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source: orxonox.OLD/trunk/src/story_entities/game_world.cc @ 6988

Last change on this file since 6988 was 6988, checked in by bensch, 18 years ago

orxonox/trunk: soundEngine works again

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[6352]1/*
2   orxonox - the future of 3D-vertical-scrollers
3
4   Copyright (C) 2004 orx
5
6   This program is free software; you can redistribute it and/or modify
7   it under the terms of the GNU General Public License as published by
8   the Free Software Foundation; either version 2, or (at your option)
9   any later version.
10
11   ### File Specific:
12   main-programmer: Patrick Boenzli
13   co-programmer: Christian Meyer
14   co-programmer: Benjamin Grauer
15*/
16
17#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WORLD
18
[6358]19#include "game_world.h"
[6402]20#include "game_world_data.h"
[6352]21
22#include "resource_manager.h"
23#include "state.h"
[6404]24#include "class_list.h"
25#include "substring.h"
[6352]26
[6404]27#include "game_loader.h"
28
[6352]29#include "p_node.h"
30#include "world_entity.h"
31#include "player.h"
32#include "camera.h"
33#include "environment.h"
34#include "terrain.h"
35#include "test_entity.h"
36#include "terrain.h"
[6404]37#include "md2Model.h"
[6434]38#include "world_entities/projectiles/projectile.h"
[6404]39#include "npcs/npc_test1.h"
40#include "playable.h"
41
[6352]42#include "light.h"
[6404]43
44#include "factory.h"
45#include "fast_factory.h"
[6352]46#include "load_param.h"
[6404]47#include "shell_command.h"
[6352]48
49#include "graphics_engine.h"
[6404]50#include "event_handler.h"
51#include "sound_engine.h"
52#include "cd_engine.h"
53#include "network_manager.h"
[6352]54#include "physics_engine.h"
55#include "fields.h"
56
57#include "glmenu_imagescreen.h"
[6404]58#include "shell.h"
[6352]59
[6404]60#include "animation_player.h"
[6352]61#include "animation3d.h"
62
63#include "ogg_player.h"
[6404]64#include "shader.h"
[6352]65
66
[6404]67using namespace std;
[6352]68
69
[6358]70SHELL_COMMAND(speed, GameWorld, setSpeed);
71SHELL_COMMAND(togglePNodeVisibility, GameWorld, togglePNodeVisibility);
72SHELL_COMMAND(toggleBVVisibility, GameWorld, toggleBVVisibility);
[6352]73
74
75
[6358]76GameWorld::GameWorld(const TiXmlElement* root)
[6402]77    : StoryEntity()
[6352]78{
[6368]79  this->setClassID(CL_GAME_WORLD, "GameWorld");
80  this->setName("Preloaded World - no name yet");
81
82  this->gameTime = 0.0f;
[6370]83  this->setSpeed(1.0f);
[6368]84  this->shell = NULL;
85
86  this->showPNodes = false;
87  this->showBV = false;
88
[6845]89  this->dataXML = NULL;
[6352]90  this->path = NULL;
91}
92
93/**
[6358]94 *  remove the GameWorld from memory
[6352]95 *
96 *  delete everything explicitly, that isn't contained in the parenting tree!
97 *  things contained in the tree are deleted automaticaly
98 */
[6358]99GameWorld::~GameWorld ()
[6352]100{
[6408]101  PRINTF(4)("Deleted GameWorld\n");
[6352]102}
103
104
105
106/**
[6358]107 * loads the parameters of a GameWorld from an XML-element
[6352]108 * @param root the XML-element to load from
109 */
[6358]110void GameWorld::loadParams(const TiXmlElement* root)
[6352]111{
[6512]112  StoryEntity::loadParams(root);
[6352]113
[6358]114  LoadParam(root, "path", this, GameWorld, setPath)
[6835]115      .describe("The Filename of this GameWorld (relative from the data-dir)");
[6376]116
117  PRINTF(4)("Loaded GameWorld specific stuff\n");
[6352]118}
119
[6368]120
[6352]121/**
122 * this is executed just before load
123 *
124 * since the load function sometimes needs data, that has been initialized
125 * before the load and after the proceeding storyentity has finished
126*/
[6370]127ErrorMessage GameWorld::init()
[6352]128{
129  this->cycle = 0;
130  /* init the world interface */
131  this->shell = new Shell();
132
[6498]133  State::setCurrentStoryEntity(dynamic_cast<StoryEntity*>(this));
[6407]134  this->dataTank->init();
[6352]135}
136
137
138/**
[6358]139 *  loads the GameWorld by initializing all resources, and set their default values.
[6352]140 */
[6372]141ErrorMessage GameWorld::loadData()
[6352]142{
[6370]143  this->displayLoadScreen();
144
[6407]145  PRINTF(0)("Loading the GameWorld\n");
146
[6352]147  PRINTF(3)("> Loading world: '%s'\n", getPath());
148  TiXmlElement* element;
149  GameLoader* loader = GameLoader::getInstance();
150
151  if( getPath() == NULL)
[6402]152  {
[6634]153    PRINTF(1)("GameWorld has no path specified for loading\n");
[6402]154    return (ErrorMessage){213,"Path not specified","GameWorld::load()"};
155  }
[6352]156
157  TiXmlDocument* XMLDoc = new TiXmlDocument( getPath());
[6402]158  // load the xml world file for further loading
[6352]159  if( !XMLDoc->LoadFile())
160  {
161    PRINTF(1)("loading XML File: %s @ %s:l%d:c%d\n", XMLDoc->ErrorDesc(), this->getPath(), XMLDoc->ErrorRow(), XMLDoc->ErrorCol());
162    delete XMLDoc;
[6358]163    return (ErrorMessage){213,"XML File parsing error","GameWorld::load()"};
[6352]164  }
165  // check basic validity
166  TiXmlElement* root = XMLDoc->RootElement();
167  assert( root != NULL);
168  if( root == NULL || root->Value() == NULL || strcmp( root->Value(), "WorldDataFile"))
169  {
[6402]170    // report an error
171    PRINTF(1)("Specified XML File is not an orxonox world data file (WorldDataFile element missing)\n");
172    delete XMLDoc;
173    return (ErrorMessage){213,"Path not a WorldDataFile","GameWorld::load()"};
[6352]174  }
[6402]175  /* the whole loading process for the GameWorld */
[6407]176  this->dataTank->loadData(root);
[6845]177  this->dataXML = (TiXmlElement*)root->Clone();
[6352]178
[6402]179  delete XMLDoc;
[6386]180  this->releaseLoadScreen();
[6352]181}
182
183
184/**
[6387]185 *  unload the data of this GameWorld
186 */
187ErrorMessage GameWorld::unloadData()
188{
189  delete this->shell;
190  PRINTF(3)("GameWorld::~GameWorld() - unloading the current GameWorld\n");
191
[6981]192  this->dataTank->unloadData();
193
[6988]194  State::setCurrentStoryEntity(NULL);
[6845]195  if (this->dataXML)
196    delete this->dataXML;
197
[6387]198}
199
200
201/**
[6358]202 *  starts the GameWorld
[6352]203 */
[6387]204bool GameWorld::start()
[6352]205{
[6386]206  this->isPaused = false;
207  this->isRunning = true;
[6387]208
209  this->run();
[6352]210}
211
[6402]212
[6352]213/**
214 *  stops the world.
[6402]215 */
[6387]216bool GameWorld::stop()
[6352]217{
[6358]218  PRINTF(3)("GameWorld::stop() - got stop signal\n");
[6386]219  this->isRunning = false;
[6352]220}
221
[6402]222
[6352]223/**
[6402]224 *  pauses the game
225 */
[6387]226bool GameWorld::pause()
[6352]227{
228  this->isPaused = true;
229}
230
[6402]231
[6352]232/**
233 *  ends the pause Phase
[6409]234 */
[6387]235bool GameWorld::resume()
[6352]236{
237  this->isPaused = false;
238}
239
240
241/**
[6402]242 *  main loop of the world: executing all world relevant function
243 *
244 * in this loop we synchronize (if networked), handle input events, give the heart-beat to
245 * all other member-entities of the world (tick to player, enemies etc.), checking for
246 * collisions drawing everything to the screen.
247 */
248void GameWorld::run()
[6352]249{
[6634]250  /* start the music */
251  if(this->dataTank->music != NULL)
252    this->dataTank->music->playback();
253
[6402]254  this->lastFrame = SDL_GetTicks ();
255  PRINTF(3)("GameWorld::mainLoop() - Entering main loop\n");
[6352]256
[6402]257  while( this->isRunning) /* @todo implement pause */
258  {
259    ++this->cycle;
260    /* process intput */
261    this->handleInput ();
262    if( !this->isRunning)
263      break;
[6386]264
[6402]265    /* network synchronisation */
266    this->synchronize ();
267    /* process time */
268    this->tick ();
269    /* process collision */
270    this->collide ();
271    /* update the state */
272    this->update ();
273    /* draw everything */
274    this->display ();
275  }
276
277  PRINTF(3)("GameWorld::mainLoop() - Exiting the main loop\n");
[6352]278}
279
280
281/**
282 *  synchronize local data with remote data
283*/
[6358]284void GameWorld::synchronize ()
[6402]285{}
[6352]286
287
288/**
289 *  run all input processing
290
291   the command node is the central input event dispatcher. the node uses the even-queue from
292   sdl and has its own event-passing-queue.
293*/
[6358]294void GameWorld::handleInput ()
[6352]295{
296  EventHandler::getInstance()->process();
297}
298
[6402]299
300/**
301 *  ticks a WorldEntity list
302 * @param entityList list of the WorldEntities
303 * @param dt time passed since last frame
304 */
[6358]305void GameWorld::tick(std::list<WorldEntity*> entityList, float dt)
[6352]306{
[6710]307  std::list<WorldEntity*>::iterator entity, next;
308  next = entityList.begin();
309  while (next != entityList.end())
310  {
311    entity = next++;
[6352]312    (*entity)->tick(dt);
[6710]313  }
[6352]314}
315
316/**
317 *  advance the timeline
[6402]318 *
319 * this calculates the time used to process one frame (with all input handling, drawing, etc)
320 * the time is mesured in ms and passed to all world-entities and other classes that need
321 * a heart-beat.
322 */
[6358]323void GameWorld::tick ()
[6352]324{
325  Uint32 currentFrame = SDL_GetTicks();
[6402]326
[6386]327  if( !this->isPaused)
[6402]328  {
329    this->dt = currentFrame - this->lastFrame;
330
331    /* limit the the frame rate to 100 frames per second (fps) */
332    if( this->dt < 10)
[6352]333    {
[6402]334      /* the frame-rate is limited to 100 frames per second, all other things are for nothing. */
[6412]335      //PRINTF(0)("fps = 1000 - frame rate is adjusted\n");
[6402]336      SDL_Delay(10 - dt);
337      this->dt = 10;
338    }
[6352]339
[6402]340    this->dtS = (float)this->dt / 1000.0f * this->speed;
341    this->gameTime += this->dtS;
[6352]342
[6407]343    this->tick(this->dataTank->objectManager->getObjectList(OM_DEAD_TICK), this->dtS);
[6457]344    this->tick(this->dataTank->objectManager->getObjectList(OM_ENVIRON), this->dtS);
[6407]345    this->tick(this->dataTank->objectManager->getObjectList(OM_COMMON), this->dtS);
346    this->tick(this->dataTank->objectManager->getObjectList(OM_GROUP_00), this->dtS);
[6433]347    this->tick(this->dataTank->objectManager->getObjectList(OM_GROUP_00_PROJ), this->dtS);
[6407]348    this->tick(this->dataTank->objectManager->getObjectList(OM_GROUP_01), this->dtS);
349    this->tick(this->dataTank->objectManager->getObjectList(OM_GROUP_01_PROJ), this->dtS);
[6352]350
[6402]351    /* update tick the rest */
[6407]352    this->dataTank->localCamera->tick(this->dtS);
[6402]353    AnimationPlayer::getInstance()->tick(this->dtS);
354    PhysicsEngine::getInstance()->tick(this->dtS);
[6352]355
[6402]356    GraphicsEngine::getInstance()->tick(this->dtS);
357  }
[6352]358  this->lastFrame = currentFrame;
359}
360
361
362/**
363 *  this function gives the world a consistant state
[6402]364 *
365 * after ticking (updating the world state) this will give a constistant
366 * state to the whole system.
367 */
[6358]368void GameWorld::update()
[6352]369{
370  GraphicsEngine::getInstance()->update(this->dtS);
371  PNode::getNullParent()->updateNode (this->dtS);
372  SoundEngine::getInstance()->update();
[6827]373
374  if (this->dataTank->music != NULL)
375    this->dataTank->music->update();
[6352]376}
377
378
[6402]379/**
380 * kicks the CDEngine to detect the collisions between the object groups in the world
381 */
[6358]382void GameWorld::collide()
[6352]383{
[6407]384  CDEngine::getInstance()->checkCollisions(this->dataTank->objectManager->getObjectList(OM_GROUP_00),
[6433]385  this->dataTank->objectManager->getObjectList(OM_GROUP_01_PROJ));
[6407]386  CDEngine::getInstance()->checkCollisions(this->dataTank->objectManager->getObjectList(OM_GROUP_01),
[6433]387  this->dataTank->objectManager->getObjectList(OM_GROUP_00_PROJ));
388
389  CDEngine::getInstance()->checkCollisions(this->dataTank->objectManager->getObjectList(OM_GROUP_01),
[6407]390      this->dataTank->objectManager->getObjectList(OM_COMMON));
[6352]391}
392
393/**
394 *  render the current frame
[6402]395 *
396 * clear all buffers and draw the world
397 */
[6358]398void GameWorld::display ()
[6352]399{
400  // clear buffer
401  glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
402  // draw world
403  this->draw();
404  // flip buffers
405  GraphicsEngine::swapBuffers();
406}
407
408
409/**
410 *  runs through all entities calling their draw() methods
411 */
[6358]412void GameWorld::draw ()
[6352]413{
414  GraphicsEngine* engine = GraphicsEngine::getInstance();
[6402]415
[6780]416  // set camera
417  this->dataTank->localCamera->apply ();
[6416]418
419  /* draw all WorldEntiy groups */
420  engine->draw(State::getObjectManager()->getObjectList(OM_ENVIRON_NOTICK));
421  engine->draw(State::getObjectManager()->getObjectList(OM_ENVIRON));
422  engine->draw(State::getObjectManager()->getObjectList(OM_COMMON));
423  engine->draw(State::getObjectManager()->getObjectList(OM_GROUP_00));
[6433]424  engine->draw(State::getObjectManager()->getObjectList(OM_GROUP_00_PROJ));
[6416]425  engine->draw(State::getObjectManager()->getObjectList(OM_GROUP_01));
426  engine->draw(State::getObjectManager()->getObjectList(OM_GROUP_01_PROJ));
427
[6780]428
[6402]429  if( unlikely( this->showBV))
430  {
431    CDEngine* engine = CDEngine::getInstance();
432    engine->drawBV(State::getObjectManager()->getObjectList(OM_ENVIRON_NOTICK));
433    engine->drawBV(State::getObjectManager()->getObjectList(OM_ENVIRON));
434    engine->drawBV(State::getObjectManager()->getObjectList(OM_COMMON));
435    engine->drawBV(State::getObjectManager()->getObjectList(OM_GROUP_00));
436    engine->drawBV(State::getObjectManager()->getObjectList(OM_GROUP_01));
437    engine->drawBV(State::getObjectManager()->getObjectList(OM_GROUP_01_PROJ));
438  }
[6416]439
[6402]440  if( unlikely(this->showPNodes))
441    PNode::getNullParent()->debugDraw(0);
442
[6780]443  engine->draw();
[6352]444}
445
446
447/**
[6366]448 *  sets the track path of this world
449 * @param name the name of the path
450 */
[6358]451void GameWorld::setPath( const char* name)
[6352]452{
453  if (this->path)
454    delete this->path;
455  if (ResourceManager::isFile(name))
456  {
457    this->path = new char[strlen(name)+1];
458    strcpy(this->path, name);
459  }
460  else
[6402]461  {
462    this->path = new char[strlen(ResourceManager::getInstance()->getDataDir()) + strlen(name) +1];
463    sprintf(this->path, "%s%s", ResourceManager::getInstance()->getDataDir(), name);
464  }
[6352]465}
466
[6387]467
[6402]468/**
469 *  shows the loading screen
470 */
471void GameWorld::displayLoadScreen ()
[6387]472{
[6402]473  PRINTF(3)("GameWorld::displayLoadScreen - start\n");
[6407]474  this->dataTank->glmis = new GLMenuImageScreen();
475  this->dataTank->glmis->setMaximum(8);
[6402]476  PRINTF(3)("GameWorld::displayLoadScreen - end\n");
[6387]477}
478
479
[6402]480/**
481 *  removes the loadscreen, and changes over to the game
482 */
483void GameWorld::releaseLoadScreen ()
[6387]484{
[6402]485  PRINTF(3)("GameWorld::releaseLoadScreen - start\n");
[6407]486  this->dataTank->glmis->setValue(this->dataTank->glmis->getMaximum());
[6402]487  PRINTF(3)("GameWorld::releaseLoadScreen - end\n");
[6387]488}
489
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