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source: orxonox.OLD/orxonox/trunk/src/story_entities/world.cc @ 4597

Last change on this file since 4597 was 4597, checked in by bensch, 19 years ago

orxonox/trunk: setClassID implemented in all files

File size: 31.0 KB
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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  // printing out some debug stuff
523  NullParent::getInstance()->debug(0);
524  this->localPlayer->whatIs();
525  this->whatIs();
526  GraphicsEngine::getInstance()->whatIs();
527}
528
529
530
531/**
532   \brief loads the debug world: only for experimental stuff
533*/
534void World::loadDebugWorld(int worldID)
535{
536  /*monitor progress*/
537  this->glmis->step();
538  // stuff beyond this point remains to be loaded properly
539
540  // initializing the TrackManager
541  this->trackManager = TrackManager::getInstance();
542  //trackManager->addPointV(Vector(0,0,0));
543  trackManager->addPointV(Vector(150, -35, 5));
544  trackManager->addPointV(Vector(200,-35, 5));
545  trackManager->addPointV(Vector(250, -35, 5));
546  trackManager->addPointV(Vector(320,-33,-.55));
547  trackManager->setDuration(1);
548  trackManager->setSavePoint();
549
550  trackManager->addPointV(Vector(410, 0, 0));
551  trackManager->addPointV(Vector(510, 20, -10));
552  trackManager->addPointV(Vector(550, 20, -10));
553  trackManager->addPointV(Vector(570, 20, -10));
554  trackManager->setDuration(2);
555
556  trackManager->forkS("testFork1,testFork2");
557  trackManager->workOnS("testFork1");
558  trackManager->addPointV(Vector(640, 25, -30));
559  trackManager->addPointV(Vector(700, 40, -120));
560  trackManager->addPointV(Vector(800, 50, -150));
561  trackManager->addPointV(Vector(900, 60, -100));
562  trackManager->addPointV(Vector(900, 60, -70));
563  trackManager->addPointV(Vector(990, 65, -15));
564  trackManager->addPointV(Vector(1050, 65, -10));
565  trackManager->addPointV(Vector(1100, 65, -20));
566  trackManager->setDuration(4);
567
568  trackManager->workOnS("testFork2");
569  trackManager->addPointV(Vector(640, 25, 20));
570  trackManager->addPointV(Vector(670, 50, 120));
571  trackManager->addPointV(Vector(700, 70, 80));
572  trackManager->addPointV(Vector(800, 70, 65));
573  trackManager->addPointV(Vector(850, 65, 65));
574  trackManager->addPointV(Vector(920, 35, 40));
575  trackManager->addPointV(Vector(945, 40, 40));
576  trackManager->addPointV(Vector(970, 24, 40));
577  trackManager->addPointV(Vector(1000, 40, -7));
578
579  trackManager->setDuration(4);
580
581
582  trackManager->joinS("testFork1,testFork2");
583
584  trackManager->addPointV(Vector(1200, 60, -50));
585  trackManager->addPointV(Vector(1300, 50, -50));
586  trackManager->addPointV(Vector(1400, 40, -50));
587  trackManager->addPointV(Vector(1500, 40, -60));
588  trackManager->addPointV(Vector(1600, 35, -55));
589  trackManager->addPointV(Vector(1700, 45, -40));
590  trackManager->addPointV(Vector(1750, 60, -40));
591  trackManager->addPointV(Vector(1770, 80, -40));
592  trackManager->addPointV(Vector(1800, 100, -40));
593  trackManager->setDuration(10);
594
595  trackManager->finalize();
596
597
598  // LIGHT initialisation
599  lightMan->setAmbientColor(.1,.1,.1);
600  lightMan->addLight();
601  lightMan->debug();
602
603  switch(this->debugWorldNr)
604    {
605      /*
606        this loads the hard-coded debug world. this only for simplicity and will be
607        removed by a reald world-loader, which interprets a world-file.
608        if you want to add an own debug world, just add a case DEBUG_WORLD_[nr] and
609        make whatever you want...
610      */
611    case DEBUG_WORLD_0:
612      {
613        lightMan->setPosition(-5.0, 10.0, -40.0);
614
615
616        this->localPlayer = new Player ();
617        this->localPlayer->setName ("player");
618        this->spawn (this->localPlayer);
619        this->localPlayer->setRelCoor(Vector(5,0,0));
620        /*monitor progress*/
621        this->glmis->step();
622
623
624        this->eventHandler->subscribe(this->localPlayer, ES_GAME, KeyMapper::PEV_FIRE1);
625        this->eventHandler->subscribe(this->localPlayer, ES_GAME, KeyMapper::PEV_NEXT_WEAPON);
626        this->eventHandler->subscribe(this->localPlayer, ES_GAME, KeyMapper::PEV_PREVIOUS_WEAPON);
627
628        /*
629        Field* testField = new Gravity();
630        testField->setMagnitude(10);
631        new PhysicsConnection(this->localPlayer, testField);
632        */
633
634        // bind camera
635        this->localCamera = new Camera();
636        this->localCamera->setName ("camera");
637        /*monitor progress*/
638        this->glmis->step();
639
640
641        // Create SkySphere
642        this->sky = new Skysphere("pictures/sky-replace.jpg");
643        this->sky->setName("SkySphere");
644        this->spawn(this->sky);
645        this->localCamera->addChild(this->sky);
646        this->sky->setParentMode(PNODE_MOVEMENT);
647        /*monitor progress*/
648        this->glmis->step();
649
650
651        terrain = new Terrain("worlds/newGround.obj");
652        terrain->setRelCoor(Vector(0,-10,0));
653        this->spawn(terrain);
654        /*monitor progress*/
655        this->glmis->step();
656
657        this->pilotNode = new PilotNode();
658        this->spawn(this->pilotNode);
659        this->pilotNode->setAbsCoor(Vector(150, -35, 5));
660        this->pilotNode->addChild(this->localPlayer);
661        this->pilotNode->addChild(this->localCamera);
662        this->localCamera->lookAt(this->localPlayer);
663
664        this->eventHandler->subscribe(this->pilotNode, ES_GAME, KeyMapper::PEV_UP);
665        this->eventHandler->subscribe(this->pilotNode, ES_GAME, KeyMapper::PEV_DOWN);
666        this->eventHandler->subscribe(this->pilotNode, ES_GAME, KeyMapper::PEV_LEFT);
667        this->eventHandler->subscribe(this->pilotNode, ES_GAME, KeyMapper::PEV_RIGHT);
668        this->eventHandler->subscribe(this->pilotNode, ES_GAME, EV_MOUSE_MOTION);
669
670        // bind input
671        Orxonox *orx = Orxonox::getInstance ();
672        //orx->getLocalInput()->bind (this->pilotNode);
673
674        /*
675        PNode* tn = trackManager->getTrackNode();
676        tn->addChild(this->localPlayer);
677        this->localCamera->lookAt(tn);
678
679        tn->addChild(this->localCamera);
680        this->localPlayer->setParentMode(PNODE_ALL);
681        trackManager->condition(2, LEFTRIGHT, this->localPlayer);
682        */
683        this->glmis->step();
684        break;
685      }
686    case DEBUG_WORLD_1:
687      {
688
689        break;
690      }
691    case DEBUG_WORLD_2:
692      {
693
694        break;
695      }
696    default:
697      break;
698    }
699}
700
701
702
703/**
704   \brief initializes a new World shortly before start
705
706   this is the function, that will be loaded shortly before the world is
707   started
708*/
709ErrorMessage World::init()
710{
711  this->bPause = false;
712  this->pilotNode = NULL;
713}
714
715
716/**
717   \brief starts the World
718*/
719ErrorMessage World::start()
720{
721  PRINTF(3)("World::start() - starting current World: nr %i\n", this->debugWorldNr);
722  this->bQuitOrxonox = false;
723  this->bQuitCurrentGame = false;
724  this->mainLoop();
725}
726
727/**
728   \brief stops the world.
729
730   This happens, when the player decides to end the Level.
731*/
732ErrorMessage World::stop()
733{
734  PRINTF(3)("World::stop() - got stop signal\n");
735  this->bQuitCurrentGame = true;
736}
737
738/**
739   \brief pauses the Game
740*/
741ErrorMessage World::pause()
742{
743  this->isPaused = true;
744}
745
746/**
747   \brief ends the pause Phase
748*/
749ErrorMessage World::resume()
750{
751  this->isPaused = false;
752}
753
754/**
755   \brief destroys the World
756*/
757ErrorMessage World::destroy()
758{
759
760}
761
762/**
763   \brief shows the loading screen
764*/
765void World::displayLoadScreen ()
766{
767  PRINTF(3)("World::displayLoadScreen - start\n");
768
769  //GLMenuImageScreen*
770  this->glmis = new GLMenuImageScreen();
771  this->glmis->setMaximum(8);
772
773  PRINTF(3)("World::displayLoadScreen - end\n");
774}
775
776/**
777   \brief removes the loadscreen, and changes over to the game
778
779   \todo take out the delay
780*/
781void World::releaseLoadScreen ()
782{
783  PRINTF(3)("World::releaseLoadScreen - start\n");
784  this->glmis->setValue(this->glmis->getMaximum());
785  PRINTF(3)("World::releaseLoadScreen - end\n");
786  delete this->glmis;
787}
788
789
790/**
791   \brief gets the list of entities from the world
792   \returns entity list
793*/
794tList<WorldEntity>* World::getEntities()
795{
796  return this->entities;
797}
798
799
800/**
801   \brief this returns the current game time
802   \returns elapsed game time
803*/
804double World::getGameTime()
805{
806  return this->gameTime;
807}
808
809
810/**
811    \brief checks for collisions
812
813    This method runs through all WorldEntities known to the world and checks for collisions
814    between them. In case of collisions the collide() method of the corresponding entities
815    is called.
816*/
817void World::collide ()
818{
819  /*
820  List *a, *b;
821  WorldEntity *aobj, *bobj;
822
823  a = entities;
824
825  while( a != NULL)
826    {
827      aobj = a->nextElement();
828      if( aobj->bCollide && aobj->collisioncluster != NULL)
829        {
830          b = a->nextElement();
831          while( b != NULL )
832            {
833              bobj = b->nextElement();
834              if( bobj->bCollide && bobj->collisioncluster != NULL )
835                {
836                  unsigned long ahitflg, bhitflg;
837                  if( check_collision ( &aobj->place, aobj->collisioncluster,
838                                        &ahitflg, &bobj->place, bobj->collisioncluster,
839                                        &bhitflg) );
840                  {
841                    aobj->collide (bobj, ahitflg, bhitflg);
842                    bobj->collide (aobj, bhitflg, ahitflg);
843                  }
844                }
845              b = b->nextElement();
846            }
847        }
848      a = a->enumerate();
849    }
850  */
851}
852
853/**
854    \brief runs through all entities calling their draw() methods
855*/
856void World::draw ()
857{
858  /* draw entities */
859  WorldEntity* entity;
860  glLoadIdentity();
861  //entity = this->entities->enumerate();
862  tIterator<WorldEntity>* iterator = this->entities->getIterator();
863  entity = iterator->nextElement();
864  while( entity != NULL )
865    {
866      if( entity->bDraw ) entity->draw();
867      //entity = this->entities->nextElement();
868      entity = iterator->nextElement();
869    }
870  delete iterator;
871
872  glCallList (objectList);
873
874  particleEngine->draw(); //!< \todo should be dts like in the Trunk;
875
876  TextEngine::getInstance()->draw();
877  lightMan->draw(); // must be at the end of the drawing procedure, otherwise Light cannot be handled as PNodes //
878}
879
880
881/**
882   \brief function to put your own debug stuff into it. it can display informations about
883   the current class/procedure
884*/
885void World::debug()
886{
887  PRINTF(2)("debug() - starting debug\n");
888  PNode* p1 = NullParent::getInstance ();
889  PNode* p2 = new PNode (Vector(2, 2, 2), p1);
890  PNode* p3 = new PNode (Vector(4, 4, 4), p1);
891  PNode* p4 = new PNode (Vector(6, 6, 6), p2);
892
893  p1->debug ();
894  p2->debug ();
895  p3->debug ();
896  p4->debug ();
897
898  p1->shiftCoor (Vector(-1, -1, -1));
899
900  printf("World::debug() - shift\n");
901  p1->debug ();
902  p2->debug ();
903  p3->debug ();
904  p4->debug ();
905
906  p1->update (0);
907
908  printf ("World::debug() - update\n");
909  p1->debug ();
910  p2->debug ();
911  p3->debug ();
912  p4->debug ();
913
914  p2->shiftCoor (Vector(-1, -1, -1));
915  p1->update (0);
916
917  p1->debug ();
918  p2->debug ();
919  p3->debug ();
920  p4->debug ();
921
922  p2->setAbsCoor (Vector(1,2,3));
923
924
925 p1->update (0);
926
927  p1->debug ();
928  p2->debug ();
929  p3->debug ();
930  p4->debug ();
931
932  delete p1;
933
934
935  /*
936  WorldEntity* entity;
937  printf("counting all entities\n");
938  printf("World::debug() - enumerate()\n");
939  entity = entities->enumerate();
940  while( entity != NULL )
941    {
942      if( entity->bDraw ) printf("got an entity\n");
943      entity = entities->nextElement();
944    }
945  */
946}
947
948
949/**
950  \brief main loop of the world: executing all world relevant function
951
952  in this loop we synchronize (if networked), handle input events, give the heart-beat to
953  all other member-entities of the world (tick to player, enemies etc.), checking for
954  collisions drawing everything to the screen.
955*/
956void World::mainLoop()
957{
958  this->lastFrame = SDL_GetTicks ();
959  PRINTF(3)("World::mainLoop() - Entering main loop\n");
960  while( !this->bQuitOrxonox && !this->bQuitCurrentGame) /* \todo implement pause */
961    {
962      ++this->cycle;
963      PRINTF(3)("World::mainloop() - number of entities: %i\n", this->entities->getSize());
964      // Network
965      this->synchronize ();
966      // Process input
967      this->handleInput ();
968      if( this->bQuitCurrentGame || this->bQuitOrxonox)
969          break;
970      // Process time
971      this->tick ();
972      // Update the state
973      this->update ();
974      // Process collision
975      this->collide ();
976      // Draw
977      this->display ();
978
979      //      for( int i = 0; i < 5000000; i++) {}
980      /* \todo this is to slow down the program for openGl Software emulator computers, reimplement*/
981    }
982  PRINTF(3)("World::mainLoop() - Exiting the main loop\n");
983}
984
985
986/**
987   \brief synchronize local data with remote data
988*/
989void World::synchronize ()
990{
991  // Get remote input
992  // Update synchronizables
993}
994
995
996/**
997   \brief run all input processing
998
999   the command node is the central input event dispatcher. the node uses the even-queue from
1000   sdl and has its own event-passing-queue.
1001*/
1002void World::handleInput ()
1003{
1004  // localinput
1005  //CommandNode* cn = Orxonox::getInstance()->getLocalInput();
1006  //cn->process();
1007
1008  EventHandler::getInstance()->process();
1009
1010  // remoteinput
1011}
1012
1013
1014/**
1015   \brief advance the timeline
1016
1017   this calculates the time used to process one frame (with all input handling, drawing, etc)
1018   the time is mesured in ms and passed to all world-entities and other classes that need
1019   a heart-beat.
1020*/
1021void World::tick ()
1022{
1023  Uint32 currentFrame = SDL_GetTicks();
1024  if(!this->bPause)
1025    {
1026      this->dt = currentFrame - this->lastFrame;
1027
1028      if( this->dt > 0)
1029        {
1030          float fps = 1000/dt;
1031
1032          // temporary, only for showing how fast the text-engine is
1033          char tmpChar[20];
1034          sprintf(tmpChar, "fps: %4.0f", fps);
1035        }
1036      else
1037        {
1038          /* the frame-rate is limited to 100 frames per second, all other things are for
1039             nothing.
1040          */
1041          PRINTF(2)("fps = 1000 - frame rate is adjusted\n");
1042          SDL_Delay(10);
1043          this->dt = 10;
1044        }
1045      //this->timeSlice (dt);
1046
1047      /* function to let all entities tick (iterate through list) */
1048      this->dtS = (float)this->dt / 1000.0;
1049      this->gameTime += this->dtS;
1050      //entity = entities->enumerate();
1051      tIterator<WorldEntity>* iterator = this->entities->getIterator();
1052      WorldEntity* entity = iterator->nextElement();
1053      while( entity != NULL)
1054        {
1055          entity->tick (this->dtS);
1056          entity = iterator->nextElement();
1057        }
1058      delete iterator;
1059
1060      /* update tick the rest */
1061      this->trackManager->tick(this->dt);
1062      this->localCamera->tick(this->dt);
1063      // tick the engines
1064      AnimationPlayer::getInstance()->tick(this->dtS);
1065      if (this->cycle > 5)
1066        PhysicsEngine::getInstance()->tick(this->dtS);
1067
1068      ParticleEngine::getInstance()->tick(this->dtS);
1069      GarbageCollector::getInstance()->tick(this->dtS);
1070
1071      /** actualy the Graphics Engine should tick the world not the other way around...
1072         but since we like the things not too complicated we got it this way around
1073         until there is need or time to do it the other way around.
1074         \todo: GraphicsEngine ticks world: separation of processes and data...
1075      */
1076      GraphicsEngine::getInstance()->tick(this->dtS);
1077    }
1078  this->lastFrame = currentFrame;
1079}
1080
1081
1082/**
1083   \brief this function gives the world a consistant state
1084
1085   after ticking (updating the world state) this will give a constistant
1086   state to the whole system.
1087*/
1088void World::update()
1089{
1090  this->garbageCollector->update();
1091  this->nullParent->update (this->dtS);
1092
1093  SoundEngine::getInstance()->update();
1094}
1095
1096
1097/**
1098   \brief render the current frame
1099
1100   clear all buffers and draw the world
1101*/
1102void World::display ()
1103{
1104  // clear buffer
1105  glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
1106  // set camera
1107  this->localCamera->apply ();
1108  // draw world
1109  this->draw();
1110  // draw HUD
1111  /* \todo draw HUD */
1112  // flip buffers
1113  SDL_GL_SwapBuffers();
1114  //SDL_Surface* screen = Orxonox::getInstance()->getScreen ();
1115  //SDL_Flip (screen);
1116}
1117
1118
1119/**
1120   \brief add and spawn a new entity to this world
1121   \param entity to be added
1122*/
1123void World::spawn(WorldEntity* entity)
1124{
1125  this->entities->add (entity);
1126  entity->postSpawn ();
1127}
1128
1129
1130/**
1131   \brief add and spawn a new entity to this world
1132   \param entity to be added
1133   \param absCoor At what coordinates to add this entity.
1134   \param absDir In which direction should it look.
1135*/
1136void World::spawn(WorldEntity* entity, Vector* absCoor, Quaternion* absDir)
1137{
1138  this->entities->add (entity);
1139
1140  entity->setAbsCoor (*absCoor);
1141  entity->setAbsDir (*absDir);
1142
1143  entity->postSpawn ();
1144}
1145
1146
1147/**
1148   \brief add and spawn a new entity to this world
1149   \param entity to be added
1150   \param entity to be added to (PNode)
1151   \param At what relative  coordinates to add this entity.
1152   \param In which relative direction should it look.
1153*/
1154void World::spawn(WorldEntity* entity, PNode* parentNode,
1155                  Vector* relCoor, Quaternion* relDir,
1156                  int parentingMode)
1157{
1158  this->nullParent = NullParent::getInstance();
1159  if( parentNode != NULL)
1160    {
1161      parentNode->addChild (entity);
1162
1163      entity->setRelCoor (*relCoor);
1164      entity->setRelDir (*relDir);
1165      entity->setParentMode(parentingMode);
1166
1167      this->entities->add (entity);
1168
1169      entity->postSpawn ();
1170    }
1171}
1172
1173
1174
1175/**
1176  \brief commands that the world must catch
1177  \returns false if not used by the world
1178*/
1179bool World::command(Command* cmd)
1180{
1181  if( !strcmp( cmd->cmd, CONFIG_NAME_VIEW0)) this->localCamera->setViewMode(VIEW_NORMAL);
1182  else if( !strcmp( cmd->cmd, CONFIG_NAME_VIEW1)) this->localCamera->setViewMode(VIEW_BEHIND);
1183  else if( !strcmp( cmd->cmd, CONFIG_NAME_VIEW2)) this->localCamera->setViewMode(VIEW_FRONT);
1184  else if( !strcmp( cmd->cmd, CONFIG_NAME_VIEW3)) this->localCamera->setViewMode(VIEW_LEFT);
1185  else if( !strcmp( cmd->cmd, CONFIG_NAME_VIEW4)) this->localCamera->setViewMode(VIEW_RIGHT);
1186  else if( !strcmp( cmd->cmd, CONFIG_NAME_VIEW5)) this->localCamera->setViewMode(VIEW_TOP);
1187  return false;
1188}
1189
1190void World::setPath( const char* name)
1191{
1192  if (this->path)
1193    delete this->path;
1194  if (ResourceManager::isFile(name))
1195  {
1196    this->path = new char[strlen(name)+1];
1197    strcpy(this->path, name);
1198  }
1199  else
1200    {
1201      this->path = new char[strlen(ResourceManager::getInstance()->getDataDir()) + strlen(name) +1];
1202      sprintf(this->path, "%s%s", ResourceManager::getInstance()->getDataDir(), name);
1203    }
1204}
1205
1206const char* World::getPath( void)
1207{
1208  return path;
1209}
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