| 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 | co-programmer: Christian Meyer |
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| 14 | co-programmer: Benjamin Grauer |
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| 15 | */ |
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| 16 | |
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| 17 | #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WORLD |
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| 18 | |
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| 19 | #include "world.h" |
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| 20 | |
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| 21 | #include "shell_command.h" |
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| 22 | #include "resource_manager.h" |
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| 23 | #include "state.h" |
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| 24 | |
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| 25 | #include "p_node.h" |
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| 26 | #include "world_entity.h" |
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| 27 | #include "player.h" |
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| 28 | #include "camera.h" |
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| 29 | #include "environment.h" |
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| 30 | #include "terrain.h" |
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| 31 | |
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| 32 | #include "test_entity.h" |
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| 33 | #include "terrain.h" |
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| 34 | #include "light.h" |
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| 35 | #include "load_param.h" |
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| 36 | #include "shell.h" |
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| 37 | |
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| 38 | #include "fast_factory.h" |
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| 39 | #include "animation_player.h" |
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| 40 | #include "particle_engine.h" |
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| 41 | #include "graphics_engine.h" |
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| 42 | #include "physics_engine.h" |
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| 43 | #include "fields.h" |
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| 44 | |
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| 45 | #include "md2Model.h" |
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| 46 | |
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| 47 | #include "glmenu_imagescreen.h" |
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| 48 | #include "game_loader.h" |
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| 49 | |
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| 50 | #include "animation3d.h" |
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| 51 | |
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| 52 | #include "substring.h" |
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| 53 | |
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| 54 | #include "factory.h" |
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| 55 | |
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| 56 | #include "weapons/projectile.h" |
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| 57 | #include "event_handler.h" |
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| 58 | #include "sound_engine.h" |
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| 59 | #include "ogg_player.h" |
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| 60 | |
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| 61 | #include "class_list.h" |
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| 62 | |
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| 63 | #include "cd_engine.h" |
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| 64 | #include "npcs/npc_test1.h" |
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| 65 | #include "shader.h" |
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| 66 | |
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| 67 | #include "playable.h" |
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| 68 | #include "network_manager.h" |
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| 69 | #include "playable.h" |
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| 70 | |
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| 71 | |
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| 72 | SHELL_COMMAND(speed, World, setSpeed); |
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| 73 | SHELL_COMMAND(togglePNodeVisibility, World, togglePNodeVisibility); |
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| 74 | SHELL_COMMAND(toggleBVVisibility, World, toggleBVVisibility); |
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| 75 | |
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| 76 | using namespace std; |
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| 77 | |
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| 78 | //! This creates a Factory to fabricate a World |
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| 79 | CREATE_FACTORY(World, CL_WORLD); |
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| 80 | |
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| 81 | World::World(const TiXmlElement* root) |
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| 82 | { |
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| 83 | this->constuctorInit("", -1); |
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| 84 | this->path = NULL; |
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| 85 | |
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| 86 | this->loadParams(root); |
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| 87 | } |
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| 88 | |
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| 89 | /** |
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| 90 | * remove the World from memory |
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| 91 | * |
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| 92 | * delete everything explicitly, that isn't contained in the parenting tree! |
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| 93 | * things contained in the tree are deleted automaticaly |
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| 94 | */ |
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| 95 | World::~World () |
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| 96 | { |
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| 97 | delete this->shell; |
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| 98 | PRINTF(3)("World::~World() - deleting current world\n"); |
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| 99 | |
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| 100 | delete this->localPlayer; |
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| 101 | |
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| 102 | // delete all the initialized Engines. |
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| 103 | FastFactory::flushAll(true); |
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| 104 | delete LightManager::getInstance(); |
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| 105 | delete ParticleEngine::getInstance(); |
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| 106 | delete AnimationPlayer::getInstance(); |
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| 107 | delete PhysicsEngine::getInstance(); |
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| 108 | |
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| 109 | // external engines initialized by the orxonox-class get deleted |
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| 110 | SoundEngine::getInstance()->flushAllBuffers(); |
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| 111 | SoundEngine::getInstance()->flushAllSources(); |
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| 112 | |
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| 113 | if (State::getObjectManager() == &this->objectManager) |
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| 114 | State::setObjectManager(NULL); |
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| 115 | // erease everything that is left. |
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| 116 | delete PNode::getNullParent(); |
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| 117 | |
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| 118 | //secondary cleanup of PNodes; |
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| 119 | const std::list<BaseObject*>* nodeList = ClassList::getList(CL_PARENT_NODE); |
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| 120 | if (nodeList != NULL) |
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| 121 | while (!nodeList->empty()) |
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| 122 | delete nodeList->front(); |
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| 123 | |
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| 124 | Shader::suspendShader(); |
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| 125 | |
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| 126 | // unload the resources !! |
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| 127 | ResourceManager::getInstance()->unloadAllByPriority(RP_LEVEL); |
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| 128 | } |
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| 129 | |
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| 130 | /** |
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| 131 | * initializes the world. |
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| 132 | * @param name the name of the world |
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| 133 | * @param worldID the ID of this world |
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| 134 | * |
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| 135 | * set all stuff here that is world generic and does not use to much memory |
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| 136 | * because the real init() function StoryEntity::init() will be called |
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| 137 | * shortly before start of the game. |
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| 138 | * since all worlds are initiated/referenced before they will be started. |
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| 139 | * NO LEVEL LOADING HERE - NEVER! |
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| 140 | */ |
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| 141 | void World::constuctorInit(const char* name, int worldID) |
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| 142 | { |
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| 143 | this->setClassID(CL_WORLD, "World"); |
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| 144 | |
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| 145 | this->setName(name); |
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| 146 | this->gameTime = 0.0f; |
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| 147 | this->setSpeed(1.0); |
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| 148 | this->music = NULL; |
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| 149 | this->shell = NULL; |
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| 150 | this->localPlayer = NULL; |
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| 151 | this->localCamera = NULL; |
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| 152 | |
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| 153 | this->showPNodes = false; |
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| 154 | this->showBV = false; |
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| 155 | } |
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| 156 | |
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| 157 | /** |
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| 158 | * loads the parameters of a World from an XML-element |
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| 159 | * @param root the XML-element to load from |
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| 160 | */ |
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| 161 | void World::loadParams(const TiXmlElement* root) |
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| 162 | { |
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| 163 | PRINTF(4)("Creating a World\n"); |
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| 164 | |
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| 165 | LoadParam(root, "identifier", this, World, setStoryID) |
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| 166 | .describe("Sets the StoryID of this world"); |
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| 167 | |
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| 168 | LoadParam(root, "nextid", this, World, setNextStoryID) |
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| 169 | .describe("Sets the ID of the next world"); |
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| 170 | |
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| 171 | LoadParam(root, "path", this, World, setPath) |
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| 172 | .describe("The Filename of this World (relative from the data-dir)"); |
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| 173 | } |
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| 174 | |
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| 175 | /** |
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| 176 | * this is executed just before load |
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| 177 | * |
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| 178 | * since the load function sometimes needs data, that has been initialized |
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| 179 | * before the load and after the proceeding storyentity has finished |
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| 180 | */ |
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| 181 | ErrorMessage World::preLoad() |
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| 182 | { |
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| 183 | State::setObjectManager(&this->objectManager); |
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| 184 | this->cycle = 0; |
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| 185 | |
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| 186 | /* init the world interface */ |
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| 187 | this->shell = new Shell(); |
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| 188 | |
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| 189 | LightManager::getInstance(); |
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| 190 | PNode::getNullParent(); |
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| 191 | |
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| 192 | AnimationPlayer::getInstance(); // initializes the animationPlayer |
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| 193 | ParticleEngine::getInstance(); |
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| 194 | PhysicsEngine::getInstance(); |
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| 195 | |
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| 196 | this->localCamera = new Camera(); |
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| 197 | this->localCamera->setName ("World-Camera"); |
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| 198 | |
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| 199 | State::setCamera(this->localCamera, this->localCamera->getTarget()); |
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| 200 | |
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| 201 | GraphicsEngine::getInstance()->displayFPS(true); |
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| 202 | this->displayLoadScreen(); |
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| 203 | } |
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| 204 | |
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| 205 | |
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| 206 | /** |
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| 207 | * loads the World by initializing all resources, and set their default values. |
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| 208 | */ |
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| 209 | ErrorMessage World::load() |
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| 210 | { |
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| 211 | PRINTF(3)("> Loading world: '%s'\n", getPath()); |
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| 212 | TiXmlElement* element; |
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| 213 | GameLoader* loader = GameLoader::getInstance(); |
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| 214 | |
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| 215 | if( getPath() == NULL) |
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| 216 | { |
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| 217 | PRINTF(1)("World has no path specified for loading"); |
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| 218 | return (ErrorMessage){213,"Path not specified","World::load()"}; |
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| 219 | } |
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| 220 | |
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| 221 | TiXmlDocument* XMLDoc = new TiXmlDocument( getPath()); |
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| 222 | // load the campaign document |
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| 223 | if( !XMLDoc->LoadFile()) |
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| 224 | { |
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| 225 | // report an error |
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| 226 | PRINTF(1)("loading XML File: %s @ %s:l%d:c%d\n", XMLDoc->ErrorDesc(), this->getPath(), XMLDoc->ErrorRow(), XMLDoc->ErrorCol()); |
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| 227 | delete XMLDoc; |
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| 228 | return (ErrorMessage){213,"XML File parsing error","World::load()"}; |
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| 229 | } |
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| 230 | |
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| 231 | // check basic validity |
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| 232 | TiXmlElement* root = XMLDoc->RootElement(); |
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| 233 | assert( root != NULL); |
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| 234 | |
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| 235 | if( root == NULL || root->Value() == NULL || strcmp( root->Value(), "WorldDataFile")) |
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| 236 | { |
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| 237 | // report an error |
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| 238 | PRINTF(1)("Specified XML File is not an orxonox world data file (WorldDataFile element missing)\n"); |
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| 239 | delete XMLDoc; |
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| 240 | return (ErrorMessage){213,"Path not a WorldDataFile","World::load()"}; |
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| 241 | } |
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| 242 | |
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| 243 | // load the parameters |
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| 244 | // name |
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| 245 | const char* string = grabParameter( root, "name"); |
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| 246 | if( string == NULL) |
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| 247 | { |
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| 248 | PRINTF(2)("World is missing a proper 'name'\n"); |
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| 249 | this->setName("Unknown"); |
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| 250 | } |
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| 251 | else |
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| 252 | { |
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| 253 | this->setName(string); |
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| 254 | } |
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| 255 | |
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| 256 | //////////////// |
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| 257 | // LOADSCREEN // |
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| 258 | //////////////// |
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| 259 | element = root->FirstChildElement("LoadScreen"); |
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| 260 | if (element == NULL) |
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| 261 | { |
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| 262 | PRINTF(2)("no LoadScreen specified, loading default\n"); |
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| 263 | |
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| 264 | glmis->setBackgroundImage("pictures/load_screen.jpg"); |
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| 265 | this->glmis->setMaximum(8); |
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| 266 | this->glmis->draw(); |
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| 267 | } |
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| 268 | else |
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| 269 | { |
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| 270 | this->glmis->loadParams(element); |
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| 271 | this->glmis->draw(); |
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| 272 | } |
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| 273 | this->glmis->draw(); |
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| 274 | |
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| 275 | //////////////////////// |
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| 276 | // find WorldEntities // |
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| 277 | //////////////////////// |
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| 278 | |
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| 279 | element = root->FirstChildElement("WorldEntities"); |
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| 280 | |
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| 281 | if( element == NULL) |
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| 282 | { |
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| 283 | PRINTF(1)("World is missing 'WorldEntities'\n"); |
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| 284 | } |
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| 285 | else |
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| 286 | { |
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| 287 | element = element->FirstChildElement(); |
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| 288 | // load Players/Objects/Whatever |
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| 289 | PRINTF(4)("Loading WorldEntities\n"); |
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| 290 | while( element != NULL) |
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| 291 | { |
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| 292 | BaseObject* created = Factory::fabricate(element); |
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| 293 | if( created != NULL ) |
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| 294 | { |
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| 295 | if(created->isA(CL_WORLD_ENTITY)) |
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| 296 | this->spawn(dynamic_cast<WorldEntity*>(created)); |
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| 297 | printf("Created a %s: %s\n", created->getClassName(), created->getName()); |
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| 298 | } |
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| 299 | |
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| 300 | // if we load a 'Player' we use it as localPlayer |
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| 301 | |
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| 302 | |
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| 303 | //todo do this more elegant |
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| 304 | if( element->Value() != NULL && !strcmp( element->Value(), "SkyBox")) |
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| 305 | this->sky = dynamic_cast<WorldEntity*>(created); |
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| 306 | if( element->Value() != NULL && !strcmp( element->Value(), "Terrain")) |
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| 307 | { |
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| 308 | terrain = dynamic_cast<Terrain*>(created); |
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| 309 | CDEngine::getInstance()->setTerrain(terrain); |
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| 310 | } |
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| 311 | element = element->NextSiblingElement(); |
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| 312 | glmis->step(); //! @todo temporary |
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| 313 | } |
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| 314 | PRINTF(4)("Done loading WorldEntities\n"); |
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| 315 | } |
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| 316 | |
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| 317 | ////////////////////////////// |
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| 318 | // LOADING ADDITIONAL STUFF // |
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| 319 | ////////////////////////////// |
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| 320 | |
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| 321 | LoadParamXML(root, "LightManager", LightManager::getInstance(), LightManager, loadParams); |
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| 322 | |
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| 323 | LoadParamXML(root, "ParticleEngine", ParticleEngine::getInstance(), ParticleEngine, loadParams); |
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| 324 | // LoadParamXML(root, "PhysicsEngine", PhysicsEngine::getInstance(), PhysicsEngine, loadParams); |
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| 325 | |
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| 326 | // free the XML data |
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| 327 | |
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| 328 | delete XMLDoc; |
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| 329 | /* GENERIC LOADING PROCESS FINISHED */ |
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| 330 | |
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| 331 | |
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| 332 | // Create a Player |
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| 333 | this->localPlayer = new Player(); |
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| 334 | |
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| 335 | Playable* playable; |
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| 336 | const list<BaseObject*>* playableList = ClassList::getList(CL_PLAYABLE); |
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| 337 | if (playableList != NULL) |
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| 338 | { |
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| 339 | playable = dynamic_cast<Playable*>(playableList->front()); |
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| 340 | this->localPlayer->setControllable(playable); |
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| 341 | } |
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| 342 | |
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| 343 | |
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| 344 | // //localCamera->setParent(TrackNode::getInstance()); |
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| 345 | // tn->addChild(this->localCamera); |
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| 346 | localCamera->setClipRegion(1, 10000.0); |
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| 347 | // localCamera->lookAt(playable); |
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| 348 | // this->localPlayer->setParentMode(PNODE_ALL); |
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| 349 | if (this->sky != NULL) |
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| 350 | { |
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| 351 | this->sky->setParent(this->localCamera); |
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| 352 | this->sky->setParentMode(PNODE_MOVEMENT); |
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| 353 | } |
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| 354 | SoundEngine::getInstance()->setListener(this->localCamera); |
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| 355 | |
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| 356 | |
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| 357 | |
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| 358 | //////////// |
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| 359 | // STATIC // |
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| 360 | //////////// |
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| 361 | |
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| 362 | |
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| 363 | // TestEntity* testEntity = new TestEntity(); |
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| 364 | // testEntity->setRelCoor(Vector(570, 10, -15)); |
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| 365 | // testEntity->setRelDir(Quaternion(M_PI, Vector(0, 1, 0))); |
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| 366 | // this->spawn(testEntity); |
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| 367 | |
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| 368 | for(int i = 0; i < 100; i++) |
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| 369 | { |
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| 370 | WorldEntity* tmp = new NPCTest1(); |
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| 371 | char npcChar[10]; |
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| 372 | sprintf (npcChar, "NPC_%d", i); |
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| 373 | tmp->setName(npcChar); |
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| 374 | tmp->setAbsCoor(((float)rand()/RAND_MAX) * 5000, 50/*+ (float)rand()/RAND_MAX*20*/, ((float)rand()/RAND_MAX -.5) *30); |
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| 375 | this->spawn(tmp); |
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| 376 | } |
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| 377 | |
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| 378 | this->music = NULL; |
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| 379 | //(OggPlayer*)ResourceManager::getInstance()->load("sound/00-luke_grey_-_hypermode.ogg", OGG, RP_LEVEL); |
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| 380 | //music->playback(); |
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| 381 | } |
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| 382 | |
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| 383 | ErrorMessage World::postLoad() |
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| 384 | { |
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| 385 | this->releaseLoadScreen(); |
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| 386 | } |
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| 387 | |
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| 388 | |
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| 389 | /** |
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| 390 | * initializes a new World shortly before start |
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| 391 | * |
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| 392 | * this is the function, that will be loaded shortly before the world is |
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| 393 | * started |
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| 394 | */ |
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| 395 | ErrorMessage World::preStart() |
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| 396 | { |
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| 397 | this->bPause = false; |
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| 398 | |
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| 399 | /* update the object position before game start - so there are no wrong coordinates used in the first processing */ |
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| 400 | PNode::getNullParent()->updateNode (0.001f); |
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| 401 | PNode::getNullParent()->updateNode (0.001f); |
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| 402 | } |
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| 403 | |
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| 404 | |
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| 405 | /** |
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| 406 | * starts the World |
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| 407 | */ |
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| 408 | ErrorMessage World::start() |
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| 409 | { |
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| 410 | this->bQuitWorld = false; |
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| 411 | this->mainLoop(); |
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| 412 | } |
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| 413 | |
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| 414 | /** |
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| 415 | * stops the world. |
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| 416 | |
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| 417 | This happens, when the player decides to end the Level. |
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| 418 | */ |
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| 419 | ErrorMessage World::stop() |
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| 420 | { |
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| 421 | PRINTF(3)("World::stop() - got stop signal\n"); |
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| 422 | this->bQuitWorld= true; |
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| 423 | } |
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| 424 | |
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| 425 | /** |
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| 426 | * pauses the Game |
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| 427 | */ |
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| 428 | ErrorMessage World::pause() |
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| 429 | { |
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| 430 | this->isPaused = true; |
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| 431 | } |
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| 432 | |
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| 433 | /** |
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| 434 | * ends the pause Phase |
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| 435 | */ |
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| 436 | ErrorMessage World::resume() |
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| 437 | { |
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| 438 | this->isPaused = false; |
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| 439 | } |
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| 440 | |
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| 441 | /** |
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| 442 | * destroys the World |
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| 443 | */ |
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| 444 | ErrorMessage World::destroy() |
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| 445 | { |
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| 446 | |
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| 447 | } |
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| 448 | |
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| 449 | /** |
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| 450 | * shows the loading screen |
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| 451 | */ |
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| 452 | void World::displayLoadScreen () |
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| 453 | { |
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| 454 | PRINTF(3)("World::displayLoadScreen - start\n"); |
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| 455 | |
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| 456 | //GLMenuImageScreen* |
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| 457 | this->glmis = new GLMenuImageScreen(); |
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| 458 | this->glmis->setMaximum(8); |
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| 459 | |
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| 460 | PRINTF(3)("World::displayLoadScreen - end\n"); |
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| 461 | } |
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| 462 | |
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| 463 | /** |
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| 464 | * @brief removes the loadscreen, and changes over to the game |
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| 465 | * |
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| 466 | * @todo take out the delay |
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| 467 | */ |
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| 468 | void World::releaseLoadScreen () |
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| 469 | { |
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| 470 | PRINTF(3)("World::releaseLoadScreen - start\n"); |
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| 471 | this->glmis->setValue(this->glmis->getMaximum()); |
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| 472 | PRINTF(3)("World::releaseLoadScreen - end\n"); |
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| 473 | delete this->glmis; |
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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 returns the current game time |
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| 479 | * @returns elapsed game time |
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| 480 | */ |
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| 481 | double World::getGameTime() |
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| 482 | { |
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| 483 | return this->gameTime; |
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| 484 | } |
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| 485 | |
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| 486 | |
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| 487 | |
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| 488 | /** |
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| 489 | * synchronize local data with remote data |
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| 490 | */ |
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| 491 | void World::synchronize () |
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| 492 | { |
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| 493 | // Get remote input |
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| 494 | // Update synchronizables |
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| 495 | /* NetworkManager::getInstance()->synchronize();*/ |
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| 496 | } |
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| 497 | |
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| 498 | |
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| 499 | /** |
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| 500 | * run all input processing |
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| 501 | |
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| 502 | the command node is the central input event dispatcher. the node uses the even-queue from |
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| 503 | sdl and has its own event-passing-queue. |
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| 504 | */ |
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| 505 | void World::handleInput () |
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| 506 | { |
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| 507 | EventHandler::getInstance()->process(); |
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| 508 | |
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| 509 | // remoteinput |
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| 510 | } |
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| 511 | |
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| 512 | void World::tick(std::list<WorldEntity*> entityList, float dt) |
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| 513 | { |
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| 514 | std::list<WorldEntity*>::iterator entity; |
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| 515 | for (entity = entityList.begin(); entity != entityList.end(); entity++) |
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| 516 | (*entity)->tick(dt); |
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| 517 | |
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| 518 | } |
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| 519 | |
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| 520 | /** |
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| 521 | * advance the timeline |
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| 522 | |
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| 523 | this calculates the time used to process one frame (with all input handling, drawing, etc) |
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| 524 | the time is mesured in ms and passed to all world-entities and other classes that need |
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| 525 | a heart-beat. |
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| 526 | */ |
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| 527 | void World::tick () |
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| 528 | { |
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| 529 | Uint32 currentFrame = SDL_GetTicks(); |
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| 530 | if(!this->bPause) |
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| 531 | { |
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| 532 | this->dt = currentFrame - this->lastFrame; |
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| 533 | |
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| 534 | if( this->dt > 10) |
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| 535 | { |
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| 536 | float fps = 1000/dt; |
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| 537 | |
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| 538 | // temporary, only for showing how fast the text-engine is |
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| 539 | char tmpChar[20]; |
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| 540 | sprintf(tmpChar, "fps: %4.0f", fps); |
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| 541 | } |
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| 542 | else |
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| 543 | { |
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| 544 | /* the frame-rate is limited to 100 frames per second, all other things are for |
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| 545 | nothing. |
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| 546 | */ |
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| 547 | PRINTF(3)("fps = 1000 - frame rate is adjusted\n"); |
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| 548 | SDL_Delay(10-dt); |
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| 549 | this->dt = 10; |
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| 550 | } |
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| 551 | |
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| 552 | this->dtS = (float)this->dt / 1000.0 * this->speed; |
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| 553 | this->gameTime += this->dtS; |
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| 554 | |
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| 555 | this->tick(this->objectManager.getObjectList(OM_DEAD_TICK), this->dtS); |
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| 556 | this->tick(this->objectManager.getObjectList(OM_COMMON), this->dtS); |
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| 557 | this->tick(this->objectManager.getObjectList(OM_GROUP_00), this->dtS); |
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| 558 | this->tick(this->objectManager.getObjectList(OM_GROUP_01), this->dtS); |
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| 559 | this->tick(this->objectManager.getObjectList(OM_GROUP_01_PROJ), this->dtS); |
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| 560 | |
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| 561 | /* update tick the rest */ |
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| 562 | this->localCamera->tick(this->dtS); |
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| 563 | // tick the engines |
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| 564 | AnimationPlayer::getInstance()->tick(this->dtS); |
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| 565 | // if (this->cycle > 5) |
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| 566 | PhysicsEngine::getInstance()->tick(this->dtS); |
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| 567 | |
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| 568 | ParticleEngine::getInstance()->tick(this->dtS); |
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| 569 | |
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| 570 | |
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| 571 | /** actualy the Graphics Engine should tick the world not the other way around... |
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| 572 | but since we like the things not too complicated we got it this way around |
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| 573 | until there is need or time to do it the other way around. |
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| 574 | @todo: GraphicsEngine ticks world: separation of processes and data... |
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| 575 | |
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| 576 | bensch: in my opinion the GraphicsEngine could draw the world, but not tick it, |
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| 577 | beceause graphics have nothing(or at least not much) to do with Motion. |
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| 578 | */ |
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| 579 | GraphicsEngine::getInstance()->tick(this->dtS); |
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| 580 | } |
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| 581 | this->lastFrame = currentFrame; |
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| 582 | } |
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| 583 | |
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| 584 | |
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| 585 | /** |
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| 586 | * this function gives the world a consistant state |
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| 587 | |
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| 588 | after ticking (updating the world state) this will give a constistant |
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| 589 | state to the whole system. |
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| 590 | */ |
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| 591 | void World::update() |
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| 592 | { |
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| 593 | GraphicsEngine::getInstance()->update(this->dtS); |
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| 594 | PNode::getNullParent()->updateNode (this->dtS); |
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| 595 | SoundEngine::getInstance()->update(); |
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| 596 | //music->update(); |
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| 597 | } |
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| 598 | |
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| 599 | |
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| 600 | void World::collide() |
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| 601 | { |
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| 602 | CDEngine::getInstance()->checkCollisions(this->objectManager.getObjectList(OM_GROUP_00), |
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| 603 | this->objectManager.getObjectList(OM_GROUP_01_PROJ)); |
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| 604 | CDEngine::getInstance()->checkCollisions(this->objectManager.getObjectList(OM_GROUP_01), |
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| 605 | this->objectManager.getObjectList(OM_COMMON)); |
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| 606 | } |
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| 607 | |
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| 608 | /** |
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| 609 | * render the current frame |
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| 610 | |
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| 611 | clear all buffers and draw the world |
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| 612 | */ |
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| 613 | void World::display () |
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| 614 | { |
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| 615 | // clear buffer |
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| 616 | glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); |
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| 617 | // set camera |
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| 618 | this->localCamera->apply (); |
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| 619 | // draw world |
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| 620 | this->draw(); |
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| 621 | // draw HUD |
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| 622 | /** @todo draw HUD */ |
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| 623 | // flip buffers |
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| 624 | GraphicsEngine::swapBuffers(); |
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| 625 | //SDL_Surface* screen = Orxonox::getInstance()->getScreen (); |
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| 626 | //SDL_Flip (screen); |
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| 627 | } |
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| 628 | |
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| 629 | |
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| 630 | /** |
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| 631 | * runs through all entities calling their draw() methods |
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| 632 | */ |
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| 633 | void World::draw () |
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| 634 | { |
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| 635 | GraphicsEngine* engine = GraphicsEngine::getInstance(); |
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| 636 | engine->draw(State::getObjectManager()->getObjectList(OM_ENVIRON_NOTICK)); |
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| 637 | engine->draw(State::getObjectManager()->getObjectList(OM_ENVIRON)); |
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| 638 | engine->draw(State::getObjectManager()->getObjectList(OM_COMMON)); |
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| 639 | engine->draw(State::getObjectManager()->getObjectList(OM_GROUP_00)); |
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| 640 | engine->draw(State::getObjectManager()->getObjectList(OM_GROUP_01)); |
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| 641 | engine->draw(State::getObjectManager()->getObjectList(OM_GROUP_01_PROJ)); |
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| 642 | |
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| 643 | // { |
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| 644 | // if( entity->isVisible() ) entity->draw(); |
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| 645 | //FIXME |
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| 646 | // if( unlikely( this->showBV)) entity->drawBVTree(3, 226); // to draw the bounding boxes of the objects at level 2 for debug purp |
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| 647 | // entity = iterator->nextElement(); |
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| 648 | // } |
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| 649 | |
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| 650 | ParticleEngine::getInstance()->draw(); |
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| 651 | |
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| 652 | if (unlikely(this->showPNodes)) |
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| 653 | PNode::getNullParent()->debugDraw(0); |
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| 654 | |
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| 655 | engine->draw(); |
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| 656 | //TextEngine::getInstance()->draw(); |
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| 657 | } |
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| 658 | |
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| 659 | |
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| 660 | /** |
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| 661 | * \brief main loop of the world: executing all world relevant function |
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| 662 | * |
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| 663 | * in this loop we synchronize (if networked), handle input events, give the heart-beat to |
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| 664 | * all other member-entities of the world (tick to player, enemies etc.), checking for |
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| 665 | * collisions drawing everything to the screen. |
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| 666 | */ |
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| 667 | void World::mainLoop() |
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| 668 | { |
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| 669 | this->lastFrame = SDL_GetTicks (); |
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| 670 | PRINTF(3)("World::mainLoop() - Entering main loop\n"); |
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| 671 | |
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| 672 | while(!this->bQuitWorld) /* @todo implement pause */ |
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| 673 | { |
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| 674 | ++this->cycle; |
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| 675 | // Network |
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| 676 | this->synchronize (); |
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| 677 | // Process input |
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| 678 | this->handleInput (); |
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| 679 | if( this->bQuitWorld) |
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| 680 | break; |
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| 681 | // Process time |
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| 682 | this->tick (); |
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| 683 | // Process collision |
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| 684 | this->collide (); |
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| 685 | // Update the state |
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| 686 | this->update (); |
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| 687 | // Draw |
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| 688 | this->display (); |
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| 689 | } |
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| 690 | |
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| 691 | PRINTF(3)("World::mainLoop() - Exiting the main loop\n"); |
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| 692 | } |
|---|
| 693 | |
|---|
| 694 | |
|---|
| 695 | |
|---|
| 696 | /** |
|---|
| 697 | * add and spawn a new entity to this world |
|---|
| 698 | * @param entity to be added |
|---|
| 699 | */ |
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| 700 | void World::spawn(WorldEntity* entity) |
|---|
| 701 | { |
|---|
| 702 | // this->entities->add (entity); |
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| 703 | entity->postSpawn (); |
|---|
| 704 | } |
|---|
| 705 | |
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| 706 | void World::setPath( const char* name) |
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| 707 | { |
|---|
| 708 | if (this->path) |
|---|
| 709 | delete this->path; |
|---|
| 710 | if (ResourceManager::isFile(name)) |
|---|
| 711 | { |
|---|
| 712 | this->path = new char[strlen(name)+1]; |
|---|
| 713 | strcpy(this->path, name); |
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| 714 | } |
|---|
| 715 | else |
|---|
| 716 | { |
|---|
| 717 | this->path = new char[strlen(ResourceManager::getInstance()->getDataDir()) + strlen(name) +1]; |
|---|
| 718 | sprintf(this->path, "%s%s", ResourceManager::getInstance()->getDataDir(), name); |
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| 719 | } |
|---|
| 720 | } |
|---|
| 721 | |
|---|
| 722 | const char* World::getPath( void) |
|---|
| 723 | { |
|---|
| 724 | return path; |
|---|
| 725 | } |
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