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source: orxonox.OLD/orxonox/trunk/src/story_entities/world.cc @ 4564

Last change on this file since 4564 was 4564, checked in by bensch, 19 years ago

orxonox/trunk: building the importer-stuff as a lib

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1
2
3/*
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.
12
13   ### File Specific:
14   main-programmer: Patrick Boenzli
15   co-programmer: Christian Meyer
16*/
17
18#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WORLD
19
20#include "world.h"
21
22#include "orxonox.h"
23
24#include "state.h"
25
26#include "p_node.h"
27#include "null_parent.h"
28#include "helper_parent.h"
29#include "pilot_node.h"
30#include "track_node.h"
31#include "world_entity.h"
32#include "player.h"
33#include "camera.h"
34#include "environment.h"
35#include "skysphere.h"
36#include "skybox.h"
37#include "satellite.h"
38#include "test_entity.h"
39#include "terrain.h"
40#include "light.h"
41#include "text_engine.h"
42
43#include "track_manager.h"
44#include "garbage_collector.h"
45#include "object_manager.h"
46#include "animation_player.h"
47#include "particle_engine.h"
48#include "graphics_engine.h"
49#include "physics_engine.h"
50#include "fields.h"
51
52#include "md2Model.h"
53
54#include "glmenu_imagescreen.h"
55#include "list.h"
56#include "game_loader.h"
57
58#include "animation3d.h"
59
60#include "substring.h"
61
62#include "factory.h"
63
64#include "projectile.h"
65#include "event_handler.h"
66
67#include "sound_engine.h"
68
69using namespace std;
70
71WorldInterface* WorldInterface::singletonRef = 0;
72
73
74/**
75   \brief private constructor because of singleton
76*/
77WorldInterface::WorldInterface()
78{
79  this->worldIsInitialized = false;
80  this->worldReference = NULL;
81}
82
83/**
84   \brief public deconstructor
85*/
86WorldInterface::~WorldInterface()
87{
88  this->singletonRef = NULL;
89  this->worldIsInitialized = false;
90  this->worldReference = NULL;
91}
92
93/**
94   \brief gets the singleton instance
95   \returns singleton instance
96*/
97WorldInterface* WorldInterface::getInstance()
98{
99  if( singletonRef == NULL)
100    singletonRef = new WorldInterface();
101  return singletonRef;
102}
103
104
105/**
106   \brief initializes the interface
107   \param reference to the world
108
109   if the worldinterface is not initilizes, there wont be any
110   useable interface
111*/
112void WorldInterface::init(World* world)
113{
114  this->worldReference = world;
115  if( world != NULL)
116    {
117      this->worldIsInitialized = true;
118      PRINTF(3)("WorldInterface up and running\n");
119    }
120}
121
122
123/**
124   \brief gets the entity list from the world
125   \return entity list
126*/
127tList<WorldEntity>* WorldInterface::getEntityList()
128{
129  if( this->worldIsInitialized)
130    return this->worldReference->getEntities();
131  PRINT(1)("Someone tried to use the WorldInterface before it has been initizlized! this can result in SEGFAULTs!\n");
132  return NULL;
133}
134
135CREATE_FACTORY(World);
136
137World::World(const TiXmlElement* root)
138{
139  this->constuctorInit("", -1);
140  this->path = NULL;
141
142  this->loadParams(root);
143}
144
145/**
146    \brief create a new World
147
148    This creates a new empty world!
149*/
150World::World (char* name)
151{
152  this->path = NULL;
153  this->constuctorInit(name, -1);
154  //NullParent* np = NullParent::getInstance();
155}
156
157/**
158   \brief creates a new World...
159   \param worldID with this ID
160*/
161World::World (int worldID)
162{
163  this->path = NULL;
164  this->constuctorInit(NULL, worldID);
165}
166
167/**
168    \brief remove the World from memory
169
170    delete everything explicitly, that isn't contained in the parenting tree!
171    things contained in the tree are deleted automaticaly
172*/
173World::~World ()
174{
175  PRINTF(3)("World::~World() - deleting current world\n");
176
177  this->eventHandler->unsubscribe(this->localPlayer);
178
179  delete WorldInterface::getInstance();
180  delete this->nullParent;
181  delete this->entities;
182  delete this->lightMan;
183  delete this->trackManager;
184  delete this->particleEngine;
185  TextEngine::getInstance()->flush();
186  SoundEngine::getInstance()->flushAllBuffers();
187
188  delete AnimationPlayer::getInstance(); // this should be at the end of the unloading sequence.
189  delete PhysicsEngine::getInstance();
190  //delete garbagecollecor
191  //delete animator
192
193  LoadClassDescription::printAll();
194
195  ResourceManager::getInstance()->unloadAllByPriority(RP_LEVEL);
196}
197
198/**
199   \brief initializes the world.
200
201   set all stuff here that is world generic and does not use to much memory
202   because the real init() function StoryEntity::init() will be called
203   shortly before start of the game.
204   since all worlds are initiated/referenced before they will be started.
205   NO LEVEL LOADING HERE - NEVER!
206*/
207void World::constuctorInit(char* name, int worldID)
208{
209  this->setClassID(CL_WORLD, "World");
210
211  //this->worldName = name;
212  //this->worldName = new char[strlen(name)+1];
213  //strcpy(this->worldName, name);
214  this->debugWorldNr = worldID;
215  this->entities = new tList<WorldEntity>();
216  this->cycle = 0;
217}
218
219void World::loadParams(const TiXmlElement* root)
220{
221  const char *string;
222  char *name;
223  int id;
224
225  PRINTF0("Creating a World\n");
226
227  LoadParam<World>(root, "identifier", this, &World::setStoryID)
228    .describe("Sets the StoryID of this world");
229  LoadParam<World>(root, "nextid", this, &World::setNextStoryID)
230    .describe("Sets the ID of the next world");
231  LoadParam<World>(root, "path", this, &World::setPath)
232    .describe("The Filename of this World (relative from the data-dir)");
233
234
235  /*
236  // identifier
237  string = grabParameter( root, "identifier");
238  if( string == NULL || sscanf(string, "%d", &id) != 1)
239  {
240  PRINTF0("World is missing a proper 'identifier'\n");
241  this->setStoryID( -1);
242  }
243  else setStoryID( id);
244
245  // next id
246  string = grabParameter( root, "nextid");
247  if( string == NULL || sscanf(string, "%d", &id) != 1)
248  {
249  PRINTF0("World is missing a proper 'nextid'\n");
250  this->setStoryID( -1);
251  }
252  else setNextStoryID( id);
253
254
255  // path
256  string = grabParameter( root, "path");
257  if( string == NULL)
258  {
259  PRINTF0("World is missing a proper 'path'\n");
260  this->setPath( NULL);
261  }
262  else
263  {
264  name = new char[strlen(string + 2)];
265  strcpy( name, string);
266  this->setPath( name);
267  }
268  */
269}
270
271
272/**
273   \brief this is executed before load
274
275   since the load function sometimes needs data, that has been init before
276   the load and after the proceeding storyentity has finished
277*/
278ErrorMessage World::preLoad()
279{
280  /* init the world interface */
281  WorldInterface* wi = WorldInterface::getInstance();
282  wi->init(this);
283  this->garbageCollector = GarbageCollector::getInstance();
284
285  this->eventHandler = EventHandler::getInstance();
286
287  this->particleEngine = ParticleEngine::getInstance();
288  this->trackManager = TrackManager::getInstance();
289  this->lightMan = LightManager::getInstance();
290  this->nullParent = NullParent::getInstance ();
291  this->nullParent->setName ("NullParent");
292
293  AnimationPlayer::getInstance(); // initializes the animationPlayer
294  PhysicsEngine::getInstance();
295
296  this->localCamera = new Camera();
297  this->localCamera->setName ("Camera");
298
299  State::getInstance()->setCamera(this->localCamera, this->localCamera->getTarget());
300
301  GraphicsEngine::getInstance()->displayFPS(true);
302}
303
304
305/**
306   \brief loads the World by initializing all resources, and set their default values.
307*/
308ErrorMessage World::load()
309{
310  PRINTF(3)("> Loading world: '%s'\n", getPath());
311  TiXmlElement* element;
312  GameLoader* loader = GameLoader::getInstance();
313
314  if( getPath() == NULL)
315    {
316      PRINTF(1)("World has no path specified for loading");
317      this->loadDebugWorld(this->getStoryID());
318      return (ErrorMessage){213,"Path not specified","World::load()"};
319    }
320
321  TiXmlDocument* XMLDoc = new TiXmlDocument( path);
322  // load the campaign document
323  if( !XMLDoc->LoadFile())
324  {
325    // report an error
326    PRINTF(1)("loading XML File: %s @ %d:%d\n", XMLDoc->ErrorDesc(), XMLDoc->ErrorRow(), XMLDoc->ErrorCol());
327    delete XMLDoc;
328    return (ErrorMessage){213,"XML File parsing error","World::load()"};
329  }
330
331  // check basic validity
332  TiXmlElement* root = XMLDoc->RootElement();
333  assert( root != NULL);
334
335  if( root == NULL || root->Value() == NULL || strcmp( root->Value(), "WorldDataFile"))
336    {
337      // report an error
338      PRINTF(1)("Specified XML File is not an orxonox world data file (WorldDataFile element missing)\n");
339      delete XMLDoc;
340      return (ErrorMessage){213,"Path not a WorldDataFile","World::load()"};
341    }
342
343  // load the parameters
344  // name
345  char* temp;
346  const char* string = grabParameter( root, "name");
347  if( string == NULL)
348    {
349      PRINTF(2)("World is missing a proper 'name'\n");
350      string = "Unknown";
351      temp = new char[strlen(string + 2)];
352      strcpy( temp, string);
353      this->worldName = temp;
354    }
355  else
356    {
357      temp = new char[strlen(string + 2)];
358      strcpy( temp, string);
359      this->worldName = temp;
360    }
361  ////////////////
362  // LOADSCREEN //
363  ////////////////
364  element = root->FirstChildElement("LoadScreen");
365  if (element == NULL)
366    {
367      PRINTF(2)("no LoadScreen specified, loading default\n");
368
369      glmis->setBackgroundImage("pictures/load_screen.jpg");
370      this->glmis->setMaximum(8);
371      this->glmis->draw();
372    }
373  else
374    {
375      this->glmis->loadParams(element);
376      this->glmis->draw();
377    }
378  this->glmis->draw();
379  // find WorldEntities
380  element = root->FirstChildElement("WorldEntities");
381
382  if( element == NULL)
383    {
384      PRINTF(1)("World is missing 'WorldEntities'\n");
385    }
386  else
387    {
388      element = element->FirstChildElement();
389      // load Players/Objects/Whatever
390      PRINTF(4)("Loading WorldEntities\n");
391      while( element != NULL)
392        {
393          WorldEntity* created = dynamic_cast<WorldEntity*>( loader->fabricate( element));
394          if( created != NULL) this->spawn( created);
395          // if we load a 'Player' we use it as localPlayer
396          //todo do this more elegant
397          if( element->Value() != NULL && !strcmp( element->Value(), "Player")) localPlayer = (Player*) created;
398          if( element->Value() != NULL && !strcmp( element->Value(), "SkyBox")) sky = (SkyBox*) created;
399          element = element->NextSiblingElement();
400          glmis->step(); //! \todo temporary
401        }
402      PRINTF(4)("Done loading WorldEntities\n");
403    }
404
405  // find Track
406  element = root->FirstChildElement( "Track");
407  if( element == NULL)
408    {
409      PRINTF(0)("World is missing a 'Track'\n");
410    }
411  else
412    {
413      //load track
414      PRINTF(4)("Loading Track\n");
415
416      trackManager->loadParams( element);
417      trackManager->finalize();
418    }
419
420  // free the XML data
421
422  delete XMLDoc;
423  /* GENERIC LOADING PROCESS FINISHED */
424
425  // bind input
426  this->eventHandler->subscribe(this->localPlayer, ES_GAME, KeyMapper::PEV_UP);
427  this->eventHandler->subscribe(this->localPlayer, ES_GAME, KeyMapper::PEV_DOWN);
428  this->eventHandler->subscribe(this->localPlayer, ES_GAME, KeyMapper::PEV_LEFT);
429  this->eventHandler->subscribe(this->localPlayer, ES_GAME, KeyMapper::PEV_RIGHT);
430  this->eventHandler->subscribe(this->localPlayer, ES_GAME, KeyMapper::PEV_FIRE1);
431  this->eventHandler->subscribe(this->localPlayer, ES_GAME, KeyMapper::PEV_NEXT_WEAPON);
432  this->eventHandler->subscribe(this->localPlayer, ES_GAME, KeyMapper::PEV_PREVIOUS_WEAPON);
433
434  // bind camera
435  //this->localCamera->bind (localPlayer);
436  this->localPlayer->addChild (this->localCamera);
437
438
439  lightMan->setAmbientColor(.1,.1,.1);
440  lightMan->addLight();
441  //      lightMan->setAttenuation(1.0, .01, 0.0);
442  //      lightMan->setDiffuseColor(1,1,1);
443  //  lightMan->addLight(1);
444  //  lightMan->setPosition(20, 10, -20);
445  //  lightMan->setDiffuseColor(0,0,0);
446  //lightMan->debug();
447  lightMan->setPosition(-5.0, 10.0, -40.0);
448
449  //        trackManager->setBindSlave(env);
450  PNode* tn = trackManager->getTrackNode();
451  tn->addChild(this->localPlayer);
452
453  //localCamera->setParent(TrackNode::getInstance());
454  tn->addChild(this->localCamera);
455  localCamera->lookAt(tn);
456  localCamera->setParentMode(PNODE_MOVEMENT);
457  this->localPlayer->setParentMode(PNODE_ALL);
458  Vector* cameraOffset = new Vector (0, 5, -10);
459  trackManager->condition(2, LEFTRIGHT, this->localPlayer);
460
461  this->sky->setParent(this->localCamera);
462
463  // initialize debug coord system
464  objectList = glGenLists(1);
465  glNewList (objectList, GL_COMPILE);
466
467  //trackManager->drawGraph(.01);
468  //trackManager->debug(2);
469  glEndList();
470
471  terrain = new Terrain("worlds/newGround.obj");
472  terrain->setRelCoor(Vector(0,-10,0));
473  this->spawn(terrain);
474
475  SoundEngine::getInstance()->setListener(this->localCamera);
476
477
478  // Creating a Test Particle System
479  ParticleSystem* system = new ParticleSystem(100000, PARTICLE_SPRITE);
480  system->setLifeSpan(.5);
481  system->setConserve(.8);
482  system->setRadius(0.0, 1.0, .8);
483  system->setRadius(.2, 3, 2.0);
484  system->setRadius(1.0, 0.0, .0);
485  system->setMass (0.0, 1.0);
486
487  system->setColor(0, .5,0,0,1);
488  system->setColor(.5, 1,1,0,.01);
489  system->setColor(1.0, 0,0,0,0);
490
491
492  // Creating a Test Particle Emitter
493  ParticleEmitter* emitter = new ParticleEmitter(Vector(-1, 0, 0), M_PI_4, 400, .5);
494  emitter->setType(EMITTER_DOT);
495  emitter->setSize(20);
496  emitter->setParent(this->localPlayer);
497  emitter->setRelCoor(Vector(-3,0,0));
498
499  Field* gravity = new Gravity();
500  gravity->setMagnitude(10.0);
501  gravity->setParent(this->localCamera->getTarget());
502
503  // Add the Flow from the Emitter into the System
504  particleEngine->addConnection(emitter, system);
505
506  new PhysicsConnection(system, gravity);
507  //    new PhysicsConnection(this->localPlayer, gravity);
508
509  TestEntity* testEntity = new TestEntity();
510  testEntity->setRelCoor(Vector(570, 10, -15));
511  testEntity->setRelDir(Quaternion(M_PI, Vector(0, 1, 0)));
512  this->spawn(testEntity);
513
514  TestEntity* testEntity2 = new TestEntity();
515  testEntity2->setAnim(RUN);
516  testEntity2->setRelCoor(Vector(570, 30, 15));
517  testEntity2->setRelDir(Quaternion(M_PI, Vector(0, 1, 0)));
518  this->spawn(testEntity2);
519
520
521  new PhysicsConnection(testEntity, gravity);
522}
523
524
525
526/**
527   \brief loads the debug world: only for experimental stuff
528*/
529void World::loadDebugWorld(int worldID)
530{
531  /*monitor progress*/
532  this->glmis->step();
533  // stuff beyond this point remains to be loaded properly
534
535  // initializing the TrackManager
536  this->trackManager = TrackManager::getInstance();
537  //trackManager->addPointV(Vector(0,0,0));
538  trackManager->addPointV(Vector(150, -35, 5));
539  trackManager->addPointV(Vector(200,-35, 5));
540  trackManager->addPointV(Vector(250, -35, 5));
541  trackManager->addPointV(Vector(320,-33,-.55));
542  trackManager->setDuration(1);
543  trackManager->setSavePoint();
544
545  trackManager->addPointV(Vector(410, 0, 0));
546  trackManager->addPointV(Vector(510, 20, -10));
547  trackManager->addPointV(Vector(550, 20, -10));
548  trackManager->addPointV(Vector(570, 20, -10));
549  trackManager->setDuration(2);
550
551  trackManager->forkS("testFork1,testFork2");
552  trackManager->workOnS("testFork1");
553  trackManager->addPointV(Vector(640, 25, -30));
554  trackManager->addPointV(Vector(700, 40, -120));
555  trackManager->addPointV(Vector(800, 50, -150));
556  trackManager->addPointV(Vector(900, 60, -100));
557  trackManager->addPointV(Vector(900, 60, -70));
558  trackManager->addPointV(Vector(990, 65, -15));
559  trackManager->addPointV(Vector(1050, 65, -10));
560  trackManager->addPointV(Vector(1100, 65, -20));
561  trackManager->setDuration(4);
562
563  trackManager->workOnS("testFork2");
564  trackManager->addPointV(Vector(640, 25, 20));
565  trackManager->addPointV(Vector(670, 50, 120));
566  trackManager->addPointV(Vector(700, 70, 80));
567  trackManager->addPointV(Vector(800, 70, 65));
568  trackManager->addPointV(Vector(850, 65, 65));
569  trackManager->addPointV(Vector(920, 35, 40));
570  trackManager->addPointV(Vector(945, 40, 40));
571  trackManager->addPointV(Vector(970, 24, 40));
572  trackManager->addPointV(Vector(1000, 40, -7));
573
574  trackManager->setDuration(4);
575
576
577  trackManager->joinS("testFork1,testFork2");
578
579  trackManager->addPointV(Vector(1200, 60, -50));
580  trackManager->addPointV(Vector(1300, 50, -50));
581  trackManager->addPointV(Vector(1400, 40, -50));
582  trackManager->addPointV(Vector(1500, 40, -60));
583  trackManager->addPointV(Vector(1600, 35, -55));
584  trackManager->addPointV(Vector(1700, 45, -40));
585  trackManager->addPointV(Vector(1750, 60, -40));
586  trackManager->addPointV(Vector(1770, 80, -40));
587  trackManager->addPointV(Vector(1800, 100, -40));
588  trackManager->setDuration(10);
589
590  trackManager->finalize();
591
592
593  // LIGHT initialisation
594  lightMan->setAmbientColor(.1,.1,.1);
595  lightMan->addLight();
596  lightMan->debug();
597
598  switch(this->debugWorldNr)
599    {
600      /*
601        this loads the hard-coded debug world. this only for simplicity and will be
602        removed by a reald world-loader, which interprets a world-file.
603        if you want to add an own debug world, just add a case DEBUG_WORLD_[nr] and
604        make whatever you want...
605      */
606    case DEBUG_WORLD_0:
607      {
608        lightMan->setPosition(-5.0, 10.0, -40.0);
609
610
611        this->localPlayer = new Player ();
612        this->localPlayer->setName ("player");
613        this->spawn (this->localPlayer);
614        this->localPlayer->setRelCoor(Vector(5,0,0));
615        /*monitor progress*/
616        this->glmis->step();
617
618
619        this->eventHandler->subscribe(this->localPlayer, ES_GAME, KeyMapper::PEV_FIRE1);
620        this->eventHandler->subscribe(this->localPlayer, ES_GAME, KeyMapper::PEV_NEXT_WEAPON);
621        this->eventHandler->subscribe(this->localPlayer, ES_GAME, KeyMapper::PEV_PREVIOUS_WEAPON);
622
623        /*
624        Field* testField = new Gravity();
625        testField->setMagnitude(10);
626        new PhysicsConnection(this->localPlayer, testField);
627        */
628
629        // bind camera
630        this->localCamera = new Camera();
631        this->localCamera->setName ("camera");
632        /*monitor progress*/
633        this->glmis->step();
634
635
636        // Create SkySphere
637        this->sky = new Skysphere("pictures/sky-replace.jpg");
638        this->sky->setName("SkySphere");
639        this->spawn(this->sky);
640        this->localCamera->addChild(this->sky);
641        this->sky->setParentMode(PNODE_MOVEMENT);
642        /*monitor progress*/
643        this->glmis->step();
644
645
646        terrain = new Terrain("worlds/newGround.obj");
647        terrain->setRelCoor(Vector(0,-10,0));
648        this->spawn(terrain);
649        /*monitor progress*/
650        this->glmis->step();
651
652        this->pilotNode = new PilotNode();
653        this->spawn(this->pilotNode);
654        this->pilotNode->setAbsCoor(Vector(150, -35, 5));
655        this->pilotNode->addChild(this->localPlayer);
656        this->pilotNode->addChild(this->localCamera);
657        this->localCamera->lookAt(this->localPlayer);
658
659        this->eventHandler->subscribe(this->pilotNode, ES_GAME, KeyMapper::PEV_UP);
660        this->eventHandler->subscribe(this->pilotNode, ES_GAME, KeyMapper::PEV_DOWN);
661        this->eventHandler->subscribe(this->pilotNode, ES_GAME, KeyMapper::PEV_LEFT);
662        this->eventHandler->subscribe(this->pilotNode, ES_GAME, KeyMapper::PEV_RIGHT);
663        this->eventHandler->subscribe(this->pilotNode, ES_GAME, EV_MOUSE_MOTION);
664
665        // bind input
666        Orxonox *orx = Orxonox::getInstance ();
667        //orx->getLocalInput()->bind (this->pilotNode);
668
669        /*
670        PNode* tn = trackManager->getTrackNode();
671        tn->addChild(this->localPlayer);
672        this->localCamera->lookAt(tn);
673
674        tn->addChild(this->localCamera);
675        this->localPlayer->setParentMode(PNODE_ALL);
676        trackManager->condition(2, LEFTRIGHT, this->localPlayer);
677        */
678        this->glmis->step();
679        break;
680      }
681    case DEBUG_WORLD_1:
682      {
683
684        break;
685      }
686    case DEBUG_WORLD_2:
687      {
688
689        break;
690      }
691    default:
692      break;
693    }
694}
695
696
697
698/**
699   \brief initializes a new World shortly before start
700
701   this is the function, that will be loaded shortly before the world is
702   started
703*/
704ErrorMessage World::init()
705{
706  this->bPause = false;
707  this->pilotNode = NULL;
708}
709
710
711/**
712   \brief starts the World
713*/
714ErrorMessage World::start()
715{
716  PRINTF(3)("World::start() - starting current World: nr %i\n", this->debugWorldNr);
717  this->bQuitOrxonox = false;
718  this->bQuitCurrentGame = false;
719  this->mainLoop();
720}
721
722/**
723   \brief stops the world.
724
725   This happens, when the player decides to end the Level.
726*/
727ErrorMessage World::stop()
728{
729  PRINTF(3)("World::stop() - got stop signal\n");
730  this->bQuitCurrentGame = true;
731}
732
733/**
734   \brief pauses the Game
735*/
736ErrorMessage World::pause()
737{
738  this->isPaused = true;
739}
740
741/**
742   \brief ends the pause Phase
743*/
744ErrorMessage World::resume()
745{
746  this->isPaused = false;
747}
748
749/**
750   \brief destroys the World
751*/
752ErrorMessage World::destroy()
753{
754
755}
756
757/**
758   \brief shows the loading screen
759*/
760void World::displayLoadScreen ()
761{
762  PRINTF(3)("World::displayLoadScreen - start\n");
763
764  //GLMenuImageScreen*
765  this->glmis = new GLMenuImageScreen();
766  this->glmis->init();
767  this->glmis->setMaximum(8);
768  //  this->glmis->draw();
769
770  PRINTF(3)("World::displayLoadScreen - end\n");
771}
772
773/**
774   \brief removes the loadscreen, and changes over to the game
775
776   \todo take out the delay
777*/
778void World::releaseLoadScreen ()
779{
780  PRINTF(3)("World::releaseLoadScreen - start\n");
781  this->glmis->setValue(this->glmis->getMaximum());
782  PRINTF(3)("World::releaseLoadScreen - end\n");
783  delete this->glmis;
784}
785
786
787/**
788   \brief gets the list of entities from the world
789   \returns entity list
790*/
791tList<WorldEntity>* World::getEntities()
792{
793  return this->entities;
794}
795
796
797/**
798   \brief this returns the current game time
799   \returns elapsed game time
800*/
801double World::getGameTime()
802{
803  return this->gameTime;
804}
805
806
807/**
808    \brief checks for collisions
809
810    This method runs through all WorldEntities known to the world and checks for collisions
811    between them. In case of collisions the collide() method of the corresponding entities
812    is called.
813*/
814void World::collide ()
815{
816  /*
817  List *a, *b;
818  WorldEntity *aobj, *bobj;
819
820  a = entities;
821
822  while( a != NULL)
823    {
824      aobj = a->nextElement();
825      if( aobj->bCollide && aobj->collisioncluster != NULL)
826        {
827          b = a->nextElement();
828          while( b != NULL )
829            {
830              bobj = b->nextElement();
831              if( bobj->bCollide && bobj->collisioncluster != NULL )
832                {
833                  unsigned long ahitflg, bhitflg;
834                  if( check_collision ( &aobj->place, aobj->collisioncluster,
835                                        &ahitflg, &bobj->place, bobj->collisioncluster,
836                                        &bhitflg) );
837                  {
838                    aobj->collide (bobj, ahitflg, bhitflg);
839                    bobj->collide (aobj, bhitflg, ahitflg);
840                  }
841                }
842              b = b->nextElement();
843            }
844        }
845      a = a->enumerate();
846    }
847  */
848}
849
850/**
851    \brief runs through all entities calling their draw() methods
852*/
853void World::draw ()
854{
855  /* draw entities */
856  WorldEntity* entity;
857  glLoadIdentity();
858
859  //entity = this->entities->enumerate();
860  tIterator<WorldEntity>* iterator = this->entities->getIterator();
861  entity = iterator->nextElement();
862  while( entity != NULL )
863    {
864      if( entity->bDraw ) entity->draw();
865      //entity = this->entities->nextElement();
866      entity = iterator->nextElement();
867    }
868  delete iterator;
869
870  glCallList (objectList);
871
872  particleEngine->draw(); //!< \todo should be dts like in the Trunk;
873
874  TextEngine::getInstance()->draw();
875  lightMan->draw(); // must be at the end of the drawing procedure, otherwise Light cannot be handled as PNodes //
876}
877
878
879/**
880   \brief function to put your own debug stuff into it. it can display informations about
881   the current class/procedure
882*/
883void World::debug()
884{
885  PRINTF(2)("debug() - starting debug\n");
886  PNode* p1 = NullParent::getInstance ();
887  PNode* p2 = new PNode (Vector(2, 2, 2), p1);
888  PNode* p3 = new PNode (Vector(4, 4, 4), p1);
889  PNode* p4 = new PNode (Vector(6, 6, 6), p2);
890
891  p1->debug ();
892  p2->debug ();
893  p3->debug ();
894  p4->debug ();
895
896  p1->shiftCoor (Vector(-1, -1, -1));
897
898  printf("World::debug() - shift\n");
899  p1->debug ();
900  p2->debug ();
901  p3->debug ();
902  p4->debug ();
903
904  p1->update (0);
905
906  printf ("World::debug() - update\n");
907  p1->debug ();
908  p2->debug ();
909  p3->debug ();
910  p4->debug ();
911
912  p2->shiftCoor (Vector(-1, -1, -1));
913  p1->update (0);
914
915  p1->debug ();
916  p2->debug ();
917  p3->debug ();
918  p4->debug ();
919
920  p2->setAbsCoor (Vector(1,2,3));
921
922
923 p1->update (0);
924
925  p1->debug ();
926  p2->debug ();
927  p3->debug ();
928  p4->debug ();
929
930  delete p1;
931
932
933  /*
934  WorldEntity* entity;
935  printf("counting all entities\n");
936  printf("World::debug() - enumerate()\n");
937  entity = entities->enumerate();
938  while( entity != NULL )
939    {
940      if( entity->bDraw ) printf("got an entity\n");
941      entity = entities->nextElement();
942    }
943  */
944}
945
946
947/**
948  \brief main loop of the world: executing all world relevant function
949
950  in this loop we synchronize (if networked), handle input events, give the heart-beat to
951  all other member-entities of the world (tick to player, enemies etc.), checking for
952  collisions drawing everything to the screen.
953*/
954void World::mainLoop()
955{
956  this->lastFrame = SDL_GetTicks ();
957  PRINTF(3)("World::mainLoop() - Entering main loop\n");
958  while( !this->bQuitOrxonox && !this->bQuitCurrentGame) /* \todo implement pause */
959    {
960      ++this->cycle;
961      PRINTF(3)("World::mainloop() - number of entities: %i\n", this->entities->getSize());
962      // Network
963      this->synchronize ();
964      // Process input
965      this->handleInput ();
966      if( this->bQuitCurrentGame || this->bQuitOrxonox)
967          break;
968      // Process time
969      this->tick ();
970      // Update the state
971      this->update ();
972      // Process collision
973      this->collide ();
974      // Draw
975      this->display ();
976
977      //      for( int i = 0; i < 5000000; i++) {}
978      /* \todo this is to slow down the program for openGl Software emulator computers, reimplement*/
979    }
980  PRINTF(3)("World::mainLoop() - Exiting the main loop\n");
981}
982
983
984/**
985   \brief synchronize local data with remote data
986*/
987void World::synchronize ()
988{
989  // Get remote input
990  // Update synchronizables
991}
992
993
994/**
995   \brief run all input processing
996
997   the command node is the central input event dispatcher. the node uses the even-queue from
998   sdl and has its own event-passing-queue.
999*/
1000void World::handleInput ()
1001{
1002  // localinput
1003  //CommandNode* cn = Orxonox::getInstance()->getLocalInput();
1004  //cn->process();
1005
1006  EventHandler::getInstance()->process();
1007
1008  // remoteinput
1009}
1010
1011
1012/**
1013   \brief advance the timeline
1014
1015   this calculates the time used to process one frame (with all input handling, drawing, etc)
1016   the time is mesured in ms and passed to all world-entities and other classes that need
1017   a heart-beat.
1018*/
1019void World::tick ()
1020{
1021  Uint32 currentFrame = SDL_GetTicks();
1022  if(!this->bPause)
1023    {
1024      this->dt = currentFrame - this->lastFrame;
1025
1026      if( this->dt > 0)
1027        {
1028          float fps = 1000/dt;
1029
1030          // temporary, only for showing how fast the text-engine is
1031          char tmpChar[20];
1032          sprintf(tmpChar, "fps: %4.0f", fps);
1033        }
1034      else
1035        {
1036          /* the frame-rate is limited to 100 frames per second, all other things are for
1037             nothing.
1038          */
1039          PRINTF(2)("fps = 1000 - frame rate is adjusted\n");
1040          SDL_Delay(10);
1041          this->dt = 10;
1042        }
1043      //this->timeSlice (dt);
1044
1045      /* function to let all entities tick (iterate through list) */
1046      this->dtS = (float)this->dt / 1000.0;
1047      this->gameTime += this->dtS;
1048      //entity = entities->enumerate();
1049      tIterator<WorldEntity>* iterator = this->entities->getIterator();
1050      WorldEntity* entity = iterator->nextElement();
1051      while( entity != NULL)
1052        {
1053          entity->tick (this->dtS);
1054          entity = iterator->nextElement();
1055        }
1056      delete iterator;
1057
1058      /* update tick the rest */
1059      this->trackManager->tick(this->dt);
1060      this->localCamera->tick(this->dt);
1061      // tick the engines
1062      AnimationPlayer::getInstance()->tick(this->dtS);
1063      if (this->cycle > 5)
1064        PhysicsEngine::getInstance()->tick(this->dtS);
1065
1066      ParticleEngine::getInstance()->tick(this->dtS);
1067      GarbageCollector::getInstance()->tick(this->dtS);
1068
1069      /** actualy the Graphics Engine should tick the world not the other way around...
1070         but since we like the things not too complicated we got it this way around
1071         until there is need or time to do it the other way around.
1072         \todo: GraphicsEngine ticks world: separation of processes and data...
1073      */
1074      GraphicsEngine::getInstance()->tick(this->dtS);
1075    }
1076  this->lastFrame = currentFrame;
1077}
1078
1079
1080/**
1081   \brief this function gives the world a consistant state
1082
1083   after ticking (updating the world state) this will give a constistant
1084   state to the whole system.
1085*/
1086void World::update()
1087{
1088  this->garbageCollector->update();
1089  this->nullParent->update (this->dtS);
1090
1091  SoundEngine::getInstance()->update();
1092}
1093
1094
1095/**
1096   \brief render the current frame
1097
1098   clear all buffers and draw the world
1099*/
1100void World::display ()
1101{
1102  // clear buffer
1103  glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
1104  // set camera
1105  this->localCamera->apply ();
1106  // draw world
1107  this->draw();
1108  // draw HUD
1109  /* \todo draw HUD */
1110  // flip buffers
1111  SDL_GL_SwapBuffers();
1112  //SDL_Surface* screen = Orxonox::getInstance()->getScreen ();
1113  //SDL_Flip (screen);
1114}
1115
1116
1117/**
1118   \brief add and spawn a new entity to this world
1119   \param entity to be added
1120*/
1121void World::spawn(WorldEntity* entity)
1122{
1123  this->entities->add (entity);
1124  entity->postSpawn ();
1125}
1126
1127
1128/**
1129   \brief add and spawn a new entity to this world
1130   \param entity to be added
1131   \param absCoor At what coordinates to add this entity.
1132   \param absDir In which direction should it look.
1133*/
1134void World::spawn(WorldEntity* entity, Vector* absCoor, Quaternion* absDir)
1135{
1136  this->entities->add (entity);
1137
1138  entity->setAbsCoor (*absCoor);
1139  entity->setAbsDir (*absDir);
1140
1141  entity->postSpawn ();
1142}
1143
1144
1145/**
1146   \brief add and spawn a new entity to this world
1147   \param entity to be added
1148   \param entity to be added to (PNode)
1149   \param At what relative  coordinates to add this entity.
1150   \param In which relative direction should it look.
1151*/
1152void World::spawn(WorldEntity* entity, PNode* parentNode,
1153                  Vector* relCoor, Quaternion* relDir,
1154                  int parentingMode)
1155{
1156  this->nullParent = NullParent::getInstance();
1157  if( parentNode != NULL)
1158    {
1159      parentNode->addChild (entity);
1160
1161      entity->setRelCoor (*relCoor);
1162      entity->setRelDir (*relDir);
1163      entity->setParentMode(parentingMode);
1164
1165      this->entities->add (entity);
1166
1167      entity->postSpawn ();
1168    }
1169}
1170
1171
1172
1173/**
1174  \brief commands that the world must catch
1175  \returns false if not used by the world
1176*/
1177bool World::command(Command* cmd)
1178{
1179  if( !strcmp( cmd->cmd, CONFIG_NAME_VIEW0)) this->localCamera->setViewMode(VIEW_NORMAL);
1180  else if( !strcmp( cmd->cmd, CONFIG_NAME_VIEW1)) this->localCamera->setViewMode(VIEW_BEHIND);
1181  else if( !strcmp( cmd->cmd, CONFIG_NAME_VIEW2)) this->localCamera->setViewMode(VIEW_FRONT);
1182  else if( !strcmp( cmd->cmd, CONFIG_NAME_VIEW3)) this->localCamera->setViewMode(VIEW_LEFT);
1183  else if( !strcmp( cmd->cmd, CONFIG_NAME_VIEW4)) this->localCamera->setViewMode(VIEW_RIGHT);
1184  else if( !strcmp( cmd->cmd, CONFIG_NAME_VIEW5)) this->localCamera->setViewMode(VIEW_TOP);
1185  return false;
1186}
1187
1188void World::setPath( const char* name)
1189{
1190  if (this->path)
1191    delete this->path;
1192  if (ResourceManager::isFile(name))
1193  {
1194    this->path = new char[strlen(name)+1];
1195    strcpy(this->path, name);
1196  }
1197  else
1198    {
1199      this->path = new char[strlen(ResourceManager::getInstance()->getDataDir()) + strlen(name) +1];
1200      sprintf(this->path, "%s%s", ResourceManager::getInstance()->getDataDir(), name);
1201    }
1202}
1203
1204const char* World::getPath( void)
1205{
1206  return path;
1207}
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