Planet
navi homePPSaboutscreenshotsdownloaddevelopmentforum

source: orxonox.OLD/trunk/src/story_entities/game_world_data.cc @ 7125

Last change on this file since 7125 was 7125, checked in by bensch, 18 years ago

try fix

File size: 9.1 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*/
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 "resource_manager.h"
24#include "state.h"
25#include "class_list.h"
26#include "substring.h"
27
28#include "game_loader.h"
29
30#include "p_node.h"
31#include "world_entity.h"
32#include "player.h"
33#include "camera.h"
34#include "environment.h"
35#include "terrain.h"
36#include "test_entity.h"
37#include "terrain.h"
38#include "skybox.h"
39#include "md2Model.h"
40#include "world_entities/projectiles/projectile.h"
41#include "npcs/npc_test1.h"
42#include "playable.h"
43
44#include "light.h"
45
46#include "factory.h"
47#include "fast_factory.h"
48#include "load_param.h"
49
50#include "graphics_engine.h"
51#include "event_handler.h"
52#include "sound_engine.h"
53#include "cd_engine.h"
54#include "network_manager.h"
55#include "physics_engine.h"
56#include "fields.h"
57
58#include "glmenu_imagescreen.h"
59
60#include "animation_player.h"
61#include "animation3d.h"
62
63#include "game_rules.h"
64
65#include "ogg_player.h"
66#include "shader.h"
67
68
69using namespace std;
70
71
72/**
73 * constructor of the GameWorldData
74 */
75GameWorldData::GameWorldData()
76{
77  this->setClassID(CL_GAME_WORLD_DATA, "GameWorldData");
78
79  this->glmis = NULL;
80
81  this->localCamera = NULL;
82  this->localPlayer = NULL;
83  this->sky = NULL;
84  this->terrain = NULL;
85
86  this->music = NULL;
87  this->objectManager = NULL;
88  this->gameRule = NULL;
89}
90
91
92/**
93 * destructor for the GameWorldData
94 */
95GameWorldData::~GameWorldData()
96{}
97
98
99
100/**
101 *  initialize the GameWorldData
102 */
103ErrorMessage GameWorldData::init()
104{
105  this->objectManager = new ObjectManager();
106  State::setObjectManager(this->objectManager);
107
108  PNode::getNullParent();
109  this->localCamera = new Camera();
110  this->localCamera->setName ("GameWorld-Camera");
111  State::setCamera(this->localCamera, this->localCamera->getTarget());
112
113  LightManager::getInstance();
114
115  GraphicsEngine::getInstance()->displayFPS(true);
116
117  /* initialize some graphics engines and graphical elements */
118  AnimationPlayer::getInstance();
119  PhysicsEngine::getInstance();
120}
121
122
123/**
124 *  loads the data from the xml file
125 * @param root reference to the xml root element
126 */
127ErrorMessage GameWorldData::loadData(TiXmlElement* root)
128{
129  // load the parameters
130  // name
131  const char* string = grabParameter( root, "name");
132  if( string == NULL)
133  {
134    PRINTF(2)("GameWorld is missing a proper 'name'\n");
135    this->setName("Unknown");
136  }
137  else
138    this->setName(string);
139
140  this->loadGUI(root);
141  this->loadWorldEntities(root);
142  this->loadScene(root);
143}
144
145
146/**
147 *  unloads the data from the xml file
148 */
149ErrorMessage GameWorldData::unloadData()
150{
151  this->unloadGUI();
152  this->unloadWorldEntities();
153  this->unloadScene();
154}
155
156
157/**
158 *  loads the GUI data
159 * @param root reference to the xml root element
160 */
161ErrorMessage GameWorldData::loadGUI(TiXmlElement* root)
162{
163  TiXmlElement* element = root->FirstChildElement("LoadScreen");
164  if( element == NULL)
165  {
166    PRINTF(2)("no LoadScreen specified, loading default\n");
167
168    glmis->setBackgroundImage("pictures/load_screen.jpg");
169    this->glmis->setMaximum(8);
170    //     this->glmis->draw();
171  }
172  else
173  {
174    this->glmis->loadParams(element);
175    //     this->glmis->draw();
176  }
177  this->glmis->draw();
178}
179
180
181/**
182 *  unloads the GUI data
183 */
184ErrorMessage GameWorldData::unloadGUI()
185{
186  delete this->glmis;
187}
188
189
190/**
191 *  loads the world entities from the xml file
192 * @param root reference to the xml root parameter
193 */
194ErrorMessage GameWorldData::loadWorldEntities(TiXmlElement* root)
195{
196  TiXmlElement* element = root->FirstChildElement("WorldEntities");
197
198  if( element == NULL)
199  {
200    PRINTF(1)("GameWorld is missing 'WorldEntities'\n");
201  }
202  else
203  {
204    element = element->FirstChildElement();
205    // load Players/Objects/Whatever
206    PRINTF(4)("Loading WorldEntities\n");
207    while( element != NULL)
208    {
209      BaseObject* created = Factory::fabricate(element);
210      if( created != NULL )
211        PRINTF(4)("Created a %s: %s\n", created->getClassName(), created->getName());
212
213      //todo do this more elegant
214      if( element->Value() != NULL && !strcmp( element->Value(), "SkyBox"))
215      {
216        this->sky = dynamic_cast<WorldEntity*>(created);
217        State::setSkyBox(dynamic_cast<SkyBox*>(this->sky));
218      }
219      if( element->Value() != NULL && !strcmp( element->Value(), "Terrain"))
220      {
221        this->terrain = dynamic_cast<Terrain*>(created);
222        CDEngine::getInstance()->setTerrain(terrain);
223      }
224      element = element->NextSiblingElement();
225      this->glmis->step(); //! @todo temporary
226    }
227    PRINTF(4)("Done loading WorldEntities\n");
228  }
229
230  // Create a Player
231  this->localPlayer = new Player();
232  State::setPlayer(this->localPlayer);
233
234  Playable* playable;
235  const list<BaseObject*>* playableList = ClassList::getList(CL_PLAYABLE);
236  if (playableList != NULL)
237  {
238    playable = dynamic_cast<Playable*>(playableList->front());
239    this->localPlayer->setPlayable(playable);
240  }
241
242  /* init the pnode tree */
243  PNode::getNullParent()->init();
244}
245
246
247/**
248 *  unloads the world entities
249 */
250ErrorMessage GameWorldData::unloadWorldEntities()
251{
252  FastFactory::flushAll(true);
253  GraphicsEngine::getInstance()->displayFPS(false);
254  State::setPlayer(NULL);
255  // erease everything that is left.
256  // delete PNode::getNullParent(); // not needed as this is also done in the next step (and also much cleaner)
257  const std::list<BaseObject*>* nodeList;
258  //secondary cleanup of PNodes;
259  nodeList = ClassList::getList(CL_PARENT_NODE);
260  if (nodeList != NULL)
261    while (!nodeList->empty())
262  {
263    ClassList::debug( 3, CL_PARENT_NODE);
264    PNode::getNullParent()->debugNode( 1);
265
266/*    printf("%s::%s\n", nodeList->front()->getClassName(), nodeList->front()->getName());*/
267    delete nodeList->front();
268    printf("OK\n");
269  }
270  /* remove the player object */
271  if( this->localPlayer)
272    delete this->localPlayer;
273
274  nodeList = ClassList::getList(CL_GRAPHICS_EFFECT);
275  if (nodeList != NULL)
276    while (!nodeList->empty())
277      delete nodeList->front();
278
279
280  nodeList = ClassList::getList(CL_ELEMENT_2D);
281    if (nodeList != NULL)
282       while (!nodeList->empty())
283         delete nodeList->front();
284
285
286
287
288  // unload the resources !!
289  ResourceManager::getInstance()->unloadAllByPriority(RP_LEVEL);
290
291  if (State::getObjectManager() == this->objectManager)
292  {
293    State::setObjectManager(NULL);
294    delete this->objectManager;
295  }
296
297  if(State::getSkyBox())
298    State::setSkyBox(NULL);
299
300  glmis = NULL;
301  localCamera = NULL;
302  localPlayer = NULL;
303  State::setCamera(NULL, NULL);
304  sky = NULL;
305  terrain = NULL;
306  objectManager = NULL;
307}
308
309
310/**
311 *  loads the scene data
312 * @param root reference to the xml root element
313 */
314ErrorMessage GameWorldData::loadScene(TiXmlElement* root)
315{
316  LoadParamXML(root, "LightManager", LightManager::getInstance(), LightManager, loadParams);
317  LoadParamXML(root, "GraphicsEngine", GraphicsEngine::getInstance(), GraphicsEngine, loadParams);
318
319  LoadParam(root, "Music", this, GameWorldData, setSoundTrack);
320
321
322  LoadParamXML(root, "GameRule", this, GameWorldData, loadGameRule);
323
324
325  //LoadParamXML(root, "ParticleEngine", ParticleEngine::getInstance(), ParticleEngine, loadParams);
326  //LoadParamXML(root, "PhysicsEngine", PhysicsEngine::getInstance(), PhysicsEngine, loadParams);
327
328  this->localCamera->setClipRegion(1, 10000.0);
329  if( this->sky != NULL)
330    this->localCamera->addChild(this->sky);
331  SoundEngine::getInstance()->setListener(this->localCamera);
332}
333
334
335
336/**
337 *  unloads the scene data
338 */
339ErrorMessage GameWorldData::unloadScene()
340{
341  /* delete some garphics and scene eingines */
342  delete LightManager::getInstance();
343  delete AnimationPlayer::getInstance();
344  delete PhysicsEngine::getInstance();
345
346  if (this->music != NULL)
347    this->setSoundTrack(NULL);
348  this->music = NULL;
349  /* stop the sound eninge */
350  SoundEngine::getInstance()->flushAllBuffers();
351  SoundEngine::getInstance()->flushAllSources();
352
353  /* unload the shaders */
354  Shader::suspendShader();
355}
356
357
358void GameWorldData::setSoundTrack(const char* name)
359{
360  if (this->music != NULL)
361    delete this->music;
362  this->music = NULL;
363
364  if (name != NULL)
365  {
366    PRINTF(3)("Setting Sound Track to %s\n", name);
367    char* oggFile = ResourceManager::getFullName(name); /// FIXME
368    this->music = new OggPlayer(oggFile);
369    delete[] oggFile;
370
371    //(OggPlayer*)ResourceManager::getInstance()->load(name, OGG, RP_LEVEL);
372    //assert(this->music->isA(CL_SOUND_OGG_PLAYER));
373  }
374}
375
376
377void GameWorldData::loadGameRule(const TiXmlElement* root)
378{
379  const TiXmlElement* element = root->FirstChildElement();
380  while( element != NULL)
381  {
382    PRINTF(4)("creating %s\n", element->Value());
383    BaseObject* created = Factory::fabricate(element);
384    if (created != NULL /*&& created->isA(CL_GAME_RULES)*/)
385    {
386      this->gameRule = dynamic_cast<GameRules*>(created);
387      State::setGameRules(this->gameRule);
388    }
389    else
390    {
391      PRINTF(1)("Could not create a %s\n", element->Value());
392      delete created;
393    }
394    element = element->NextSiblingElement();
395  }
396}
397
398
399
Note: See TracBrowser for help on using the repository browser.