 | bool GameWorld::stop() | 
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| 273 | { | 
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| 274 |   PRINTF(3)("GameWorld::stop() - got stop signal\n"); | 
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| 275 |   State::setScriptManager(NULL); | 
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| 276 |   return (this->bRunning = false); | 
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| 277 | } | 
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| 278 |  | 
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| 279 |  | 
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| 280 | /** | 
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| 281 |  *  pauses the game | 
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| 282 |  */ | 
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| 283 | bool GameWorld::pause() | 
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| 284 | { | 
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| 285 |   return (this->bPaused = true); | 
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| 286 | } | 
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| 287 |  | 
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| 288 |  | 
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| 289 | /** | 
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| 290 |  *  ends the pause Phase | 
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| 291 |  */ | 
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| 292 | bool GameWorld::resume() | 
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| 293 | { | 
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| 294 |   return(this->bPaused = false); | 
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| 295 | } | 
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| 296 |  | 
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| 297 |  | 
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| 298 | /** | 
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| 299 |  *  main loop of the world: executing all world relevant function | 
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| 300 |  * | 
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| 301 |  * in this loop we synchronize (if networked), handle input events, give the heart-beat to | 
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| 302 |  * all other member-entities of the world (tick to player, enemies etc.), checking for | 
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| 303 |  * collisions drawing everything to the screen. | 
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| 304 |  */ | 
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| 305 | void GameWorld::run() | 
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| 306 | { | 
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| 307 |   PRINTF(3)("GameWorld::mainLoop() - Entering main loop\n"); | 
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| 308 |  | 
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| 309 |   // initialize Timing | 
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| 310 |   this->cycle = 0; | 
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| 311 |   for (unsigned int i = 0; i < TICK_SMOOTH_VALUE; i++) | 
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| 312 |     this->frameTimes[i] = 0.01f; | 
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| 313 |   this->dtS = 0.0f; | 
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| 314 |   this->lastFrame = Timer::getNow(); | 
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| 315 |  | 
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| 316 |   if (this->dataTank->music != NULL) | 
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| 317 |     this->dataTank->music->play(); | 
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| 318 |  | 
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| 319 |   PNode::getNullParent()->updateNode(0.01); | 
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| 320 |   PNode::getNullParent()->updateNode(0.01); | 
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| 321 |  | 
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| 322 |   bool bNoDraw = true; | 
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| 323 |  | 
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| 324 |   while( this->bRunning) /* @todo implement pause */ | 
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| 325 |   { | 
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| 326 |     /* process intput */ | 
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| 327 |     this->handleInput (); | 
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| 328 |     if( !this->bRunning) | 
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| 329 |       break; | 
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| 330 |  | 
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| 331 |     /* network synchronisation */ | 
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| 332 |     this->synchronize (); | 
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| 333 |  | 
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| 334 |          /* perform ai check*/ | 
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| 335 |          this->checkAI(); | 
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| 336 |  | 
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| 337 |          this->update (); | 
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| 338 |     /* process time */ | 
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| 339 |     this->tick (); | 
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| 340 |  | 
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| 341 |  | 
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| 342 |     /* update the state */ | 
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| 343 |     //this->update (); /// LESS REDUNDANCY. | 
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| 344 |     //      PNode::getNullParent()->updateNode(this->dtS); | 
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| 345 |     PNode::getNullParent()->updateNode(this->dtS); | 
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| 346 |  | 
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| 347 |     /* collision detection */ | 
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| 348 |     this->collisionDetection (); | 
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| 349 |     /* collision reaction */ | 
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| 350 |     this->collisionReaction (); | 
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| 351 |  | 
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| 352 |     /* check the game rules */ | 
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| 353 |     this->checkGameRules(); | 
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| 354 |  | 
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| 355 |     /* update the state */ | 
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| 356 |     this->update (); | 
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| 357 |     /* draw everything */ | 
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| 358 |     if( bNoDraw) | 
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| 359 |       this->display (); | 
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| 360 |  | 
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| 361 |     bNoDraw= !bNoDraw; | 
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| 362 |   } | 
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| 363 |  | 
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| 364 |   PRINTF(4)("GameWorld::mainLoop() - Exiting the main loop\n"); | 
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| 365 | } | 
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| 366 |  | 
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| 367 |  | 
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| 368 | void GameWorld::setPlaymode(Playable::Playmode playmode) | 
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| 369 | { | 
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| 370 |   if (this->dataTank->localPlayer && | 
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| 371 |       this->dataTank->localPlayer->getPlayable() && | 
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| 372 |       this->dataTank->localPlayer->getPlayable()->setPlaymode(playmode)) | 
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| 373 |   { | 
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| 374 |     PRINTF(0)("Set Playmode to %d:%s\n", playmode, Playable::playmodeToString(playmode).c_str()); | 
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| 375 |   } | 
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| 376 |   else | 
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| 377 |   { | 
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| 378 |     PRINTF(0)("Unable to set Playmode %d:'%s'\n", playmode, Playable::playmodeToString(playmode).c_str()); | 
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| 379 |   } | 
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| 380 | } | 
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| 381 |  | 
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| 382 | void GameWorld::setPlaymode(const std::string& playmode) | 
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| 383 | { | 
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| 384 |   this->setPlaymode(Playable::stringToPlaymode(playmode)); | 
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| 385 | } | 
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| 386 |  | 
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| 387 | /** | 
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| 388 |  *  synchronize local data with remote data | 
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| 389 | */ | 
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| 390 | void GameWorld::synchronize () | 
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| 391 | {} | 
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| 392 |  | 
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| 393 |  | 
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| 394 | /** | 
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| 395 |  *  run all input processing | 
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| 396 |  | 
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| 397 |    the command node is the central input event dispatcher. the node uses the even-queue from | 
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| 398 |    sdl and has its own event-passing-queue. | 
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| 399 | */ | 
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| 400 | void GameWorld::handleInput () | 
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| 401 | { | 
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| 402 |   EventHandler::getInstance()->process(); | 
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| 403 | } | 
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| 404 |  | 
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| 405 |  | 
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| 406 | /** | 
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| 407 |  * @brief ticks a WorldEntity list | 
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| 408 |  * @param entityList list of the WorldEntities | 
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| 409 |  * @param dt time passed since last frame | 
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| 410 |  */ | 
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| 411 | void GameWorld::tick(ObjectManager::EntityList entityList, float dt) | 
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| 412 | { | 
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| 413 |   ObjectManager::EntityList::iterator entity, next; | 
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| 414 |   next = entityList.begin(); | 
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| 415 |   while (next != entityList.end()) | 
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| 416 |   { | 
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| 417 |     entity = next++; | 
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| 418 |     (*entity)->tick(dt); | 
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| 419 |   } | 
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| 420 | } | 
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| 421 |  | 
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| 422 |  | 
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| 423 | /** | 
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| 424 |  *  advance the timeline | 
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| 425 |  * | 
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| 426 |  * this calculates the time used to process one frame (with all input handling, drawing, etc) | 
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| 427 |  * the time is mesured in ms and passed to all world-entities and other classes that need | 
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| 428 |  * a heart-beat. | 
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| 429 |  */ | 
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| 430 | void GameWorld::tick () | 
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| 431 | { | 
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| 432 |   if( !this->bPaused) | 
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| 433 |   { | 
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| 434 |     // CALCULATE FRAMERATE | 
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| 435 |     Uint32 frameTimesIndex; | 
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| 436 |     Uint32 i; | 
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| 437 |     double currentFrame = Timer::getNow(); | 
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| 438 |  | 
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| 439 |     if (currentFrame - this->lastFrame < .01) | 
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| 440 |     { | 
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| 441 |       SDL_Delay((int)(1000.0 * (0.01 - (currentFrame - lastFrame)))); | 
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| 442 |       currentFrame = Timer::getNow(); | 
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| 443 |     } | 
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| 444 |  | 
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| 445 |  | 
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| 446 |     frameTimesIndex = this->cycle % TICK_SMOOTH_VALUE; | 
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| 447 |     this->frameTimes[frameTimesIndex] = currentFrame - this->lastFrame; | 
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| 448 |     this->lastFrame = currentFrame; | 
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| 449 |     ++this->cycle; | 
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| 450 |     this->dtS = 0.0; | 
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| 451 |     for (i = 0; i < TICK_SMOOTH_VALUE; i++) | 
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| 452 |       this->dtS += this->frameTimes[i]; | 
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| 453 |     this->dtS = this->dtS / TICK_SMOOTH_VALUE * speed; | 
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| 454 |  | 
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| 455 |     // tick camera first | 
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| 456 |     CameraMan* man = State::getCameraman(); | 
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| 457 |     (man->getCurrentCam())->tick(this->dtS); | 
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| 458 |     // TICK everything | 
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| 459 |     for (i = 0; i < this->dataTank->tickLists.size(); ++i) | 
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| 460 |       this->tick(this->dataTank->objectManager->getEntityList(this->dataTank->tickLists[i]), this->dtS); | 
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| 461 |  | 
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| 462 |     /* update tick the rest */ | 
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| 463 |  | 
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| 464 |     AnimationPlayer::getInstance()->tick(this->dtS); | 
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| 465 |     PhysicsEngine::getInstance()->tick(this->dtS); | 
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| 466 |  | 
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| 467 |     GraphicsEngine::getInstance()->tick(this->dtS); | 
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| 468 |     AtmosphericEngine::getInstance()->tick(this->dtS); | 
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| 469 |  | 
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| 470 |     if( likely(this->dataTank->gameRule != NULL)) | 
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| 471 |       this->dataTank->gameRule->tick(this->dtS); | 
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| 472 |  | 
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| 473 |   } | 
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| 474 | } | 
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| 475 |  | 
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| 476 |  | 
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| 477 | /** | 
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| 478 |  *  this function gives the world a consistant state | 
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| 479 |  * | 
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| 480 |  * after ticking (updating the world state) this will give a constistant | 
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| 481 |  * state to the whole system. | 
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| 482 |  */ | 
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| 483 | void GameWorld::update() | 
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| 484 | { | 
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| 485 |   PNode::getNullParent()->updateNode (this->dtS); | 
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| 486 |   OrxSound::SoundEngine::getInstance()->update(); | 
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| 487 |  | 
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| 488 |   this->applyCameraSettings(); | 
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| 489 |   GraphicsEngine::getInstance()->update(this->dtS); | 
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| 490 | } | 
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| 491 |  | 
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| 492 |  | 
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| 493 | /** | 
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| 494 |  * kicks the CDEngine to detect the collisions between the object groups in the world | 
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| 495 |  */ | 
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| 496 | void GameWorld::collisionDetection() | 
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| 497 | { | 
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| 498 |   // object-object collision detection | 
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| 499 |   CDEngine::getInstance()->checkCollisions(this->dataTank->objectManager->getEntityList(OM_GROUP_00), | 
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| 500 |       this->dataTank->objectManager->getEntityList(OM_GROUP_01_PROJ)); | 
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| 501 |   CDEngine::getInstance()->checkCollisions(this->dataTank->objectManager->getEntityList(OM_GROUP_01), | 
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| 502 |       this->dataTank->objectManager->getEntityList(OM_GROUP_00_PROJ)); | 
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| 503 |   CDEngine::getInstance()->checkCollisions(this->dataTank->objectManager->getEntityList(OM_GROUP_01), | 
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| 504 |       this->dataTank->objectManager->getEntityList(OM_GROUP_00)); | 
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| 505 |  | 
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| 506 |   CDEngine::getInstance()->checkCollisions(this->dataTank->objectManager->getEntityList(OM_GROUP_01), | 
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| 507 |       this->dataTank->objectManager->getEntityList(OM_GROUP_02)); | 
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| 508 |   CDEngine::getInstance()->checkCollisions(this->dataTank->objectManager->getEntityList(OM_GROUP_02), | 
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| 509 |       this->dataTank->objectManager->getEntityList(OM_GROUP_01_PROJ)); | 
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| 510 |  | 
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| 511 |  | 
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| 512 |   CDEngine::getInstance()->checkCollisions(this->dataTank->objectManager->getEntityList(OM_GROUP_00), | 
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| 513 |       this->dataTank->objectManager->getEntityList(OM_COMMON)); | 
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| 514 |   CDEngine::getInstance()->checkCollisions(this->dataTank->objectManager->getEntityList(OM_GROUP_01), | 
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| 515 |       this->dataTank->objectManager->getEntityList(OM_COMMON)); | 
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| 516 |  | 
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| 517 |   // ground collision detection: BSP Model | 
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| 518 |   CDEngine::getInstance()->checkCollisionGround(this->dataTank->objectManager->getEntityList(OM_GROUP_00)); | 
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| 519 |   CDEngine::getInstance()->checkCollisionGround(this->dataTank->objectManager->getEntityList(OM_GROUP_01)); | 
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| 520 | } | 
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| 521 |  | 
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| 522 |  | 
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| 523 | void GameWorld::collisionReaction() | 
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| 524 | { | 
|---|
| 525 |   CoRe::CREngine::getInstance()->handleCollisions(); | 
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| 526 | } | 
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| 527 |  | 
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| 528 |  | 
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| 529 |  | 
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| 530 | void GameWorld::checkAI() | 
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| 531 | { | 
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| 532 |   AIEngine::getInstance()->tick(this->dtS); | 
|---|
| 533 |   //AIEngine::getInstance()->tick(); | 
|---|
| 534 | } | 
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| 535 |  | 
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| 536 |  | 
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| 537 | /** | 
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| 538 |  *  check the game rules: winning conditions, etc. | 
|---|
| 539 |  * | 
|---|
| 540 |  */ | 
|---|
| 541 | void GameWorld::checkGameRules() | 
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| 542 | { | 
|---|
| 543 |   if( this->gameRules) | 
|---|
| 544 |     this->gameRules->tick(this->dtS); | 
|---|
| 545 | } | 
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| 546 |  | 
|---|
| 547 |  | 
|---|
| 548 | /** | 
|---|
| 549 |  *  render the current frame | 
|---|
| 550 |  * | 
|---|
| 551 |  * clear all buffers and draw the world | 
|---|
| 552 |  */ | 
|---|
| 553 | void GameWorld::display () | 
|---|
| 554 | { | 
|---|
| 555 |  | 
|---|
| 556 |   // if this server is a dedicated server the game workd does not need to be drawn | 
|---|
| 557 |   if( !GraphicsEngine::getInstance()->isDedicated()) | 
|---|
| 558 |   { | 
|---|
| 559 |     // render the reflection texture | 
|---|
| 560 |     this->renderPassReflection(); | 
|---|
| 561 |     // redner the refraction texture | 
|---|
| 562 |     this->renderPassRefraction(); | 
|---|
| 563 |   } | 
|---|
| 564 |   // render all | 
|---|
| 565 |   this->renderPassAll(); | 
|---|
| 566 |  | 
|---|
| 567 |   // flip buffers | 
|---|
| 568 |   GraphicsEngine::swapBuffers(); | 
|---|
| 569 | } | 
|---|
| 570 |  | 
|---|
| 571 |  | 
|---|
| 572 | /** | 
|---|
| 573 |  * @brief draws all entities in the list drawList | 
|---|
| 574 |  * @param drawList the List of entities to draw. | 
|---|
| 575 |  */ | 
|---|
| 576 | void GameWorld::drawEntityList(const ObjectManager::EntityList& drawList) const | 
|---|
| 577 | { | 
|---|
| 578 |   ObjectManager::EntityList::const_iterator entity; | 
|---|
| 579 |   for (entity = drawList.begin(); entity != drawList.end(); entity++) | 
|---|
| 580 |   { | 
|---|
| 581 |     if ((*entity)->isVisible()) | 
|---|
| 582 |       (*entity)->draw(); | 
|---|
| 583 |  | 
|---|
| 584 |     if( unlikely( this->showMPV)) | 
|---|
| 585 |       (*entity)->debugDrawMountPoints(); | 
|---|
| 586 |   } | 
|---|
| 587 | } | 
|---|
| 588 |  | 
|---|
| 589 |  | 
|---|
| 590 | void GameWorld::applyCameraSettings() | 
|---|
| 591 | { | 
|---|
| 592 |   CameraMan* man = State::getCameraman(); | 
|---|
| 593 |   Camera* c = man->getCurrentCam(); | 
|---|
| 594 |   if( c != NULL) | 
|---|
| 595 |   { | 
|---|
| 596 |     c->apply (); | 
|---|
| 597 |     c->project (); | 
|---|
| 598 |   } | 
|---|
| 599 |   GraphicsEngine::storeMatrices(); | 
|---|
| 600 | } | 
|---|
| 601 |  | 
|---|
| 602 |  | 
|---|
| 603 |  | 
|---|
| 604 | /** | 
|---|
| 605 |  * reflection rendering for water surfaces | 
|---|
| 606 |  */ | 
|---|
| 607 | void GameWorld::renderPassReflection() | 
|---|
| 608 | { | 
|---|
| 609 |   // clear buffer | 
|---|
| 610 |   glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); | 
|---|
| 611 |   //  glLoadIdentity(); | 
|---|
| 612 |  | 
|---|
| 613 |   MappedWater* mw; | 
|---|
| 614 |  | 
|---|
| 615 |   for (ObjectList<MappedWater>::const_iterator it = MappedWater::objectList().begin(); | 
|---|
| 616 |        it != MappedWater::objectList().end(); | 
|---|
| 617 |        ++it) | 
|---|
| 618 |   { | 
|---|
| 619 |     mw =  (*it); | 
|---|
| 620 |  | 
|---|
| 621 |     //camera and light | 
|---|
| 622 |     //this->dataTank->localCamera->apply (); | 
|---|
| 623 |     //this->dataTank->localCamera->project (); | 
|---|
| 624 |  | 
|---|
| 625 |     LightManager::getInstance()->draw(); | 
|---|
| 626 |  | 
|---|
| 627 |  | 
|---|
| 628 |     // prepare for reflection rendering | 
|---|
| 629 |     mw->activateReflection(); | 
|---|
| 630 |  | 
|---|
| 631 |     // draw everything to be included in the reflection | 
|---|
| 632 |     this->drawEntityList(State::getObjectManager()->getReflectionList()); | 
|---|
| 633 |     //       for (unsigned int i = 0; i < this->dataTank->drawLists.size(); ++i) | 
|---|
| 634 |     //         this->drawEntityList(State::getObjectManager()->getEntityList(this->dataTank->drawLists[i])); | 
|---|
| 635 |  | 
|---|
| 636 |     // clean up from reflection rendering | 
|---|
| 637 |     mw->deactivateReflection(); | 
|---|
| 638 |   } | 
|---|
| 639 |  | 
|---|
| 640 | } | 
|---|
| 641 |  | 
|---|
| 642 |  | 
|---|
| 643 | /** | 
|---|
| 644 |  *  refraction rendering for water surfaces | 
|---|
| 645 |  */ | 
|---|
| 646 | void GameWorld::renderPassRefraction() | 
|---|
| 647 | { | 
|---|
| 648 |   // clear buffer | 
|---|
| 649 |   glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); | 
|---|
| 650 |   //glLoadIdentity(); | 
|---|
| 651 |  | 
|---|
| 652 |   MappedWater* mw; | 
|---|
| 653 |  | 
|---|
| 654 |   for (ObjectList<MappedWater>::const_iterator it = MappedWater::objectList().begin(); | 
|---|
| 655 |        it != MappedWater::objectList().end(); | 
|---|
| 656 |        ++it) | 
|---|
| 657 |   { | 
|---|
| 658 |     mw =  dynamic_cast<MappedWater*>(*it); | 
|---|
| 659 |  | 
|---|
| 660 |     //camera and light | 
|---|
| 661 |     //this->dataTank->localCamera->apply (); | 
|---|
| 662 |     //this->dataTank->localCamera->project (); | 
|---|
| 663 |     // prepare for reflection rendering | 
|---|
| 664 |     mw->activateRefraction(); | 
|---|
| 665 |  | 
|---|
| 666 |  | 
|---|
| 667 |     LightManager::getInstance()->draw(); | 
|---|
| 668 |     // draw everything to be included in the reflection | 
|---|
| 669 |     this->drawEntityList(State::getObjectManager()->getReflectionList()); | 
|---|
| 670 |     //       for (unsigned int i = 0; i < this->dataTank->drawLists.size(); ++i) | 
|---|
| 671 |     //         this->drawEntityList(State::getObjectManager()->getEntityList(this->dataTank->drawLists[i])); | 
|---|
| 672 |  | 
|---|
| 673 |     // clean up from reflection rendering | 
|---|
| 674 |     mw->deactivateRefraction(); | 
|---|
| 675 |   } | 
|---|
| 676 | } | 
|---|
| 677 |  | 
|---|
| 678 |  | 
|---|
| 679 | /** | 
|---|
| 680 |  *  this render pass renders the whole wolrd | 
|---|
| 681 |  */ | 
|---|
| 682 | void GameWorld::renderPassAll() | 
|---|
| 683 | { | 
|---|
| 684 |   // clear buffer | 
|---|
| 685 |   glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); | 
|---|
| 686 |   GraphicsEngine* engine = GraphicsEngine::getInstance(); | 
|---|
| 687 |  | 
|---|
| 688 |  | 
|---|
| 689 |   // glEnable(GL_DEPTH_TEST); | 
|---|
| 690 |   // glEnable(GL_LIGHTING); | 
|---|
| 691 |  | 
|---|
| 692 |   // set Lighting | 
|---|
| 693 |   LightManager::getInstance()->draw(); | 
|---|
| 694 |  | 
|---|
| 695 |   // only render the world if its not dedicated mode | 
|---|
| 696 |   if( !GraphicsEngine::getInstance()->isDedicated()) | 
|---|
| 697 |   { | 
|---|
| 698 |     /* Draw the BackGround */ | 
|---|
| 699 |     this->drawEntityList(State::getObjectManager()->getEntityList(OM_BACKGROUND)); | 
|---|
| 700 |     engine->drawBackgroundElements(); | 
|---|
| 701 |  | 
|---|
| 702 |     /* draw all WorldEntiy groups */ | 
|---|
| 703 |     for (unsigned int i = 0; i < this->dataTank->drawLists.size(); ++i) | 
|---|
| 704 |       this->drawEntityList(State::getObjectManager()->getEntityList(this->dataTank->drawLists[i])); | 
|---|
| 705 |  | 
|---|
| 706 |     AtmosphericEngine::getInstance()->draw(); | 
|---|
| 707 |  | 
|---|
| 708 |     if( unlikely( this->showBV)) | 
|---|
| 709 |     { | 
|---|
| 710 |       CDEngine* engine = CDEngine::getInstance(); | 
|---|
| 711 |       for (unsigned int i = 0; i < this->dataTank->drawLists.size(); ++i) | 
|---|
| 712 |         engine->drawBV(State::getObjectManager()->getEntityList(this->dataTank->drawLists[i]), this->showBVLevel); | 
|---|
| 713 |     } | 
|---|
| 714 |  | 
|---|
| 715 |  | 
|---|
| 716 |     if( unlikely(this->showPNodes)) | 
|---|
| 717 |       PNode::getNullParent()->debugDraw(0); | 
|---|
| 718 |  | 
|---|
| 719 |     // draw the game ruls | 
|---|
| 720 |     if( likely(this->dataTank->gameRule != NULL)) | 
|---|
| 721 |       this->dataTank->gameRule->draw(); | 
|---|
| 722 |   } | 
|---|
| 723 |  | 
|---|
| 724 |   engine->draw(); | 
|---|
| 725 | } | 
|---|
| 726 |  | 
|---|
| 727 |  | 
|---|
| 728 | /** | 
|---|
| 729 |  *  shows the loading screen | 
|---|
| 730 |  */ | 
|---|
| 731 | void GameWorld::displayLoadScreen () | 
|---|
| 732 | { | 
|---|
| 733 |   PRINTF(3)("GameWorld::displayLoadScreen - start\n"); | 
|---|
| 734 |   this->dataTank->glmis = new GLMenuImageScreen(); | 
|---|
| 735 |   this->dataTank->glmis->setMaximum(8); | 
|---|
| 736 |   PRINTF(3)("GameWorld::displayLoadScreen - end\n"); | 
|---|
| 737 | } | 
|---|
| 738 |  | 
|---|
| 739 |  | 
|---|
| 740 | /** | 
|---|
| 741 |  *  removes the loadscreen, and changes over to the game | 
|---|
| 742 |  */ | 
|---|
| 743 | void GameWorld::releaseLoadScreen() | 
|---|
| 744 | { | 
|---|
| 745 |   PRINTF(3)("GameWorld::releaseLoadScreen - start\n"); | 
|---|
| 746 |   this->dataTank->glmis->setValue(this->dataTank->glmis->getMaximum()); | 
|---|
| 747 |   PRINTF(3)("GameWorld::releaseLoadScreen - end\n"); | 
|---|
| 748 | } | 
|---|
| 749 |  | 
|---|
| 750 |  | 
|---|
| 751 |  | 
|---|
| 752 | /** | 
|---|
| 753 |  * @brief toggles the PNode visibility in the world (drawn as boxes) | 
|---|
| 754 |  */ | 
|---|
| 755 | void GameWorld::togglePNodeVisibility() | 
|---|
| 756 | { | 
|---|
| 757 |   this->showPNodes = !this->showPNodes; | 
|---|
| 758 | }; | 
|---|
| 759 |  | 
|---|
| 760 |  | 
|---|
| 761 | /** | 
|---|
| 762 |  * @brief toggles the bounding volume (BV) visibility | 
|---|
| 763 | */ | 
|---|
| 764 | void GameWorld::toggleBVVisibility(int level) | 
|---|
| 765 | { | 
|---|
| 766 |   if( level < 1) | 
|---|
| 767 |     this->showBV = false; | 
|---|
| 768 |   else | 
|---|
| 769 |   { | 
|---|
| 770 |     this->showBV = true; | 
|---|
| 771 |     this->showBVLevel = level; | 
|---|
| 772 |   } | 
|---|
| 773 |  | 
|---|
| 774 | }; | 
|---|
| 775 |  | 
|---|