| 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 "util/loading/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 | |
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| 26 | #include "util/loading/game_loader.h" |
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| 27 | |
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| 28 | #include "player.h" |
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| 29 | #include "camera.h" |
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| 30 | #include "environment.h" |
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| 31 | #include "terrain.h" |
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| 32 | #include "test_entity.h" |
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| 33 | #include "terrain.h" |
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| 34 | #include "playable.h" |
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| 35 | |
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| 36 | #include "light.h" |
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| 37 | |
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| 38 | #include "util/loading/factory.h" |
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| 39 | #include "util/loading/load_param.h" |
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| 40 | #include "fast_factory.h" |
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| 41 | #include "shell_command.h" |
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| 42 | |
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| 43 | #include "graphics_engine.h" |
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| 44 | #include "event_handler.h" |
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| 45 | #include "sound_engine.h" |
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| 46 | #include "cd_engine.h" |
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| 47 | #include "network_manager.h" |
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| 48 | #include "physics_engine.h" |
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| 49 | #include "fields.h" |
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| 50 | |
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| 51 | #include "glmenu_imagescreen.h" |
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| 52 | #include "shell.h" |
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| 53 | |
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| 54 | #include "ogg_player.h" |
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| 55 | #include "shader.h" |
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| 56 | |
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| 57 | #include "animation_player.h" |
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| 58 | |
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| 59 | #include "game_rules.h" |
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| 60 | |
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| 61 | using namespace std; |
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| 62 | |
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| 63 | |
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| 64 | SHELL_COMMAND(speed, GameWorld, setSpeed); |
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| 65 | SHELL_COMMAND(playmode, GameWorld, setPlaymode); |
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| 66 | SHELL_COMMAND_STATIC(togglePNodeVisibility, GameWorld, GameWorld::togglePNodeVisibility); |
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| 67 | SHELL_COMMAND_STATIC(toggleBVVisibility, GameWorld, GameWorld::toggleBVVisibility); |
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| 68 | |
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| 69 | |
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| 70 | |
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| 71 | GameWorld::GameWorld() |
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| 72 | : StoryEntity() |
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| 73 | { |
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| 74 | this->setClassID(CL_GAME_WORLD, "GameWorld"); |
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| 75 | this->setName("Preloaded World - no name yet"); |
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| 76 | |
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| 77 | this->gameTime = 0.0f; |
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| 78 | this->setSpeed(1.0f); |
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| 79 | this->shell = NULL; |
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| 80 | |
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| 81 | this->showPNodes = false; |
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| 82 | this->showBV = false; |
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| 83 | |
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| 84 | this->dataXML = NULL; |
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| 85 | this->gameRules = NULL; |
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| 86 | } |
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| 87 | |
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| 88 | /** |
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| 89 | * remove the GameWorld from memory |
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| 90 | * |
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| 91 | * delete everything explicitly, that isn't contained in the parenting tree! |
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| 92 | * things contained in the tree are deleted automaticaly |
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| 93 | */ |
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| 94 | GameWorld::~GameWorld () |
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| 95 | { |
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| 96 | PRINTF(4)("Deleted GameWorld\n"); |
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| 97 | |
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| 98 | } |
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| 99 | |
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| 100 | |
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| 101 | |
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| 102 | /** |
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| 103 | * loads the parameters of a GameWorld from an XML-element |
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| 104 | * @param root the XML-element to load from |
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| 105 | */ |
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| 106 | void GameWorld::loadParams(const TiXmlElement* root) |
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| 107 | { |
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| 108 | StoryEntity::loadParams(root); |
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| 109 | |
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| 110 | PRINTF(4)("Loaded GameWorld specific stuff\n"); |
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| 111 | } |
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| 112 | |
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| 113 | |
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| 114 | /** |
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| 115 | * this is executed just before load |
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| 116 | * |
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| 117 | * since the load function sometimes needs data, that has been initialized |
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| 118 | * before the load and after the proceeding storyentity has finished |
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| 119 | */ |
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| 120 | ErrorMessage GameWorld::init() |
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| 121 | { |
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| 122 | /* init the world interface */ |
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| 123 | this->shell = new OrxShell::Shell(); |
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| 124 | |
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| 125 | State::setCurrentStoryEntity(dynamic_cast<StoryEntity*>(this)); |
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| 126 | this->dataTank->init(); |
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| 127 | |
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| 128 | /* initialize some engines and graphical elements */ |
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| 129 | AnimationPlayer::getInstance(); |
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| 130 | PhysicsEngine::getInstance(); |
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| 131 | |
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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().empty()) |
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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().c_str(), 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 | PRINTF(3)("GameWorld::~GameWorld() - unloading the current GameWorld\n"); |
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| 187 | delete this->shell; |
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| 188 | |
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| 189 | this->dataTank->unloadData(); |
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| 190 | |
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| 191 | this->shell = NULL; |
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| 192 | delete AnimationPlayer::getInstance(); |
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| 193 | delete PhysicsEngine::getInstance(); |
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| 194 | |
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| 195 | State::setCurrentStoryEntity(NULL); |
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| 196 | if (this->dataXML) |
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| 197 | delete this->dataXML; |
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| 198 | } |
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| 199 | |
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| 200 | |
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| 201 | /** |
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| 202 | * starts the GameWorld |
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| 203 | */ |
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| 204 | bool GameWorld::start() |
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| 205 | { |
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| 206 | this->bPaused = false; |
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| 207 | this->bRunning = true; |
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| 208 | |
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| 209 | this->run(); |
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| 210 | } |
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| 211 | |
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| 212 | |
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| 213 | /** |
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| 214 | * stops the world. |
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| 215 | */ |
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| 216 | bool GameWorld::stop() |
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| 217 | { |
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| 218 | PRINTF(3)("GameWorld::stop() - got stop signal\n"); |
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| 219 | this->bRunning = false; |
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| 220 | } |
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| 221 | |
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| 222 | |
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| 223 | /** |
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| 224 | * pauses the game |
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| 225 | */ |
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| 226 | bool GameWorld::pause() |
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| 227 | { |
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| 228 | this->bPaused = true; |
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| 229 | } |
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| 230 | |
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| 231 | |
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| 232 | /** |
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| 233 | * ends the pause Phase |
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| 234 | */ |
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| 235 | bool GameWorld::resume() |
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| 236 | { |
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| 237 | this->bPaused = false; |
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| 238 | } |
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| 239 | |
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| 240 | |
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| 241 | /** |
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| 242 | * main loop of the world: executing all world relevant function |
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| 243 | * |
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| 244 | * in this loop we synchronize (if networked), handle input events, give the heart-beat to |
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| 245 | * all other member-entities of the world (tick to player, enemies etc.), checking for |
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| 246 | * collisions drawing everything to the screen. |
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| 247 | */ |
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| 248 | void GameWorld::run() |
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| 249 | { |
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| 250 | PRINTF(3)("GameWorld::mainLoop() - Entering main loop\n"); |
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| 251 | |
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| 252 | // initialize Timing |
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| 253 | this->cycle = 0; |
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| 254 | for (unsigned int i = 0; i < TICK_SMOOTH_VALUE; i++) |
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| 255 | this->frameTimes[i] = 100; |
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| 256 | this->dtS = 0.0f; |
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| 257 | this->lastFrame = SDL_GetTicks (); |
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| 258 | |
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| 259 | if (this->dataTank->music != NULL) |
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| 260 | this->dataTank->music->play(); |
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| 261 | |
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| 262 | while( this->bRunning) /* @todo implement pause */ |
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| 263 | { |
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| 264 | /* process intput */ |
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| 265 | this->handleInput (); |
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| 266 | if( !this->bRunning) |
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| 267 | break; |
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| 268 | |
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| 269 | /* network synchronisation */ |
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| 270 | this->synchronize (); |
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| 271 | /* process time */ |
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| 272 | this->tick (); |
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| 273 | /* process collision */ |
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| 274 | this->collide (); |
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| 275 | /* update the state */ |
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| 276 | this->update (); |
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| 277 | /* check the game rules */ |
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| 278 | this->checkGameRules(); |
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| 279 | /* draw everything */ |
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| 280 | this->display (); |
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| 281 | |
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| 282 | } |
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| 283 | |
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| 284 | PRINTF(0)("GameWorld::mainLoop() - Exiting the main loop\n"); |
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| 285 | } |
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| 286 | |
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| 287 | |
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| 288 | void GameWorld::setPlaymode(Playable::Playmode playmode) |
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| 289 | { |
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| 290 | if (this->dataTank->localPlayer && |
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| 291 | this->dataTank->localPlayer->getPlayable() && |
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| 292 | this->dataTank->localPlayer->getPlayable()->setPlaymode(playmode)) |
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| 293 | { |
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| 294 | PRINTF(3)("Set Playmode to %d:%s\n", playmode, Playable::playmodeToString(playmode)); |
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| 295 | } |
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| 296 | else |
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| 297 | { |
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| 298 | PRINTF(1)("Unable to set Playmode %d:%s\n", playmode, Playable::playmodeToString(playmode)); |
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| 299 | } |
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| 300 | } |
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| 301 | |
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| 302 | void GameWorld::setPlaymode(const std::string& playmode) |
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| 303 | { |
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| 304 | this->setPlaymode(Playable::stringToPlaymode(playmode)); |
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| 305 | } |
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| 306 | |
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| 307 | /** |
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| 308 | * synchronize local data with remote data |
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| 309 | */ |
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| 310 | void GameWorld::synchronize () |
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| 311 | {} |
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| 312 | |
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| 313 | |
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| 314 | /** |
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| 315 | * run all input processing |
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| 316 | |
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| 317 | the command node is the central input event dispatcher. the node uses the even-queue from |
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| 318 | sdl and has its own event-passing-queue. |
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| 319 | */ |
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| 320 | void GameWorld::handleInput () |
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| 321 | { |
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| 322 | EventHandler::getInstance()->process(); |
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| 323 | } |
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| 324 | |
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| 325 | |
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| 326 | /** |
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| 327 | * @brief ticks a WorldEntity list |
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| 328 | * @param entityList list of the WorldEntities |
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| 329 | * @param dt time passed since last frame |
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| 330 | */ |
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| 331 | void GameWorld::tick(ObjectManager::EntityList entityList, float dt) |
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| 332 | { |
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| 333 | ObjectManager::EntityList::iterator entity, next; |
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| 334 | next = entityList.begin(); |
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| 335 | while (next != entityList.end()) |
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| 336 | { |
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| 337 | entity = next++; |
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| 338 | (*entity)->tick(dt); |
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| 339 | } |
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| 340 | } |
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| 341 | |
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| 342 | |
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| 343 | /** |
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| 344 | * advance the timeline |
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| 345 | * |
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| 346 | * this calculates the time used to process one frame (with all input handling, drawing, etc) |
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| 347 | * the time is mesured in ms and passed to all world-entities and other classes that need |
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| 348 | * a heart-beat. |
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| 349 | */ |
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| 350 | void GameWorld::tick () |
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| 351 | { |
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| 352 | Uint32 currentFrame = SDL_GetTicks(); |
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| 353 | |
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| 354 | if( !this->bPaused) |
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| 355 | { |
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| 356 | // CALCULATE FRAMERATE |
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| 357 | Uint32 frameTimesIndex; |
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| 358 | Uint32 getTicks; |
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| 359 | Uint32 i; |
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| 360 | |
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| 361 | frameTimesIndex = this->cycle % TICK_SMOOTH_VALUE; |
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| 362 | getTicks = SDL_GetTicks(); |
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| 363 | this->frameTimes[frameTimesIndex] = getTicks - this->lastFrame; |
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| 364 | this->lastFrame = getTicks; |
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| 365 | ++this->cycle; |
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| 366 | this->dtS = 0; |
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| 367 | for (i = 0; i < TICK_SMOOTH_VALUE; i++) |
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| 368 | this->dtS += this->frameTimes[i]; |
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| 369 | this->dtS = this->dtS / TICK_SMOOTH_VALUE / 1000.0f * speed; |
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| 370 | |
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| 371 | // TICK everything |
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| 372 | for (i = 0; i < this->dataTank->tickLists.size(); ++i) |
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| 373 | this->tick(this->dataTank->objectManager->getObjectList(this->dataTank->tickLists[i]), this->dtS); |
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| 374 | |
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| 375 | /* update tick the rest */ |
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| 376 | this->dataTank->localCamera->tick(this->dtS); |
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| 377 | AnimationPlayer::getInstance()->tick(this->dtS); |
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| 378 | PhysicsEngine::getInstance()->tick(this->dtS); |
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| 379 | |
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| 380 | GraphicsEngine::getInstance()->tick(this->dtS); |
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| 381 | |
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| 382 | if( likely(this->dataTank->gameRule != NULL)) |
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| 383 | this->dataTank->gameRule->tick(this->dtS); |
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| 384 | } |
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| 385 | this->lastFrame = currentFrame; |
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| 386 | } |
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| 387 | |
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| 388 | |
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| 389 | /** |
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| 390 | * this function gives the world a consistant state |
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| 391 | * |
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| 392 | * after ticking (updating the world state) this will give a constistant |
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| 393 | * state to the whole system. |
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| 394 | */ |
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| 395 | void GameWorld::update() |
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| 396 | { |
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| 397 | GraphicsEngine::getInstance()->update(this->dtS); |
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| 398 | PNode::getNullParent()->updateNode (this->dtS); |
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| 399 | SoundEngine::getInstance()->update(); |
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| 400 | } |
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| 401 | |
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| 402 | |
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| 403 | /** |
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| 404 | * kicks the CDEngine to detect the collisions between the object groups in the world |
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| 405 | */ |
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| 406 | void GameWorld::collide() |
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| 407 | { |
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| 408 | CDEngine::getInstance()->checkCollisions(this->dataTank->objectManager->getObjectList(OM_GROUP_00), |
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| 409 | this->dataTank->objectManager->getObjectList(OM_GROUP_01_PROJ)); |
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| 410 | CDEngine::getInstance()->checkCollisions(this->dataTank->objectManager->getObjectList(OM_GROUP_01), |
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| 411 | this->dataTank->objectManager->getObjectList(OM_GROUP_00_PROJ)); |
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| 412 | CDEngine::getInstance()->checkCollisions(this->dataTank->objectManager->getObjectList(OM_GROUP_00), |
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| 413 | this->dataTank->objectManager->getObjectList(OM_GROUP_01)); |
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| 414 | |
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| 415 | CDEngine::getInstance()->checkCollisions(this->dataTank->objectManager->getObjectList(OM_GROUP_00), |
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| 416 | this->dataTank->objectManager->getObjectList(OM_COMMON)); |
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| 417 | CDEngine::getInstance()->checkCollisions(this->dataTank->objectManager->getObjectList(OM_GROUP_01), |
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| 418 | this->dataTank->objectManager->getObjectList(OM_COMMON)); |
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| 419 | |
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| 420 | } |
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| 421 | |
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| 422 | |
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| 423 | /** |
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| 424 | * check the game rules: winning conditions, etc. |
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| 425 | * |
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| 426 | */ |
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| 427 | void GameWorld::checkGameRules() |
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| 428 | { |
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| 429 | if( this->gameRules) |
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| 430 | this->gameRules->tick(this->dtS); |
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| 431 | } |
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| 432 | |
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| 433 | |
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| 434 | /** |
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| 435 | * render the current frame |
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| 436 | * |
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| 437 | * clear all buffers and draw the world |
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| 438 | */ |
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| 439 | void GameWorld::display () |
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| 440 | { |
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| 441 | // clear buffer |
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| 442 | glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); |
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| 443 | // draw world |
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| 444 | this->draw(); |
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| 445 | // flip buffers |
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| 446 | GraphicsEngine::swapBuffers(); |
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| 447 | } |
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| 448 | |
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| 449 | |
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| 450 | /** |
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| 451 | * @brief draws all entities in the list drawList |
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| 452 | * @param drawList the List of entities to draw. |
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| 453 | */ |
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| 454 | void GameWorld::drawEntityList(const ObjectManager::EntityList& drawList) const |
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| 455 | { |
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| 456 | ObjectManager::EntityList::const_iterator entity; |
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| 457 | for (entity = drawList.begin(); entity != drawList.end(); entity++) |
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| 458 | if ((*entity)->isVisible()) |
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| 459 | (*entity)->draw(); |
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| 460 | } |
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| 461 | |
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| 462 | /** |
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| 463 | * @brief runs through all entities calling their draw() methods |
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| 464 | */ |
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| 465 | void GameWorld::draw () |
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| 466 | { |
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| 467 | GraphicsEngine* engine = GraphicsEngine::getInstance(); |
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| 468 | |
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| 469 | // set camera |
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| 470 | this->dataTank->localCamera->apply (); |
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| 471 | this->dataTank->localCamera->project (); |
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| 472 | LightManager::getInstance()->draw(); |
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| 473 | |
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| 474 | /* draw all WorldEntiy groups */ |
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| 475 | for (unsigned int i = 0; i < this->dataTank->drawLists.size(); ++i) |
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| 476 | this->drawEntityList(State::getObjectManager()->getObjectList(this->dataTank->drawLists[i])); |
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| 477 | |
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| 478 | |
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| 479 | if( unlikely( this->showBV)) |
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| 480 | { |
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| 481 | CDEngine* engine = CDEngine::getInstance(); |
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| 482 | for (unsigned int i = 0; i < this->dataTank->drawLists.size(); ++i) |
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| 483 | engine->drawBV(State::getObjectManager()->getObjectList(this->dataTank->drawLists[i])); |
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| 484 | } |
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| 485 | |
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| 486 | if( unlikely(this->showPNodes)) |
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| 487 | PNode::getNullParent()->debugDraw(0); |
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| 488 | |
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| 489 | engine->draw(); |
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| 490 | |
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| 491 | // draw the game ruls |
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| 492 | if( likely(this->dataTank->gameRule != NULL)) |
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| 493 | this->dataTank->gameRule->draw(); |
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| 494 | } |
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| 495 | |
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| 496 | /** |
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| 497 | * shows the loading screen |
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| 498 | */ |
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| 499 | void GameWorld::displayLoadScreen () |
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| 500 | { |
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| 501 | PRINTF(3)("GameWorld::displayLoadScreen - start\n"); |
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| 502 | this->dataTank->glmis = new GLMenuImageScreen(); |
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| 503 | this->dataTank->glmis->setMaximum(8); |
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| 504 | PRINTF(3)("GameWorld::displayLoadScreen - end\n"); |
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| 505 | } |
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| 506 | |
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| 507 | |
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| 508 | /** |
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| 509 | * removes the loadscreen, and changes over to the game |
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| 510 | */ |
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| 511 | void GameWorld::releaseLoadScreen () |
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| 512 | { |
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| 513 | PRINTF(3)("GameWorld::releaseLoadScreen - start\n"); |
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| 514 | this->dataTank->glmis->setValue(this->dataTank->glmis->getMaximum()); |
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| 515 | PRINTF(3)("GameWorld::releaseLoadScreen - end\n"); |
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| 516 | } |
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| 517 | |
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| 518 | |
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| 519 | |
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| 520 | /** |
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| 521 | * @brief toggles the PNode visibility in the world (drawn as boxes) |
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| 522 | */ |
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| 523 | void GameWorld::togglePNodeVisibility() |
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| 524 | { |
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| 525 | if (State::getCurrentStoryEntity() != NULL && |
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| 526 | State::getCurrentStoryEntity()->isA(CL_GAME_WORLD)) |
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| 527 | { |
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| 528 | dynamic_cast<GameWorld*>(State::getCurrentStoryEntity())->showPNodes = !dynamic_cast<GameWorld*>(State::getCurrentStoryEntity())->showPNodes; |
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| 529 | } |
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| 530 | else |
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| 531 | PRINTF(2)("The Current Story entity is not a GameWorld\n"); |
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| 532 | }; |
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| 533 | |
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| 534 | |
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| 535 | /** |
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| 536 | * @brief toggles the bounding volume (BV) visibility |
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| 537 | */ |
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| 538 | void GameWorld::toggleBVVisibility() |
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| 539 | { |
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| 540 | if (State::getCurrentStoryEntity() != NULL && |
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| 541 | State::getCurrentStoryEntity()->isA(CL_GAME_WORLD)) |
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| 542 | { |
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| 543 | dynamic_cast<GameWorld*>(State::getCurrentStoryEntity())->showBV = !dynamic_cast<GameWorld*>(State::getCurrentStoryEntity())->showBV; |
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| 544 | } |
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| 545 | else |
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| 546 | PRINTF(2)("The Current Story entity is not a GameWorld\n"); |
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| 547 | }; |
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| 548 | |
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