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source: orxonox.OLD/orxonox/trunk/src/story_entities/world.cc @ 4978

Last change on this file since 4978 was 4978, checked in by bensch, 19 years ago

orxonox/trunk: minor cleanup of world.cc

File size: 27.8 KB
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[1853]1
[4010]2
[4555]3/*
[1853]4   orxonox - the future of 3D-vertical-scrollers
5
6   Copyright (C) 2004 orx
7
8   This program is free software; you can redistribute it and/or modify
9   it under the terms of the GNU General Public License as published by
10   the Free Software Foundation; either version 2, or (at your option)
11   any later version.
[1855]12
13   ### File Specific:
14   main-programmer: Patrick Boenzli
[2190]15   co-programmer: Christian Meyer
[1853]16*/
17
[3590]18#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WORLD
19
[2190]20#include "world.h"
[3608]21
[3620]22
[4347]23#include "state.h"
24
[3608]25#include "p_node.h"
26#include "null_parent.h"
[4326]27#include "pilot_node.h"
[3608]28#include "track_node.h"
[2190]29#include "world_entity.h"
[2036]30#include "player.h"
[2190]31#include "camera.h"
[2816]32#include "environment.h"
[3419]33#include "skysphere.h"
[3803]34#include "skybox.h"
[3750]35#include "satellite.h"
[4245]36#include "test_entity.h"
[3608]37#include "terrain.h"
[3436]38#include "light.h"
[3790]39#include "text_engine.h"
[4726]40#include "load_param.h"
[3620]41
[3646]42#include "track_manager.h"
43#include "garbage_collector.h"
[4940]44#include "fast_factory.h"
[3812]45#include "animation_player.h"
[4176]46#include "particle_engine.h"
[4245]47#include "graphics_engine.h"
[4338]48#include "physics_engine.h"
[4396]49#include "fields.h"
[3646]50
[4488]51#include "md2Model.h"
52
[3608]53#include "glmenu_imagescreen.h"
54#include "list.h"
[4010]55#include "game_loader.h"
[2036]56
[3964]57#include "animation3d.h"
[3608]58
[4010]59#include "substring.h"
[3608]60
[4261]61#include "factory.h"
[4245]62
[4287]63#include "projectile.h"
[4405]64#include "event_handler.h"
[4287]65
[4504]66#include "sound_engine.h"
[4961]67#include "ogg_player.h"
[4504]68
[4747]69#include "class_list.h"
70
[4917]71#include "cd_engine.h"
[4976]72#include "npc.h"
[4820]73
[1856]74using namespace std;
[1853]75
[4978]76//! This creates a Factory to fabricate a World
[4010]77CREATE_FACTORY(World);
[3620]78
[4261]79World::World(const TiXmlElement* root)
[4010]80{
81  this->constuctorInit("", -1);
[4094]82  this->path = NULL;
[4555]83
[4261]84  this->loadParams(root);
[4010]85}
86
[4555]87/**
[4836]88  *  create a new World
[4555]89
[2551]90    This creates a new empty world!
[1858]91*/
[4978]92World::World (const char* name)
[1855]93{
[4094]94  this->path = NULL;
[4010]95  this->constuctorInit(name, -1);
[3573]96  //NullParent* np = NullParent::getInstance();
[1855]97}
98
[3449]99/**
[4836]100 *  creates a new World...
101 * @param worldID with this ID
[3449]102*/
[2636]103World::World (int worldID)
104{
[4094]105  this->path = NULL;
[4010]106  this->constuctorInit(NULL, worldID);
[2636]107}
108
[4555]109/**
[4838]110 *  remove the World from memory
[4555]111
[3365]112    delete everything explicitly, that isn't contained in the parenting tree!
113    things contained in the tree are deleted automaticaly
[4838]114 */
[2190]115World::~World ()
[1872]116{
[3546]117  PRINTF(3)("World::~World() - deleting current world\n");
[3677]118
[4726]119  ParticleEngine::getInstance()->debug();
120
[4978]121  // here everything that is alocated by the World is deleted
[4837]122  delete this->entities;
[4830]123  State::setWorldEntityList(NULL);
124
[4735]125  delete LightManager::getInstance();
[4822]126  delete TrackManager::getInstance();
127  delete ParticleEngine::getInstance();
[4978]128  delete AnimationPlayer::getInstance(); // this should be at the end of the unloading sequence.
129  delete PhysicsEngine::getInstance();
[4822]130
[4978]131  // external engines initialized by the orxonox-class get deleted
[3790]132  TextEngine::getInstance()->flush();
[4504]133  SoundEngine::getInstance()->flushAllBuffers();
[4830]134  SoundEngine::getInstance()->flushAllSources();
[4978]135  FastFactory::flushAll();
[4504]136
[4978]137  // erease everything that is left.
[4870]138  delete NullParent::getInstance();
[4872]139
[4961]140
[4978]141  // unload the resources !!
[4961]142  ResourceManager::getInstance()->unload(this->music);
[4136]143  ResourceManager::getInstance()->unloadAllByPriority(RP_LEVEL);
[1872]144}
[1858]145
[3526]146/**
[4978]147 * initializes the world.
148 * @param name the name of the world
149 * @param worldID the ID of this world
150 *
151 * set all stuff here that is world generic and does not use to much memory
152 * because the real init() function StoryEntity::init() will be called
153 * shortly before start of the game.
154 * since all worlds are initiated/referenced before they will be started.
155 * NO LEVEL LOADING HERE - NEVER!
[3526]156*/
[4978]157void World::constuctorInit(const char* name, int worldID)
[3526]158{
[4320]159  this->setClassID(CL_WORLD, "World");
[2636]160
[4978]161  this->setName(name);
[3526]162  this->debugWorldNr = worldID;
[4961]163
164  this->music = NULL;
[3629]165}
[3526]166
[4978]167/**
168 * loads the parameters of a World from an XML-element
169 * @param root the XML-element to load from
170 */
[4261]171void World::loadParams(const TiXmlElement* root)
172{
[4600]173  PRINTF(4)("Creating a World\n");
[4261]174
175  LoadParam<World>(root, "identifier", this, &World::setStoryID)
176    .describe("Sets the StoryID of this world");
[4834]177
[4261]178  LoadParam<World>(root, "nextid", this, &World::setNextStoryID)
179    .describe("Sets the ID of the next world");
[4834]180
[4261]181  LoadParam<World>(root, "path", this, &World::setPath)
182    .describe("The Filename of this World (relative from the data-dir)");
183}
184
[3629]185/**
[4978]186 * this is executed just before load
187 *
188 * since the load function sometimes needs data, that has been initialized
189 * before the load and after the proceeding storyentity has finished
[3629]190*/
191ErrorMessage World::preLoad()
192{
[4829]193  State::setWorldEntityList(this->entities = new tList<WorldEntity>());
194  this->cycle = 0;
195
[3620]196  /* init the world interface */
[4010]197
[4735]198  LightManager::getInstance();
[4978]199  NullParent::getInstance ();
[3993]200
[4010]201  AnimationPlayer::getInstance(); // initializes the animationPlayer
[4338]202  PhysicsEngine::getInstance();
[4010]203
[4015]204  this->localCamera = new Camera();
[4978]205  this->localCamera->setName ("World-Camera");
[4555]206
[4827]207  State::setCamera(this->localCamera, this->localCamera->getTarget());
[4347]208
[4245]209  GraphicsEngine::getInstance()->displayFPS(true);
[4918]210
211  CDEngine::getInstance()->setEntityList( this->entities);
[3526]212}
213
214
[3449]215/**
[4836]216 *  loads the World by initializing all resources, and set their default values.
[3449]217*/
[3459]218ErrorMessage World::load()
[4555]219{
[4104]220  PRINTF(3)("> Loading world: '%s'\n", getPath());
221  TiXmlElement* element;
[4010]222  GameLoader* loader = GameLoader::getInstance();
[4555]223
[4010]224  if( getPath() == NULL)
[2636]225    {
[4104]226      PRINTF(1)("World has no path specified for loading");
[4324]227      this->loadDebugWorld(this->getStoryID());
[4010]228      return (ErrorMessage){213,"Path not specified","World::load()"};
229    }
[4555]230
[4010]231  TiXmlDocument* XMLDoc = new TiXmlDocument( path);
232  // load the campaign document
[4555]233  if( !XMLDoc->LoadFile())
[4010]234  {
235    // report an error
[4104]236    PRINTF(1)("loading XML File: %s @ %d:%d\n", XMLDoc->ErrorDesc(), XMLDoc->ErrorRow(), XMLDoc->ErrorCol());
[4010]237    delete XMLDoc;
238    return (ErrorMessage){213,"XML File parsing error","World::load()"};
239  }
[4555]240
[4010]241  // check basic validity
242  TiXmlElement* root = XMLDoc->RootElement();
243  assert( root != NULL);
[4555]244
[4010]245  if( root == NULL || root->Value() == NULL || strcmp( root->Value(), "WorldDataFile"))
246    {
247      // report an error
[4104]248      PRINTF(1)("Specified XML File is not an orxonox world data file (WorldDataFile element missing)\n");
[4010]249      delete XMLDoc;
250      return (ErrorMessage){213,"Path not a WorldDataFile","World::load()"};
251    }
[4555]252
[4010]253  // load the parameters
254  // name
255  char* temp;
256  const char* string = grabParameter( root, "name");
257  if( string == NULL)
258    {
[4104]259      PRINTF(2)("World is missing a proper 'name'\n");
[4010]260      string = "Unknown";
261      temp = new char[strlen(string + 2)];
262      strcpy( temp, string);
[4978]263      this->setName(temp);
[4010]264    }
265  else
266    {
267      temp = new char[strlen(string + 2)];
268      strcpy( temp, string);
[4978]269      this->setName(temp);
[4010]270    }
[4978]271
[4104]272  ////////////////
273  // LOADSCREEN //
274  ////////////////
275  element = root->FirstChildElement("LoadScreen");
276  if (element == NULL)
277    {
278      PRINTF(2)("no LoadScreen specified, loading default\n");
279
280      glmis->setBackgroundImage("pictures/load_screen.jpg");
281      this->glmis->setMaximum(8);
282      this->glmis->draw();
283    }
284  else
285    {
[4261]286      this->glmis->loadParams(element);
[4104]287      this->glmis->draw();
288    }
289  this->glmis->draw();
[4726]290
291  ////////////////////////
292  // find WorldEntities //
293  ////////////////////////
294
[4104]295  element = root->FirstChildElement("WorldEntities");
[4555]296
[4010]297  if( element == NULL)
298    {
[4104]299      PRINTF(1)("World is missing 'WorldEntities'\n");
[4010]300    }
301  else
302    {
303      element = element->FirstChildElement();
304      // load Players/Objects/Whatever
[4104]305      PRINTF(4)("Loading WorldEntities\n");
[4010]306      while( element != NULL)
[4555]307        {
308          WorldEntity* created = dynamic_cast<WorldEntity*>( loader->fabricate( element));
309          if( created != NULL) this->spawn( created);
310          // if we load a 'Player' we use it as localPlayer
311          //todo do this more elegant
[4919]312          if( element->Value() != NULL && !strcmp( element->Value(), "Player"))
313          {
314            localPlayer = (Player*) created;
315            CDEngine::getInstance()->setPlayer(localPlayer);
316          }
[4555]317          if( element->Value() != NULL && !strcmp( element->Value(), "SkyBox")) sky = (SkyBox*) created;
[4918]318          if( element->Value() != NULL && !strcmp( element->Value(), "Terrain"))
319          {
320            terrain = (Terrain*) created;
321            CDEngine::getInstance()->setTerrain(terrain);
322          }
[4555]323          element = element->NextSiblingElement();
[4836]324          glmis->step(); //! @todo temporary
[4555]325        }
[4104]326      PRINTF(4)("Done loading WorldEntities\n");
[4010]327    }
[4555]328
[4726]329    //////////////////////////////
330    // LOADING ADDITIONAL STUFF //
331    //////////////////////////////
332
[4735]333    LoadParam<LightManager>(root, "LightManager", LightManager::getInstance(), &LightManager::loadParams);
334
[4726]335    LoadParam<ParticleEngine>(root, "ParticleEngine", ParticleEngine::getInstance(), &ParticleEngine::loadParams);
[4730]336    LoadParam<PhysicsEngine>(root, "PhysicsEngine", PhysicsEngine::getInstance(), &PhysicsEngine::loadParams);
[4726]337
[4010]338  // find Track
[4222]339  element = root->FirstChildElement( "Track");
[4010]340  if( element == NULL)
341    {
[4228]342      PRINTF(0)("World is missing a 'Track'\n");
[4010]343    }
344  else
[4555]345    {
[4010]346      //load track
[4228]347      PRINTF(4)("Loading Track\n");
[4010]348
[4822]349      TrackManager::getInstance()->loadParams( element);
350      TrackManager::getInstance()->finalize();
[4222]351    }
[4555]352
[4010]353  // free the XML data
[4015]354
[4010]355  delete XMLDoc;
[4015]356  /* GENERIC LOADING PROCESS FINISHED */
[4555]357
[4010]358  // bind input
[4822]359  EventHandler::getInstance()->subscribe(this->localPlayer, ES_GAME, KeyMapper::PEV_UP);
360  EventHandler::getInstance()->subscribe(this->localPlayer, ES_GAME, KeyMapper::PEV_DOWN);
361  EventHandler::getInstance()->subscribe(this->localPlayer, ES_GAME, KeyMapper::PEV_LEFT);
362  EventHandler::getInstance()->subscribe(this->localPlayer, ES_GAME, KeyMapper::PEV_RIGHT);
363  EventHandler::getInstance()->subscribe(this->localPlayer, ES_GAME, KeyMapper::PEV_FIRE1);
364  EventHandler::getInstance()->subscribe(this->localPlayer, ES_GAME, KeyMapper::PEV_NEXT_WEAPON);
365  EventHandler::getInstance()->subscribe(this->localPlayer, ES_GAME, KeyMapper::PEV_PREVIOUS_WEAPON);
[4555]366
[4010]367  // bind camera
368  //this->localCamera->bind (localPlayer);
[4969]369 // this->localPlayer->addChild (this->localCamera);
[4245]370
[4555]371
[4822]372  //        TrackManager::getInstance()->setBindSlave(env);
373  PNode* tn = TrackManager::getInstance()->getTrackNode();
[4010]374  tn->addChild(this->localPlayer);
[4555]375
[4010]376  //localCamera->setParent(TrackNode::getInstance());
377  tn->addChild(this->localCamera);
378  localCamera->lookAt(tn);
[4444]379  localCamera->setParentMode(PNODE_MOVEMENT);
[4620]380  localCamera->setClipRegion(1, 10000.0);
[4444]381  this->localPlayer->setParentMode(PNODE_ALL);
[4010]382  Vector* cameraOffset = new Vector (0, 5, -10);
[4822]383  TrackManager::getInstance()->condition(1, LEFTRIGHT, this->localPlayer);
[4501]384
[4015]385  this->sky->setParent(this->localCamera);
[3368]386
[4010]387  // initialize debug coord system
388  objectList = glGenLists(1);
389  glNewList (objectList, GL_COMPILE);
[4555]390
[4822]391  //TrackManager::getInstance()->drawGraph(.01);
392  //TrackManager::getInstance()->debug(2);
[4010]393  glEndList();
[3993]394
[4504]395  SoundEngine::getInstance()->setListener(this->localCamera);
[4176]396
[4347]397
[4709]398
[4715]399  ////////////
400  // STATIC //
401  ////////////
402
[4730]403  Gravity* test = new Gravity();
[4715]404
[4709]405  // SYSTEM TRAILING THE PLAYER
[4347]406  // Creating a Test Particle System
[4430]407
[4730]408  //new PhysicsConnection(system, gravity);
[4397]409  //    new PhysicsConnection(this->localPlayer, gravity);
[4347]410
[4721]411//   TestEntity* testEntity = new TestEntity();
412//   testEntity->setRelCoor(Vector(570, 10, -15));
413//   testEntity->setRelDir(Quaternion(M_PI, Vector(0, 1, 0)));
414//   this->spawn(testEntity);
[4397]415
[4488]416  TestEntity* testEntity2 = new TestEntity();
417  testEntity2->setAnim(RUN);
[4721]418  testEntity2->setRelCoor(Vector(2400, 25, 260));
[4488]419  testEntity2->setRelDir(Quaternion(M_PI, Vector(0, 1, 0)));
420  this->spawn(testEntity2);
421
[4721]422  TestEntity* testEntity3 = new TestEntity();
[4722]423  testEntity3->setAnim(RUN);
[4721]424  testEntity3->setRelCoor(Vector(2400, 25, 280));
425  testEntity3->setRelDir(Quaternion(M_PI, Vector(0, 1, 0)));
426  this->spawn(testEntity3);
[4488]427
[4721]428  TestEntity* testEntity4 = new TestEntity();
429  testEntity4->setAnim(RUN);
430  testEntity4->setRelCoor(Vector(2430, 25, 250));
431  testEntity4->setRelDir(Quaternion(M_PI, Vector(0, 1, 0)));
432  this->spawn(testEntity4);
[4574]433
[4721]434
[4730]435  PhysicsEngine::getInstance()->debug();
[4721]436
[4978]437
438
[4976]439  for(int i = 0; i < 100; i++)
440  {
441    WorldEntity* tmp = new NPC();
442    tmp->setAbsCoor(((float)rand()/RAND_MAX) * 2000, 40+ (float)rand()/RAND_MAX*30, ((float)rand()/RAND_MAX -.5) *500);
443    this->spawn(tmp);
[4747]444
[4976]445
446  }
447
448
449
[4747]450  ClassList::debug();
[4961]451
452  this->music = (OggPlayer*)ResourceManager::getInstance()->load("sound/00-luke_grey_-_hypermode.ogg", OGG, RP_LEVEL);
453  music->playback();
[4010]454}
[3365]455
[4245]456
[4324]457
[4326]458/**
[4978]459 * creates a debug world: only for experimental stuff
[4326]460*/
[4010]461void World::loadDebugWorld(int worldID)
462{
463  /*monitor progress*/
464  this->glmis->step();
[4228]465  // stuff beyond this point remains to be loaded properly
[3194]466
[4228]467  // initializing the TrackManager
[4822]468  TrackManager::getInstance()->addPointV(Vector(150, -35, 5));
469  TrackManager::getInstance()->addPointV(Vector(200,-35, 5));
470  TrackManager::getInstance()->addPointV(Vector(250, -35, 5));
471  TrackManager::getInstance()->addPointV(Vector(320,-33,-.55));
472  TrackManager::getInstance()->setDuration(1);
473  TrackManager::getInstance()->setSavePoint();
[4228]474
[4822]475  TrackManager::getInstance()->addPointV(Vector(410, 0, 0));
476  TrackManager::getInstance()->addPointV(Vector(510, 20, -10));
477  TrackManager::getInstance()->addPointV(Vector(550, 20, -10));
478  TrackManager::getInstance()->addPointV(Vector(570, 20, -10));
479  TrackManager::getInstance()->setDuration(2);
[4555]480
[4822]481  TrackManager::getInstance()->forkS("testFork1,testFork2");
482  TrackManager::getInstance()->workOnS("testFork1");
483  TrackManager::getInstance()->addPointV(Vector(640, 25, -30));
484  TrackManager::getInstance()->addPointV(Vector(700, 40, -120));
485  TrackManager::getInstance()->addPointV(Vector(800, 50, -150));
486  TrackManager::getInstance()->addPointV(Vector(900, 60, -100));
487  TrackManager::getInstance()->addPointV(Vector(900, 60, -70));
488  TrackManager::getInstance()->addPointV(Vector(990, 65, -15));
489  TrackManager::getInstance()->addPointV(Vector(1050, 65, -10));
490  TrackManager::getInstance()->addPointV(Vector(1100, 65, -20));
491  TrackManager::getInstance()->setDuration(4);
[4228]492
[4822]493  TrackManager::getInstance()->workOnS("testFork2");
494  TrackManager::getInstance()->addPointV(Vector(640, 25, 20));
495  TrackManager::getInstance()->addPointV(Vector(670, 50, 120));
496  TrackManager::getInstance()->addPointV(Vector(700, 70, 80));
497  TrackManager::getInstance()->addPointV(Vector(800, 70, 65));
498  TrackManager::getInstance()->addPointV(Vector(850, 65, 65));
499  TrackManager::getInstance()->addPointV(Vector(920, 35, 40));
500  TrackManager::getInstance()->addPointV(Vector(945, 40, 40));
501  TrackManager::getInstance()->addPointV(Vector(970, 24, 40));
502  TrackManager::getInstance()->addPointV(Vector(1000, 40, -7));
[4508]503
[4822]504  TrackManager::getInstance()->setDuration(4);
[4555]505
506
[4822]507  TrackManager::getInstance()->joinS("testFork1,testFork2");
[4555]508
[4822]509  TrackManager::getInstance()->addPointV(Vector(1200, 60, -50));
510  TrackManager::getInstance()->addPointV(Vector(1300, 50, -50));
511  TrackManager::getInstance()->addPointV(Vector(1400, 40, -50));
512  TrackManager::getInstance()->addPointV(Vector(1500, 40, -60));
513  TrackManager::getInstance()->addPointV(Vector(1600, 35, -55));
514  TrackManager::getInstance()->addPointV(Vector(1700, 45, -40));
515  TrackManager::getInstance()->addPointV(Vector(1750, 60, -40));
516  TrackManager::getInstance()->addPointV(Vector(1770, 80, -40));
517  TrackManager::getInstance()->addPointV(Vector(1800, 100, -40));
518  TrackManager::getInstance()->setDuration(10);
[4555]519
[4822]520  TrackManager::getInstance()->finalize();
[4228]521
[4555]522
[4010]523  // LIGHT initialisation
[4735]524  LightManager::getInstance()->setAmbientColor(.1,.1,.1);
[4736]525//  LightManager::getInstance()->addLight();
[4735]526  LightManager::getInstance()->debug();
[3368]527
[4010]528  switch(this->debugWorldNr)
529    {
530      /*
[4555]531        this loads the hard-coded debug world. this only for simplicity and will be
532        removed by a reald world-loader, which interprets a world-file.
533        if you want to add an own debug world, just add a case DEBUG_WORLD_[nr] and
534        make whatever you want...
[4010]535      */
536    case DEBUG_WORLD_0:
537      {
[4735]538        LightManager::getInstance()->getLight()->setAbsCoor(-5.0, 10.0, -40.0);
[4010]539
540
[4555]541        this->localPlayer = new Player ();
542        this->localPlayer->setName ("player");
543        this->spawn (this->localPlayer);
544        this->localPlayer->setRelCoor(Vector(5,0,0));
545        /*monitor progress*/
546        this->glmis->step();
[4010]547
[4418]548
[4822]549        EventHandler::getInstance()->subscribe(this->localPlayer, ES_GAME, KeyMapper::PEV_FIRE1);
550        EventHandler::getInstance()->subscribe(this->localPlayer, ES_GAME, KeyMapper::PEV_NEXT_WEAPON);
551        EventHandler::getInstance()->subscribe(this->localPlayer, ES_GAME, KeyMapper::PEV_PREVIOUS_WEAPON);
[4418]552
[4555]553        /*
554        Field* testField = new Gravity();
555        testField->setMagnitude(10);
556        new PhysicsConnection(this->localPlayer, testField);
557        */
[4397]558
[4555]559        // bind camera
560        this->localCamera = new Camera();
561        this->localCamera->setName ("camera");
562        /*monitor progress*/
563        this->glmis->step();
[2816]564
[3419]565
[4555]566        // Create SkySphere
[4621]567        this->sky = new Skysphere("pictures/sky-replace.jpg");
568        this->sky->setName("SkySphere");
569        this->spawn(this->sky);
[4555]570        this->localCamera->addChild(this->sky);
571        this->sky->setParentMode(PNODE_MOVEMENT);
572        /*monitor progress*/
573        this->glmis->step();
[3368]574
[3521]575
[4555]576        terrain = new Terrain("worlds/newGround.obj");
577        terrain->setRelCoor(Vector(0,-10,0));
578        this->spawn(terrain);
579        /*monitor progress*/
580        this->glmis->step();
[2816]581
[4555]582        this->pilotNode = new PilotNode();
583        this->spawn(this->pilotNode);
584        this->pilotNode->setAbsCoor(Vector(150, -35, 5));
585        this->pilotNode->addChild(this->localPlayer);
586        this->pilotNode->addChild(this->localCamera);
587        this->localCamera->lookAt(this->localPlayer);
[4422]588
[4822]589        EventHandler::getInstance()->subscribe(this->pilotNode, ES_GAME, KeyMapper::PEV_UP);
590        EventHandler::getInstance()->subscribe(this->pilotNode, ES_GAME, KeyMapper::PEV_DOWN);
591        EventHandler::getInstance()->subscribe(this->pilotNode, ES_GAME, KeyMapper::PEV_LEFT);
592        EventHandler::getInstance()->subscribe(this->pilotNode, ES_GAME, KeyMapper::PEV_RIGHT);
593        EventHandler::getInstance()->subscribe(this->pilotNode, ES_GAME, EV_MOUSE_MOTION);
[4422]594
[4555]595        /*
[4822]596        PNode* tn = TrackManager::getInstance()->getTrackNode();
[4555]597        tn->addChild(this->localPlayer);
598        this->localCamera->lookAt(tn);
599
600        tn->addChild(this->localCamera);
601        this->localPlayer->setParentMode(PNODE_ALL);
[4822]602        TrackManager::getInstance()->condition(2, LEFTRIGHT, this->localPlayer);
[4555]603        */
604        this->glmis->step();
605        break;
[4010]606      }
607    case DEBUG_WORLD_1:
608      {
[3365]609
[4555]610        break;
[4010]611      }
612    case DEBUG_WORLD_2:
613      {
[3727]614
[4555]615        break;
[4010]616      }
617    default:
[4324]618      break;
[2636]619    }
[4010]620}
[2636]621
[3459]622/**
[4836]623 *  initializes a new World shortly before start
[4978]624 *
625 * this is the function, that will be loaded shortly before the world is
626 * started
[3459]627*/
628ErrorMessage World::init()
629{
630  this->bPause = false;
[4326]631  this->pilotNode = NULL;
[3459]632}
633
634
635/**
[4836]636 *  starts the World
[3459]637*/
638ErrorMessage World::start()
639{
[3546]640  PRINTF(3)("World::start() - starting current World: nr %i\n", this->debugWorldNr);
[3459]641  this->bQuitOrxonox = false;
642  this->bQuitCurrentGame = false;
643  this->mainLoop();
644}
645
646/**
[4836]647 *  stops the world.
[3459]648
649   This happens, when the player decides to end the Level.
650*/
651ErrorMessage World::stop()
652{
[3546]653  PRINTF(3)("World::stop() - got stop signal\n");
[3459]654  this->bQuitCurrentGame = true;
655}
656
657/**
[4836]658 *  pauses the Game
[3459]659*/
660ErrorMessage World::pause()
661{
662  this->isPaused = true;
663}
664
665/**
[4836]666 *  ends the pause Phase
[3459]667*/
668ErrorMessage World::resume()
669{
670  this->isPaused = false;
671}
672
673/**
[4836]674 *  destroys the World
[3459]675*/
676ErrorMessage World::destroy()
677{
[3566]678
[3459]679}
680
681/**
[4836]682 *  shows the loading screen
[3459]683*/
684void World::displayLoadScreen ()
685{
[4555]686  PRINTF(3)("World::displayLoadScreen - start\n");
687
688  //GLMenuImageScreen*
[4099]689  this->glmis = new GLMenuImageScreen();
[3675]690  this->glmis->setMaximum(8);
[4555]691
692  PRINTF(3)("World::displayLoadScreen - end\n");
[3459]693}
694
695/**
[4836]696 *  removes the loadscreen, and changes over to the game
[3459]697
[4836]698   @todo take out the delay
[3459]699*/
700void World::releaseLoadScreen ()
701{
[4555]702  PRINTF(3)("World::releaseLoadScreen - start\n");
[3459]703  this->glmis->setValue(this->glmis->getMaximum());
[4555]704  PRINTF(3)("World::releaseLoadScreen - end\n");
[4099]705  delete this->glmis;
[3459]706}
707
708
[3620]709/**
[4836]710 *  gets the list of entities from the world
711 * @returns entity list
[3620]712*/
713tList<WorldEntity>* World::getEntities()
714{
715  return this->entities;
716}
717
718
[3646]719/**
[4836]720 *  this returns the current game time
721 * @returns elapsed game time
[3646]722*/
723double World::getGameTime()
724{
725  return this->gameTime;
726}
727
728
[4555]729/**
[4836]730 *  function to put your own debug stuff into it. it can display informations about
[3225]731   the current class/procedure
732*/
[2640]733void World::debug()
734{
735}
[2636]736
[2640]737
[3449]738/**
[3225]739  \brief main loop of the world: executing all world relevant function
740
741  in this loop we synchronize (if networked), handle input events, give the heart-beat to
742  all other member-entities of the world (tick to player, enemies etc.), checking for
743  collisions drawing everything to the screen.
744*/
[2636]745void World::mainLoop()
746{
[3365]747  this->lastFrame = SDL_GetTicks ();
[3546]748  PRINTF(3)("World::mainLoop() - Entering main loop\n");
[4836]749  while( !this->bQuitOrxonox && !this->bQuitCurrentGame) /* @todo implement pause */
[2551]750    {
[4558]751      ++this->cycle;
[3546]752      PRINTF(3)("World::mainloop() - number of entities: %i\n", this->entities->getSize());
[2636]753      // Network
[3365]754      this->synchronize ();
[2636]755      // Process input
[3365]756      this->handleInput ();
[3215]757      if( this->bQuitCurrentGame || this->bQuitOrxonox)
[4555]758          break;
[4921]759      // Process collision
760      this->collide ();
[2636]761      // Process time
[3551]762      this->tick ();
763      // Update the state
[4555]764      this->update ();
[2636]765      // Draw
[3365]766      this->display ();
[3548]767
[3565]768      //      for( int i = 0; i < 5000000; i++) {}
[4836]769      /* @todo this is to slow down the program for openGl Software emulator computers, reimplement*/
[2551]770    }
[3546]771  PRINTF(3)("World::mainLoop() - Exiting the main loop\n");
[1899]772}
773
[3459]774
[2190]775/**
[4836]776 *  synchronize local data with remote data
[1855]777*/
[2636]778void World::synchronize ()
[1855]779{
[2636]780  // Get remote input
781  // Update synchronizables
[1855]782}
[2636]783
[3459]784
[2636]785/**
[4836]786 *  run all input processing
[3225]787
788   the command node is the central input event dispatcher. the node uses the even-queue from
789   sdl and has its own event-passing-queue.
[2636]790*/
[3225]791void World::handleInput ()
[2636]792{
793  // localinput
[4407]794  //CommandNode* cn = Orxonox::getInstance()->getLocalInput();
795  //cn->process();
796
797  EventHandler::getInstance()->process();
798
[2636]799  // remoteinput
800}
801
[3459]802
[2636]803/**
[4836]804 *  advance the timeline
[3225]805
806   this calculates the time used to process one frame (with all input handling, drawing, etc)
807   the time is mesured in ms and passed to all world-entities and other classes that need
808   a heart-beat.
[2636]809*/
[3551]810void World::tick ()
[2636]811{
812  Uint32 currentFrame = SDL_GetTicks();
813  if(!this->bPause)
814    {
[3644]815      this->dt = currentFrame - this->lastFrame;
[4555]816
[4610]817      if( this->dt > 10)
[4555]818        {
819          float fps = 1000/dt;
[3790]820
[4555]821          // temporary, only for showing how fast the text-engine is
822          char tmpChar[20];
823          sprintf(tmpChar, "fps: %4.0f", fps);
824        }
[2636]825      else
[4555]826        {
827          /* the frame-rate is limited to 100 frames per second, all other things are for
828             nothing.
829          */
830          PRINTF(2)("fps = 1000 - frame rate is adjusted\n");
[4610]831          SDL_Delay(10-dt);
[4555]832          this->dt = 10;
833        }
834
835      this->dtS = (float)this->dt / 1000.0;
[4145]836      this->gameTime += this->dtS;
[4833]837
[3654]838      tIterator<WorldEntity>* iterator = this->entities->getIterator();
839      WorldEntity* entity = iterator->nextElement();
[4555]840      while( entity != NULL)
841        {
842          entity->tick (this->dtS);
843          entity = iterator->nextElement();
844        }
[3654]845      delete iterator;
[4010]846
[3459]847      /* update tick the rest */
[4959]848      TrackManager::getInstance()->tick(this->dtS);
[4832]849      this->localCamera->tick(this->dtS);
[4558]850      // tick the engines
[4245]851      AnimationPlayer::getInstance()->tick(this->dtS);
[4558]852      if (this->cycle > 5)
853        PhysicsEngine::getInstance()->tick(this->dtS);
[4396]854
[4558]855      ParticleEngine::getInstance()->tick(this->dtS);
856      GarbageCollector::getInstance()->tick(this->dtS);
[4396]857
[4831]858
[4558]859      /** actualy the Graphics Engine should tick the world not the other way around...
[4555]860         but since we like the things not too complicated we got it this way around
861         until there is need or time to do it the other way around.
[4836]862         @todo: GraphicsEngine ticks world: separation of processes and data...
[4681]863
864        bensch: in my opinion the GraphicsEngine could draw the world, but not tick it,
865         beceause graphics have nothing(or at least not much) to do with Motion.
[4245]866      */
867      GraphicsEngine::getInstance()->tick(this->dtS);
[2636]868    }
869  this->lastFrame = currentFrame;
870}
871
[3216]872
[2636]873/**
[4836]874 *  this function gives the world a consistant state
[3551]875
876   after ticking (updating the world state) this will give a constistant
877   state to the whole system.
878*/
879void World::update()
880{
[4822]881  GarbageCollector::getInstance()->update();
[4978]882  NullParent::getInstance()->update (this->dtS);
[4504]883
884  SoundEngine::getInstance()->update();
[4978]885  //music->update();
[3551]886}
887
888
[4917]889void World::collide()
890{
[4918]891  CDEngine::getInstance()->checkCollisions();
[4917]892}
893
[3551]894/**
[4836]895 *  render the current frame
[4555]896
[3225]897   clear all buffers and draw the world
[2636]898*/
899void World::display ()
900{
901  // clear buffer
902  glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
903  // set camera
904  this->localCamera->apply ();
905  // draw world
906  this->draw();
907  // draw HUD
[4837]908  /** @todo draw HUD */
[2636]909  // flip buffers
[4681]910  GraphicsEngine::swapBuffers();
[3365]911  //SDL_Surface* screen = Orxonox::getInstance()->getScreen ();
912  //SDL_Flip (screen);
[2636]913}
914
[2644]915
[3225]916/**
[4917]917 *  runs through all entities calling their draw() methods
918 */
919void World::draw ()
920{
921  /* draw entities */
922  WorldEntity* entity;
923  glLoadIdentity();
924  //entity = this->entities->enumerate();
925  tIterator<WorldEntity>* iterator = this->entities->getIterator();
926  entity = iterator->nextElement();
927  while( entity != NULL )
928  {
929    if( entity->isVisible() ) entity->draw();
930      //entity = this->entities->nextElement();
931    entity = iterator->nextElement();
932  }
933  delete iterator;
934
935  glCallList (objectList);
936
937  ParticleEngine::getInstance()->draw();
938
939  GraphicsEngine::getInstance()->draw();
940  //TextEngine::getInstance()->draw();
941}
942
943/**
[4836]944 *  add and spawn a new entity to this world
945 * @param entity to be added
[3225]946*/
[2644]947void World::spawn(WorldEntity* entity)
948{
[3365]949  this->entities->add (entity);
[3233]950  entity->postSpawn ();
[2816]951}
952
953
[3225]954/**
[4836]955 *  add and spawn a new entity to this world
956 * @param entity to be added
957 * @param absCoor At what coordinates to add this entity.
958 * @param absDir In which direction should it look.
[3225]959*/
[3365]960void World::spawn(WorldEntity* entity, Vector* absCoor, Quaternion* absDir)
[2816]961{
[3529]962  this->entities->add (entity);
963
[3809]964  entity->setAbsCoor (*absCoor);
965  entity->setAbsDir (*absDir);
[3365]966
[3233]967  entity->postSpawn ();
[2644]968}
[2816]969
970
[3521]971/**
[4836]972 *  add and spawn a new entity to this world
973 * @param entity to be added
974 * @param entity to be added to (PNode)
975 * @param At what relative  coordinates to add this entity.
976 * @param In which relative direction should it look.
[3521]977*/
[4555]978void World::spawn(WorldEntity* entity, PNode* parentNode,
[4765]979                  Vector* relCoor, Quaternion* relDir)
[3521]980{
[4978]981  NullParent::getInstance();
[3529]982  if( parentNode != NULL)
[3521]983    {
984      parentNode->addChild (entity);
[4555]985
[3809]986      entity->setRelCoor (*relCoor);
987      entity->setRelDir (*relDir);
[4555]988
[3521]989      this->entities->add (entity);
[4555]990
[3521]991      entity->postSpawn ();
992    }
993}
994
995
996
[3449]997/**
[3225]998  \brief commands that the world must catch
[4836]999  @returns false if not used by the world
[3225]1000*/
[3216]1001bool World::command(Command* cmd)
1002{
[4091]1003  if( !strcmp( cmd->cmd, CONFIG_NAME_VIEW0)) this->localCamera->setViewMode(VIEW_NORMAL);
1004  else if( !strcmp( cmd->cmd, CONFIG_NAME_VIEW1)) this->localCamera->setViewMode(VIEW_BEHIND);
1005  else if( !strcmp( cmd->cmd, CONFIG_NAME_VIEW2)) this->localCamera->setViewMode(VIEW_FRONT);
1006  else if( !strcmp( cmd->cmd, CONFIG_NAME_VIEW3)) this->localCamera->setViewMode(VIEW_LEFT);
1007  else if( !strcmp( cmd->cmd, CONFIG_NAME_VIEW4)) this->localCamera->setViewMode(VIEW_RIGHT);
1008  else if( !strcmp( cmd->cmd, CONFIG_NAME_VIEW5)) this->localCamera->setViewMode(VIEW_TOP);
[3216]1009  return false;
1010}
[3365]1011
[4010]1012void World::setPath( const char* name)
1013{
[4094]1014  if (this->path)
1015    delete this->path;
1016  if (ResourceManager::isFile(name))
1017  {
1018    this->path = new char[strlen(name)+1];
1019    strcpy(this->path, name);
1020  }
1021  else
1022    {
1023      this->path = new char[strlen(ResourceManager::getInstance()->getDataDir()) + strlen(name) +1];
1024      sprintf(this->path, "%s%s", ResourceManager::getInstance()->getDataDir(), name);
1025    }
[4010]1026}
1027
1028const char* World::getPath( void)
1029{
1030  return path;
1031}
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