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source: orxonox.OLD/orxonox/trunk/src/story_entities/world.cc @ 4571

Last change on this file since 4571 was 4571, checked in by bensch, 19 years ago

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