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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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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
19#include "game_world.h"
20#include "game_world_data.h"
21
22#include "resource_manager.h"
23#include "state.h"
24#include "class_list.h"
25#include "substring.h"
26
27#include "game_loader.h"
28
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"
37#include "md2Model.h"
38#include "world_entities/projectiles/projectile.h"
39#include "npcs/npc_test1.h"
40#include "playable.h"
41
42#include "light.h"
43
44#include "factory.h"
45#include "fast_factory.h"
46#include "load_param.h"
47#include "shell_command.h"
48
49#include "graphics_engine.h"
50#include "event_handler.h"
51#include "sound_engine.h"
52#include "cd_engine.h"
53#include "network_manager.h"
54#include "physics_engine.h"
55#include "fields.h"
56
57#include "glmenu_imagescreen.h"
58#include "shell.h"
59
60#include "animation_player.h"
61#include "animation3d.h"
62
63#include "ogg_player.h"
64#include "shader.h"
65
66
67using namespace std;
68
69
70SHELL_COMMAND(speed, GameWorld, setSpeed);
71SHELL_COMMAND_STATIC(togglePNodeVisibility, GameWorld, GameWorld::togglePNodeVisibility);
72SHELL_COMMAND_STATIC(toggleBVVisibility, GameWorld, GameWorld::toggleBVVisibility);
73
74
75
76GameWorld::GameWorld()
77    : StoryEntity()
78{
79  this->setClassID(CL_GAME_WORLD, "GameWorld");
80  this->setName("Preloaded World - no name yet");
81
82  this->gameTime = 0.0f;
83  this->setSpeed(1.0f);
84  this->shell = NULL;
85
86  this->showPNodes = false;
87  this->showBV = false;
88
89  this->dataXML = NULL;
90}
91
92/**
93 *  remove the GameWorld from memory
94 *
95 *  delete everything explicitly, that isn't contained in the parenting tree!
96 *  things contained in the tree are deleted automaticaly
97 */
98GameWorld::~GameWorld ()
99{
100  PRINTF(4)("Deleted GameWorld\n");
101}
102
103
104
105/**
106 * loads the parameters of a GameWorld from an XML-element
107 * @param root the XML-element to load from
108 */
109void GameWorld::loadParams(const TiXmlElement* root)
110{
111  StoryEntity::loadParams(root);
112
113  PRINTF(4)("Loaded GameWorld specific stuff\n");
114}
115
116
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*/
123ErrorMessage GameWorld::init()
124{
125  this->cycle = 0;
126  /* init the world interface */
127  this->shell = new Shell();
128
129  State::setCurrentStoryEntity(dynamic_cast<StoryEntity*>(this));
130  this->dataTank->init();
131}
132
133
134/**
135 *  loads the GameWorld by initializing all resources, and set their default values.
136 */
137ErrorMessage GameWorld::loadData()
138{
139  this->displayLoadScreen();
140
141  PRINTF(0)("Loading the GameWorld\n");
142
143  PRINTF(3)("> Loading world: '%s'\n", getLoadFile());
144  TiXmlElement* element;
145  GameLoader* loader = GameLoader::getInstance();
146
147  if( getLoadFile() == NULL)
148  {
149    PRINTF(1)("GameWorld has no path specified for loading\n");
150    return (ErrorMessage){213,"Path not specified","GameWorld::load()"};
151  }
152
153  TiXmlDocument* XMLDoc = new TiXmlDocument( getLoadFile());
154  // load the xml world file for further loading
155  if( !XMLDoc->LoadFile())
156  {
157    PRINTF(1)("loading XML File: %s @ %s:l%d:c%d\n", XMLDoc->ErrorDesc(), this->getLoadFile(), XMLDoc->ErrorRow(), XMLDoc->ErrorCol());
158    delete XMLDoc;
159    return (ErrorMessage){213,"XML File parsing error","GameWorld::load()"};
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  {
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()"};
170  }
171  /* the whole loading process for the GameWorld */
172  this->dataTank->loadData(root);
173  this->dataXML = (TiXmlElement*)root->Clone();
174
175  delete XMLDoc;
176  this->releaseLoadScreen();
177}
178
179
180/**
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
188  this->dataTank->unloadData();
189
190  State::setCurrentStoryEntity(NULL);
191  if (this->dataXML)
192    delete this->dataXML;
193}
194
195
196/**
197 *  starts the GameWorld
198 */
199bool GameWorld::start()
200{
201  this->isPaused = false;
202  this->isRunning = true;
203
204  this->run();
205}
206
207
208/**
209 *  stops the world.
210 */
211bool GameWorld::stop()
212{
213  PRINTF(3)("GameWorld::stop() - got stop signal\n");
214  this->isRunning = false;
215}
216
217
218/**
219 *  pauses the game
220 */
221bool GameWorld::pause()
222{
223  this->isPaused = true;
224}
225
226
227/**
228 *  ends the pause Phase
229 */
230bool GameWorld::resume()
231{
232  this->isPaused = false;
233}
234
235
236/**
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()
244{
245  /* start the music */
246  if(this->dataTank->music != NULL)
247    this->dataTank->music->playback();
248
249  this->lastFrame = SDL_GetTicks ();
250  PRINTF(3)("GameWorld::mainLoop() - Entering main loop\n");
251
252  while( this->isRunning) /* @todo implement pause */
253  {
254    ++this->cycle;
255    /* process intput */
256    this->handleInput ();
257    if( !this->isRunning)
258      break;
259
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");
273}
274
275
276/**
277 *  synchronize local data with remote data
278*/
279void GameWorld::synchronize ()
280{}
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*/
289void GameWorld::handleInput ()
290{
291  EventHandler::getInstance()->process();
292}
293
294
295/**
296 *  ticks a WorldEntity list
297 * @param entityList list of the WorldEntities
298 * @param dt time passed since last frame
299 */
300void GameWorld::tick(std::list<WorldEntity*> entityList, float dt)
301{
302  std::list<WorldEntity*>::iterator entity, next;
303  next = entityList.begin();
304  while (next != entityList.end())
305  {
306    entity = next++;
307    (*entity)->tick(dt);
308  }
309}
310
311/**
312 *  advance the timeline
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 */
318void GameWorld::tick ()
319{
320  Uint32 currentFrame = SDL_GetTicks();
321
322  if( !this->isPaused)
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)
328    {
329      /* the frame-rate is limited to 100 frames per second, all other things are for nothing. */
330      //PRINTF(0)("fps = 1000 - frame rate is adjusted\n");
331      SDL_Delay(10 - dt);
332      this->dt = 10;
333    }
334
335    this->dtS = (float)this->dt / 1000.0f * this->speed;
336    this->gameTime += this->dtS;
337
338    this->tick(this->dataTank->objectManager->getObjectList(OM_DEAD_TICK), this->dtS);
339    this->tick(this->dataTank->objectManager->getObjectList(OM_ENVIRON), this->dtS);
340    this->tick(this->dataTank->objectManager->getObjectList(OM_COMMON), this->dtS);
341    this->tick(this->dataTank->objectManager->getObjectList(OM_GROUP_00), this->dtS);
342    this->tick(this->dataTank->objectManager->getObjectList(OM_GROUP_00_PROJ), this->dtS);
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);
345
346    /* update tick the rest */
347    this->dataTank->localCamera->tick(this->dtS);
348    AnimationPlayer::getInstance()->tick(this->dtS);
349    PhysicsEngine::getInstance()->tick(this->dtS);
350
351    GraphicsEngine::getInstance()->tick(this->dtS);
352  }
353  this->lastFrame = currentFrame;
354}
355
356
357/**
358 *  this function gives the world a consistant state
359 *
360 * after ticking (updating the world state) this will give a constistant
361 * state to the whole system.
362 */
363void GameWorld::update()
364{
365  GraphicsEngine::getInstance()->update(this->dtS);
366  PNode::getNullParent()->updateNode (this->dtS);
367  SoundEngine::getInstance()->update();
368
369  if (this->dataTank->music != NULL)
370    this->dataTank->music->update();
371}
372
373
374/**
375 * kicks the CDEngine to detect the collisions between the object groups in the world
376 */
377void GameWorld::collide()
378{
379  CDEngine::getInstance()->checkCollisions(this->dataTank->objectManager->getObjectList(OM_GROUP_00),
380      this->dataTank->objectManager->getObjectList(OM_GROUP_01_PROJ));
381  CDEngine::getInstance()->checkCollisions(this->dataTank->objectManager->getObjectList(OM_GROUP_01),
382      this->dataTank->objectManager->getObjectList(OM_GROUP_00_PROJ));
383
384  CDEngine::getInstance()->checkCollisions(this->dataTank->objectManager->getObjectList(OM_GROUP_01),
385      this->dataTank->objectManager->getObjectList(OM_COMMON));
386}
387
388/**
389 *  render the current frame
390 *
391 * clear all buffers and draw the world
392 */
393void GameWorld::display ()
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 */
407void GameWorld::draw ()
408{
409  GraphicsEngine* engine = GraphicsEngine::getInstance();
410
411  // set camera
412  this->dataTank->localCamera->apply ();
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));
419  engine->draw(State::getObjectManager()->getObjectList(OM_GROUP_00_PROJ));
420  engine->draw(State::getObjectManager()->getObjectList(OM_GROUP_01));
421  engine->draw(State::getObjectManager()->getObjectList(OM_GROUP_01_PROJ));
422
423
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  }
434
435  if( unlikely(this->showPNodes))
436    PNode::getNullParent()->debugDraw(0);
437
438  engine->draw();
439}
440
441/**
442 *  shows the loading screen
443 */
444void GameWorld::displayLoadScreen ()
445{
446  PRINTF(3)("GameWorld::displayLoadScreen - start\n");
447  this->dataTank->glmis = new GLMenuImageScreen();
448  this->dataTank->glmis->setMaximum(8);
449  PRINTF(3)("GameWorld::displayLoadScreen - end\n");
450}
451
452
453/**
454 *  removes the loadscreen, and changes over to the game
455 */
456void GameWorld::releaseLoadScreen ()
457{
458  PRINTF(3)("GameWorld::releaseLoadScreen - start\n");
459  this->dataTank->glmis->setValue(this->dataTank->glmis->getMaximum());
460  PRINTF(3)("GameWorld::releaseLoadScreen - end\n");
461}
462
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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