Planet
navi homePPSaboutscreenshotsdownloaddevelopmentforum

source: orxonox.OLD/trunk/src/story_entities/game_world.cc @ 7339

Last change on this file since 7339 was 7339, checked in by bensch, 18 years ago

some nice fixes

File size: 13.7 KB
Line 
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 "util/loading/resource_manager.h"
23#include "state.h"
24#include "class_list.h"
25#include "substring.h"
26
27#include "util/loading/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 "util/loading/factory.h"
45#include "fast_factory.h"
46#include "util/loading/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(playmode, GameWorld, setPlaymode);
73SHELL_COMMAND_STATIC(togglePNodeVisibility, GameWorld, GameWorld::togglePNodeVisibility);
74SHELL_COMMAND_STATIC(toggleBVVisibility, GameWorld, GameWorld::toggleBVVisibility);
75
76
77
78GameWorld::GameWorld()
79    : StoryEntity()
80{
81  this->setClassID(CL_GAME_WORLD, "GameWorld");
82  this->setName("Preloaded World - no name yet");
83
84  this->gameTime = 0.0f;
85  this->setSpeed(1.0f);
86  this->shell = NULL;
87
88  this->showPNodes = false;
89  this->showBV = false;
90
91  this->dataXML = NULL;
92}
93
94/**
95 *  remove the GameWorld from memory
96 *
97 *  delete everything explicitly, that isn't contained in the parenting tree!
98 *  things contained in the tree are deleted automaticaly
99 */
100GameWorld::~GameWorld ()
101{
102  PRINTF(4)("Deleted GameWorld\n");
103
104}
105
106
107
108/**
109 * loads the parameters of a GameWorld from an XML-element
110 * @param root the XML-element to load from
111 */
112void GameWorld::loadParams(const TiXmlElement* root)
113{
114  StoryEntity::loadParams(root);
115
116  PRINTF(4)("Loaded GameWorld specific stuff\n");
117}
118
119
120/**
121 * this is executed just before load
122 *
123 * since the load function sometimes needs data, that has been initialized
124 * before the load and after the proceeding storyentity has finished
125*/
126ErrorMessage GameWorld::init()
127{
128  /* init the world interface */
129  this->shell = new Shell();
130
131  State::setCurrentStoryEntity(dynamic_cast<StoryEntity*>(this));
132  this->dataTank->init();
133}
134
135
136/**
137 *  loads the GameWorld by initializing all resources, and set their default values.
138 */
139ErrorMessage GameWorld::loadData()
140{
141  this->displayLoadScreen();
142
143  PRINTF(0)("Loading the GameWorld\n");
144
145  PRINTF(3)("> Loading world: '%s'\n", getLoadFile());
146  TiXmlElement* element;
147  GameLoader* loader = GameLoader::getInstance();
148
149  if( getLoadFile().empty())
150  {
151    PRINTF(1)("GameWorld has no path specified for loading\n");
152    return (ErrorMessage){213,"Path not specified","GameWorld::load()"};
153  }
154
155  TiXmlDocument* XMLDoc = new TiXmlDocument( getLoadFile());
156  // load the xml world file for further loading
157  if( !XMLDoc->LoadFile())
158  {
159    PRINTF(1)("loading XML File: %s @ %s:l%d:c%d\n", XMLDoc->ErrorDesc(), this->getLoadFile().c_str(), XMLDoc->ErrorRow(), XMLDoc->ErrorCol());
160    delete XMLDoc;
161    return (ErrorMessage){213,"XML File parsing error","GameWorld::load()"};
162  }
163  // check basic validity
164  TiXmlElement* root = XMLDoc->RootElement();
165  assert( root != NULL);
166  if( root == NULL || root->Value() == NULL || strcmp( root->Value(), "WorldDataFile"))
167  {
168    // report an error
169    PRINTF(1)("Specified XML File is not an orxonox world data file (WorldDataFile element missing)\n");
170    delete XMLDoc;
171    return (ErrorMessage){213,"Path not a WorldDataFile","GameWorld::load()"};
172  }
173  /* the whole loading process for the GameWorld */
174  this->dataTank->loadData(root);
175  this->dataXML = (TiXmlElement*)root->Clone();
176
177  delete XMLDoc;
178  this->releaseLoadScreen();
179}
180
181
182/**
183 *  unload the data of this GameWorld
184 */
185ErrorMessage GameWorld::unloadData()
186{
187  delete this->shell;
188  PRINTF(3)("GameWorld::~GameWorld() - unloading the current GameWorld\n");
189
190  this->dataTank->unloadData();
191
192  State::setCurrentStoryEntity(NULL);
193  if (this->dataXML)
194    delete this->dataXML;
195}
196
197
198/**
199 *  starts the GameWorld
200 */
201bool GameWorld::start()
202{
203  this->bPaused = false;
204  this->bRunning = true;
205
206  this->run();
207}
208
209
210/**
211 *  stops the world.
212 */
213bool GameWorld::stop()
214{
215  PRINTF(3)("GameWorld::stop() - got stop signal\n");
216  this->bRunning = false;
217}
218
219
220/**
221 *  pauses the game
222 */
223bool GameWorld::pause()
224{
225  this->bPaused = true;
226}
227
228
229/**
230 *  ends the pause Phase
231 */
232bool GameWorld::resume()
233{
234  this->bPaused = false;
235}
236
237
238/**
239 *  main loop of the world: executing all world relevant function
240 *
241 * in this loop we synchronize (if networked), handle input events, give the heart-beat to
242 * all other member-entities of the world (tick to player, enemies etc.), checking for
243 * collisions drawing everything to the screen.
244 */
245void GameWorld::run()
246{
247  PRINTF(3)("GameWorld::mainLoop() - Entering main loop\n");
248
249  // initialize Timing
250  this->cycle = 0;
251  for (unsigned int i = 0; i < TICK_SMOOTH_VALUE; i++)
252    this->frameTimes[i] = 100;
253  this->dtS = 0.0f;
254  this->lastFrame = SDL_GetTicks ();
255
256  if (this->dataTank->music != NULL)
257    this->dataTank->music->play();
258
259  while( this->bRunning) /* @todo implement pause */
260  {
261    /* process intput */
262    this->handleInput ();
263    if( !this->bRunning)
264      break;
265
266    /* network synchronisation */
267    this->synchronize ();
268    /* process time */
269    this->tick ();
270    /* process collision */
271    this->collide ();
272    /* update the state */
273    this->update ();
274    /* draw everything */
275    this->display ();
276
277  }
278
279  PRINTF(0)("GameWorld::mainLoop() - Exiting the main loop\n");
280}
281
282
283void GameWorld::setPlaymode(Playable::Playmode playmode)
284{
285  if (this->dataTank->localPlayer &&
286      this->dataTank->localPlayer->getPlayable() &&
287      this->dataTank->localPlayer->getPlayable()->setPlaymode(playmode))
288  {
289    PRINTF(3)("Set Playmode to %d:%s\n", playmode, Playable::playmodeToString(playmode));
290  }
291  else
292  {
293    PRINTF(1)("Unable to set Playmode %d:%s\n", playmode, Playable::playmodeToString(playmode));
294  }
295}
296
297void GameWorld::setPlaymode(const std::string& playmode)
298{
299  this->setPlaymode(Playable::stringToPlaymode(playmode));
300}
301
302/**
303 *  synchronize local data with remote data
304*/
305void GameWorld::synchronize ()
306{}
307
308
309/**
310 *  run all input processing
311
312   the command node is the central input event dispatcher. the node uses the even-queue from
313   sdl and has its own event-passing-queue.
314*/
315void GameWorld::handleInput ()
316{
317  EventHandler::getInstance()->process();
318}
319
320
321/**
322 *  ticks a WorldEntity list
323 * @param entityList list of the WorldEntities
324 * @param dt time passed since last frame
325 */
326void GameWorld::tick(std::list<WorldEntity*> entityList, float dt)
327{
328  std::list<WorldEntity*>::iterator entity, next;
329  next = entityList.begin();
330  while (next != entityList.end())
331  {
332    entity = next++;
333    (*entity)->tick(dt);
334  }
335}
336
337
338/**
339 *  advance the timeline
340 *
341 * this calculates the time used to process one frame (with all input handling, drawing, etc)
342 * the time is mesured in ms and passed to all world-entities and other classes that need
343 * a heart-beat.
344 */
345void GameWorld::tick ()
346{
347  Uint32 currentFrame = SDL_GetTicks();
348
349  if( !this->bPaused)
350  {
351    // CALCULATE FRAMERATE
352    Uint32 frameTimesIndex;
353    Uint32 getTicks;
354    Uint32 i;
355
356    frameTimesIndex = this->cycle % TICK_SMOOTH_VALUE;
357    getTicks = SDL_GetTicks();
358    this->frameTimes[frameTimesIndex] = getTicks - this->lastFrame;
359    this->lastFrame = getTicks;
360    ++this->cycle;
361    this->dtS = 0;
362    for (i = 0; i < TICK_SMOOTH_VALUE; i++)
363      this->dtS += this->frameTimes[i];
364    this->dtS = this->dtS / TICK_SMOOTH_VALUE / 1000.0f * speed;
365
366    // TICK everything
367    this->tick(this->dataTank->objectManager->getObjectList(OM_DEAD_TICK), this->dtS);
368    this->tick(this->dataTank->objectManager->getObjectList(OM_ENVIRON), this->dtS);
369    this->tick(this->dataTank->objectManager->getObjectList(OM_COMMON), this->dtS);
370    this->tick(this->dataTank->objectManager->getObjectList(OM_GROUP_00), this->dtS);
371    this->tick(this->dataTank->objectManager->getObjectList(OM_GROUP_00_PROJ), this->dtS);
372    this->tick(this->dataTank->objectManager->getObjectList(OM_GROUP_01), this->dtS);
373    this->tick(this->dataTank->objectManager->getObjectList(OM_GROUP_01_PROJ), this->dtS);
374
375    /* update tick the rest */
376    this->dataTank->localCamera->tick(this->dtS);
377    AnimationPlayer::getInstance()->tick(this->dtS);
378    PhysicsEngine::getInstance()->tick(this->dtS);
379
380    GraphicsEngine::getInstance()->tick(this->dtS);
381
382    if( likely(this->dataTank->gameRule != NULL))
383      this->dataTank->gameRule->tick(this->dtS);
384  }
385  this->lastFrame = currentFrame;
386}
387
388
389/**
390 *  this function gives the world a consistant state
391 *
392 * after ticking (updating the world state) this will give a constistant
393 * state to the whole system.
394 */
395void GameWorld::update()
396{
397  GraphicsEngine::getInstance()->update(this->dtS);
398  PNode::getNullParent()->updateNode (this->dtS);
399  SoundEngine::getInstance()->update();
400}
401
402
403/**
404 * kicks the CDEngine to detect the collisions between the object groups in the world
405 */
406void GameWorld::collide()
407{
408  CDEngine::getInstance()->checkCollisions(this->dataTank->objectManager->getObjectList(OM_GROUP_00),
409      this->dataTank->objectManager->getObjectList(OM_GROUP_01_PROJ));
410  CDEngine::getInstance()->checkCollisions(this->dataTank->objectManager->getObjectList(OM_GROUP_01),
411      this->dataTank->objectManager->getObjectList(OM_GROUP_00_PROJ));
412  CDEngine::getInstance()->checkCollisions(this->dataTank->objectManager->getObjectList(OM_GROUP_00),
413      this->dataTank->objectManager->getObjectList(OM_GROUP_01));
414
415  CDEngine::getInstance()->checkCollisions(this->dataTank->objectManager->getObjectList(OM_GROUP_00),
416      this->dataTank->objectManager->getObjectList(OM_COMMON));
417  CDEngine::getInstance()->checkCollisions(this->dataTank->objectManager->getObjectList(OM_GROUP_01),
418      this->dataTank->objectManager->getObjectList(OM_COMMON));
419
420}
421
422/**
423 *  render the current frame
424 *
425 * clear all buffers and draw the world
426 */
427void GameWorld::display ()
428{
429  // clear buffer
430  glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
431  // draw world
432  this->draw();
433  // flip buffers
434  GraphicsEngine::swapBuffers();
435}
436
437
438/**
439 *  runs through all entities calling their draw() methods
440 */
441void GameWorld::draw ()
442{
443  GraphicsEngine* engine = GraphicsEngine::getInstance();
444
445  // set camera
446  this->dataTank->localCamera->apply ();
447  this->dataTank->localCamera->project ();
448  LightManager::getInstance()->draw();
449
450  /* draw all WorldEntiy groups */
451  engine->draw(State::getObjectManager()->getObjectList(OM_ENVIRON_NOTICK));
452  engine->draw(State::getObjectManager()->getObjectList(OM_ENVIRON));
453  engine->draw(State::getObjectManager()->getObjectList(OM_COMMON));
454  engine->draw(State::getObjectManager()->getObjectList(OM_GROUP_00));
455  engine->draw(State::getObjectManager()->getObjectList(OM_GROUP_00_PROJ));
456  engine->draw(State::getObjectManager()->getObjectList(OM_GROUP_01));
457  engine->draw(State::getObjectManager()->getObjectList(OM_GROUP_01_PROJ));
458
459
460  if( unlikely( this->showBV))
461  {
462    CDEngine* engine = CDEngine::getInstance();
463    engine->drawBV(State::getObjectManager()->getObjectList(OM_ENVIRON_NOTICK));
464    engine->drawBV(State::getObjectManager()->getObjectList(OM_ENVIRON));
465    engine->drawBV(State::getObjectManager()->getObjectList(OM_COMMON));
466    engine->drawBV(State::getObjectManager()->getObjectList(OM_GROUP_00));
467    engine->drawBV(State::getObjectManager()->getObjectList(OM_GROUP_01));
468    engine->drawBV(State::getObjectManager()->getObjectList(OM_GROUP_01_PROJ));
469  }
470
471  if( unlikely(this->showPNodes))
472    PNode::getNullParent()->debugDraw(0);
473
474  engine->draw();
475
476
477  // draw the game ruls
478  if( likely(this->dataTank->gameRule != NULL))
479    this->dataTank->gameRule->draw();
480}
481
482/**
483 *  shows the loading screen
484 */
485void GameWorld::displayLoadScreen ()
486{
487  PRINTF(3)("GameWorld::displayLoadScreen - start\n");
488  this->dataTank->glmis = new GLMenuImageScreen();
489  this->dataTank->glmis->setMaximum(8);
490  PRINTF(3)("GameWorld::displayLoadScreen - end\n");
491}
492
493
494/**
495 *  removes the loadscreen, and changes over to the game
496 */
497void GameWorld::releaseLoadScreen ()
498{
499  PRINTF(3)("GameWorld::releaseLoadScreen - start\n");
500  this->dataTank->glmis->setValue(this->dataTank->glmis->getMaximum());
501  PRINTF(3)("GameWorld::releaseLoadScreen - end\n");
502}
503
504
505
506/**
507 * @brief toggles the PNode visibility in the world (drawn as boxes)
508 */
509void GameWorld::togglePNodeVisibility()
510{
511  if (State::getCurrentStoryEntity() != NULL &&
512      State::getCurrentStoryEntity()->isA(CL_GAME_WORLD))
513  {
514    dynamic_cast<GameWorld*>(State::getCurrentStoryEntity())->showPNodes = !dynamic_cast<GameWorld*>(State::getCurrentStoryEntity())->showPNodes;
515  }
516  else
517    PRINTF(2)("The Current Story entity is not a GameWorld\n");
518};
519
520
521/**
522 * @brief toggles the bounding volume (BV) visibility
523*/
524void GameWorld::toggleBVVisibility()
525{
526  if (State::getCurrentStoryEntity() != NULL &&
527      State::getCurrentStoryEntity()->isA(CL_GAME_WORLD))
528  {
529    dynamic_cast<GameWorld*>(State::getCurrentStoryEntity())->showBV = !dynamic_cast<GameWorld*>(State::getCurrentStoryEntity())->showBV;
530  }
531  else
532    PRINTF(2)("The Current Story entity is not a GameWorld\n");
533};
534
Note: See TracBrowser for help on using the repository browser.