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source: orxonox.OLD/trunk/src/story_entities/game_world.cc @ 7083

Last change on this file since 7083 was 7083, checked in by patrick, 18 years ago

trunk: collision detection group addition

File size: 12.9 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   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#include "game_rules.h"
67
68using namespace std;
69
70
71SHELL_COMMAND(speed, GameWorld, setSpeed);
72SHELL_COMMAND_STATIC(togglePNodeVisibility, GameWorld, GameWorld::togglePNodeVisibility);
73SHELL_COMMAND_STATIC(toggleBVVisibility, GameWorld, GameWorld::toggleBVVisibility);
74
75
76
77GameWorld::GameWorld()
78    : StoryEntity()
79{
80  this->setClassID(CL_GAME_WORLD, "GameWorld");
81  this->setName("Preloaded World - no name yet");
82
83  this->gameTime = 0.0f;
84  this->setSpeed(1.0f);
85  this->shell = NULL;
86
87  this->showPNodes = false;
88  this->showBV = false;
89
90  this->dataXML = NULL;
91}
92
93/**
94 *  remove the GameWorld from memory
95 *
96 *  delete everything explicitly, that isn't contained in the parenting tree!
97 *  things contained in the tree are deleted automaticaly
98 */
99GameWorld::~GameWorld ()
100{
101  PRINTF(4)("Deleted GameWorld\n");
102}
103
104
105
106/**
107 * loads the parameters of a GameWorld from an XML-element
108 * @param root the XML-element to load from
109 */
110void GameWorld::loadParams(const TiXmlElement* root)
111{
112  StoryEntity::loadParams(root);
113
114  PRINTF(4)("Loaded GameWorld specific stuff\n");
115}
116
117
118/**
119 * this is executed just before load
120 *
121 * since the load function sometimes needs data, that has been initialized
122 * before the load and after the proceeding storyentity has finished
123*/
124ErrorMessage GameWorld::init()
125{
126  this->cycle = 0;
127  /* init the world interface */
128  this->shell = new Shell();
129
130  State::setCurrentStoryEntity(dynamic_cast<StoryEntity*>(this));
131  this->dataTank->init();
132}
133
134
135/**
136 *  loads the GameWorld by initializing all resources, and set their default values.
137 */
138ErrorMessage GameWorld::loadData()
139{
140  this->displayLoadScreen();
141
142  PRINTF(0)("Loading the GameWorld\n");
143
144  PRINTF(3)("> Loading world: '%s'\n", getLoadFile());
145  TiXmlElement* element;
146  GameLoader* loader = GameLoader::getInstance();
147
148  if( getLoadFile() == NULL)
149  {
150    PRINTF(1)("GameWorld has no path specified for loading\n");
151    return (ErrorMessage){213,"Path not specified","GameWorld::load()"};
152  }
153
154  TiXmlDocument* XMLDoc = new TiXmlDocument( getLoadFile());
155  // load the xml world file for further loading
156  if( !XMLDoc->LoadFile())
157  {
158    PRINTF(1)("loading XML File: %s @ %s:l%d:c%d\n", XMLDoc->ErrorDesc(), this->getLoadFile(), XMLDoc->ErrorRow(), XMLDoc->ErrorCol());
159    delete XMLDoc;
160    return (ErrorMessage){213,"XML File parsing error","GameWorld::load()"};
161  }
162  // check basic validity
163  TiXmlElement* root = XMLDoc->RootElement();
164  assert( root != NULL);
165  if( root == NULL || root->Value() == NULL || strcmp( root->Value(), "WorldDataFile"))
166  {
167    // report an error
168    PRINTF(1)("Specified XML File is not an orxonox world data file (WorldDataFile element missing)\n");
169    delete XMLDoc;
170    return (ErrorMessage){213,"Path not a WorldDataFile","GameWorld::load()"};
171  }
172  /* the whole loading process for the GameWorld */
173  this->dataTank->loadData(root);
174  this->dataXML = (TiXmlElement*)root->Clone();
175
176  delete XMLDoc;
177  this->releaseLoadScreen();
178}
179
180
181/**
182 *  unload the data of this GameWorld
183 */
184ErrorMessage GameWorld::unloadData()
185{
186  delete this->shell;
187  PRINTF(3)("GameWorld::~GameWorld() - unloading the current GameWorld\n");
188
189  this->dataTank->unloadData();
190
191  State::setCurrentStoryEntity(NULL);
192  if (this->dataXML)
193    delete this->dataXML;
194}
195
196
197/**
198 *  starts the GameWorld
199 */
200bool GameWorld::start()
201{
202  this->isPaused = false;
203  this->isRunning = true;
204
205  this->run();
206}
207
208
209/**
210 *  stops the world.
211 */
212bool GameWorld::stop()
213{
214  PRINTF(3)("GameWorld::stop() - got stop signal\n");
215  this->isRunning = false;
216}
217
218
219/**
220 *  pauses the game
221 */
222bool GameWorld::pause()
223{
224  this->isPaused = true;
225}
226
227
228/**
229 *  ends the pause Phase
230 */
231bool GameWorld::resume()
232{
233  this->isPaused = false;
234}
235
236
237/**
238 *  main loop of the world: executing all world relevant function
239 *
240 * in this loop we synchronize (if networked), handle input events, give the heart-beat to
241 * all other member-entities of the world (tick to player, enemies etc.), checking for
242 * collisions drawing everything to the screen.
243 */
244void GameWorld::run()
245{
246  /* start the music */
247  if(this->dataTank->music != NULL)
248    this->dataTank->music->playback();
249
250  this->lastFrame = SDL_GetTicks ();
251  PRINTF(3)("GameWorld::mainLoop() - Entering main loop\n");
252
253  while( this->isRunning) /* @todo implement pause */
254  {
255    ++this->cycle;
256    /* process intput */
257    this->handleInput ();
258    if( !this->isRunning)
259      break;
260
261    /* network synchronisation */
262    this->synchronize ();
263    /* process time */
264    this->tick ();
265    /* process collision */
266    this->collide ();
267    /* update the state */
268    this->update ();
269    /* draw everything */
270    this->display ();
271  }
272
273  PRINTF(3)("GameWorld::mainLoop() - Exiting the main loop\n");
274}
275
276
277/**
278 *  synchronize local data with remote data
279*/
280void GameWorld::synchronize ()
281{}
282
283
284/**
285 *  run all input processing
286
287   the command node is the central input event dispatcher. the node uses the even-queue from
288   sdl and has its own event-passing-queue.
289*/
290void GameWorld::handleInput ()
291{
292  EventHandler::getInstance()->process();
293}
294
295
296/**
297 *  ticks a WorldEntity list
298 * @param entityList list of the WorldEntities
299 * @param dt time passed since last frame
300 */
301void GameWorld::tick(std::list<WorldEntity*> entityList, float dt)
302{
303  std::list<WorldEntity*>::iterator entity, next;
304  next = entityList.begin();
305  while (next != entityList.end())
306  {
307    entity = next++;
308    (*entity)->tick(dt);
309  }
310}
311
312/**
313 *  advance the timeline
314 *
315 * this calculates the time used to process one frame (with all input handling, drawing, etc)
316 * the time is mesured in ms and passed to all world-entities and other classes that need
317 * a heart-beat.
318 */
319void GameWorld::tick ()
320{
321  Uint32 currentFrame = SDL_GetTicks();
322
323  if( !this->isPaused)
324  {
325    this->dt = currentFrame - this->lastFrame;
326
327    /* limit the the frame rate to 100 frames per second (fps) */
328    if( this->dt < 10)
329    {
330      /* the frame-rate is limited to 100 frames per second, all other things are for nothing. */
331      //PRINTF(0)("fps = 1000 - frame rate is adjusted\n");
332      SDL_Delay(10 - dt);
333      this->dt = 10;
334    }
335
336    this->dtS = (float)this->dt / 1000.0f * this->speed;
337    this->gameTime += this->dtS;
338
339    this->tick(this->dataTank->objectManager->getObjectList(OM_DEAD_TICK), this->dtS);
340    this->tick(this->dataTank->objectManager->getObjectList(OM_ENVIRON), this->dtS);
341    this->tick(this->dataTank->objectManager->getObjectList(OM_COMMON), this->dtS);
342    this->tick(this->dataTank->objectManager->getObjectList(OM_GROUP_00), this->dtS);
343    this->tick(this->dataTank->objectManager->getObjectList(OM_GROUP_00_PROJ), this->dtS);
344    this->tick(this->dataTank->objectManager->getObjectList(OM_GROUP_01), this->dtS);
345    this->tick(this->dataTank->objectManager->getObjectList(OM_GROUP_01_PROJ), this->dtS);
346
347    /* update tick the rest */
348    this->dataTank->localCamera->tick(this->dtS);
349    AnimationPlayer::getInstance()->tick(this->dtS);
350    PhysicsEngine::getInstance()->tick(this->dtS);
351
352    GraphicsEngine::getInstance()->tick(this->dtS);
353
354    if( likely(this->dataTank->gameRule != NULL))
355      this->dataTank->gameRule->tick(this->dtS);
356  }
357  this->lastFrame = currentFrame;
358}
359
360
361/**
362 *  this function gives the world a consistant state
363 *
364 * after ticking (updating the world state) this will give a constistant
365 * state to the whole system.
366 */
367void GameWorld::update()
368{
369  GraphicsEngine::getInstance()->update(this->dtS);
370  PNode::getNullParent()->updateNode (this->dtS);
371  SoundEngine::getInstance()->update();
372
373  if (this->dataTank->music != NULL)
374    this->dataTank->music->update();
375}
376
377
378/**
379 * kicks the CDEngine to detect the collisions between the object groups in the world
380 */
381void GameWorld::collide()
382{
383  CDEngine::getInstance()->checkCollisions(this->dataTank->objectManager->getObjectList(OM_GROUP_00),
384      this->dataTank->objectManager->getObjectList(OM_GROUP_01_PROJ));
385  CDEngine::getInstance()->checkCollisions(this->dataTank->objectManager->getObjectList(OM_GROUP_01),
386      this->dataTank->objectManager->getObjectList(OM_GROUP_00_PROJ));
387  CDEngine::getInstance()->checkCollisions(this->dataTank->objectManager->getObjectList(OM_GROUP_00),
388  this->dataTank->objectManager->getObjectList(OM_GROUP_01));
389
390  CDEngine::getInstance()->checkCollisions(this->dataTank->objectManager->getObjectList(OM_GROUP_00),
391      this->dataTank->objectManager->getObjectList(OM_COMMON));
392  CDEngine::getInstance()->checkCollisions(this->dataTank->objectManager->getObjectList(OM_GROUP_01),
393      this->dataTank->objectManager->getObjectList(OM_COMMON));
394
395}
396
397/**
398 *  render the current frame
399 *
400 * clear all buffers and draw the world
401 */
402void GameWorld::display ()
403{
404  // clear buffer
405  glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
406  // draw world
407  this->draw();
408  // flip buffers
409  GraphicsEngine::swapBuffers();
410}
411
412
413/**
414 *  runs through all entities calling their draw() methods
415 */
416void GameWorld::draw ()
417{
418  GraphicsEngine* engine = GraphicsEngine::getInstance();
419
420  // set camera
421  this->dataTank->localCamera->apply ();
422
423  /* draw all WorldEntiy groups */
424  engine->draw(State::getObjectManager()->getObjectList(OM_ENVIRON_NOTICK));
425  engine->draw(State::getObjectManager()->getObjectList(OM_ENVIRON));
426  engine->draw(State::getObjectManager()->getObjectList(OM_COMMON));
427  engine->draw(State::getObjectManager()->getObjectList(OM_GROUP_00));
428  engine->draw(State::getObjectManager()->getObjectList(OM_GROUP_00_PROJ));
429  engine->draw(State::getObjectManager()->getObjectList(OM_GROUP_01));
430  engine->draw(State::getObjectManager()->getObjectList(OM_GROUP_01_PROJ));
431
432
433  if( unlikely( this->showBV))
434  {
435    CDEngine* engine = CDEngine::getInstance();
436    engine->drawBV(State::getObjectManager()->getObjectList(OM_ENVIRON_NOTICK));
437    engine->drawBV(State::getObjectManager()->getObjectList(OM_ENVIRON));
438    engine->drawBV(State::getObjectManager()->getObjectList(OM_COMMON));
439    engine->drawBV(State::getObjectManager()->getObjectList(OM_GROUP_00));
440    engine->drawBV(State::getObjectManager()->getObjectList(OM_GROUP_01));
441    engine->drawBV(State::getObjectManager()->getObjectList(OM_GROUP_01_PROJ));
442  }
443
444  if( unlikely(this->showPNodes))
445    PNode::getNullParent()->debugDraw(0);
446
447  engine->draw();
448
449  // draw the game ruls
450  if( likely(this->dataTank->gameRule != NULL))
451    this->dataTank->gameRule->draw();
452}
453
454/**
455 *  shows the loading screen
456 */
457void GameWorld::displayLoadScreen ()
458{
459  PRINTF(3)("GameWorld::displayLoadScreen - start\n");
460  this->dataTank->glmis = new GLMenuImageScreen();
461  this->dataTank->glmis->setMaximum(8);
462  PRINTF(3)("GameWorld::displayLoadScreen - end\n");
463}
464
465
466/**
467 *  removes the loadscreen, and changes over to the game
468 */
469void GameWorld::releaseLoadScreen ()
470{
471  PRINTF(3)("GameWorld::releaseLoadScreen - start\n");
472  this->dataTank->glmis->setValue(this->dataTank->glmis->getMaximum());
473  PRINTF(3)("GameWorld::releaseLoadScreen - end\n");
474}
475
476
477
478/**
479 * @brief toggles the PNode visibility in the world (drawn as boxes)
480 */
481void GameWorld::togglePNodeVisibility()
482{
483  if (State::getCurrentStoryEntity() != NULL &&
484      State::getCurrentStoryEntity()->isA(CL_GAME_WORLD))
485  {
486    dynamic_cast<GameWorld*>(State::getCurrentStoryEntity())->showPNodes = !dynamic_cast<GameWorld*>(State::getCurrentStoryEntity())->showPNodes;
487  }
488  else
489    PRINTF(2)("The Current Story entity is not a GameWorld\n");
490};
491
492
493/**
494 * @brief toggles the bounding volume (BV) visibility
495*/
496void GameWorld::toggleBVVisibility()
497{
498  if (State::getCurrentStoryEntity() != NULL &&
499      State::getCurrentStoryEntity()->isA(CL_GAME_WORLD))
500  {
501    dynamic_cast<GameWorld*>(State::getCurrentStoryEntity())->showBV = !dynamic_cast<GameWorld*>(State::getCurrentStoryEntity())->showBV;
502  }
503  else
504    PRINTF(2)("The Current Story entity is not a GameWorld\n");
505};
506
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