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source: orxonox.OLD/trunk/src/story_entities/world.cc @ 5085

Last change on this file since 5085 was 5085, checked in by patrick, 19 years ago

orxonox/trunk: bugfixing the md2 animation class. there seems to be a problem with the animation itself which prevents the model from being drawn correctly

File size: 28.1 KB
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[1853]1
[4010]2
[4555]3/*
[1853]4   orxonox - the future of 3D-vertical-scrollers
5
6   Copyright (C) 2004 orx
7
8   This program is free software; you can redistribute it and/or modify
9   it under the terms of the GNU General Public License as published by
10   the Free Software Foundation; either version 2, or (at your option)
11   any later version.
[1855]12
13   ### File Specific:
14   main-programmer: Patrick Boenzli
[2190]15   co-programmer: Christian Meyer
[1853]16*/
17
[3590]18#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WORLD
19
[2190]20#include "world.h"
[3608]21
[3620]22
[4347]23#include "state.h"
24
[3608]25#include "p_node.h"
26#include "null_parent.h"
[4326]27#include "pilot_node.h"
[3608]28#include "track_node.h"
[2190]29#include "world_entity.h"
[2036]30#include "player.h"
[2190]31#include "camera.h"
[2816]32#include "environment.h"
[3419]33#include "skysphere.h"
[3803]34#include "skybox.h"
[3750]35#include "satellite.h"
[4245]36#include "test_entity.h"
[3608]37#include "terrain.h"
[3436]38#include "light.h"
[3790]39#include "text_engine.h"
[4726]40#include "load_param.h"
[3620]41
[3646]42#include "track_manager.h"
43#include "garbage_collector.h"
[4940]44#include "fast_factory.h"
[3812]45#include "animation_player.h"
[4176]46#include "particle_engine.h"
[4245]47#include "graphics_engine.h"
[4338]48#include "physics_engine.h"
[4396]49#include "fields.h"
[3646]50
[4488]51#include "md2Model.h"
52
[3608]53#include "glmenu_imagescreen.h"
54#include "list.h"
[4010]55#include "game_loader.h"
[2036]56
[3964]57#include "animation3d.h"
[3608]58
[4010]59#include "substring.h"
[3608]60
[4261]61#include "factory.h"
[4245]62
[4287]63#include "projectile.h"
[4405]64#include "event_handler.h"
[4287]65
[4504]66#include "sound_engine.h"
[4961]67#include "ogg_player.h"
[4504]68
[4747]69#include "class_list.h"
70
[4917]71#include "cd_engine.h"
[4976]72#include "npc.h"
[4820]73
[1856]74using namespace std;
[1853]75
[4978]76//! This creates a Factory to fabricate a World
[4010]77CREATE_FACTORY(World);
[3620]78
[4261]79World::World(const TiXmlElement* root)
[4010]80{
81  this->constuctorInit("", -1);
[4094]82  this->path = NULL;
[4555]83
[4261]84  this->loadParams(root);
[4010]85}
86
[4555]87/**
[4836]88  *  create a new World
[4555]89
[2551]90    This creates a new empty world!
[1858]91*/
[4978]92World::World (const char* name)
[1855]93{
[4094]94  this->path = NULL;
[4010]95  this->constuctorInit(name, -1);
[3573]96  //NullParent* np = NullParent::getInstance();
[1855]97}
98
[3449]99/**
[4836]100 *  creates a new World...
101 * @param worldID with this ID
[3449]102*/
[2636]103World::World (int worldID)
104{
[4094]105  this->path = NULL;
[4010]106  this->constuctorInit(NULL, worldID);
[2636]107}
108
[4555]109/**
[4838]110 *  remove the World from memory
[4555]111
[3365]112    delete everything explicitly, that isn't contained in the parenting tree!
113    things contained in the tree are deleted automaticaly
[4838]114 */
[2190]115World::~World ()
[1872]116{
[5078]117  delete Shell::getInstance();
[3546]118  PRINTF(3)("World::~World() - deleting current world\n");
[3677]119
[4726]120  ParticleEngine::getInstance()->debug();
121
[4978]122  // here everything that is alocated by the World is deleted
[4837]123  delete this->entities;
[4830]124  State::setWorldEntityList(NULL);
125
[4735]126  delete LightManager::getInstance();
[4822]127  delete TrackManager::getInstance();
128  delete ParticleEngine::getInstance();
[4978]129  delete AnimationPlayer::getInstance(); // this should be at the end of the unloading sequence.
130  delete PhysicsEngine::getInstance();
[4822]131
[4978]132  // external engines initialized by the orxonox-class get deleted
[4504]133  SoundEngine::getInstance()->flushAllBuffers();
[4830]134  SoundEngine::getInstance()->flushAllSources();
[4979]135  FastFactory::flushAll(true);
[4504]136
[4978]137  // erease everything that is left.
[4870]138  delete NullParent::getInstance();
[4872]139
[4961]140
[4978]141  // unload the resources !!
[4961]142  ResourceManager::getInstance()->unload(this->music);
[4136]143  ResourceManager::getInstance()->unloadAllByPriority(RP_LEVEL);
[1872]144}
[1858]145
[3526]146/**
[4978]147 * initializes the world.
148 * @param name the name of the world
149 * @param worldID the ID of this world
150 *
151 * set all stuff here that is world generic and does not use to much memory
152 * because the real init() function StoryEntity::init() will be called
153 * shortly before start of the game.
154 * since all worlds are initiated/referenced before they will be started.
155 * NO LEVEL LOADING HERE - NEVER!
[3526]156*/
[4978]157void World::constuctorInit(const char* name, int worldID)
[3526]158{
[4320]159  this->setClassID(CL_WORLD, "World");
[2636]160
[4978]161  this->setName(name);
[3526]162  this->debugWorldNr = worldID;
[4961]163
164  this->music = NULL;
[3629]165}
[3526]166
[4978]167/**
168 * loads the parameters of a World from an XML-element
169 * @param root the XML-element to load from
170 */
[4261]171void World::loadParams(const TiXmlElement* root)
172{
[4600]173  PRINTF(4)("Creating a World\n");
[4261]174
175  LoadParam<World>(root, "identifier", this, &World::setStoryID)
176    .describe("Sets the StoryID of this world");
[4834]177
[4261]178  LoadParam<World>(root, "nextid", this, &World::setNextStoryID)
179    .describe("Sets the ID of the next world");
[4834]180
[4261]181  LoadParam<World>(root, "path", this, &World::setPath)
182    .describe("The Filename of this World (relative from the data-dir)");
183}
184
[3629]185/**
[4978]186 * this is executed just before load
187 *
188 * since the load function sometimes needs data, that has been initialized
189 * before the load and after the proceeding storyentity has finished
[3629]190*/
191ErrorMessage World::preLoad()
192{
[4829]193  State::setWorldEntityList(this->entities = new tList<WorldEntity>());
194  this->cycle = 0;
195
[3620]196  /* init the world interface */
[5078]197  Shell::getInstance();
[4010]198
[4735]199  LightManager::getInstance();
[4978]200  NullParent::getInstance ();
[3993]201
[4010]202  AnimationPlayer::getInstance(); // initializes the animationPlayer
[4338]203  PhysicsEngine::getInstance();
[4010]204
[4015]205  this->localCamera = new Camera();
[4978]206  this->localCamera->setName ("World-Camera");
[4555]207
[4827]208  State::setCamera(this->localCamera, this->localCamera->getTarget());
[4347]209
[4245]210  GraphicsEngine::getInstance()->displayFPS(true);
[4918]211
212  CDEngine::getInstance()->setEntityList( this->entities);
[3526]213}
214
215
[3449]216/**
[4836]217 *  loads the World by initializing all resources, and set their default values.
[3449]218*/
[3459]219ErrorMessage World::load()
[4555]220{
[4104]221  PRINTF(3)("> Loading world: '%s'\n", getPath());
222  TiXmlElement* element;
[4010]223  GameLoader* loader = GameLoader::getInstance();
[4555]224
[4010]225  if( getPath() == NULL)
[2636]226    {
[4104]227      PRINTF(1)("World has no path specified for loading");
[4324]228      this->loadDebugWorld(this->getStoryID());
[4010]229      return (ErrorMessage){213,"Path not specified","World::load()"};
230    }
[4555]231
[4010]232  TiXmlDocument* XMLDoc = new TiXmlDocument( path);
233  // load the campaign document
[4555]234  if( !XMLDoc->LoadFile())
[4010]235  {
236    // report an error
[4104]237    PRINTF(1)("loading XML File: %s @ %d:%d\n", XMLDoc->ErrorDesc(), XMLDoc->ErrorRow(), XMLDoc->ErrorCol());
[4010]238    delete XMLDoc;
239    return (ErrorMessage){213,"XML File parsing error","World::load()"};
240  }
[4555]241
[4010]242  // check basic validity
243  TiXmlElement* root = XMLDoc->RootElement();
244  assert( root != NULL);
[4555]245
[4010]246  if( root == NULL || root->Value() == NULL || strcmp( root->Value(), "WorldDataFile"))
247    {
248      // report an error
[4104]249      PRINTF(1)("Specified XML File is not an orxonox world data file (WorldDataFile element missing)\n");
[4010]250      delete XMLDoc;
251      return (ErrorMessage){213,"Path not a WorldDataFile","World::load()"};
252    }
[4555]253
[4010]254  // load the parameters
255  // name
256  char* temp;
257  const char* string = grabParameter( root, "name");
258  if( string == NULL)
259    {
[4104]260      PRINTF(2)("World is missing a proper 'name'\n");
[4010]261      string = "Unknown";
262      temp = new char[strlen(string + 2)];
263      strcpy( temp, string);
[4978]264      this->setName(temp);
[4010]265    }
266  else
267    {
268      temp = new char[strlen(string + 2)];
269      strcpy( temp, string);
[4978]270      this->setName(temp);
[4010]271    }
[4978]272
[4104]273  ////////////////
274  // LOADSCREEN //
275  ////////////////
276  element = root->FirstChildElement("LoadScreen");
277  if (element == NULL)
278    {
279      PRINTF(2)("no LoadScreen specified, loading default\n");
280
281      glmis->setBackgroundImage("pictures/load_screen.jpg");
282      this->glmis->setMaximum(8);
283      this->glmis->draw();
284    }
285  else
286    {
[4261]287      this->glmis->loadParams(element);
[4104]288      this->glmis->draw();
289    }
290  this->glmis->draw();
[4726]291
292  ////////////////////////
293  // find WorldEntities //
294  ////////////////////////
295
[4104]296  element = root->FirstChildElement("WorldEntities");
[4555]297
[4010]298  if( element == NULL)
299    {
[4104]300      PRINTF(1)("World is missing 'WorldEntities'\n");
[4010]301    }
302  else
303    {
304      element = element->FirstChildElement();
305      // load Players/Objects/Whatever
[4104]306      PRINTF(4)("Loading WorldEntities\n");
[4010]307      while( element != NULL)
[4555]308        {
309          WorldEntity* created = dynamic_cast<WorldEntity*>( loader->fabricate( element));
310          if( created != NULL) this->spawn( created);
311          // if we load a 'Player' we use it as localPlayer
312          //todo do this more elegant
[4919]313          if( element->Value() != NULL && !strcmp( element->Value(), "Player"))
314          {
315            localPlayer = (Player*) created;
316            CDEngine::getInstance()->setPlayer(localPlayer);
317          }
[4555]318          if( element->Value() != NULL && !strcmp( element->Value(), "SkyBox")) sky = (SkyBox*) created;
[4918]319          if( element->Value() != NULL && !strcmp( element->Value(), "Terrain"))
320          {
321            terrain = (Terrain*) created;
322            CDEngine::getInstance()->setTerrain(terrain);
323          }
[4555]324          element = element->NextSiblingElement();
[4836]325          glmis->step(); //! @todo temporary
[4555]326        }
[4104]327      PRINTF(4)("Done loading WorldEntities\n");
[4010]328    }
[4555]329
[4726]330    //////////////////////////////
331    // LOADING ADDITIONAL STUFF //
332    //////////////////////////////
333
[4735]334    LoadParam<LightManager>(root, "LightManager", LightManager::getInstance(), &LightManager::loadParams);
335
[4726]336    LoadParam<ParticleEngine>(root, "ParticleEngine", ParticleEngine::getInstance(), &ParticleEngine::loadParams);
[4730]337    LoadParam<PhysicsEngine>(root, "PhysicsEngine", PhysicsEngine::getInstance(), &PhysicsEngine::loadParams);
[4726]338
[4010]339  // find Track
[4222]340  element = root->FirstChildElement( "Track");
[4010]341  if( element == NULL)
342    {
[4228]343      PRINTF(0)("World is missing a 'Track'\n");
[4010]344    }
345  else
[4555]346    {
[4010]347      //load track
[4228]348      PRINTF(4)("Loading Track\n");
[4010]349
[4822]350      TrackManager::getInstance()->loadParams( element);
351      TrackManager::getInstance()->finalize();
[4222]352    }
[4555]353
[4010]354  // free the XML data
[4015]355
[4010]356  delete XMLDoc;
[4015]357  /* GENERIC LOADING PROCESS FINISHED */
[4555]358
[4010]359  // bind input
[4822]360  EventHandler::getInstance()->subscribe(this->localPlayer, ES_GAME, KeyMapper::PEV_UP);
361  EventHandler::getInstance()->subscribe(this->localPlayer, ES_GAME, KeyMapper::PEV_DOWN);
362  EventHandler::getInstance()->subscribe(this->localPlayer, ES_GAME, KeyMapper::PEV_LEFT);
363  EventHandler::getInstance()->subscribe(this->localPlayer, ES_GAME, KeyMapper::PEV_RIGHT);
364  EventHandler::getInstance()->subscribe(this->localPlayer, ES_GAME, KeyMapper::PEV_FIRE1);
365  EventHandler::getInstance()->subscribe(this->localPlayer, ES_GAME, KeyMapper::PEV_NEXT_WEAPON);
366  EventHandler::getInstance()->subscribe(this->localPlayer, ES_GAME, KeyMapper::PEV_PREVIOUS_WEAPON);
[4555]367
[4010]368  // bind camera
369  //this->localCamera->bind (localPlayer);
[4969]370 // this->localPlayer->addChild (this->localCamera);
[4245]371
[4555]372
[4822]373  //        TrackManager::getInstance()->setBindSlave(env);
374  PNode* tn = TrackManager::getInstance()->getTrackNode();
[4010]375  tn->addChild(this->localPlayer);
[4555]376
[4010]377  //localCamera->setParent(TrackNode::getInstance());
378  tn->addChild(this->localCamera);
379  localCamera->lookAt(tn);
[4620]380  localCamera->setClipRegion(1, 10000.0);
[4444]381  this->localPlayer->setParentMode(PNODE_ALL);
[4010]382  Vector* cameraOffset = new Vector (0, 5, -10);
[4822]383  TrackManager::getInstance()->condition(1, LEFTRIGHT, this->localPlayer);
[4501]384
[4015]385  this->sky->setParent(this->localCamera);
[3368]386
[4010]387  // initialize debug coord system
388  objectList = glGenLists(1);
389  glNewList (objectList, GL_COMPILE);
[4555]390
[4822]391  //TrackManager::getInstance()->drawGraph(.01);
392  //TrackManager::getInstance()->debug(2);
[4010]393  glEndList();
[3993]394
[4504]395  SoundEngine::getInstance()->setListener(this->localCamera);
[4176]396
[4347]397
[4709]398
[4715]399  ////////////
400  // STATIC //
401  ////////////
402
[4730]403  Gravity* test = new Gravity();
[4715]404
[4709]405  // SYSTEM TRAILING THE PLAYER
[4347]406  // Creating a Test Particle System
[4430]407
[4730]408  //new PhysicsConnection(system, gravity);
[4397]409  //    new PhysicsConnection(this->localPlayer, gravity);
[4347]410
[4721]411//   TestEntity* testEntity = new TestEntity();
412//   testEntity->setRelCoor(Vector(570, 10, -15));
413//   testEntity->setRelDir(Quaternion(M_PI, Vector(0, 1, 0)));
414//   this->spawn(testEntity);
[4397]415
[4488]416  TestEntity* testEntity2 = new TestEntity();
[5085]417  testEntity2->setAnim(STAND);
418  testEntity2->setRelCoor(Vector(5.0, 0.0, 5.0));
[4488]419  testEntity2->setRelDir(Quaternion(M_PI, Vector(0, 1, 0)));
[5085]420  testEntity2->setParent(this->localPlayer);
[4488]421  this->spawn(testEntity2);
422
[4721]423  TestEntity* testEntity3 = new TestEntity();
[4722]424  testEntity3->setAnim(RUN);
[4721]425  testEntity3->setRelCoor(Vector(2400, 25, 280));
426  testEntity3->setRelDir(Quaternion(M_PI, Vector(0, 1, 0)));
427  this->spawn(testEntity3);
[4488]428
[4721]429  TestEntity* testEntity4 = new TestEntity();
430  testEntity4->setAnim(RUN);
431  testEntity4->setRelCoor(Vector(2430, 25, 250));
432  testEntity4->setRelDir(Quaternion(M_PI, Vector(0, 1, 0)));
433  this->spawn(testEntity4);
[4574]434
[4721]435
[4730]436  PhysicsEngine::getInstance()->debug();
[4721]437
[4978]438
439
[4976]440  for(int i = 0; i < 100; i++)
441  {
442    WorldEntity* tmp = new NPC();
[5049]443    char npcChar[10];
444    sprintf (npcChar, "NPC_%d", i);
445    tmp->setName(npcChar);
[4986]446    tmp->setAbsCoor(((float)rand()/RAND_MAX) * 5000, 50/*+ (float)rand()/RAND_MAX*20*/, ((float)rand()/RAND_MAX -.5) *100);
[4976]447    this->spawn(tmp);
[4747]448
[4976]449
450  }
451
452
453
[4747]454  ClassList::debug();
[4961]455
456  this->music = (OggPlayer*)ResourceManager::getInstance()->load("sound/00-luke_grey_-_hypermode.ogg", OGG, RP_LEVEL);
457  music->playback();
[4010]458}
[3365]459
[4245]460
[4324]461
[4326]462/**
[4978]463 * creates a debug world: only for experimental stuff
[4326]464*/
[4010]465void World::loadDebugWorld(int worldID)
466{
467  /*monitor progress*/
468  this->glmis->step();
[4228]469  // stuff beyond this point remains to be loaded properly
[3194]470
[4228]471  // initializing the TrackManager
[4822]472  TrackManager::getInstance()->addPointV(Vector(150, -35, 5));
473  TrackManager::getInstance()->addPointV(Vector(200,-35, 5));
474  TrackManager::getInstance()->addPointV(Vector(250, -35, 5));
475  TrackManager::getInstance()->addPointV(Vector(320,-33,-.55));
476  TrackManager::getInstance()->setDuration(1);
477  TrackManager::getInstance()->setSavePoint();
[4228]478
[4822]479  TrackManager::getInstance()->addPointV(Vector(410, 0, 0));
480  TrackManager::getInstance()->addPointV(Vector(510, 20, -10));
481  TrackManager::getInstance()->addPointV(Vector(550, 20, -10));
482  TrackManager::getInstance()->addPointV(Vector(570, 20, -10));
483  TrackManager::getInstance()->setDuration(2);
[4555]484
[4822]485  TrackManager::getInstance()->forkS("testFork1,testFork2");
486  TrackManager::getInstance()->workOnS("testFork1");
487  TrackManager::getInstance()->addPointV(Vector(640, 25, -30));
488  TrackManager::getInstance()->addPointV(Vector(700, 40, -120));
489  TrackManager::getInstance()->addPointV(Vector(800, 50, -150));
490  TrackManager::getInstance()->addPointV(Vector(900, 60, -100));
491  TrackManager::getInstance()->addPointV(Vector(900, 60, -70));
492  TrackManager::getInstance()->addPointV(Vector(990, 65, -15));
493  TrackManager::getInstance()->addPointV(Vector(1050, 65, -10));
494  TrackManager::getInstance()->addPointV(Vector(1100, 65, -20));
495  TrackManager::getInstance()->setDuration(4);
[4228]496
[4822]497  TrackManager::getInstance()->workOnS("testFork2");
498  TrackManager::getInstance()->addPointV(Vector(640, 25, 20));
499  TrackManager::getInstance()->addPointV(Vector(670, 50, 120));
500  TrackManager::getInstance()->addPointV(Vector(700, 70, 80));
501  TrackManager::getInstance()->addPointV(Vector(800, 70, 65));
502  TrackManager::getInstance()->addPointV(Vector(850, 65, 65));
503  TrackManager::getInstance()->addPointV(Vector(920, 35, 40));
504  TrackManager::getInstance()->addPointV(Vector(945, 40, 40));
505  TrackManager::getInstance()->addPointV(Vector(970, 24, 40));
506  TrackManager::getInstance()->addPointV(Vector(1000, 40, -7));
[4508]507
[4822]508  TrackManager::getInstance()->setDuration(4);
[4555]509
510
[4822]511  TrackManager::getInstance()->joinS("testFork1,testFork2");
[4555]512
[4822]513  TrackManager::getInstance()->addPointV(Vector(1200, 60, -50));
514  TrackManager::getInstance()->addPointV(Vector(1300, 50, -50));
515  TrackManager::getInstance()->addPointV(Vector(1400, 40, -50));
516  TrackManager::getInstance()->addPointV(Vector(1500, 40, -60));
517  TrackManager::getInstance()->addPointV(Vector(1600, 35, -55));
518  TrackManager::getInstance()->addPointV(Vector(1700, 45, -40));
519  TrackManager::getInstance()->addPointV(Vector(1750, 60, -40));
520  TrackManager::getInstance()->addPointV(Vector(1770, 80, -40));
521  TrackManager::getInstance()->addPointV(Vector(1800, 100, -40));
522  TrackManager::getInstance()->setDuration(10);
[4555]523
[4822]524  TrackManager::getInstance()->finalize();
[4228]525
[4555]526
[4010]527  // LIGHT initialisation
[4735]528  LightManager::getInstance()->setAmbientColor(.1,.1,.1);
[4736]529//  LightManager::getInstance()->addLight();
[4735]530  LightManager::getInstance()->debug();
[3368]531
[4010]532  switch(this->debugWorldNr)
533    {
534      /*
[4555]535        this loads the hard-coded debug world. this only for simplicity and will be
536        removed by a reald world-loader, which interprets a world-file.
537        if you want to add an own debug world, just add a case DEBUG_WORLD_[nr] and
538        make whatever you want...
[4010]539      */
540    case DEBUG_WORLD_0:
541      {
[4735]542        LightManager::getInstance()->getLight()->setAbsCoor(-5.0, 10.0, -40.0);
[4010]543
544
[4555]545        this->localPlayer = new Player ();
546        this->localPlayer->setName ("player");
547        this->spawn (this->localPlayer);
548        this->localPlayer->setRelCoor(Vector(5,0,0));
549        /*monitor progress*/
550        this->glmis->step();
[4010]551
[4418]552
[4822]553        EventHandler::getInstance()->subscribe(this->localPlayer, ES_GAME, KeyMapper::PEV_FIRE1);
554        EventHandler::getInstance()->subscribe(this->localPlayer, ES_GAME, KeyMapper::PEV_NEXT_WEAPON);
555        EventHandler::getInstance()->subscribe(this->localPlayer, ES_GAME, KeyMapper::PEV_PREVIOUS_WEAPON);
[4418]556
[4555]557        /*
558        Field* testField = new Gravity();
559        testField->setMagnitude(10);
560        new PhysicsConnection(this->localPlayer, testField);
561        */
[4397]562
[4555]563        // bind camera
564        this->localCamera = new Camera();
565        this->localCamera->setName ("camera");
566        /*monitor progress*/
567        this->glmis->step();
[2816]568
[3419]569
[4555]570        // Create SkySphere
[4621]571        this->sky = new Skysphere("pictures/sky-replace.jpg");
572        this->sky->setName("SkySphere");
573        this->spawn(this->sky);
[4555]574        this->localCamera->addChild(this->sky);
575        this->sky->setParentMode(PNODE_MOVEMENT);
576        /*monitor progress*/
577        this->glmis->step();
[3368]578
[3521]579
[4555]580        terrain = new Terrain("worlds/newGround.obj");
581        terrain->setRelCoor(Vector(0,-10,0));
582        this->spawn(terrain);
583        /*monitor progress*/
584        this->glmis->step();
[2816]585
[4555]586        this->pilotNode = new PilotNode();
587        this->spawn(this->pilotNode);
588        this->pilotNode->setAbsCoor(Vector(150, -35, 5));
589        this->pilotNode->addChild(this->localPlayer);
590        this->pilotNode->addChild(this->localCamera);
591        this->localCamera->lookAt(this->localPlayer);
[4422]592
[4822]593        EventHandler::getInstance()->subscribe(this->pilotNode, ES_GAME, KeyMapper::PEV_UP);
594        EventHandler::getInstance()->subscribe(this->pilotNode, ES_GAME, KeyMapper::PEV_DOWN);
595        EventHandler::getInstance()->subscribe(this->pilotNode, ES_GAME, KeyMapper::PEV_LEFT);
596        EventHandler::getInstance()->subscribe(this->pilotNode, ES_GAME, KeyMapper::PEV_RIGHT);
597        EventHandler::getInstance()->subscribe(this->pilotNode, ES_GAME, EV_MOUSE_MOTION);
[4422]598
[4555]599        /*
[4822]600        PNode* tn = TrackManager::getInstance()->getTrackNode();
[4555]601        tn->addChild(this->localPlayer);
602        this->localCamera->lookAt(tn);
603
604        tn->addChild(this->localCamera);
605        this->localPlayer->setParentMode(PNODE_ALL);
[4822]606        TrackManager::getInstance()->condition(2, LEFTRIGHT, this->localPlayer);
[4555]607        */
608        this->glmis->step();
609        break;
[4010]610      }
611    case DEBUG_WORLD_1:
612      {
[3365]613
[4555]614        break;
[4010]615      }
616    case DEBUG_WORLD_2:
617      {
[3727]618
[4555]619        break;
[4010]620      }
621    default:
[4324]622      break;
[2636]623    }
[4010]624}
[2636]625
[3459]626/**
[4836]627 *  initializes a new World shortly before start
[4978]628 *
629 * this is the function, that will be loaded shortly before the world is
630 * started
[3459]631*/
632ErrorMessage World::init()
633{
634  this->bPause = false;
[4326]635  this->pilotNode = NULL;
[5051]636
637  /* update the object position before game start - so there are no wrong coordinates used in the first processing */
638  NullParent::getInstance()->update (0.001f);
639  NullParent::getInstance()->update (0.001f);
[5084]640
[3459]641}
642
643
644/**
[4836]645 *  starts the World
[3459]646*/
647ErrorMessage World::start()
648{
[3546]649  PRINTF(3)("World::start() - starting current World: nr %i\n", this->debugWorldNr);
[3459]650  this->bQuitOrxonox = false;
651  this->bQuitCurrentGame = false;
652  this->mainLoop();
653}
654
655/**
[4836]656 *  stops the world.
[3459]657
658   This happens, when the player decides to end the Level.
659*/
660ErrorMessage World::stop()
661{
[3546]662  PRINTF(3)("World::stop() - got stop signal\n");
[3459]663  this->bQuitCurrentGame = true;
664}
665
666/**
[4836]667 *  pauses the Game
[3459]668*/
669ErrorMessage World::pause()
670{
671  this->isPaused = true;
672}
673
674/**
[4836]675 *  ends the pause Phase
[3459]676*/
677ErrorMessage World::resume()
678{
679  this->isPaused = false;
680}
681
682/**
[4836]683 *  destroys the World
[3459]684*/
685ErrorMessage World::destroy()
686{
[3566]687
[3459]688}
689
690/**
[4836]691 *  shows the loading screen
[3459]692*/
693void World::displayLoadScreen ()
694{
[4555]695  PRINTF(3)("World::displayLoadScreen - start\n");
696
697  //GLMenuImageScreen*
[4099]698  this->glmis = new GLMenuImageScreen();
[3675]699  this->glmis->setMaximum(8);
[4555]700
701  PRINTF(3)("World::displayLoadScreen - end\n");
[3459]702}
703
704/**
[4836]705 *  removes the loadscreen, and changes over to the game
[3459]706
[4836]707   @todo take out the delay
[3459]708*/
709void World::releaseLoadScreen ()
710{
[4555]711  PRINTF(3)("World::releaseLoadScreen - start\n");
[3459]712  this->glmis->setValue(this->glmis->getMaximum());
[4555]713  PRINTF(3)("World::releaseLoadScreen - end\n");
[4099]714  delete this->glmis;
[3459]715}
716
717
[3620]718/**
[4836]719 *  gets the list of entities from the world
720 * @returns entity list
[3620]721*/
722tList<WorldEntity>* World::getEntities()
723{
724  return this->entities;
725}
726
727
[3646]728/**
[4836]729 *  this returns the current game time
730 * @returns elapsed game time
[3646]731*/
732double World::getGameTime()
733{
734  return this->gameTime;
735}
736
737
[4555]738/**
[4836]739 *  function to put your own debug stuff into it. it can display informations about
[3225]740   the current class/procedure
741*/
[2640]742void World::debug()
743{
744}
[2636]745
[2640]746
[3449]747/**
[3225]748  \brief main loop of the world: executing all world relevant function
749
750  in this loop we synchronize (if networked), handle input events, give the heart-beat to
751  all other member-entities of the world (tick to player, enemies etc.), checking for
752  collisions drawing everything to the screen.
753*/
[2636]754void World::mainLoop()
755{
[3365]756  this->lastFrame = SDL_GetTicks ();
[3546]757  PRINTF(3)("World::mainLoop() - Entering main loop\n");
[5045]758
[4836]759  while( !this->bQuitOrxonox && !this->bQuitCurrentGame) /* @todo implement pause */
[2551]760    {
[4558]761      ++this->cycle;
[5048]762      PRINTF(4)("World::mainloop() - number of entities: %i\n", this->entities->getSize());
[2636]763      // Network
[3365]764      this->synchronize ();
[2636]765      // Process input
[3365]766      this->handleInput ();
[3215]767      if( this->bQuitCurrentGame || this->bQuitOrxonox)
[4555]768          break;
[2636]769      // Process time
[3551]770      this->tick ();
[5045]771      // Process collision
772      this->collide ();
[3551]773      // Update the state
[4555]774      this->update ();
[2636]775      // Draw
[3365]776      this->display ();
[5045]777    }
[3548]778
[3546]779  PRINTF(3)("World::mainLoop() - Exiting the main loop\n");
[1899]780}
781
[3459]782
[2190]783/**
[4836]784 *  synchronize local data with remote data
[1855]785*/
[2636]786void World::synchronize ()
[1855]787{
[2636]788  // Get remote input
789  // Update synchronizables
[1855]790}
[2636]791
[3459]792
[2636]793/**
[4836]794 *  run all input processing
[3225]795
796   the command node is the central input event dispatcher. the node uses the even-queue from
797   sdl and has its own event-passing-queue.
[2636]798*/
[3225]799void World::handleInput ()
[2636]800{
801  // localinput
[4407]802  //CommandNode* cn = Orxonox::getInstance()->getLocalInput();
803  //cn->process();
804
805  EventHandler::getInstance()->process();
806
[2636]807  // remoteinput
808}
809
[3459]810
[2636]811/**
[4836]812 *  advance the timeline
[3225]813
814   this calculates the time used to process one frame (with all input handling, drawing, etc)
815   the time is mesured in ms and passed to all world-entities and other classes that need
816   a heart-beat.
[2636]817*/
[3551]818void World::tick ()
[2636]819{
820  Uint32 currentFrame = SDL_GetTicks();
821  if(!this->bPause)
822    {
[3644]823      this->dt = currentFrame - this->lastFrame;
[4555]824
[4610]825      if( this->dt > 10)
[4555]826        {
827          float fps = 1000/dt;
[3790]828
[4555]829          // temporary, only for showing how fast the text-engine is
830          char tmpChar[20];
831          sprintf(tmpChar, "fps: %4.0f", fps);
832        }
[2636]833      else
[4555]834        {
835          /* the frame-rate is limited to 100 frames per second, all other things are for
836             nothing.
837          */
[5048]838          PRINTF(3)("fps = 1000 - frame rate is adjusted\n");
[4610]839          SDL_Delay(10-dt);
[4555]840          this->dt = 10;
841        }
842
843      this->dtS = (float)this->dt / 1000.0;
[4145]844      this->gameTime += this->dtS;
[4833]845
[3654]846      tIterator<WorldEntity>* iterator = this->entities->getIterator();
847      WorldEntity* entity = iterator->nextElement();
[4555]848      while( entity != NULL)
849        {
850          entity->tick (this->dtS);
851          entity = iterator->nextElement();
852        }
[3654]853      delete iterator;
[4010]854
[3459]855      /* update tick the rest */
[4959]856      TrackManager::getInstance()->tick(this->dtS);
[4832]857      this->localCamera->tick(this->dtS);
[4558]858      // tick the engines
[4245]859      AnimationPlayer::getInstance()->tick(this->dtS);
[4979]860//      if (this->cycle > 5)
[4558]861        PhysicsEngine::getInstance()->tick(this->dtS);
[4396]862
[4558]863      ParticleEngine::getInstance()->tick(this->dtS);
864      GarbageCollector::getInstance()->tick(this->dtS);
[4396]865
[4831]866
[4558]867      /** actualy the Graphics Engine should tick the world not the other way around...
[4555]868         but since we like the things not too complicated we got it this way around
869         until there is need or time to do it the other way around.
[4836]870         @todo: GraphicsEngine ticks world: separation of processes and data...
[4681]871
872        bensch: in my opinion the GraphicsEngine could draw the world, but not tick it,
873         beceause graphics have nothing(or at least not much) to do with Motion.
[4245]874      */
875      GraphicsEngine::getInstance()->tick(this->dtS);
[2636]876    }
877  this->lastFrame = currentFrame;
878}
879
[3216]880
[2636]881/**
[4836]882 *  this function gives the world a consistant state
[3551]883
884   after ticking (updating the world state) this will give a constistant
885   state to the whole system.
886*/
887void World::update()
888{
[4822]889  GarbageCollector::getInstance()->update();
[4978]890  NullParent::getInstance()->update (this->dtS);
[5084]891  GraphicsEngine::getInstance()->update(this->dtS);
[4504]892
893  SoundEngine::getInstance()->update();
[4978]894  //music->update();
[3551]895}
896
897
[4917]898void World::collide()
899{
[4918]900  CDEngine::getInstance()->checkCollisions();
[4917]901}
902
[3551]903/**
[4836]904 *  render the current frame
[4555]905
[3225]906   clear all buffers and draw the world
[2636]907*/
908void World::display ()
909{
910  // clear buffer
911  glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
912  // set camera
913  this->localCamera->apply ();
914  // draw world
915  this->draw();
916  // draw HUD
[4837]917  /** @todo draw HUD */
[2636]918  // flip buffers
[4681]919  GraphicsEngine::swapBuffers();
[3365]920  //SDL_Surface* screen = Orxonox::getInstance()->getScreen ();
921  //SDL_Flip (screen);
[2636]922}
923
[2644]924
[3225]925/**
[4917]926 *  runs through all entities calling their draw() methods
927 */
928void World::draw ()
929{
930  /* draw entities */
931  WorldEntity* entity;
932  glLoadIdentity();
933  tIterator<WorldEntity>* iterator = this->entities->getIterator();
934  entity = iterator->nextElement();
935  while( entity != NULL )
936  {
[5055]937    if( entity->isVisible() ) entity->draw();
938    //entity->drawBVTree(2, 226);  // to draw the bounding boxes of the objects at level 2 for debug purp
[4917]939    entity = iterator->nextElement();
940  }
941  delete iterator;
942
943  glCallList (objectList);
944
945  ParticleEngine::getInstance()->draw();
946
947  GraphicsEngine::getInstance()->draw();
948  //TextEngine::getInstance()->draw();
949}
950
951/**
[4836]952 *  add and spawn a new entity to this world
953 * @param entity to be added
[3225]954*/
[2644]955void World::spawn(WorldEntity* entity)
956{
[3365]957  this->entities->add (entity);
[3233]958  entity->postSpawn ();
[2816]959}
960
961
[3225]962/**
[4836]963 *  add and spawn a new entity to this world
964 * @param entity to be added
965 * @param absCoor At what coordinates to add this entity.
966 * @param absDir In which direction should it look.
[3225]967*/
[3365]968void World::spawn(WorldEntity* entity, Vector* absCoor, Quaternion* absDir)
[2816]969{
[3529]970  this->entities->add (entity);
971
[3809]972  entity->setAbsCoor (*absCoor);
973  entity->setAbsDir (*absDir);
[3365]974
[3233]975  entity->postSpawn ();
[2644]976}
[2816]977
978
[3521]979/**
[4836]980 *  add and spawn a new entity to this world
981 * @param entity to be added
982 * @param entity to be added to (PNode)
983 * @param At what relative  coordinates to add this entity.
984 * @param In which relative direction should it look.
[3521]985*/
[4555]986void World::spawn(WorldEntity* entity, PNode* parentNode,
[4765]987                  Vector* relCoor, Quaternion* relDir)
[3521]988{
[4978]989  NullParent::getInstance();
[3529]990  if( parentNode != NULL)
[3521]991    {
992      parentNode->addChild (entity);
[4555]993
[3809]994      entity->setRelCoor (*relCoor);
995      entity->setRelDir (*relDir);
[4555]996
[3521]997      this->entities->add (entity);
[4555]998
[3521]999      entity->postSpawn ();
1000    }
1001}
1002
1003
1004
[3449]1005/**
[3225]1006  \brief commands that the world must catch
[4836]1007  @returns false if not used by the world
[3225]1008*/
[3216]1009bool World::command(Command* cmd)
1010{
[4091]1011  if( !strcmp( cmd->cmd, CONFIG_NAME_VIEW0)) this->localCamera->setViewMode(VIEW_NORMAL);
1012  else if( !strcmp( cmd->cmd, CONFIG_NAME_VIEW1)) this->localCamera->setViewMode(VIEW_BEHIND);
1013  else if( !strcmp( cmd->cmd, CONFIG_NAME_VIEW2)) this->localCamera->setViewMode(VIEW_FRONT);
1014  else if( !strcmp( cmd->cmd, CONFIG_NAME_VIEW3)) this->localCamera->setViewMode(VIEW_LEFT);
1015  else if( !strcmp( cmd->cmd, CONFIG_NAME_VIEW4)) this->localCamera->setViewMode(VIEW_RIGHT);
1016  else if( !strcmp( cmd->cmd, CONFIG_NAME_VIEW5)) this->localCamera->setViewMode(VIEW_TOP);
[3216]1017  return false;
1018}
[3365]1019
[4010]1020void World::setPath( const char* name)
1021{
[4094]1022  if (this->path)
1023    delete this->path;
1024  if (ResourceManager::isFile(name))
1025  {
1026    this->path = new char[strlen(name)+1];
1027    strcpy(this->path, name);
1028  }
1029  else
1030    {
1031      this->path = new char[strlen(ResourceManager::getInstance()->getDataDir()) + strlen(name) +1];
1032      sprintf(this->path, "%s%s", ResourceManager::getInstance()->getDataDir(), name);
1033    }
[4010]1034}
1035
1036const char* World::getPath( void)
1037{
1038  return path;
1039}
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