| 1 | /* | 
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| 2 |    orxonox - the future of 3D-vertical-scrollers | 
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| 3 |  | 
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| 4 |    Copyright (C) 2004 orx | 
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| 5 |  | 
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| 6 |    This program is free software; you can redistribute it and/or modify | 
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| 7 |    it under the terms of the GNU General Public License as published by | 
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| 8 |    the Free Software Foundation; either version 2, or (at your option) | 
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| 9 |    any later version. | 
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| 10 |  | 
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| 11 |    ### File Specific: | 
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| 12 |    main-programmer: Patrick Boenzli | 
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| 13 |    co-programmer: Christian Meyer | 
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| 14 |    co-programmer: Benjamin Grauer | 
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| 15 | */ | 
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| 16 |  | 
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| 17 | #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WORLD | 
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| 18 |  | 
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| 19 | #include "game_world.h" | 
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| 20 | #include "game_world_data.h" | 
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| 21 |  | 
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| 22 | #include "resource_manager.h" | 
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| 23 | #include "state.h" | 
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| 24 | #include "class_list.h" | 
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| 25 | #include "substring.h" | 
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| 26 |  | 
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| 27 | #include "game_loader.h" | 
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| 28 |  | 
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| 29 | #include "p_node.h" | 
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| 30 | #include "world_entity.h" | 
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| 31 | #include "player.h" | 
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| 32 | #include "camera.h" | 
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| 33 | #include "environment.h" | 
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| 34 | #include "terrain.h" | 
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| 35 | #include "test_entity.h" | 
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| 36 | #include "terrain.h" | 
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| 37 | #include "md2Model.h" | 
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| 38 | #include "world_entities/projectiles/projectile.h" | 
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| 39 | #include "npcs/npc_test1.h" | 
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| 40 | #include "playable.h" | 
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| 41 |  | 
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| 42 | #include "light.h" | 
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| 43 |  | 
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| 44 | #include "factory.h" | 
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| 45 | #include "fast_factory.h" | 
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| 46 | #include "load_param.h" | 
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| 47 | #include "shell_command.h" | 
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| 48 |  | 
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| 49 | #include "graphics_engine.h" | 
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| 50 | #include "event_handler.h" | 
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| 51 | #include "sound_engine.h" | 
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| 52 | #include "cd_engine.h" | 
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| 53 | #include "network_manager.h" | 
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| 54 | #include "physics_engine.h" | 
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| 55 | #include "fields.h" | 
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| 56 |  | 
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| 57 | #include "glmenu_imagescreen.h" | 
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| 58 | #include "shell.h" | 
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| 59 |  | 
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| 60 | #include "animation_player.h" | 
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| 61 | #include "animation3d.h" | 
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| 62 |  | 
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| 63 | #include "ogg_player.h" | 
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| 64 | #include "shader.h" | 
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| 65 |  | 
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| 66 | #include "game_rules.h" | 
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| 67 |  | 
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| 68 | using namespace std; | 
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| 69 |  | 
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| 70 |  | 
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| 71 | SHELL_COMMAND(speed, GameWorld, setSpeed); | 
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| 72 | SHELL_COMMAND_STATIC(togglePNodeVisibility, GameWorld, GameWorld::togglePNodeVisibility); | 
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| 73 | SHELL_COMMAND_STATIC(toggleBVVisibility, GameWorld, GameWorld::toggleBVVisibility); | 
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| 74 |  | 
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| 75 |  | 
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| 76 |  | 
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| 77 | GameWorld::GameWorld() | 
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| 78 |     : StoryEntity() | 
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| 79 | { | 
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| 80 |   this->setClassID(CL_GAME_WORLD, "GameWorld"); | 
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| 81 |   this->setName("Preloaded World - no name yet"); | 
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| 82 |  | 
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| 83 |   this->gameTime = 0.0f; | 
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| 84 |   this->setSpeed(1.0f); | 
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| 85 |   this->shell = NULL; | 
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| 86 |  | 
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| 87 |   this->showPNodes = false; | 
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| 88 |   this->showBV = false; | 
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| 89 |  | 
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| 90 |   this->dataXML = NULL; | 
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| 91 | } | 
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| 92 |  | 
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| 93 | /** | 
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| 94 |  *  remove the GameWorld from memory | 
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| 95 |  * | 
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| 96 |  *  delete everything explicitly, that isn't contained in the parenting tree! | 
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| 97 |  *  things contained in the tree are deleted automaticaly | 
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| 98 |  */ | 
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| 99 | GameWorld::~GameWorld () | 
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| 100 | { | 
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| 101 |   PRINTF(4)("Deleted GameWorld\n"); | 
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| 102 | } | 
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| 103 |  | 
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| 104 |  | 
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| 105 |  | 
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| 106 | /** | 
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| 107 |  * loads the parameters of a GameWorld from an XML-element | 
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| 108 |  * @param root the XML-element to load from | 
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| 109 |  */ | 
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| 110 | void GameWorld::loadParams(const TiXmlElement* root) | 
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| 111 | { | 
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| 112 |   StoryEntity::loadParams(root); | 
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| 113 |  | 
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| 114 |   PRINTF(4)("Loaded GameWorld specific stuff\n"); | 
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| 115 | } | 
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| 116 |  | 
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| 117 |  | 
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| 118 | /** | 
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| 119 |  * this is executed just before load | 
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| 120 |  * | 
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| 121 |  * since the load function sometimes needs data, that has been initialized | 
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| 122 |  * before the load and after the proceeding storyentity has finished | 
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| 123 | */ | 
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| 124 | ErrorMessage GameWorld::init() | 
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| 125 | { | 
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| 126 |   this->cycle = 0; | 
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| 127 |   /* init the world interface */ | 
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| 128 |   this->shell = new Shell(); | 
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| 129 |  | 
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| 130 |   State::setCurrentStoryEntity(dynamic_cast<StoryEntity*>(this)); | 
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| 131 |   this->dataTank->init(); | 
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| 132 | } | 
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| 133 |  | 
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| 134 |  | 
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| 135 | /** | 
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| 136 |  *  loads the GameWorld by initializing all resources, and set their default values. | 
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| 137 |  */ | 
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| 138 | ErrorMessage GameWorld::loadData() | 
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| 139 | { | 
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| 140 |   this->displayLoadScreen(); | 
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| 141 |  | 
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| 142 |   PRINTF(0)("Loading the GameWorld\n"); | 
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| 143 |  | 
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| 144 |   PRINTF(3)("> Loading world: '%s'\n", getLoadFile()); | 
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| 145 |   TiXmlElement* element; | 
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| 146 |   GameLoader* loader = GameLoader::getInstance(); | 
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| 147 |  | 
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| 148 |   if( getLoadFile() == NULL) | 
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| 149 |   { | 
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| 150 |     PRINTF(1)("GameWorld has no path specified for loading\n"); | 
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| 151 |     return (ErrorMessage){213,"Path not specified","GameWorld::load()"}; | 
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| 152 |   } | 
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| 153 |  | 
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| 154 |   TiXmlDocument* XMLDoc = new TiXmlDocument( getLoadFile()); | 
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| 155 |   // load the xml world file for further loading | 
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| 156 |   if( !XMLDoc->LoadFile()) | 
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| 157 |   { | 
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| 158 |     PRINTF(1)("loading XML File: %s @ %s:l%d:c%d\n", XMLDoc->ErrorDesc(), this->getLoadFile(), XMLDoc->ErrorRow(), XMLDoc->ErrorCol()); | 
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| 159 |     delete XMLDoc; | 
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| 160 |     return (ErrorMessage){213,"XML File parsing error","GameWorld::load()"}; | 
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| 161 |   } | 
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| 162 |   // check basic validity | 
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| 163 |   TiXmlElement* root = XMLDoc->RootElement(); | 
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| 164 |   assert( root != NULL); | 
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| 165 |   if( root == NULL || root->Value() == NULL || strcmp( root->Value(), "WorldDataFile")) | 
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| 166 |   { | 
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| 167 |     // report an error | 
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| 168 |     PRINTF(1)("Specified XML File is not an orxonox world data file (WorldDataFile element missing)\n"); | 
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| 169 |     delete XMLDoc; | 
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| 170 |     return (ErrorMessage){213,"Path not a WorldDataFile","GameWorld::load()"}; | 
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| 171 |   } | 
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| 172 |   /* the whole loading process for the GameWorld */ | 
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| 173 |   this->dataTank->loadData(root); | 
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| 174 |   this->dataXML = (TiXmlElement*)root->Clone(); | 
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| 175 |  | 
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| 176 |   delete XMLDoc; | 
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| 177 |   this->releaseLoadScreen(); | 
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| 178 | } | 
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| 179 |  | 
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| 180 |  | 
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| 181 | /** | 
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| 182 |  *  unload the data of this GameWorld | 
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| 183 |  */ | 
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| 184 | ErrorMessage GameWorld::unloadData() | 
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| 185 | { | 
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| 186 |   delete this->shell; | 
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| 187 |   PRINTF(3)("GameWorld::~GameWorld() - unloading the current GameWorld\n"); | 
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| 188 |  | 
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| 189 |   this->dataTank->unloadData(); | 
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| 190 |  | 
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| 191 |   State::setCurrentStoryEntity(NULL); | 
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| 192 |   if (this->dataXML) | 
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| 193 |     delete this->dataXML; | 
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| 194 | } | 
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| 195 |  | 
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| 196 |  | 
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| 197 | /** | 
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| 198 |  *  starts the GameWorld | 
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| 199 |  */ | 
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| 200 | bool GameWorld::start() | 
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| 201 | { | 
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| 202 |   this->isPaused = false; | 
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| 203 |   this->isRunning = true; | 
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| 204 |  | 
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| 205 |   this->run(); | 
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| 206 | } | 
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| 207 |  | 
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| 208 |  | 
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| 209 | /** | 
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| 210 |  *  stops the world. | 
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| 211 |  */ | 
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| 212 | bool GameWorld::stop() | 
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| 213 | { | 
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| 214 |   PRINTF(3)("GameWorld::stop() - got stop signal\n"); | 
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| 215 |   this->isRunning = false; | 
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| 216 | } | 
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| 217 |  | 
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| 218 |  | 
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| 219 | /** | 
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| 220 |  *  pauses the game | 
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| 221 |  */ | 
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| 222 | bool GameWorld::pause() | 
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| 223 | { | 
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| 224 |   this->isPaused = true; | 
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| 225 | } | 
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| 226 |  | 
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| 227 |  | 
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| 228 | /** | 
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| 229 |  *  ends the pause Phase | 
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| 230 |  */ | 
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| 231 | bool GameWorld::resume() | 
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| 232 | { | 
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| 233 |   this->isPaused = false; | 
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| 234 | } | 
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| 235 |  | 
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| 236 |  | 
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| 237 | /** | 
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| 238 |  *  main loop of the world: executing all world relevant function | 
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| 239 |  * | 
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| 240 |  * in this loop we synchronize (if networked), handle input events, give the heart-beat to | 
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| 241 |  * all other member-entities of the world (tick to player, enemies etc.), checking for | 
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| 242 |  * collisions drawing everything to the screen. | 
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| 243 |  */ | 
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| 244 | void GameWorld::run() | 
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| 245 | { | 
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| 246 |   /* start the music */ | 
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| 247 |   if(this->dataTank->music != NULL) | 
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| 248 |     this->dataTank->music->playback(); | 
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| 249 |  | 
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| 250 |   this->lastFrame = SDL_GetTicks (); | 
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| 251 |   PRINTF(3)("GameWorld::mainLoop() - Entering main loop\n"); | 
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| 252 |  | 
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| 253 |   while( this->isRunning) /* @todo implement pause */ | 
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| 254 |   { | 
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| 255 |     ++this->cycle; | 
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| 256 |     /* process intput */ | 
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| 257 |     this->handleInput (); | 
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| 258 |     if( !this->isRunning) | 
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| 259 |       break; | 
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| 260 |  | 
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| 261 |     /* network synchronisation */ | 
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| 262 |     this->synchronize (); | 
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| 263 |     /* process time */ | 
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| 264 |     this->tick (); | 
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| 265 |     /* process collision */ | 
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| 266 |     this->collide (); | 
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| 267 |     /* update the state */ | 
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| 268 |     this->update (); | 
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| 269 |     /* draw everything */ | 
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| 270 |     this->display (); | 
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| 271 |   } | 
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| 272 |  | 
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| 273 |   PRINTF(3)("GameWorld::mainLoop() - Exiting the main loop\n"); | 
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| 274 | } | 
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| 275 |  | 
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| 276 |  | 
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| 277 | /** | 
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| 278 |  *  synchronize local data with remote data | 
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| 279 | */ | 
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| 280 | void GameWorld::synchronize () | 
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| 281 | {} | 
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| 282 |  | 
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| 283 |  | 
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| 284 | /** | 
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| 285 |  *  run all input processing | 
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| 286 |  | 
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| 287 |    the command node is the central input event dispatcher. the node uses the even-queue from | 
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| 288 |    sdl and has its own event-passing-queue. | 
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| 289 | */ | 
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| 290 | void GameWorld::handleInput () | 
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| 291 | { | 
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| 292 |   EventHandler::getInstance()->process(); | 
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| 293 | } | 
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| 294 |  | 
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| 295 |  | 
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| 296 | /** | 
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| 297 |  *  ticks a WorldEntity list | 
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| 298 |  * @param entityList list of the WorldEntities | 
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| 299 |  * @param dt time passed since last frame | 
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| 300 |  */ | 
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| 301 | void GameWorld::tick(std::list<WorldEntity*> entityList, float dt) | 
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| 302 | { | 
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| 303 |   std::list<WorldEntity*>::iterator entity, next; | 
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| 304 |   next = entityList.begin(); | 
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| 305 |   while (next != entityList.end()) | 
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| 306 |   { | 
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| 307 |     entity = next++; | 
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| 308 |     (*entity)->tick(dt); | 
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| 309 |   } | 
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| 310 | } | 
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| 311 |  | 
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| 312 | /** | 
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| 313 |  *  advance the timeline | 
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| 314 |  * | 
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| 315 |  * this calculates the time used to process one frame (with all input handling, drawing, etc) | 
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| 316 |  * the time is mesured in ms and passed to all world-entities and other classes that need | 
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| 317 |  * a heart-beat. | 
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| 318 |  */ | 
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| 319 | void GameWorld::tick () | 
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| 320 | { | 
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| 321 |   Uint32 currentFrame = SDL_GetTicks(); | 
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| 322 |  | 
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| 323 |   if( !this->isPaused) | 
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| 324 |   { | 
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| 325 |     this->dt = currentFrame - this->lastFrame; | 
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| 326 |  | 
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| 327 |     /* limit the the frame rate to 100 frames per second (fps) */ | 
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| 328 |     if( this->dt < 10) | 
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| 329 |     { | 
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| 330 |       /* the frame-rate is limited to 100 frames per second, all other things are for nothing. */ | 
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| 331 |       //PRINTF(0)("fps = 1000 - frame rate is adjusted\n"); | 
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| 332 |       SDL_Delay(10 - dt); | 
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| 333 |       this->dt = 10; | 
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| 334 |     } | 
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| 335 |  | 
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| 336 |     this->dtS = (float)this->dt / 1000.0f * this->speed; | 
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| 337 |     this->gameTime += this->dtS; | 
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| 338 |  | 
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| 339 |     this->tick(this->dataTank->objectManager->getObjectList(OM_DEAD_TICK), this->dtS); | 
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| 340 |     this->tick(this->dataTank->objectManager->getObjectList(OM_ENVIRON), this->dtS); | 
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| 341 |     this->tick(this->dataTank->objectManager->getObjectList(OM_COMMON), this->dtS); | 
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| 342 |     this->tick(this->dataTank->objectManager->getObjectList(OM_GROUP_00), this->dtS); | 
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| 343 |     this->tick(this->dataTank->objectManager->getObjectList(OM_GROUP_00_PROJ), this->dtS); | 
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| 344 |     this->tick(this->dataTank->objectManager->getObjectList(OM_GROUP_01), this->dtS); | 
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| 345 |     this->tick(this->dataTank->objectManager->getObjectList(OM_GROUP_01_PROJ), this->dtS); | 
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| 346 |  | 
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| 347 |     /* update tick the rest */ | 
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| 348 |     this->dataTank->localCamera->tick(this->dtS); | 
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| 349 |     AnimationPlayer::getInstance()->tick(this->dtS); | 
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| 350 |     PhysicsEngine::getInstance()->tick(this->dtS); | 
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| 351 |  | 
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| 352 |     GraphicsEngine::getInstance()->tick(this->dtS); | 
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| 353 |  | 
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| 354 |     if( likely(this->dataTank->gameRule != NULL)) | 
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| 355 |       this->dataTank->gameRule->tick(this->dtS); | 
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| 356 |   } | 
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| 357 |   this->lastFrame = currentFrame; | 
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| 358 | } | 
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| 359 |  | 
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| 360 |  | 
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| 361 | /** | 
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| 362 |  *  this function gives the world a consistant state | 
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| 363 |  * | 
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| 364 |  * after ticking (updating the world state) this will give a constistant | 
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| 365 |  * state to the whole system. | 
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| 366 |  */ | 
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| 367 | void GameWorld::update() | 
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| 368 | { | 
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| 369 |   GraphicsEngine::getInstance()->update(this->dtS); | 
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| 370 |   PNode::getNullParent()->updateNode (this->dtS); | 
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| 371 |   SoundEngine::getInstance()->update(); | 
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| 372 |  | 
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| 373 |   if (this->dataTank->music != NULL) | 
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| 374 |     this->dataTank->music->update(); | 
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| 375 | } | 
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| 376 |  | 
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| 377 |  | 
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| 378 | /** | 
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| 379 |  * kicks the CDEngine to detect the collisions between the object groups in the world | 
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| 380 |  */ | 
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| 381 | void GameWorld::collide() | 
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| 382 | { | 
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| 383 |   CDEngine::getInstance()->checkCollisions(this->dataTank->objectManager->getObjectList(OM_GROUP_00), | 
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| 384 |       this->dataTank->objectManager->getObjectList(OM_GROUP_01_PROJ)); | 
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| 385 |   CDEngine::getInstance()->checkCollisions(this->dataTank->objectManager->getObjectList(OM_GROUP_01), | 
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| 386 |       this->dataTank->objectManager->getObjectList(OM_GROUP_00_PROJ)); | 
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| 387 |   CDEngine::getInstance()->checkCollisions(this->dataTank->objectManager->getObjectList(OM_GROUP_00), | 
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| 388 |   this->dataTank->objectManager->getObjectList(OM_GROUP_01)); | 
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| 389 |  | 
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| 390 |   CDEngine::getInstance()->checkCollisions(this->dataTank->objectManager->getObjectList(OM_GROUP_00), | 
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| 391 |       this->dataTank->objectManager->getObjectList(OM_COMMON)); | 
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| 392 |   CDEngine::getInstance()->checkCollisions(this->dataTank->objectManager->getObjectList(OM_GROUP_01), | 
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| 393 |       this->dataTank->objectManager->getObjectList(OM_COMMON)); | 
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| 394 |  | 
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| 395 | } | 
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| 396 |  | 
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| 397 | /** | 
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| 398 |  *  render the current frame | 
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| 399 |  * | 
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| 400 |  * clear all buffers and draw the world | 
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| 401 |  */ | 
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| 402 | void GameWorld::display () | 
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| 403 | { | 
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| 404 |   // clear buffer | 
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| 405 |   glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); | 
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| 406 |   // draw world | 
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| 407 |   this->draw(); | 
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| 408 |   // flip buffers | 
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| 409 |   GraphicsEngine::swapBuffers(); | 
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| 410 | } | 
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| 411 |  | 
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| 412 |  | 
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| 413 | /** | 
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| 414 |  *  runs through all entities calling their draw() methods | 
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| 415 |  */ | 
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| 416 | void GameWorld::draw () | 
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| 417 | { | 
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| 418 |   GraphicsEngine* engine = GraphicsEngine::getInstance(); | 
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| 419 |  | 
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| 420 |   // set camera | 
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| 421 |   this->dataTank->localCamera->apply (); | 
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| 422 |   this->dataTank->localCamera->project (); | 
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| 423 |   LightManager::getInstance()->draw(); | 
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| 424 |  | 
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| 425 |   /* draw all WorldEntiy groups */ | 
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| 426 |   engine->draw(State::getObjectManager()->getObjectList(OM_ENVIRON_NOTICK)); | 
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| 427 |   engine->draw(State::getObjectManager()->getObjectList(OM_ENVIRON)); | 
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| 428 |   engine->draw(State::getObjectManager()->getObjectList(OM_COMMON)); | 
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| 429 |   engine->draw(State::getObjectManager()->getObjectList(OM_GROUP_00)); | 
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| 430 |   engine->draw(State::getObjectManager()->getObjectList(OM_GROUP_00_PROJ)); | 
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| 431 |   engine->draw(State::getObjectManager()->getObjectList(OM_GROUP_01)); | 
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| 432 |   engine->draw(State::getObjectManager()->getObjectList(OM_GROUP_01_PROJ)); | 
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| 433 |  | 
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| 434 |  | 
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| 435 |   if( unlikely( this->showBV)) | 
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| 436 |   { | 
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| 437 |     CDEngine* engine = CDEngine::getInstance(); | 
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| 438 |     engine->drawBV(State::getObjectManager()->getObjectList(OM_ENVIRON_NOTICK)); | 
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| 439 |     engine->drawBV(State::getObjectManager()->getObjectList(OM_ENVIRON)); | 
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| 440 |     engine->drawBV(State::getObjectManager()->getObjectList(OM_COMMON)); | 
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| 441 |     engine->drawBV(State::getObjectManager()->getObjectList(OM_GROUP_00)); | 
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| 442 |     engine->drawBV(State::getObjectManager()->getObjectList(OM_GROUP_01)); | 
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| 443 |     engine->drawBV(State::getObjectManager()->getObjectList(OM_GROUP_01_PROJ)); | 
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| 444 |   } | 
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| 445 |  | 
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| 446 |   if( unlikely(this->showPNodes)) | 
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| 447 |     PNode::getNullParent()->debugDraw(0); | 
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| 448 |  | 
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| 449 |   engine->draw(); | 
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| 450 |  | 
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| 451 |  | 
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| 452 |   // draw the game ruls | 
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| 453 |   if( likely(this->dataTank->gameRule != NULL)) | 
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| 454 |     this->dataTank->gameRule->draw(); | 
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| 455 | } | 
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| 456 |  | 
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| 457 | /** | 
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| 458 |  *  shows the loading screen | 
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| 459 |  */ | 
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| 460 | void GameWorld::displayLoadScreen () | 
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| 461 | { | 
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| 462 |   PRINTF(3)("GameWorld::displayLoadScreen - start\n"); | 
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| 463 |   this->dataTank->glmis = new GLMenuImageScreen(); | 
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| 464 |   this->dataTank->glmis->setMaximum(8); | 
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| 465 |   PRINTF(3)("GameWorld::displayLoadScreen - end\n"); | 
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| 466 | } | 
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| 467 |  | 
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| 468 |  | 
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| 469 | /** | 
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| 470 |  *  removes the loadscreen, and changes over to the game | 
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| 471 |  */ | 
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| 472 | void GameWorld::releaseLoadScreen () | 
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| 473 | { | 
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| 474 |   PRINTF(3)("GameWorld::releaseLoadScreen - start\n"); | 
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| 475 |   this->dataTank->glmis->setValue(this->dataTank->glmis->getMaximum()); | 
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| 476 |   PRINTF(3)("GameWorld::releaseLoadScreen - end\n"); | 
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| 477 | } | 
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| 478 |  | 
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| 479 |  | 
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| 480 |  | 
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| 481 | /** | 
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| 482 |  * @brief toggles the PNode visibility in the world (drawn as boxes) | 
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| 483 |  */ | 
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| 484 | void GameWorld::togglePNodeVisibility() | 
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| 485 | { | 
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| 486 |   if (State::getCurrentStoryEntity() != NULL && | 
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| 487 |       State::getCurrentStoryEntity()->isA(CL_GAME_WORLD)) | 
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| 488 |   { | 
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| 489 |     dynamic_cast<GameWorld*>(State::getCurrentStoryEntity())->showPNodes = !dynamic_cast<GameWorld*>(State::getCurrentStoryEntity())->showPNodes; | 
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| 490 |   } | 
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| 491 |   else | 
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| 492 |     PRINTF(2)("The Current Story entity is not a GameWorld\n"); | 
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| 493 | }; | 
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| 494 |  | 
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| 495 |  | 
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| 496 | /** | 
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| 497 |  * @brief toggles the bounding volume (BV) visibility | 
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| 498 | */ | 
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| 499 | void GameWorld::toggleBVVisibility() | 
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| 500 | { | 
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| 501 |   if (State::getCurrentStoryEntity() != NULL && | 
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| 502 |       State::getCurrentStoryEntity()->isA(CL_GAME_WORLD)) | 
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| 503 |   { | 
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| 504 |     dynamic_cast<GameWorld*>(State::getCurrentStoryEntity())->showBV = !dynamic_cast<GameWorld*>(State::getCurrentStoryEntity())->showBV; | 
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| 505 |   } | 
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| 506 |   else | 
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| 507 |     PRINTF(2)("The Current Story entity is not a GameWorld\n"); | 
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| 508 | }; | 
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| 509 |  | 
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