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source: orxonox.OLD/trunk/src/story_entities/game_world.cc @ 7029

Last change on this file since 7029 was 7029, checked in by bensch, 18 years ago

orxonox/trunk: element2d's should be cleanly deleted at the end now :)

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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);
[7004]71SHELL_COMMAND_STATIC(togglePNodeVisibility, GameWorld, GameWorld::togglePNodeVisibility);
72SHELL_COMMAND_STATIC(toggleBVVisibility, GameWorld, GameWorld::toggleBVVisibility);
[6352]73
74
75
[6989]76GameWorld::GameWorld()
[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}
91
92/**
[6358]93 *  remove the GameWorld from memory
[6352]94 *
95 *  delete everything explicitly, that isn't contained in the parenting tree!
96 *  things contained in the tree are deleted automaticaly
97 */
[6358]98GameWorld::~GameWorld ()
[6352]99{
[6408]100  PRINTF(4)("Deleted GameWorld\n");
[6352]101}
102
103
104
105/**
[6358]106 * loads the parameters of a GameWorld from an XML-element
[6352]107 * @param root the XML-element to load from
108 */
[6358]109void GameWorld::loadParams(const TiXmlElement* root)
[6352]110{
[6512]111  StoryEntity::loadParams(root);
[6352]112
[6376]113  PRINTF(4)("Loaded GameWorld specific stuff\n");
[6352]114}
115
[6368]116
[6352]117/**
118 * this is executed just before load
119 *
120 * since the load function sometimes needs data, that has been initialized
121 * before the load and after the proceeding storyentity has finished
122*/
[6370]123ErrorMessage GameWorld::init()
[6352]124{
125  this->cycle = 0;
126  /* init the world interface */
127  this->shell = new Shell();
128
[6498]129  State::setCurrentStoryEntity(dynamic_cast<StoryEntity*>(this));
[6407]130  this->dataTank->init();
[6352]131}
132
133
134/**
[6358]135 *  loads the GameWorld by initializing all resources, and set their default values.
[6352]136 */
[6372]137ErrorMessage GameWorld::loadData()
[6352]138{
[6370]139  this->displayLoadScreen();
140
[6407]141  PRINTF(0)("Loading the GameWorld\n");
142
[6992]143  PRINTF(3)("> Loading world: '%s'\n", getLoadFile());
[6352]144  TiXmlElement* element;
145  GameLoader* loader = GameLoader::getInstance();
146
[6992]147  if( getLoadFile() == NULL)
[6402]148  {
[6634]149    PRINTF(1)("GameWorld has no path specified for loading\n");
[6402]150    return (ErrorMessage){213,"Path not specified","GameWorld::load()"};
151  }
[6352]152
[6992]153  TiXmlDocument* XMLDoc = new TiXmlDocument( getLoadFile());
[6402]154  // load the xml world file for further loading
[6352]155  if( !XMLDoc->LoadFile())
156  {
[6992]157    PRINTF(1)("loading XML File: %s @ %s:l%d:c%d\n", XMLDoc->ErrorDesc(), this->getLoadFile(), XMLDoc->ErrorRow(), XMLDoc->ErrorCol());
[6352]158    delete XMLDoc;
[6358]159    return (ErrorMessage){213,"XML File parsing error","GameWorld::load()"};
[6352]160  }
161  // check basic validity
162  TiXmlElement* root = XMLDoc->RootElement();
163  assert( root != NULL);
164  if( root == NULL || root->Value() == NULL || strcmp( root->Value(), "WorldDataFile"))
165  {
[6402]166    // report an error
167    PRINTF(1)("Specified XML File is not an orxonox world data file (WorldDataFile element missing)\n");
168    delete XMLDoc;
169    return (ErrorMessage){213,"Path not a WorldDataFile","GameWorld::load()"};
[6352]170  }
[6402]171  /* the whole loading process for the GameWorld */
[6407]172  this->dataTank->loadData(root);
[6845]173  this->dataXML = (TiXmlElement*)root->Clone();
[6352]174
[6402]175  delete XMLDoc;
[6386]176  this->releaseLoadScreen();
[6352]177}
178
179
180/**
[6387]181 *  unload the data of this GameWorld
182 */
183ErrorMessage GameWorld::unloadData()
184{
185  delete this->shell;
186  PRINTF(3)("GameWorld::~GameWorld() - unloading the current GameWorld\n");
187
[6981]188  this->dataTank->unloadData();
189
[6988]190  State::setCurrentStoryEntity(NULL);
[6845]191  if (this->dataXML)
192    delete this->dataXML;
[6387]193}
194
195
196/**
[6358]197 *  starts the GameWorld
[6352]198 */
[6387]199bool GameWorld::start()
[6352]200{
[6386]201  this->isPaused = false;
202  this->isRunning = true;
[6387]203
204  this->run();
[6352]205}
206
[6402]207
[6352]208/**
209 *  stops the world.
[6402]210 */
[6387]211bool GameWorld::stop()
[6352]212{
[6358]213  PRINTF(3)("GameWorld::stop() - got stop signal\n");
[6386]214  this->isRunning = false;
[6352]215}
216
[6402]217
[6352]218/**
[6402]219 *  pauses the game
220 */
[6387]221bool GameWorld::pause()
[6352]222{
223  this->isPaused = true;
224}
225
[6402]226
[6352]227/**
228 *  ends the pause Phase
[6409]229 */
[6387]230bool GameWorld::resume()
[6352]231{
232  this->isPaused = false;
233}
234
235
236/**
[6402]237 *  main loop of the world: executing all world relevant function
238 *
239 * in this loop we synchronize (if networked), handle input events, give the heart-beat to
240 * all other member-entities of the world (tick to player, enemies etc.), checking for
241 * collisions drawing everything to the screen.
242 */
243void GameWorld::run()
[6352]244{
[6634]245  /* start the music */
246  if(this->dataTank->music != NULL)
247    this->dataTank->music->playback();
248
[6402]249  this->lastFrame = SDL_GetTicks ();
250  PRINTF(3)("GameWorld::mainLoop() - Entering main loop\n");
[6352]251
[6402]252  while( this->isRunning) /* @todo implement pause */
253  {
254    ++this->cycle;
255    /* process intput */
256    this->handleInput ();
257    if( !this->isRunning)
258      break;
[6386]259
[6402]260    /* network synchronisation */
261    this->synchronize ();
262    /* process time */
263    this->tick ();
264    /* process collision */
265    this->collide ();
266    /* update the state */
267    this->update ();
268    /* draw everything */
269    this->display ();
270  }
271
272  PRINTF(3)("GameWorld::mainLoop() - Exiting the main loop\n");
[6352]273}
274
275
276/**
277 *  synchronize local data with remote data
278*/
[6358]279void GameWorld::synchronize ()
[6402]280{}
[6352]281
282
283/**
284 *  run all input processing
285
286   the command node is the central input event dispatcher. the node uses the even-queue from
287   sdl and has its own event-passing-queue.
288*/
[6358]289void GameWorld::handleInput ()
[6352]290{
291  EventHandler::getInstance()->process();
292}
293
[6402]294
295/**
296 *  ticks a WorldEntity list
297 * @param entityList list of the WorldEntities
298 * @param dt time passed since last frame
299 */
[6358]300void GameWorld::tick(std::list<WorldEntity*> entityList, float dt)
[6352]301{
[6710]302  std::list<WorldEntity*>::iterator entity, next;
303  next = entityList.begin();
304  while (next != entityList.end())
305  {
306    entity = next++;
[6352]307    (*entity)->tick(dt);
[6710]308  }
[6352]309}
310
311/**
312 *  advance the timeline
[6402]313 *
314 * this calculates the time used to process one frame (with all input handling, drawing, etc)
315 * the time is mesured in ms and passed to all world-entities and other classes that need
316 * a heart-beat.
317 */
[6358]318void GameWorld::tick ()
[6352]319{
320  Uint32 currentFrame = SDL_GetTicks();
[6402]321
[6386]322  if( !this->isPaused)
[6402]323  {
324    this->dt = currentFrame - this->lastFrame;
325
326    /* limit the the frame rate to 100 frames per second (fps) */
327    if( this->dt < 10)
[6352]328    {
[6402]329      /* the frame-rate is limited to 100 frames per second, all other things are for nothing. */
[6412]330      //PRINTF(0)("fps = 1000 - frame rate is adjusted\n");
[6402]331      SDL_Delay(10 - dt);
332      this->dt = 10;
333    }
[6352]334
[6402]335    this->dtS = (float)this->dt / 1000.0f * this->speed;
336    this->gameTime += this->dtS;
[6352]337
[6407]338    this->tick(this->dataTank->objectManager->getObjectList(OM_DEAD_TICK), this->dtS);
[6457]339    this->tick(this->dataTank->objectManager->getObjectList(OM_ENVIRON), this->dtS);
[6407]340    this->tick(this->dataTank->objectManager->getObjectList(OM_COMMON), this->dtS);
341    this->tick(this->dataTank->objectManager->getObjectList(OM_GROUP_00), this->dtS);
[6433]342    this->tick(this->dataTank->objectManager->getObjectList(OM_GROUP_00_PROJ), this->dtS);
[6407]343    this->tick(this->dataTank->objectManager->getObjectList(OM_GROUP_01), this->dtS);
344    this->tick(this->dataTank->objectManager->getObjectList(OM_GROUP_01_PROJ), this->dtS);
[6352]345
[6402]346    /* update tick the rest */
[6407]347    this->dataTank->localCamera->tick(this->dtS);
[6402]348    AnimationPlayer::getInstance()->tick(this->dtS);
349    PhysicsEngine::getInstance()->tick(this->dtS);
[6352]350
[6402]351    GraphicsEngine::getInstance()->tick(this->dtS);
352  }
[6352]353  this->lastFrame = currentFrame;
354}
355
356
357/**
358 *  this function gives the world a consistant state
[6402]359 *
360 * after ticking (updating the world state) this will give a constistant
361 * state to the whole system.
362 */
[6358]363void GameWorld::update()
[6352]364{
365  GraphicsEngine::getInstance()->update(this->dtS);
366  PNode::getNullParent()->updateNode (this->dtS);
367  SoundEngine::getInstance()->update();
[6827]368
369  if (this->dataTank->music != NULL)
370    this->dataTank->music->update();
[6352]371}
372
373
[6402]374/**
375 * kicks the CDEngine to detect the collisions between the object groups in the world
376 */
[6358]377void GameWorld::collide()
[6352]378{
[6407]379  CDEngine::getInstance()->checkCollisions(this->dataTank->objectManager->getObjectList(OM_GROUP_00),
[7004]380      this->dataTank->objectManager->getObjectList(OM_GROUP_01_PROJ));
[6407]381  CDEngine::getInstance()->checkCollisions(this->dataTank->objectManager->getObjectList(OM_GROUP_01),
[7004]382      this->dataTank->objectManager->getObjectList(OM_GROUP_00_PROJ));
[6433]383
384  CDEngine::getInstance()->checkCollisions(this->dataTank->objectManager->getObjectList(OM_GROUP_01),
[6407]385      this->dataTank->objectManager->getObjectList(OM_COMMON));
[6352]386}
387
388/**
389 *  render the current frame
[6402]390 *
391 * clear all buffers and draw the world
392 */
[6358]393void GameWorld::display ()
[6352]394{
395  // clear buffer
396  glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
397  // draw world
398  this->draw();
399  // flip buffers
400  GraphicsEngine::swapBuffers();
401}
402
403
404/**
405 *  runs through all entities calling their draw() methods
406 */
[6358]407void GameWorld::draw ()
[6352]408{
409  GraphicsEngine* engine = GraphicsEngine::getInstance();
[6402]410
[6780]411  // set camera
412  this->dataTank->localCamera->apply ();
[6416]413
414  /* draw all WorldEntiy groups */
415  engine->draw(State::getObjectManager()->getObjectList(OM_ENVIRON_NOTICK));
416  engine->draw(State::getObjectManager()->getObjectList(OM_ENVIRON));
417  engine->draw(State::getObjectManager()->getObjectList(OM_COMMON));
418  engine->draw(State::getObjectManager()->getObjectList(OM_GROUP_00));
[6433]419  engine->draw(State::getObjectManager()->getObjectList(OM_GROUP_00_PROJ));
[6416]420  engine->draw(State::getObjectManager()->getObjectList(OM_GROUP_01));
421  engine->draw(State::getObjectManager()->getObjectList(OM_GROUP_01_PROJ));
422
[6780]423
[6402]424  if( unlikely( this->showBV))
425  {
426    CDEngine* engine = CDEngine::getInstance();
427    engine->drawBV(State::getObjectManager()->getObjectList(OM_ENVIRON_NOTICK));
428    engine->drawBV(State::getObjectManager()->getObjectList(OM_ENVIRON));
429    engine->drawBV(State::getObjectManager()->getObjectList(OM_COMMON));
430    engine->drawBV(State::getObjectManager()->getObjectList(OM_GROUP_00));
431    engine->drawBV(State::getObjectManager()->getObjectList(OM_GROUP_01));
432    engine->drawBV(State::getObjectManager()->getObjectList(OM_GROUP_01_PROJ));
433  }
[6416]434
[6402]435  if( unlikely(this->showPNodes))
436    PNode::getNullParent()->debugDraw(0);
437
[6780]438  engine->draw();
[6352]439}
440
441/**
[6402]442 *  shows the loading screen
443 */
444void GameWorld::displayLoadScreen ()
[6387]445{
[6402]446  PRINTF(3)("GameWorld::displayLoadScreen - start\n");
[6407]447  this->dataTank->glmis = new GLMenuImageScreen();
448  this->dataTank->glmis->setMaximum(8);
[6402]449  PRINTF(3)("GameWorld::displayLoadScreen - end\n");
[6387]450}
451
452
[6402]453/**
454 *  removes the loadscreen, and changes over to the game
455 */
456void GameWorld::releaseLoadScreen ()
[6387]457{
[6402]458  PRINTF(3)("GameWorld::releaseLoadScreen - start\n");
[6407]459  this->dataTank->glmis->setValue(this->dataTank->glmis->getMaximum());
[6402]460  PRINTF(3)("GameWorld::releaseLoadScreen - end\n");
[6387]461}
462
[7004]463
464
465/**
466 * @brief toggles the PNode visibility in the world (drawn as boxes)
467 */
468void GameWorld::togglePNodeVisibility()
469{
470  if (State::getCurrentStoryEntity() != NULL &&
471      State::getCurrentStoryEntity()->isA(CL_GAME_WORLD))
472  {
473    dynamic_cast<GameWorld*>(State::getCurrentStoryEntity())->showPNodes = !dynamic_cast<GameWorld*>(State::getCurrentStoryEntity())->showPNodes;
474  }
475  else
476    PRINTF(2)("The Current Story entity is not a GameWorld\n");
477};
478
479
480/**
481 * @brief toggles the bounding volume (BV) visibility
482*/
483void GameWorld::toggleBVVisibility()
484{
485  if (State::getCurrentStoryEntity() != NULL &&
486      State::getCurrentStoryEntity()->isA(CL_GAME_WORLD))
487  {
488    dynamic_cast<GameWorld*>(State::getCurrentStoryEntity())->showBV = !dynamic_cast<GameWorld*>(State::getCurrentStoryEntity())->showBV;
489  }
490  else
491    PRINTF(2)("The Current Story entity is not a GameWorld\n");
492};
493
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