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source: orxonox.OLD/trunk/src/story_entities/game_world_data.cc @ 10394

Last change on this file since 10394 was 10394, checked in by snellen, 17 years ago

CameraMan gets created by the gameworld

File size: 10.8 KB
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1/*
2   orxonox - the future of 3D-vertical-scrollers
3
4   Copyright (C) 2004 orx
5
6   This program is free software; you can redistribute it and/or modify
7   it under the terms of the GNU General Public License as published by
8   the Free Software Foundation; either version 2, or (at your option)
9   any later version.
10
11### File Specific:
12   main-programmer: Patrick Boenzli
13*/
14
15
16#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WORLD
17
18#include <fstream>
19#include <iostream>
20
21#include "game_world_data.h"
22
23#include "state.h"
24#include "substring.h"
25
26#include "util/loading/game_loader.h"
27#include "util/loading/resource_manager.h"
28
29#include "world_entity.h"
30#include "player.h"
31#include "camera.h"
32#include "cameraman.h"
33#include "terrain.h"
34#include "skybox.h"
35#include "md2/md2Model.h"
36#include "world_entities/projectiles/projectile.h"
37#include "npcs/npc_test1.h"
38#include "playable.h"
39
40#include "light.h"
41
42#include "util/loading/factory.h"
43#include "loading/fast_factory.h"
44#include "util/loading/load_param_xml.h"
45
46#include "graphics_engine.h"
47#include "graphics_effect.h"
48#include "weather_effects/atmospheric_engine.h"
49#include "event_handler.h"
50#include "sound_engine.h"
51#include "cd_engine.h"
52#include "network_manager.h"
53#include "physics_engine.h"
54
55#include "glmenu_imagescreen.h"
56
57#include "game_rules.h"
58
59#include "ogg_player.h"
60#include "shader.h"
61
62
63ObjectListDefinition(GameWorldData);
64/**
65 * constructor of the GameWorldData
66 */
67GameWorldData::GameWorldData()
68{
69  this->registerObject(this, GameWorldData::_objectList);
70
71  this->glmis = NULL;
72
73
74  this->localPlayer = NULL;
75  this->sky = NULL;
76  this->terrain = NULL;
77
78  this->music = NULL;
79  this->objectManager = NULL;
80  this->gameRule = NULL;
81}
82
83
84/**
85 * destructor for the GameWorldData
86 */
87GameWorldData::~GameWorldData()
88{}
89
90
91
92/**
93 *  initialize the GameWorldData
94 */
95ErrorMessage GameWorldData::init()
96{
97  this->objectManager = new ObjectManager();
98  State::setObjectManager(this->objectManager);
99
100  PNode::getNullParent();
101  Camera* localCamera = new Camera();
102    localCamera->setName ("GameWorld-Camera");
103  State::setCamera(localCamera, localCamera->getTarget());
104  //CameraMan* camMan = new CameraMan();
105  //State::setCameraman(camMan);
106  LightManager::getInstance();
107
108//  GraphicsEngine::getInstance()->displayFPS(true);
109
110  return ErrorMessage();
111}
112
113
114/**
115 *  loads the data from the xml file
116 * @param root reference to the xml root element
117 */
118ErrorMessage GameWorldData::loadData(const TiXmlElement* root)
119{
120  assert (root != NULL);
121  // load the parameters
122  // name
123  std::string string = LoadParamBase::grabParameter( root, "name");
124  if( string.empty() )
125  {
126    PRINTF(2)("GameWorld is missing a proper 'name'\n");
127    this->setName("Unknown");
128  }
129  else
130    this->setName(string.c_str());
131
132  this->loadGUI(root);
133  this->loadWorldEntities(root);
134  this->loadCameras(root);
135  this->loadScene(root);
136
137  return ErrorMessage();
138}
139
140
141/**
142 *  unloads the data from the xml file
143 */
144ErrorMessage GameWorldData::unloadData()
145{
146  this->unloadGUI();
147  this->unloadWorldEntities();
148  this->unloadScene();
149  this->unloadCameras();
150
151  return ErrorMessage();
152}
153
154/**
155 * @brief creates the cameras
156 * @param root reference to the xml root element
157 */
158ErrorMessage GameWorldData::loadCameras(const TiXmlElement* root)
159{
160  const TiXmlElement* element = root->FirstChildElement("CameraMan");
161  if( element != NULL)
162  {
163    printf("found CameraMan tag  \n");
164    CameraMan* camMan = new CameraMan(element);
165    State::setCameraman(camMan);
166  }
167  return ErrorMessage();
168}
169
170
171/**
172 * @brief unloads the camera
173 */
174ErrorMessage GameWorldData::unloadCameras()
175{
176  CameraMan* camMan = State::getCameraman() ;
177  if(camMan != NULL){
178    delete  camMan;
179    State::setCameraman(NULL);
180   }
181  return ErrorMessage();
182}
183
184
185/**
186 * @brief loads the GUI data
187 * @param root reference to the xml root element
188 */
189ErrorMessage GameWorldData::loadGUI(const TiXmlElement* root)
190{
191  const TiXmlElement* element = root->FirstChildElement("LoadScreen");
192  if( element == NULL)
193  {
194    PRINTF(2)("no LoadScreen specified, loading default\n");
195
196    glmis->setBackgroundImage("textures/load_screens/default.jpg");
197    this->glmis->setMaximum(8);
198    //     this->glmis->draw();
199  }
200  else
201  {
202    this->glmis->loadParams(element);
203    //     this->glmis->draw();
204  }
205  this->glmis->draw();
206
207  return ErrorMessage();
208}
209
210
211/**
212 * @brief unloads the GUI data
213 */
214ErrorMessage GameWorldData::unloadGUI()
215{
216  delete this->glmis;
217
218  return ErrorMessage();
219}
220
221
222/**
223 * @brief loads the world entities from the xml file
224 * @param root reference to the xml root parameter
225 */
226ErrorMessage GameWorldData::loadWorldEntities(const TiXmlElement* root)
227{
228  const TiXmlElement* element = root->FirstChildElement("WorldEntities");
229  bool mouseCaptured = EventHandler::getInstance()->grabbedEvents();
230  EventHandler::getInstance()->grabEvents(false);
231
232  if( element == NULL)
233  {
234    PRINTF(1)("GameWorld is missing 'WorldEntities'\n");
235  }
236  else
237  {
238    element = element->FirstChildElement();
239    // load Players/Objects/Whatever
240    PRINTF(4)("Loading WorldEntities\n");
241    while( element != NULL)
242    {
243      BaseObject* created = Factory::fabricate(element);
244      if( created != NULL )
245        PRINTF(4)("Created a %s: %s\n", created->getClassCName(), created->getCName());
246
247      //todo do this more elegant
248      if( element->Value() == "SkyBox" && created->isA(SkyBox::staticClassID()))
249      {
250        this->sky = dynamic_cast<WorldEntity*>(created);
251        State::setSkyBox(dynamic_cast<SkyBox*>(this->sky));
252      }
253      if( element->Value() == "Terrain" && created->isA(Terrain::staticClassID()))
254      {
255        this->terrain = dynamic_cast<Terrain*>(created);
256        CDEngine::getInstance()->setTerrain(terrain);
257      }
258      element = element->NextSiblingElement();
259      this->glmis->step(); //! @todo temporary
260    }
261    PRINTF(4)("Done loading WorldEntities\n");
262  }
263
264  // Create a Player
265  this->localPlayer = new Player();
266  State::setPlayer(this->localPlayer);
267
268  if (!Playable::objectList().empty())
269  {
270    /// TODO Make this also loadable
271    this->localPlayer->setPlayable(Playable::objectList().front());
272  }
273
274  // Fill the EntityLists. Tick then Draw:
275  this->tickLists.push_back(OM_DEAD_TICK);
276  this->tickLists.push_back(OM_ENVIRON);
277  this->tickLists.push_back(OM_COMMON);
278  this->tickLists.push_back(OM_GROUP_00);
279  this->tickLists.push_back(OM_GROUP_00_PROJ);
280  this->tickLists.push_back(OM_GROUP_01);
281  this->tickLists.push_back(OM_GROUP_01_PROJ);
282  this->tickLists.push_back(OM_GROUP_02);
283
284  this->drawLists.push_back(OM_ENVIRON_NOTICK);
285  this->drawLists.push_back(OM_ENVIRON);
286  this->drawLists.push_back(OM_GROUP_00);
287  this->drawLists.push_back(OM_GROUP_00_PROJ);
288  this->drawLists.push_back(OM_GROUP_01);
289  this->drawLists.push_back(OM_GROUP_01_PROJ);
290  this->drawLists.push_back(OM_GROUP_02);
291  this->drawLists.push_back(OM_COMMON);
292
293  /* init the pnode tree */
294  PNode::getNullParent()->init();
295
296  EventHandler::getInstance()->grabEvents(mouseCaptured);
297
298  return ErrorMessage();
299}
300
301
302/**
303 *  unloads the world entities
304 */
305ErrorMessage GameWorldData::unloadWorldEntities()
306{
307  FastFactory::flushAll(true);
308  GraphicsEngine::getInstance()->displayFPS(false);
309  // erease everything that is left.
310  //secondary cleanup of PNodes;
311  while (!PNode::objectList().empty())
312    delete PNode::objectList().front();
313
314  /* remove the player object */
315  if( this->localPlayer)
316    delete this->localPlayer;
317  State::setPlayer(NULL);
318  this->localPlayer = NULL;
319  State::setCamera(NULL, NULL);
320  this->sky = NULL;
321  this->terrain = NULL;
322
323  while (!GraphicsEffect::objectList().empty())
324    delete GraphicsEffect::objectList().front();
325
326
327  while (!Element2D::objectList().empty())
328    delete Element2D::objectList().front();
329
330  // At this Point all the WorldEntites should be unloaded.
331  this->tickLists.clear();
332  this->drawLists.clear();
333
334  // unload the resources loaded in this Level !!
335  /// FIXME TODO HACK!!
336//  ResourceManager::getInstance()->unloadAllByPriority(RP_LEVEL);
337
338  if (State::getObjectManager() == this->objectManager)
339  {
340    State::setObjectManager(NULL);
341    delete this->objectManager;
342  }
343  this->objectManager = NULL;
344
345  if(State::getSkyBox())
346    State::setSkyBox(NULL);
347
348  this->glmis = NULL;
349
350  return ErrorMessage();
351}
352
353
354/**
355 * @brief loads the scene data
356 * @param root reference to the xml root element
357 */
358ErrorMessage GameWorldData::loadScene(const TiXmlElement* root)
359{
360  LoadParamXML(root, "LightManager", LightManager::getInstance(), LightManager, loadParams);
361  LoadParamXML(root, "GraphicsEngine", GraphicsEngine::getInstance(), GraphicsEngine, loadParams);
362  LoadParamXML(root, "AtmosphericEngine", AtmosphericEngine::getInstance(), AtmosphericEngine, loadParams);
363
364  LoadParam(root, "Music", this, GameWorldData, setSoundTrack);
365
366  LoadParamXML(root, "GameRule", this, GameWorldData, loadGameRule);
367
368  LoadParam(root, "clip-region", State::getCameraman(), CameraMan, setClipRegion);
369
370
371  //LoadParamXML(root, "ParticleEngine", ParticleEngine::getInstance(), ParticleEngine, loadParams);
372  //LoadParamXML(root, "PhysicsEngine", PhysicsEngine::getInstance(), PhysicsEngine, loadParams);
373
374
375  OrxSound::SoundEngine::getInstance()->setListener(State::getCamera());
376
377  return ErrorMessage();
378}
379
380
381
382/**
383 *  unloads the scene data
384 */
385ErrorMessage GameWorldData::unloadScene()
386{
387  /* delete some garphics and scene eingines */
388  delete LightManager::getInstance();
389  delete AtmosphericEngine::getInstance();
390
391  if (this->music != NULL)
392    this->setSoundTrack("");
393
394  /* unload the shaders */
395  Shader::suspendShader();
396
397  State::setGameRules(NULL);
398
399  return ErrorMessage();
400}
401
402
403void GameWorldData::setSoundTrack(const std::string& name)
404{
405  if (this->music != NULL)
406    delete this->music;
407  this->music = NULL;
408
409  if (!name.empty())
410  {
411    PRINTF(3)("Setting Sound Track to %s\n", name.c_str());
412    std::string oggFile = Resources::ResourceManager::getInstance()->prependAbsoluteMainPath(name);
413    this->music = new OrxSound::OggPlayer(oggFile);
414    if (this->localPlayer != NULL)
415      this->localPlayer->hud().notifyUser(std::string("Playing SoundTrack: ") + this->music->artist() + " - " + this->music->title());
416
417    //(OggPlayer*)ResourceManager::getInstance()->load(name, OGG, RP_LEVEL);
418    //assert(this->music->isA(CL_SOUND_OGG_PLAYER));
419  }
420}
421
422
423void GameWorldData::loadGameRule(const TiXmlElement* root)
424{
425  const TiXmlElement* element = root->FirstChildElement();
426  while( element != NULL)
427  {
428    PRINTF(2)("============ GameRules ==\n");
429    PRINTF(2)("creating %s\n", element->Value());
430    BaseObject* created = Factory::fabricate(element);
431    if (created != NULL && created->isA(GameRules::staticClassID()))
432    {
433      this->gameRule = dynamic_cast<GameRules*>(created);
434      State::setGameRules(this->gameRule);
435      // if there is a valid game rule loaded, return because it is not thought to load multiple game rules
436      return;
437    }
438    else
439    {
440      PRINTF(1)("Could not create a %s\n", element->Value());
441      delete created;
442    }
443    element = element->NextSiblingElement();
444  }
445}
446
447
448
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