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source: orxonox.OLD/trunk/src/story_entities/world.cc @ 5234

Last change on this file since 5234 was 5218, checked in by bensch, 20 years ago

orxonox/trunk: more error-fixes… thanks Valgrind team :)

File size: 29.0 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
[5205]22#include "shell_command.h"
[3620]23
[4347]24#include "state.h"
25
[3608]26#include "p_node.h"
27#include "null_parent.h"
[4326]28#include "pilot_node.h"
[3608]29#include "track_node.h"
[2190]30#include "world_entity.h"
[2036]31#include "player.h"
[2190]32#include "camera.h"
[2816]33#include "environment.h"
[3419]34#include "skysphere.h"
[3803]35#include "skybox.h"
[3750]36#include "satellite.h"
[4245]37#include "test_entity.h"
[3608]38#include "terrain.h"
[3436]39#include "light.h"
[3790]40#include "text_engine.h"
[4726]41#include "load_param.h"
[5174]42#include "shell.h"
[3620]43
[3646]44#include "track_manager.h"
45#include "garbage_collector.h"
[4940]46#include "fast_factory.h"
[3812]47#include "animation_player.h"
[4176]48#include "particle_engine.h"
[4245]49#include "graphics_engine.h"
[4338]50#include "physics_engine.h"
[4396]51#include "fields.h"
[3646]52
[4488]53#include "md2Model.h"
54
[3608]55#include "glmenu_imagescreen.h"
56#include "list.h"
[4010]57#include "game_loader.h"
[2036]58
[3964]59#include "animation3d.h"
[3608]60
[4010]61#include "substring.h"
[3608]62
[4261]63#include "factory.h"
[4245]64
[4287]65#include "projectile.h"
[4405]66#include "event_handler.h"
[4287]67
[4504]68#include "sound_engine.h"
[4961]69#include "ogg_player.h"
[4504]70
[4747]71#include "class_list.h"
72
[4917]73#include "cd_engine.h"
[4976]74#include "npc.h"
[4820]75
[5205]76SHELL_COMMAND(speed, World, setSpeed);
77
[1856]78using namespace std;
[1853]79
[4978]80//! This creates a Factory to fabricate a World
[4010]81CREATE_FACTORY(World);
[3620]82
[4261]83World::World(const TiXmlElement* root)
[4010]84{
85  this->constuctorInit("", -1);
[4094]86  this->path = NULL;
[4555]87
[4261]88  this->loadParams(root);
[4010]89}
90
[4555]91/**
[4836]92  *  create a new World
[4555]93
[2551]94    This creates a new empty world!
[1858]95*/
[4978]96World::World (const char* name)
[1855]97{
[4094]98  this->path = NULL;
[4010]99  this->constuctorInit(name, -1);
[3573]100  //NullParent* np = NullParent::getInstance();
[1855]101}
102
[3449]103/**
[4836]104 *  creates a new World...
105 * @param worldID with this ID
[3449]106*/
[2636]107World::World (int worldID)
108{
[4094]109  this->path = NULL;
[4010]110  this->constuctorInit(NULL, worldID);
[2636]111}
112
[4555]113/**
[4838]114 *  remove the World from memory
[4555]115
[3365]116    delete everything explicitly, that isn't contained in the parenting tree!
117    things contained in the tree are deleted automaticaly
[4838]118 */
[2190]119World::~World ()
[1872]120{
[5206]121  delete this->shell;
[3546]122  PRINTF(3)("World::~World() - deleting current world\n");
[3677]123
[4978]124  // here everything that is alocated by the World is deleted
[4837]125  delete this->entities;
[4830]126  State::setWorldEntityList(NULL);
127
[5115]128
[4735]129  delete LightManager::getInstance();
[4822]130  delete TrackManager::getInstance();
131  delete ParticleEngine::getInstance();
[4978]132  delete AnimationPlayer::getInstance(); // this should be at the end of the unloading sequence.
133  delete PhysicsEngine::getInstance();
[4822]134
[4978]135  // external engines initialized by the orxonox-class get deleted
[4504]136  SoundEngine::getInstance()->flushAllBuffers();
[4830]137  SoundEngine::getInstance()->flushAllSources();
[4979]138  FastFactory::flushAll(true);
[4504]139
[5115]140
[4978]141  // erease everything that is left.
[4870]142  delete NullParent::getInstance();
[4872]143
[4961]144
[4978]145  // unload the resources !!
[5117]146  ResourceManager::getInstance()->unload(this->music);
[4136]147  ResourceManager::getInstance()->unloadAllByPriority(RP_LEVEL);
[5218]148
149  delete[] this->path;
[1872]150}
[1858]151
[3526]152/**
[4978]153 * initializes the world.
154 * @param name the name of the world
155 * @param worldID the ID of this world
156 *
157 * set all stuff here that is world generic and does not use to much memory
158 * because the real init() function StoryEntity::init() will be called
159 * shortly before start of the game.
160 * since all worlds are initiated/referenced before they will be started.
161 * NO LEVEL LOADING HERE - NEVER!
[3526]162*/
[4978]163void World::constuctorInit(const char* name, int worldID)
[3526]164{
[4320]165  this->setClassID(CL_WORLD, "World");
[2636]166
[4978]167  this->setName(name);
[3526]168  this->debugWorldNr = worldID;
[5211]169  this->gameTime = 0.0f;
[5205]170  this->setSpeed(1.0);
[4961]171  this->music = NULL;
[5211]172  this->shell = NULL;
173  this->entities = NULL;
[3629]174}
[3526]175
[4978]176/**
177 * loads the parameters of a World from an XML-element
178 * @param root the XML-element to load from
179 */
[4261]180void World::loadParams(const TiXmlElement* root)
181{
[4600]182  PRINTF(4)("Creating a World\n");
[4261]183
184  LoadParam<World>(root, "identifier", this, &World::setStoryID)
185    .describe("Sets the StoryID of this world");
[4834]186
[4261]187  LoadParam<World>(root, "nextid", this, &World::setNextStoryID)
188    .describe("Sets the ID of the next world");
[4834]189
[4261]190  LoadParam<World>(root, "path", this, &World::setPath)
191    .describe("The Filename of this World (relative from the data-dir)");
192}
193
[3629]194/**
[4978]195 * this is executed just before load
196 *
197 * since the load function sometimes needs data, that has been initialized
198 * before the load and after the proceeding storyentity has finished
[3629]199*/
200ErrorMessage World::preLoad()
201{
[4829]202  State::setWorldEntityList(this->entities = new tList<WorldEntity>());
203  this->cycle = 0;
204
[3620]205  /* init the world interface */
[5206]206  this->shell = new Shell();
[4010]207
[4735]208  LightManager::getInstance();
[4978]209  NullParent::getInstance ();
[3993]210
[4010]211  AnimationPlayer::getInstance(); // initializes the animationPlayer
[4338]212  PhysicsEngine::getInstance();
[4010]213
[4015]214  this->localCamera = new Camera();
[4978]215  this->localCamera->setName ("World-Camera");
[4555]216
[4827]217  State::setCamera(this->localCamera, this->localCamera->getTarget());
[4347]218
[4245]219  GraphicsEngine::getInstance()->displayFPS(true);
[4918]220
221  CDEngine::getInstance()->setEntityList( this->entities);
[3526]222}
223
224
[3449]225/**
[4836]226 *  loads the World by initializing all resources, and set their default values.
[3449]227*/
[3459]228ErrorMessage World::load()
[4555]229{
[4104]230  PRINTF(3)("> Loading world: '%s'\n", getPath());
231  TiXmlElement* element;
[4010]232  GameLoader* loader = GameLoader::getInstance();
[4555]233
[4010]234  if( getPath() == NULL)
[2636]235    {
[4104]236      PRINTF(1)("World has no path specified for loading");
[4324]237      this->loadDebugWorld(this->getStoryID());
[4010]238      return (ErrorMessage){213,"Path not specified","World::load()"};
239    }
[4555]240
[4010]241  TiXmlDocument* XMLDoc = new TiXmlDocument( path);
242  // load the campaign document
[4555]243  if( !XMLDoc->LoadFile())
[4010]244  {
245    // report an error
[4104]246    PRINTF(1)("loading XML File: %s @ %d:%d\n", XMLDoc->ErrorDesc(), XMLDoc->ErrorRow(), XMLDoc->ErrorCol());
[4010]247    delete XMLDoc;
248    return (ErrorMessage){213,"XML File parsing error","World::load()"};
249  }
[4555]250
[4010]251  // check basic validity
252  TiXmlElement* root = XMLDoc->RootElement();
253  assert( root != NULL);
[4555]254
[4010]255  if( root == NULL || root->Value() == NULL || strcmp( root->Value(), "WorldDataFile"))
256    {
257      // report an error
[4104]258      PRINTF(1)("Specified XML File is not an orxonox world data file (WorldDataFile element missing)\n");
[4010]259      delete XMLDoc;
260      return (ErrorMessage){213,"Path not a WorldDataFile","World::load()"};
261    }
[4555]262
[4010]263  // load the parameters
264  // name
265  const char* string = grabParameter( root, "name");
266  if( string == NULL)
267    {
[4104]268      PRINTF(2)("World is missing a proper 'name'\n");
[5211]269      this->setName("Unknown");
[4010]270    }
271  else
272    {
[5211]273      this->setName(string);
[4010]274    }
[4978]275
[4104]276  ////////////////
277  // LOADSCREEN //
278  ////////////////
279  element = root->FirstChildElement("LoadScreen");
280  if (element == NULL)
281    {
282      PRINTF(2)("no LoadScreen specified, loading default\n");
283
284      glmis->setBackgroundImage("pictures/load_screen.jpg");
285      this->glmis->setMaximum(8);
286      this->glmis->draw();
287    }
288  else
289    {
[4261]290      this->glmis->loadParams(element);
[4104]291      this->glmis->draw();
292    }
293  this->glmis->draw();
[4726]294
295  ////////////////////////
296  // find WorldEntities //
297  ////////////////////////
298
[4104]299  element = root->FirstChildElement("WorldEntities");
[4555]300
[4010]301  if( element == NULL)
302    {
[4104]303      PRINTF(1)("World is missing 'WorldEntities'\n");
[4010]304    }
305  else
306    {
307      element = element->FirstChildElement();
308      // load Players/Objects/Whatever
[4104]309      PRINTF(4)("Loading WorldEntities\n");
[4010]310      while( element != NULL)
[4555]311        {
312          WorldEntity* created = dynamic_cast<WorldEntity*>( loader->fabricate( element));
313          if( created != NULL) this->spawn( created);
314          // if we load a 'Player' we use it as localPlayer
315          //todo do this more elegant
[4919]316          if( element->Value() != NULL && !strcmp( element->Value(), "Player"))
317          {
318            localPlayer = (Player*) created;
319            CDEngine::getInstance()->setPlayer(localPlayer);
320          }
[4555]321          if( element->Value() != NULL && !strcmp( element->Value(), "SkyBox")) sky = (SkyBox*) created;
[4918]322          if( element->Value() != NULL && !strcmp( element->Value(), "Terrain"))
323          {
324            terrain = (Terrain*) created;
325            CDEngine::getInstance()->setTerrain(terrain);
326          }
[4555]327          element = element->NextSiblingElement();
[4836]328          glmis->step(); //! @todo temporary
[4555]329        }
[4104]330      PRINTF(4)("Done loading WorldEntities\n");
[4010]331    }
[4555]332
[4726]333    //////////////////////////////
334    // LOADING ADDITIONAL STUFF //
335    //////////////////////////////
336
[4735]337    LoadParam<LightManager>(root, "LightManager", LightManager::getInstance(), &LightManager::loadParams);
338
[4726]339    LoadParam<ParticleEngine>(root, "ParticleEngine", ParticleEngine::getInstance(), &ParticleEngine::loadParams);
[4730]340    LoadParam<PhysicsEngine>(root, "PhysicsEngine", PhysicsEngine::getInstance(), &PhysicsEngine::loadParams);
[4726]341
[4010]342  // find Track
[4222]343  element = root->FirstChildElement( "Track");
[4010]344  if( element == NULL)
345    {
[4228]346      PRINTF(0)("World is missing a 'Track'\n");
[4010]347    }
348  else
[4555]349    {
[4010]350      //load track
[4228]351      PRINTF(4)("Loading Track\n");
[4010]352
[4822]353      TrackManager::getInstance()->loadParams( element);
354      TrackManager::getInstance()->finalize();
[4222]355    }
[4555]356
[4010]357  // free the XML data
[4015]358
[4010]359  delete XMLDoc;
[4015]360  /* GENERIC LOADING PROCESS FINISHED */
[4555]361
[4010]362  // bind input
[4822]363  EventHandler::getInstance()->subscribe(this->localPlayer, ES_GAME, KeyMapper::PEV_UP);
364  EventHandler::getInstance()->subscribe(this->localPlayer, ES_GAME, KeyMapper::PEV_DOWN);
365  EventHandler::getInstance()->subscribe(this->localPlayer, ES_GAME, KeyMapper::PEV_LEFT);
366  EventHandler::getInstance()->subscribe(this->localPlayer, ES_GAME, KeyMapper::PEV_RIGHT);
367  EventHandler::getInstance()->subscribe(this->localPlayer, ES_GAME, KeyMapper::PEV_FIRE1);
368  EventHandler::getInstance()->subscribe(this->localPlayer, ES_GAME, KeyMapper::PEV_NEXT_WEAPON);
369  EventHandler::getInstance()->subscribe(this->localPlayer, ES_GAME, KeyMapper::PEV_PREVIOUS_WEAPON);
[4555]370
[4010]371  // bind camera
372  //this->localCamera->bind (localPlayer);
[4969]373 // this->localPlayer->addChild (this->localCamera);
[4245]374
[4555]375
[4822]376  //        TrackManager::getInstance()->setBindSlave(env);
377  PNode* tn = TrackManager::getInstance()->getTrackNode();
[4010]378  tn->addChild(this->localPlayer);
[4555]379
[4010]380  //localCamera->setParent(TrackNode::getInstance());
381  tn->addChild(this->localCamera);
382  localCamera->lookAt(tn);
[4620]383  localCamera->setClipRegion(1, 10000.0);
[4444]384  this->localPlayer->setParentMode(PNODE_ALL);
[4822]385  TrackManager::getInstance()->condition(1, LEFTRIGHT, this->localPlayer);
[4501]386
[4015]387  this->sky->setParent(this->localCamera);
[3368]388
[4010]389  // initialize debug coord system
390  objectList = glGenLists(1);
391  glNewList (objectList, GL_COMPILE);
[4555]392
[4822]393  //TrackManager::getInstance()->drawGraph(.01);
394  //TrackManager::getInstance()->debug(2);
[4010]395  glEndList();
[3993]396
[4504]397  SoundEngine::getInstance()->setListener(this->localCamera);
[4176]398
[4347]399
[4709]400
[4715]401  ////////////
402  // STATIC //
403  ////////////
404
[4730]405  Gravity* test = new Gravity();
[4715]406
[4709]407  // SYSTEM TRAILING THE PLAYER
[4347]408  // Creating a Test Particle System
[4430]409
[4730]410  //new PhysicsConnection(system, gravity);
[4397]411  //    new PhysicsConnection(this->localPlayer, gravity);
[4347]412
[4721]413//   TestEntity* testEntity = new TestEntity();
414//   testEntity->setRelCoor(Vector(570, 10, -15));
415//   testEntity->setRelDir(Quaternion(M_PI, Vector(0, 1, 0)));
416//   this->spawn(testEntity);
[4397]417
[4488]418  TestEntity* testEntity2 = new TestEntity();
[5085]419  testEntity2->setAnim(STAND);
[5087]420  testEntity2->setRelCoor(Vector(2400.0, 10.0, -30.0));
[4488]421  testEntity2->setRelDir(Quaternion(M_PI, Vector(0, 1, 0)));
[5087]422  //testEntity2->setParent(this->localPlayer);
[4488]423  this->spawn(testEntity2);
424
[4721]425  TestEntity* testEntity3 = new TestEntity();
[5087]426  testEntity3->setAnim(BOOM);
427  testEntity3->setRelCoor(Vector(2450.0, 10.0, -40.0));
[4721]428  testEntity3->setRelDir(Quaternion(M_PI, Vector(0, 1, 0)));
429  this->spawn(testEntity3);
[4488]430
[4721]431  TestEntity* testEntity4 = new TestEntity();
[5087]432  testEntity4->setAnim(FLIP);
433  testEntity4->setRelCoor(Vector(2500.0, 10.0, -22.0));
[4721]434  testEntity4->setRelDir(Quaternion(M_PI, Vector(0, 1, 0)));
435  this->spawn(testEntity4);
[4574]436
[5087]437  TestEntity* testEntity5 = new TestEntity();
438  testEntity5->setAnim(WAVE);
439  testEntity5->setRelCoor(Vector(2420.0, 10.0, -50.0));
440  testEntity5->setRelDir(Quaternion(M_PI, Vector(0, 1, 0)));
441  this->spawn(testEntity5);
[4721]442
[5087]443  TestEntity* testEntity6 = new TestEntity();
444  testEntity6->setAnim(WAVE);
445  testEntity6->setRelCoor(Vector(2420.0, 10.0, -20.0));
446  testEntity6->setRelDir(Quaternion(M_PI, Vector(0, 1, 0)));
447  this->spawn(testEntity6);
448
449  TestEntity* testEntity7 = new TestEntity();
450  testEntity7->setAnim(WAVE);
451  testEntity7->setRelCoor(Vector(2500.0, 10.0, -50.0));
452  testEntity7->setRelDir(Quaternion(M_PI, Vector(0, 1, 0)));
453  this->spawn(testEntity7);
454
455
456
[4730]457  PhysicsEngine::getInstance()->debug();
[4721]458
[4978]459
460
[4976]461  for(int i = 0; i < 100; i++)
462  {
463    WorldEntity* tmp = new NPC();
[5049]464    char npcChar[10];
465    sprintf (npcChar, "NPC_%d", i);
466    tmp->setName(npcChar);
[4986]467    tmp->setAbsCoor(((float)rand()/RAND_MAX) * 5000, 50/*+ (float)rand()/RAND_MAX*20*/, ((float)rand()/RAND_MAX -.5) *100);
[4976]468    this->spawn(tmp);
[4747]469
[4976]470
471  }
472
473
474
[4747]475  ClassList::debug();
[4961]476
[5211]477  this->music = NULL;//(OggPlayer*)ResourceManager::getInstance()->load("sound/00-luke_grey_-_hypermode.ogg", OGG, RP_LEVEL);
478  //music->playback();
[4010]479}
[3365]480
[4245]481
[4324]482
[4326]483/**
[4978]484 * creates a debug world: only for experimental stuff
[4326]485*/
[4010]486void World::loadDebugWorld(int worldID)
487{
488  /*monitor progress*/
489  this->glmis->step();
[4228]490  // stuff beyond this point remains to be loaded properly
[3194]491
[4228]492  // initializing the TrackManager
[4822]493  TrackManager::getInstance()->addPointV(Vector(150, -35, 5));
494  TrackManager::getInstance()->addPointV(Vector(200,-35, 5));
495  TrackManager::getInstance()->addPointV(Vector(250, -35, 5));
496  TrackManager::getInstance()->addPointV(Vector(320,-33,-.55));
497  TrackManager::getInstance()->setDuration(1);
498  TrackManager::getInstance()->setSavePoint();
[4228]499
[4822]500  TrackManager::getInstance()->addPointV(Vector(410, 0, 0));
501  TrackManager::getInstance()->addPointV(Vector(510, 20, -10));
502  TrackManager::getInstance()->addPointV(Vector(550, 20, -10));
503  TrackManager::getInstance()->addPointV(Vector(570, 20, -10));
504  TrackManager::getInstance()->setDuration(2);
[4555]505
[4822]506  TrackManager::getInstance()->forkS("testFork1,testFork2");
507  TrackManager::getInstance()->workOnS("testFork1");
508  TrackManager::getInstance()->addPointV(Vector(640, 25, -30));
509  TrackManager::getInstance()->addPointV(Vector(700, 40, -120));
510  TrackManager::getInstance()->addPointV(Vector(800, 50, -150));
511  TrackManager::getInstance()->addPointV(Vector(900, 60, -100));
512  TrackManager::getInstance()->addPointV(Vector(900, 60, -70));
513  TrackManager::getInstance()->addPointV(Vector(990, 65, -15));
514  TrackManager::getInstance()->addPointV(Vector(1050, 65, -10));
515  TrackManager::getInstance()->addPointV(Vector(1100, 65, -20));
516  TrackManager::getInstance()->setDuration(4);
[4228]517
[4822]518  TrackManager::getInstance()->workOnS("testFork2");
519  TrackManager::getInstance()->addPointV(Vector(640, 25, 20));
520  TrackManager::getInstance()->addPointV(Vector(670, 50, 120));
521  TrackManager::getInstance()->addPointV(Vector(700, 70, 80));
522  TrackManager::getInstance()->addPointV(Vector(800, 70, 65));
523  TrackManager::getInstance()->addPointV(Vector(850, 65, 65));
524  TrackManager::getInstance()->addPointV(Vector(920, 35, 40));
525  TrackManager::getInstance()->addPointV(Vector(945, 40, 40));
526  TrackManager::getInstance()->addPointV(Vector(970, 24, 40));
527  TrackManager::getInstance()->addPointV(Vector(1000, 40, -7));
[4508]528
[4822]529  TrackManager::getInstance()->setDuration(4);
[4555]530
531
[4822]532  TrackManager::getInstance()->joinS("testFork1,testFork2");
[4555]533
[4822]534  TrackManager::getInstance()->addPointV(Vector(1200, 60, -50));
535  TrackManager::getInstance()->addPointV(Vector(1300, 50, -50));
536  TrackManager::getInstance()->addPointV(Vector(1400, 40, -50));
537  TrackManager::getInstance()->addPointV(Vector(1500, 40, -60));
538  TrackManager::getInstance()->addPointV(Vector(1600, 35, -55));
539  TrackManager::getInstance()->addPointV(Vector(1700, 45, -40));
540  TrackManager::getInstance()->addPointV(Vector(1750, 60, -40));
541  TrackManager::getInstance()->addPointV(Vector(1770, 80, -40));
542  TrackManager::getInstance()->addPointV(Vector(1800, 100, -40));
543  TrackManager::getInstance()->setDuration(10);
[4555]544
[4822]545  TrackManager::getInstance()->finalize();
[4228]546
[4555]547
[4010]548  // LIGHT initialisation
[4735]549  LightManager::getInstance()->setAmbientColor(.1,.1,.1);
[4736]550//  LightManager::getInstance()->addLight();
[4735]551  LightManager::getInstance()->debug();
[3368]552
[4010]553  switch(this->debugWorldNr)
554    {
555      /*
[4555]556        this loads the hard-coded debug world. this only for simplicity and will be
557        removed by a reald world-loader, which interprets a world-file.
558        if you want to add an own debug world, just add a case DEBUG_WORLD_[nr] and
559        make whatever you want...
[4010]560      */
561    case DEBUG_WORLD_0:
562      {
[4735]563        LightManager::getInstance()->getLight()->setAbsCoor(-5.0, 10.0, -40.0);
[4010]564
565
[4555]566        this->localPlayer = new Player ();
567        this->localPlayer->setName ("player");
568        this->spawn (this->localPlayer);
569        this->localPlayer->setRelCoor(Vector(5,0,0));
570        /*monitor progress*/
571        this->glmis->step();
[4010]572
[4418]573
[4822]574        EventHandler::getInstance()->subscribe(this->localPlayer, ES_GAME, KeyMapper::PEV_FIRE1);
575        EventHandler::getInstance()->subscribe(this->localPlayer, ES_GAME, KeyMapper::PEV_NEXT_WEAPON);
576        EventHandler::getInstance()->subscribe(this->localPlayer, ES_GAME, KeyMapper::PEV_PREVIOUS_WEAPON);
[4418]577
[4555]578        /*
579        Field* testField = new Gravity();
580        testField->setMagnitude(10);
581        new PhysicsConnection(this->localPlayer, testField);
582        */
[4397]583
[4555]584        // bind camera
585        this->localCamera = new Camera();
586        this->localCamera->setName ("camera");
587        /*monitor progress*/
588        this->glmis->step();
[2816]589
[3419]590
[4555]591        // Create SkySphere
[4621]592        this->sky = new Skysphere("pictures/sky-replace.jpg");
593        this->sky->setName("SkySphere");
594        this->spawn(this->sky);
[4555]595        this->localCamera->addChild(this->sky);
596        this->sky->setParentMode(PNODE_MOVEMENT);
597        /*monitor progress*/
598        this->glmis->step();
[3368]599
[3521]600
[4555]601        terrain = new Terrain("worlds/newGround.obj");
602        terrain->setRelCoor(Vector(0,-10,0));
603        this->spawn(terrain);
604        /*monitor progress*/
605        this->glmis->step();
[2816]606
[4555]607        this->pilotNode = new PilotNode();
608        this->spawn(this->pilotNode);
609        this->pilotNode->setAbsCoor(Vector(150, -35, 5));
610        this->pilotNode->addChild(this->localPlayer);
611        this->pilotNode->addChild(this->localCamera);
612        this->localCamera->lookAt(this->localPlayer);
[4422]613
[4822]614        EventHandler::getInstance()->subscribe(this->pilotNode, ES_GAME, KeyMapper::PEV_UP);
615        EventHandler::getInstance()->subscribe(this->pilotNode, ES_GAME, KeyMapper::PEV_DOWN);
616        EventHandler::getInstance()->subscribe(this->pilotNode, ES_GAME, KeyMapper::PEV_LEFT);
617        EventHandler::getInstance()->subscribe(this->pilotNode, ES_GAME, KeyMapper::PEV_RIGHT);
618        EventHandler::getInstance()->subscribe(this->pilotNode, ES_GAME, EV_MOUSE_MOTION);
[4422]619
[4555]620        /*
[4822]621        PNode* tn = TrackManager::getInstance()->getTrackNode();
[4555]622        tn->addChild(this->localPlayer);
623        this->localCamera->lookAt(tn);
624
625        tn->addChild(this->localCamera);
626        this->localPlayer->setParentMode(PNODE_ALL);
[4822]627        TrackManager::getInstance()->condition(2, LEFTRIGHT, this->localPlayer);
[4555]628        */
629        this->glmis->step();
630        break;
[4010]631      }
632    case DEBUG_WORLD_1:
633      {
[3365]634
[4555]635        break;
[4010]636      }
637    case DEBUG_WORLD_2:
638      {
[3727]639
[4555]640        break;
[4010]641      }
642    default:
[4324]643      break;
[2636]644    }
[4010]645}
[2636]646
[3459]647/**
[4836]648 *  initializes a new World shortly before start
[4978]649 *
650 * this is the function, that will be loaded shortly before the world is
651 * started
[3459]652*/
653ErrorMessage World::init()
654{
655  this->bPause = false;
[4326]656  this->pilotNode = NULL;
[5051]657
658  /* update the object position before game start - so there are no wrong coordinates used in the first processing */
659  NullParent::getInstance()->update (0.001f);
660  NullParent::getInstance()->update (0.001f);
[5084]661
[3459]662}
663
664
665/**
[4836]666 *  starts the World
[3459]667*/
668ErrorMessage World::start()
669{
[3546]670  PRINTF(3)("World::start() - starting current World: nr %i\n", this->debugWorldNr);
[3459]671  this->bQuitOrxonox = false;
672  this->bQuitCurrentGame = false;
673  this->mainLoop();
674}
675
676/**
[4836]677 *  stops the world.
[3459]678
679   This happens, when the player decides to end the Level.
680*/
681ErrorMessage World::stop()
682{
[3546]683  PRINTF(3)("World::stop() - got stop signal\n");
[3459]684  this->bQuitCurrentGame = true;
685}
686
687/**
[4836]688 *  pauses the Game
[3459]689*/
690ErrorMessage World::pause()
691{
692  this->isPaused = true;
693}
694
695/**
[4836]696 *  ends the pause Phase
[3459]697*/
698ErrorMessage World::resume()
699{
700  this->isPaused = false;
701}
702
703/**
[4836]704 *  destroys the World
[3459]705*/
706ErrorMessage World::destroy()
707{
[3566]708
[3459]709}
710
711/**
[4836]712 *  shows the loading screen
[3459]713*/
714void World::displayLoadScreen ()
715{
[4555]716  PRINTF(3)("World::displayLoadScreen - start\n");
717
718  //GLMenuImageScreen*
[4099]719  this->glmis = new GLMenuImageScreen();
[3675]720  this->glmis->setMaximum(8);
[4555]721
722  PRINTF(3)("World::displayLoadScreen - end\n");
[3459]723}
724
725/**
[4836]726 *  removes the loadscreen, and changes over to the game
[3459]727
[4836]728   @todo take out the delay
[3459]729*/
730void World::releaseLoadScreen ()
731{
[4555]732  PRINTF(3)("World::releaseLoadScreen - start\n");
[3459]733  this->glmis->setValue(this->glmis->getMaximum());
[4555]734  PRINTF(3)("World::releaseLoadScreen - end\n");
[4099]735  delete this->glmis;
[3459]736}
737
738
[3620]739/**
[4836]740 *  gets the list of entities from the world
741 * @returns entity list
[3620]742*/
743tList<WorldEntity>* World::getEntities()
744{
745  return this->entities;
746}
747
748
[3646]749/**
[4836]750 *  this returns the current game time
751 * @returns elapsed game time
[3646]752*/
753double World::getGameTime()
754{
755  return this->gameTime;
756}
757
758
[4555]759/**
[4836]760 *  function to put your own debug stuff into it. it can display informations about
[3225]761   the current class/procedure
762*/
[2640]763void World::debug()
764{
[5115]765  PRINTF(0)("Printing out the List of alive WorldEntities:\n");
766  tIterator<WorldEntity>* iterator = this->entities->getIterator();
767  WorldEntity* entity = iterator->firstElement();
768  while( entity != NULL)
769  {
770    PRINTF(0)("%s::%s\n", entity->getClassName(), entity->getName());
771    entity = iterator->nextElement();
772  }
773  delete iterator;
[2640]774}
[2636]775
[2640]776
[3449]777/**
[3225]778  \brief main loop of the world: executing all world relevant function
779
780  in this loop we synchronize (if networked), handle input events, give the heart-beat to
781  all other member-entities of the world (tick to player, enemies etc.), checking for
782  collisions drawing everything to the screen.
783*/
[2636]784void World::mainLoop()
785{
[3365]786  this->lastFrame = SDL_GetTicks ();
[3546]787  PRINTF(3)("World::mainLoop() - Entering main loop\n");
[5045]788
[4836]789  while( !this->bQuitOrxonox && !this->bQuitCurrentGame) /* @todo implement pause */
[2551]790    {
[4558]791      ++this->cycle;
[5048]792      PRINTF(4)("World::mainloop() - number of entities: %i\n", this->entities->getSize());
[2636]793      // Network
[3365]794      this->synchronize ();
[2636]795      // Process input
[3365]796      this->handleInput ();
[3215]797      if( this->bQuitCurrentGame || this->bQuitOrxonox)
[4555]798          break;
[2636]799      // Process time
[3551]800      this->tick ();
[5045]801      // Process collision
802      this->collide ();
[3551]803      // Update the state
[4555]804      this->update ();
[2636]805      // Draw
[3365]806      this->display ();
[5045]807    }
[3548]808
[3546]809  PRINTF(3)("World::mainLoop() - Exiting the main loop\n");
[1899]810}
811
[3459]812
[2190]813/**
[4836]814 *  synchronize local data with remote data
[1855]815*/
[2636]816void World::synchronize ()
[1855]817{
[2636]818  // Get remote input
819  // Update synchronizables
[1855]820}
[2636]821
[3459]822
[2636]823/**
[4836]824 *  run all input processing
[3225]825
826   the command node is the central input event dispatcher. the node uses the even-queue from
827   sdl and has its own event-passing-queue.
[2636]828*/
[3225]829void World::handleInput ()
[2636]830{
831  // localinput
[4407]832  //CommandNode* cn = Orxonox::getInstance()->getLocalInput();
833  //cn->process();
834
835  EventHandler::getInstance()->process();
836
[2636]837  // remoteinput
838}
839
[3459]840
[2636]841/**
[4836]842 *  advance the timeline
[3225]843
844   this calculates the time used to process one frame (with all input handling, drawing, etc)
845   the time is mesured in ms and passed to all world-entities and other classes that need
846   a heart-beat.
[2636]847*/
[3551]848void World::tick ()
[2636]849{
850  Uint32 currentFrame = SDL_GetTicks();
851  if(!this->bPause)
852    {
[3644]853      this->dt = currentFrame - this->lastFrame;
[4555]854
[4610]855      if( this->dt > 10)
[4555]856        {
857          float fps = 1000/dt;
[3790]858
[4555]859          // temporary, only for showing how fast the text-engine is
860          char tmpChar[20];
861          sprintf(tmpChar, "fps: %4.0f", fps);
862        }
[2636]863      else
[4555]864        {
865          /* the frame-rate is limited to 100 frames per second, all other things are for
866             nothing.
867          */
[5048]868          PRINTF(3)("fps = 1000 - frame rate is adjusted\n");
[4610]869          SDL_Delay(10-dt);
[4555]870          this->dt = 10;
871        }
872
[5205]873      this->dtS = (float)this->dt / 1000.0 * this->speed;
[4145]874      this->gameTime += this->dtS;
[4833]875
[3654]876      tIterator<WorldEntity>* iterator = this->entities->getIterator();
[5115]877      WorldEntity* entity = iterator->firstElement();
[4555]878      while( entity != NULL)
879        {
880          entity->tick (this->dtS);
881          entity = iterator->nextElement();
882        }
[3654]883      delete iterator;
[4010]884
[3459]885      /* update tick the rest */
[4959]886      TrackManager::getInstance()->tick(this->dtS);
[4832]887      this->localCamera->tick(this->dtS);
[4558]888      // tick the engines
[4245]889      AnimationPlayer::getInstance()->tick(this->dtS);
[4979]890//      if (this->cycle > 5)
[4558]891        PhysicsEngine::getInstance()->tick(this->dtS);
[4396]892
[4558]893      ParticleEngine::getInstance()->tick(this->dtS);
894      GarbageCollector::getInstance()->tick(this->dtS);
[4396]895
[4831]896
[4558]897      /** actualy the Graphics Engine should tick the world not the other way around...
[4555]898         but since we like the things not too complicated we got it this way around
899         until there is need or time to do it the other way around.
[4836]900         @todo: GraphicsEngine ticks world: separation of processes and data...
[4681]901
902        bensch: in my opinion the GraphicsEngine could draw the world, but not tick it,
903         beceause graphics have nothing(or at least not much) to do with Motion.
[4245]904      */
905      GraphicsEngine::getInstance()->tick(this->dtS);
[2636]906    }
907  this->lastFrame = currentFrame;
908}
909
[3216]910
[2636]911/**
[4836]912 *  this function gives the world a consistant state
[3551]913
914   after ticking (updating the world state) this will give a constistant
915   state to the whole system.
916*/
917void World::update()
918{
[4822]919  GarbageCollector::getInstance()->update();
[4978]920  NullParent::getInstance()->update (this->dtS);
[5084]921  GraphicsEngine::getInstance()->update(this->dtS);
[4504]922
923  SoundEngine::getInstance()->update();
[4978]924  //music->update();
[3551]925}
926
927
[4917]928void World::collide()
929{
[4918]930  CDEngine::getInstance()->checkCollisions();
[4917]931}
932
[3551]933/**
[4836]934 *  render the current frame
[4555]935
[3225]936   clear all buffers and draw the world
[2636]937*/
938void World::display ()
939{
940  // clear buffer
941  glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
942  // set camera
943  this->localCamera->apply ();
944  // draw world
945  this->draw();
946  // draw HUD
[4837]947  /** @todo draw HUD */
[2636]948  // flip buffers
[4681]949  GraphicsEngine::swapBuffers();
[3365]950  //SDL_Surface* screen = Orxonox::getInstance()->getScreen ();
951  //SDL_Flip (screen);
[2636]952}
953
[2644]954
[3225]955/**
[4917]956 *  runs through all entities calling their draw() methods
957 */
958void World::draw ()
959{
960  /* draw entities */
961  WorldEntity* entity;
962  glLoadIdentity();
963  tIterator<WorldEntity>* iterator = this->entities->getIterator();
[5115]964  entity = iterator->firstElement();
[4917]965  while( entity != NULL )
966  {
[5055]967    if( entity->isVisible() ) entity->draw();
968    //entity->drawBVTree(2, 226);  // to draw the bounding boxes of the objects at level 2 for debug purp
[4917]969    entity = iterator->nextElement();
970  }
971  delete iterator;
972
973  glCallList (objectList);
974
975  ParticleEngine::getInstance()->draw();
976
977  GraphicsEngine::getInstance()->draw();
978  //TextEngine::getInstance()->draw();
979}
980
981/**
[4836]982 *  add and spawn a new entity to this world
983 * @param entity to be added
[3225]984*/
[2644]985void World::spawn(WorldEntity* entity)
986{
[3365]987  this->entities->add (entity);
[3233]988  entity->postSpawn ();
[2816]989}
990
991
[3225]992/**
[4836]993 *  add and spawn a new entity to this world
994 * @param entity to be added
995 * @param absCoor At what coordinates to add this entity.
996 * @param absDir In which direction should it look.
[3225]997*/
[3365]998void World::spawn(WorldEntity* entity, Vector* absCoor, Quaternion* absDir)
[2816]999{
[3529]1000  this->entities->add (entity);
1001
[3809]1002  entity->setAbsCoor (*absCoor);
1003  entity->setAbsDir (*absDir);
[3365]1004
[3233]1005  entity->postSpawn ();
[2644]1006}
[2816]1007
1008
[3521]1009/**
[4836]1010 *  add and spawn a new entity to this world
1011 * @param entity to be added
1012 * @param entity to be added to (PNode)
1013 * @param At what relative  coordinates to add this entity.
1014 * @param In which relative direction should it look.
[3521]1015*/
[4555]1016void World::spawn(WorldEntity* entity, PNode* parentNode,
[4765]1017                  Vector* relCoor, Quaternion* relDir)
[3521]1018{
[4978]1019  NullParent::getInstance();
[3529]1020  if( parentNode != NULL)
[3521]1021    {
1022      parentNode->addChild (entity);
[4555]1023
[3809]1024      entity->setRelCoor (*relCoor);
1025      entity->setRelDir (*relDir);
[4555]1026
[3521]1027      this->entities->add (entity);
[4555]1028
[3521]1029      entity->postSpawn ();
1030    }
1031}
1032
1033
1034
[3449]1035/**
[3225]1036  \brief commands that the world must catch
[4836]1037  @returns false if not used by the world
[3225]1038*/
[3216]1039bool World::command(Command* cmd)
1040{
[4091]1041  if( !strcmp( cmd->cmd, CONFIG_NAME_VIEW0)) this->localCamera->setViewMode(VIEW_NORMAL);
1042  else if( !strcmp( cmd->cmd, CONFIG_NAME_VIEW1)) this->localCamera->setViewMode(VIEW_BEHIND);
1043  else if( !strcmp( cmd->cmd, CONFIG_NAME_VIEW2)) this->localCamera->setViewMode(VIEW_FRONT);
1044  else if( !strcmp( cmd->cmd, CONFIG_NAME_VIEW3)) this->localCamera->setViewMode(VIEW_LEFT);
1045  else if( !strcmp( cmd->cmd, CONFIG_NAME_VIEW4)) this->localCamera->setViewMode(VIEW_RIGHT);
1046  else if( !strcmp( cmd->cmd, CONFIG_NAME_VIEW5)) this->localCamera->setViewMode(VIEW_TOP);
[3216]1047  return false;
1048}
[3365]1049
[4010]1050void World::setPath( const char* name)
1051{
[4094]1052  if (this->path)
1053    delete this->path;
1054  if (ResourceManager::isFile(name))
1055  {
1056    this->path = new char[strlen(name)+1];
1057    strcpy(this->path, name);
1058  }
1059  else
1060    {
1061      this->path = new char[strlen(ResourceManager::getInstance()->getDataDir()) + strlen(name) +1];
1062      sprintf(this->path, "%s%s", ResourceManager::getInstance()->getDataDir(), name);
1063    }
[4010]1064}
1065
1066const char* World::getPath( void)
1067{
1068  return path;
1069}
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