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source: orxonox.OLD/trunk/src/story_entities/game_world.cc @ 10376

Last change on this file since 10376 was 10376, checked in by patrick, 17 years ago

merged branche ai to trunk

File size: 19.1 KB
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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   main-programmer: Benjamin Grauer
14   co-programmer: Christian Meyer
15
16*/
17
18#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WORLD
19
20#include "game_world.h"
21#include "game_world_data.h"
22
23#include "state.h"
24
25#include "util/loading/game_loader.h"
26#include "util/timer.h"
27
28#include "player.h"
29#include "camera.h"
30#include "environment.h"
31#include "terrain.h"
32#include "test_entity.h"
33#include "terrain.h"
34#include "playable.h"
35#include "environments/mapped_water.h"
36
37#include "light.h"
38
39#include "util/loading/factory.h"
40#include "util/loading/load_param_xml.h"
41#include "loading/fast_factory.h"
42#include "shell_command.h"
43
44#include "graphics_engine.h"
45#include "weather_effects/atmospheric_engine.h"
46#include "event_handler.h"
47#include "sound_engine.h"
48#include "cd_engine.h"
49#include "network_manager.h"
50#include "physics_engine.h"
51
52#include "glmenu_imagescreen.h"
53#include "shell.h"
54
55#include "ogg_player.h"
56#include "shader.h"
57#include "ai_engine.h"
58
59#include "animation_player.h"
60
61#include "game_rules.h"
62
63#include "script_class.h"
64ObjectListDefinition(GameWorld);
65CREATE_SCRIPTABLE_CLASS(GameWorld,
66                        addMethod("setPlaymode", Executor1<GameWorld, lua_State*,const std::string&>(&GameWorld::setPlaymode))
67                        ->addMethod("setSoundtrack", Executor1<GameWorld, lua_State*, const std::string&>(&GameWorld::setSoundtrack))
68                        ->addMethod("getStoryID", Executor0ret<StoryEntity, lua_State*, int>(&StoryEntity::getStoryID))
69                        ->addMethod("setNextStoryName", Executor1ret<StoryEntity, lua_State*, bool, const std::string&>(&StoryEntity::setNextStoryName))
70                        ->addMethod("stop", Executor0ret<GameWorld, lua_State*, bool>(&GameWorld::stop))
71                       );
72
73SHELL_COMMAND(speed, GameWorld, setSpeed) ->describe("set the Speed of the Level");
74SHELL_COMMAND(playmode, GameWorld, setPlaymode)
75->describe("Set the Playmode of the current Level")
76->completionPlugin(0, OrxShell::CompletorStringArray(Playable::playmodeNames, Playable::PlaymodeCount));
77
78SHELL_COMMAND(togglePNodeVisibility, GameWorld, togglePNodeVisibility);
79SHELL_COMMAND(showBVLevel, GameWorld, toggleBVVisibility);
80SHELL_COMMAND(showMountPoints, GameWorld, toggleMPVisibility);
81
82
83GameWorld::GameWorld()
84    : StoryEntity()
85{
86  this->registerObject(this, GameWorld::_objectList);
87  this->setName("Preloaded World - no name yet");
88
89  this->gameTime = 0.0f;
90  this->setSpeed(1.0f);
91  this->shell = NULL;
92
93  this->showPNodes = false;
94  this->showBV = false;
95  this->showBVLevel = 3;
96  this->showMPV = false;
97
98  this->dataXML = NULL;
99  this->gameRules = NULL;
100}
101
102/**
103 *  remove the GameWorld from memory
104 *
105 *  delete everything explicitly, that isn't contained in the parenting tree!
106 *  things contained in the tree are deleted automaticaly
107 */
108GameWorld::~GameWorld ()
109{
110  PRINTF(4)("Deleted GameWorld\n");
111
112}
113
114
115
116/**
117 * loads the parameters of a GameWorld from an XML-element
118 * @param root the XML-element to load from
119 */
120void GameWorld::loadParams(const TiXmlElement* root)
121{
122  StoryEntity::loadParams(root);
123
124  PRINTF(4)("Loaded GameWorld specific stuff\n");
125}
126
127
128/**
129 * this is executed just before load
130 *
131 * since the load function sometimes needs data, that has been initialized
132 * before the load and after the proceeding storyentity has finished
133*/
134ErrorMessage GameWorld::init()
135{
136  /* init the world interface */
137  this->shell = new OrxShell::Shell();
138
139  State::setCurrentStoryEntity(dynamic_cast<StoryEntity*>(this));
140  this->dataTank->init();
141
142  /* initialize some engines and graphical elements */
143  AnimationPlayer::getInstance();
144  PhysicsEngine::getInstance();
145  CoRe::CREngine::getInstance();
146
147  State::setScriptManager(&this->scriptManager);
148
149  return ErrorMessage();
150}
151
152/**
153 *  loads the GameWorld by initializing all resources, and set their default values.
154 */
155ErrorMessage GameWorld::loadData()
156{
157  this->displayLoadScreen();  State::setScriptManager(&this->scriptManager);
158
159
160  PRINTF(4)("Loading the GameWorld\n");
161
162  PRINTF(3)("> Loading world: '%s'\n", getLoadFile().c_str());
163  //  TiXmlElement* element;
164  //  GameLoader* loader = GameLoader::getInstance();
165
166  if( getLoadFile().empty())
167  {
168    PRINTF(1)("GameWorld has no path specified for loading\n");
169    return (ErrorMessage(213,"Path not specified","GameWorld::load()"));
170  }
171
172  TiXmlDocument* XMLDoc = new TiXmlDocument( getLoadFile());
173  // load the xml world file for further loading
174  if( !XMLDoc->LoadFile())
175  {
176    PRINTF(1)("loading XML File: %s @ %s:l%d:c%d\n", XMLDoc->ErrorDesc(), this->getLoadFile().c_str(), XMLDoc->ErrorRow(), XMLDoc->ErrorCol());
177    delete XMLDoc;
178    return ErrorMessage(213,"XML File parsing error","GameWorld::load()");
179  }
180  // check basic validity
181  TiXmlElement* root = XMLDoc->RootElement();
182  assert( root != NULL);
183  if( root == NULL || root->Value() == NULL || strcmp( root->Value(), "WorldDataFile"))
184  {
185    // report an error
186    PRINTF(1)("Specified XML File is not an orxonox world data file (WorldDataFile element missing)\n");
187    delete XMLDoc;
188    return ErrorMessage(213,"Path not a WorldDataFile","GameWorld::load()");
189  }
190  /* the whole loading process for the GameWorld */
191  this->dataTank->loadData(root);
192  this->dataXML = (TiXmlElement*)root->Clone();
193
194  //remove this after finished testing !!!!
195  //Object* obj= new Object();
196  //obj->setName("Obj");
197  //Account* a = new Account();
198  //a->setName("a");
199  //Account *b = new Account(30);
200  //b->setName("b");
201
202
203  LoadParamXML(root, "ScriptManager", &this->scriptManager, ScriptManager, loadParams);
204
205  delete XMLDoc;
206  this->releaseLoadScreen();
207
208  return ErrorMessage();
209}
210
211
212/**
213 *  unload the data of this GameWorld
214 */
215ErrorMessage GameWorld::unloadData()
216{
217
218  PRINTF(3)("GameWorld::~GameWorld() - unloading the current GameWorld\n");
219  this->scriptManager.flush();
220
221  delete this->shell;
222
223  this->dataTank->unloadData();
224
225  this->shell = NULL;
226  delete AnimationPlayer::getInstance();
227  delete PhysicsEngine::getInstance();
228  delete CoRe::CREngine::getInstance();
229
230  State::setCurrentStoryEntity(NULL);
231  if (this->dataXML)
232    delete this->dataXML;
233
234  return ErrorMessage();
235}
236
237
238void GameWorld::setSoundtrack(const std::string& soundTrack)
239{
240  if (this->dataTank != NULL)
241  {
242    this->dataTank->setSoundTrack(soundTrack);
243    this->dataTank->music->play();
244  }
245}
246
247
248/**
249 *  starts the GameWorld
250 */
251bool GameWorld::start()
252{
253  this->bPaused = false;
254  this->bRunning = true;
255  State::setScriptManager(&this->scriptManager); //make sure we have the right script manager
256  this->run();
257
258  return true;
259}
260
261
262/**
263 *  stops the world.
264 */
265bool GameWorld::stop()
266{
267  PRINTF(3)("GameWorld::stop() - got stop signal\n");
268  State::setScriptManager(NULL);
269  return (this->bRunning = false);
270}
271
272
273/**
274 *  pauses the game
275 */
276bool GameWorld::pause()
277{
278  return (this->bPaused = true);
279}
280
281
282/**
283 *  ends the pause Phase
284 */
285bool GameWorld::resume()
286{
287  return(this->bPaused = false);
288}
289
290
291/**
292 *  main loop of the world: executing all world relevant function
293 *
294 * in this loop we synchronize (if networked), handle input events, give the heart-beat to
295 * all other member-entities of the world (tick to player, enemies etc.), checking for
296 * collisions drawing everything to the screen.
297 */
298void GameWorld::run()
299{
300  PRINTF(3)("GameWorld::mainLoop() - Entering main loop\n");
301
302  // initialize Timing
303  this->cycle = 0;
304  for (unsigned int i = 0; i < TICK_SMOOTH_VALUE; i++)
305    this->frameTimes[i] = 0.01f;
306  this->dtS = 0.0f;
307  this->lastFrame = Timer::getNow();
308
309  if (this->dataTank->music != NULL)
310    this->dataTank->music->play();
311
312  PNode::getNullParent()->updateNode(0.01);
313  PNode::getNullParent()->updateNode(0.01);
314
315  bool bNoDraw = true;
316
317  while( this->bRunning) /* @todo implement pause */
318  {
319    /* process intput */
320    this->handleInput ();
321    if( !this->bRunning)
322      break;
323
324    /* network synchronisation */
325    this->synchronize ();
326    /* process time */
327    this->tick ();
328
329
330    /* update the state */
331    //this->update (); /// LESS REDUNDANCY.
332    //      PNode::getNullParent()->updateNode(this->dtS);
333    PNode::getNullParent()->updateNode(this->dtS);
334
335    /* collision detection */
336    this->collisionDetection ();
337    /* collision reaction */
338    this->collisionReaction ();
339
340    /* perform ai check*/
341    this->checkAI();
342
343    /* check the game rules */
344    this->checkGameRules();
345
346    /* update the state */
347    this->update ();
348    /* draw everything */
349    if( bNoDraw)
350      this->display ();
351
352    bNoDraw= !bNoDraw;
353  }
354
355  PRINTF(4)("GameWorld::mainLoop() - Exiting the main loop\n");
356}
357
358
359void GameWorld::setPlaymode(Playable::Playmode playmode)
360{
361  if (this->dataTank->localPlayer &&
362      this->dataTank->localPlayer->getPlayable() &&
363      this->dataTank->localPlayer->getPlayable()->setPlaymode(playmode))
364  {
365    PRINTF(0)("Set Playmode to %d:%s\n", playmode, Playable::playmodeToString(playmode).c_str());
366  }
367  else
368  {
369    PRINTF(0)("Unable to set Playmode %d:'%s'\n", playmode, Playable::playmodeToString(playmode).c_str());
370  }
371}
372
373void GameWorld::setPlaymode(const std::string& playmode)
374{
375  this->setPlaymode(Playable::stringToPlaymode(playmode));
376}
377
378/**
379 *  synchronize local data with remote data
380*/
381void GameWorld::synchronize ()
382{}
383
384
385/**
386 *  run all input processing
387
388   the command node is the central input event dispatcher. the node uses the even-queue from
389   sdl and has its own event-passing-queue.
390*/
391void GameWorld::handleInput ()
392{
393  EventHandler::getInstance()->process();
394}
395
396
397/**
398 * @brief ticks a WorldEntity list
399 * @param entityList list of the WorldEntities
400 * @param dt time passed since last frame
401 */
402void GameWorld::tick(ObjectManager::EntityList entityList, float dt)
403{
404  ObjectManager::EntityList::iterator entity, next;
405  next = entityList.begin();
406  while (next != entityList.end())
407  {
408    entity = next++;
409    (*entity)->tick(dt);
410  }
411}
412
413
414/**
415 *  advance the timeline
416 *
417 * this calculates the time used to process one frame (with all input handling, drawing, etc)
418 * the time is mesured in ms and passed to all world-entities and other classes that need
419 * a heart-beat.
420 */
421void GameWorld::tick ()
422{
423  if( !this->bPaused)
424  {
425    // CALCULATE FRAMERATE
426    Uint32 frameTimesIndex;
427    Uint32 i;
428    double currentFrame = Timer::getNow();
429
430    if (currentFrame - this->lastFrame < .01)
431    {
432      SDL_Delay((int)(1000.0 * (0.01 - (currentFrame - lastFrame))));
433      currentFrame = Timer::getNow();
434    }
435
436
437    frameTimesIndex = this->cycle % TICK_SMOOTH_VALUE;
438    this->frameTimes[frameTimesIndex] = currentFrame - this->lastFrame;
439    this->lastFrame = currentFrame;
440    ++this->cycle;
441    this->dtS = 0.0;
442    for (i = 0; i < TICK_SMOOTH_VALUE; i++)
443      this->dtS += this->frameTimes[i];
444    this->dtS = this->dtS / TICK_SMOOTH_VALUE * speed;
445
446    // TICK everything
447    for (i = 0; i < this->dataTank->tickLists.size(); ++i)
448      this->tick(this->dataTank->objectManager->getEntityList(this->dataTank->tickLists[i]), this->dtS);
449
450    /* update tick the rest */
451    this->dataTank->localCamera->tick(this->dtS);
452    AnimationPlayer::getInstance()->tick(this->dtS);
453    PhysicsEngine::getInstance()->tick(this->dtS);
454
455    GraphicsEngine::getInstance()->tick(this->dtS);
456    AtmosphericEngine::getInstance()->tick(this->dtS);
457
458    if( likely(this->dataTank->gameRule != NULL))
459      this->dataTank->gameRule->tick(this->dtS);
460
461  }
462}
463
464
465/**
466 *  this function gives the world a consistant state
467 *
468 * after ticking (updating the world state) this will give a constistant
469 * state to the whole system.
470 */
471void GameWorld::update()
472{
473  PNode::getNullParent()->updateNode (this->dtS);
474  OrxSound::SoundEngine::getInstance()->update();
475
476  this->applyCameraSettings();
477  GraphicsEngine::getInstance()->update(this->dtS);
478}
479
480
481/**
482 * kicks the CDEngine to detect the collisions between the object groups in the world
483 */
484void GameWorld::collisionDetection()
485{
486  // object-object collision detection
487  CDEngine::getInstance()->checkCollisions(this->dataTank->objectManager->getEntityList(OM_GROUP_00),
488      this->dataTank->objectManager->getEntityList(OM_GROUP_01_PROJ));
489  CDEngine::getInstance()->checkCollisions(this->dataTank->objectManager->getEntityList(OM_GROUP_01),
490      this->dataTank->objectManager->getEntityList(OM_GROUP_00_PROJ));
491  CDEngine::getInstance()->checkCollisions(this->dataTank->objectManager->getEntityList(OM_GROUP_01),
492      this->dataTank->objectManager->getEntityList(OM_GROUP_00));
493
494  CDEngine::getInstance()->checkCollisions(this->dataTank->objectManager->getEntityList(OM_GROUP_01),
495      this->dataTank->objectManager->getEntityList(OM_GROUP_02));
496  CDEngine::getInstance()->checkCollisions(this->dataTank->objectManager->getEntityList(OM_GROUP_02),
497      this->dataTank->objectManager->getEntityList(OM_GROUP_01_PROJ));
498
499
500  CDEngine::getInstance()->checkCollisions(this->dataTank->objectManager->getEntityList(OM_GROUP_00),
501      this->dataTank->objectManager->getEntityList(OM_COMMON));
502  CDEngine::getInstance()->checkCollisions(this->dataTank->objectManager->getEntityList(OM_GROUP_01),
503      this->dataTank->objectManager->getEntityList(OM_COMMON));
504
505  // ground collision detection: BSP Model
506  CDEngine::getInstance()->checkCollisionGround(this->dataTank->objectManager->getEntityList(OM_GROUP_00));
507  CDEngine::getInstance()->checkCollisionGround(this->dataTank->objectManager->getEntityList(OM_GROUP_01));
508}
509
510
511void GameWorld::collisionReaction()
512{
513  CoRe::CREngine::getInstance()->handleCollisions();
514}
515
516
517
518void GameWorld::checkAI()
519{
520  AIEngine::getInstance()->tick(this->dtS);
521  //AIEngine::getInstance()->tick();
522}
523
524
525/**
526 *  check the game rules: winning conditions, etc.
527 *
528 */
529void GameWorld::checkGameRules()
530{
531  if( this->gameRules)
532    this->gameRules->tick(this->dtS);
533}
534
535
536/**
537 *  render the current frame
538 *
539 * clear all buffers and draw the world
540 */
541void GameWorld::display ()
542{
543
544  // if this server is a dedicated server the game workd does not need to be drawn
545  if( !GraphicsEngine::getInstance()->isDedicated())
546  {
547    // render the reflection texture
548    this->renderPassReflection();
549    // redner the refraction texture
550    this->renderPassRefraction();
551  }
552  // render all
553  this->renderPassAll();
554
555  // flip buffers
556  GraphicsEngine::swapBuffers();
557}
558
559
560/**
561 * @brief draws all entities in the list drawList
562 * @param drawList the List of entities to draw.
563 */
564void GameWorld::drawEntityList(const ObjectManager::EntityList& drawList) const
565{
566  ObjectManager::EntityList::const_iterator entity;
567  for (entity = drawList.begin(); entity != drawList.end(); entity++)
568  {
569    if ((*entity)->isVisible())
570      (*entity)->draw();
571
572    if( unlikely( this->showMPV))
573      (*entity)->debugDrawMountPoints();
574  }
575}
576
577
578void GameWorld::applyCameraSettings()
579{
580  this->dataTank->localCamera->apply ();
581  this->dataTank->localCamera->project ();
582  GraphicsEngine::storeMatrices();
583}
584
585
586
587/**
588 * reflection rendering for water surfaces
589 */
590void GameWorld::renderPassReflection()
591{
592  // clear buffer
593  glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
594  //  glLoadIdentity();
595
596  MappedWater* mw;
597
598  for (ObjectList<MappedWater>::const_iterator it = MappedWater::objectList().begin();
599       it != MappedWater::objectList().end();
600       ++it)
601  {
602    mw =  (*it);
603
604    //camera and light
605    //this->dataTank->localCamera->apply ();
606    //this->dataTank->localCamera->project ();
607
608    LightManager::getInstance()->draw();
609
610
611    // prepare for reflection rendering
612    mw->activateReflection();
613
614    // draw everything to be included in the reflection
615    this->drawEntityList(State::getObjectManager()->getReflectionList());
616    //       for (unsigned int i = 0; i < this->dataTank->drawLists.size(); ++i)
617    //         this->drawEntityList(State::getObjectManager()->getEntityList(this->dataTank->drawLists[i]));
618
619    // clean up from reflection rendering
620    mw->deactivateReflection();
621  }
622
623}
624
625
626/**
627 *  refraction rendering for water surfaces
628 */
629void GameWorld::renderPassRefraction()
630{
631  // clear buffer
632  glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
633  //glLoadIdentity();
634
635  MappedWater* mw;
636
637  for (ObjectList<MappedWater>::const_iterator it = MappedWater::objectList().begin();
638       it != MappedWater::objectList().end();
639       ++it)
640  {
641    mw =  dynamic_cast<MappedWater*>(*it);
642
643    //camera and light
644    //this->dataTank->localCamera->apply ();
645    //this->dataTank->localCamera->project ();
646    // prepare for reflection rendering
647    mw->activateRefraction();
648
649
650    LightManager::getInstance()->draw();
651    // draw everything to be included in the reflection
652    this->drawEntityList(State::getObjectManager()->getReflectionList());
653    //       for (unsigned int i = 0; i < this->dataTank->drawLists.size(); ++i)
654    //         this->drawEntityList(State::getObjectManager()->getEntityList(this->dataTank->drawLists[i]));
655
656    // clean up from reflection rendering
657    mw->deactivateRefraction();
658  }
659}
660
661
662/**
663 *  this render pass renders the whole wolrd
664 */
665void GameWorld::renderPassAll()
666{
667  // clear buffer
668  glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
669  GraphicsEngine* engine = GraphicsEngine::getInstance();
670
671
672  // glEnable(GL_DEPTH_TEST);
673  // glEnable(GL_LIGHTING);
674
675  // set Lighting
676  LightManager::getInstance()->draw();
677
678  // only render the world if its not dedicated mode
679  if( !GraphicsEngine::getInstance()->isDedicated())
680  {
681    /* Draw the BackGround */
682    this->drawEntityList(State::getObjectManager()->getEntityList(OM_BACKGROUND));
683    engine->drawBackgroundElements();
684
685    /* draw all WorldEntiy groups */
686    for (unsigned int i = 0; i < this->dataTank->drawLists.size(); ++i)
687      this->drawEntityList(State::getObjectManager()->getEntityList(this->dataTank->drawLists[i]));
688
689    AtmosphericEngine::getInstance()->draw();
690
691    if( unlikely( this->showBV))
692    {
693      CDEngine* engine = CDEngine::getInstance();
694      for (unsigned int i = 0; i < this->dataTank->drawLists.size(); ++i)
695        engine->drawBV(State::getObjectManager()->getEntityList(this->dataTank->drawLists[i]), this->showBVLevel);
696    }
697
698
699    if( unlikely(this->showPNodes))
700      PNode::getNullParent()->debugDraw(0);
701
702    // draw the game ruls
703    if( likely(this->dataTank->gameRule != NULL))
704      this->dataTank->gameRule->draw();
705  }
706
707  engine->draw();
708}
709
710
711/**
712 *  shows the loading screen
713 */
714void GameWorld::displayLoadScreen ()
715{
716  PRINTF(3)("GameWorld::displayLoadScreen - start\n");
717  this->dataTank->glmis = new GLMenuImageScreen();
718  this->dataTank->glmis->setMaximum(8);
719  PRINTF(3)("GameWorld::displayLoadScreen - end\n");
720}
721
722
723/**
724 *  removes the loadscreen, and changes over to the game
725 */
726void GameWorld::releaseLoadScreen()
727{
728  PRINTF(3)("GameWorld::releaseLoadScreen - start\n");
729  this->dataTank->glmis->setValue(this->dataTank->glmis->getMaximum());
730  PRINTF(3)("GameWorld::releaseLoadScreen - end\n");
731}
732
733
734
735/**
736 * @brief toggles the PNode visibility in the world (drawn as boxes)
737 */
738void GameWorld::togglePNodeVisibility()
739{
740  this->showPNodes = !this->showPNodes;
741};
742
743
744/**
745 * @brief toggles the bounding volume (BV) visibility
746*/
747void GameWorld::toggleBVVisibility(int level)
748{
749  if( level < 1)
750    this->showBV = false;
751  else
752  {
753    this->showBV = true;
754    this->showBVLevel = level;
755  }
756
757};
758
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