| 1 | /* | 
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| 2 |    orxonox - the future of 3D-vertical-scrollers | 
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| 3 |  | 
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| 4 |    Copyright (C) 2004 orx | 
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| 5 |  | 
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| 6 |    This program is free software; you can redistribute it and/or modify | 
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| 7 |    it under the terms of the GNU General Public License as published by | 
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| 8 |    the Free Software Foundation; either version 2, or (at your option) | 
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| 9 |    any later version. | 
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| 10 |  | 
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| 11 |    ### File Specific: | 
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| 12 |    main-programmer: Patrick Boenzli | 
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| 13 |    co-programmer: Christian Meyer | 
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| 14 |    co-programmer: Benjamin Grauer | 
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| 15 | */ | 
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| 16 |  | 
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| 17 | #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WORLD | 
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| 18 |  | 
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| 19 | #include "world.h" | 
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| 20 |  | 
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| 21 | #include "shell_command.h" | 
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| 22 |  | 
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| 23 | #include "state.h" | 
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| 24 |  | 
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| 25 | #include "p_node.h" | 
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| 26 | #include "null_parent.h" | 
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| 27 | #include "pilot_node.h" | 
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| 28 | #include "world_entity.h" | 
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| 29 | #include "player.h" | 
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| 30 | #include "camera.h" | 
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| 31 | #include "environment.h" | 
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| 32 | #include "skysphere.h" | 
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| 33 | #include "skybox.h" | 
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| 34 | #include "satellite.h" | 
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| 35 | #include "test_entity.h" | 
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| 36 | #include "terrain.h" | 
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| 37 | #include "light.h" | 
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| 38 | #include "load_param.h" | 
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| 39 | #include "shell.h" | 
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| 40 |  | 
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| 41 | #include "garbage_collector.h" | 
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| 42 | #include "fast_factory.h" | 
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| 43 | #include "animation_player.h" | 
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| 44 | #include "particle_engine.h" | 
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| 45 | #include "graphics_engine.h" | 
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| 46 | #include "physics_engine.h" | 
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| 47 | #include "fields.h" | 
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| 48 |  | 
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| 49 | #include "md2Model.h" | 
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| 50 |  | 
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| 51 | #include "glmenu_imagescreen.h" | 
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| 52 | #include "list.h" | 
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| 53 | #include "game_loader.h" | 
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| 54 |  | 
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| 55 | #include "animation3d.h" | 
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| 56 |  | 
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| 57 | #include "substring.h" | 
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| 58 |  | 
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| 59 | #include "factory.h" | 
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| 60 |  | 
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| 61 | #include "weapons/projectile.h" | 
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| 62 | #include "event_handler.h" | 
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| 63 | #include "sound_engine.h" | 
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| 64 | #include "ogg_player.h" | 
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| 65 |  | 
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| 66 | #include "class_list.h" | 
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| 67 |  | 
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| 68 | #include "cd_engine.h" | 
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| 69 | #include "npcs/npc_test1.h" | 
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| 70 | #include "shader.h" | 
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| 71 |  | 
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| 72 | #include "playable.h" | 
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| 73 | #include "network_manager.h" | 
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| 74 | #include "playable.h" | 
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| 75 |  | 
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| 76 |  | 
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| 77 | SHELL_COMMAND(speed, World, setSpeed); | 
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| 78 | SHELL_COMMAND(togglePNodeVisibility, World, togglePNodeVisibility); | 
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| 79 | SHELL_COMMAND(toggleBVVisibility, World, toggleBVVisibility); | 
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| 80 |  | 
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| 81 | using namespace std; | 
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| 82 |  | 
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| 83 | //! This creates a Factory to fabricate a World | 
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| 84 | CREATE_FACTORY(World, CL_WORLD); | 
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| 85 |  | 
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| 86 | World::World(const TiXmlElement* root) | 
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| 87 | { | 
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| 88 |   this->constuctorInit("", -1); | 
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| 89 |   this->path = NULL; | 
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| 90 |  | 
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| 91 |   this->loadParams(root); | 
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| 92 | } | 
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| 93 |  | 
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| 94 | /** | 
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| 95 |   *  create a new World | 
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| 96 |  | 
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| 97 |     This creates a new empty world! | 
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| 98 | */ | 
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| 99 | World::World (const char* name) | 
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| 100 | { | 
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| 101 |   this->path = NULL; | 
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| 102 |   this->constuctorInit(name, -1); | 
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| 103 | } | 
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| 104 |  | 
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| 105 | /** | 
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| 106 |  *  creates a new World... | 
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| 107 |  * @param worldID with this ID | 
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| 108 | */ | 
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| 109 | World::World (int worldID) | 
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| 110 | { | 
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| 111 |   this->path = NULL; | 
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| 112 |   this->constuctorInit(NULL, worldID); | 
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| 113 | } | 
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| 114 |  | 
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| 115 | /** | 
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| 116 |  *  remove the World from memory | 
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| 117 |  | 
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| 118 |     delete everything explicitly, that isn't contained in the parenting tree! | 
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| 119 |     things contained in the tree are deleted automaticaly | 
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| 120 |  */ | 
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| 121 | World::~World () | 
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| 122 | { | 
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| 123 |   delete this->shell; | 
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| 124 |   PRINTF(3)("World::~World() - deleting current world\n"); | 
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| 125 |  | 
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| 126 |  | 
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| 127 |   // here everything that is alocated by the World is deleted | 
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| 128 |   delete this->entities; | 
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| 129 |   State::setWorldEntityList(NULL); | 
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| 130 |  | 
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| 131 |   delete this->localPlayer; | 
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| 132 |  | 
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| 133 |   // delete all the initialized Engines. | 
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| 134 |   FastFactory::flushAll(true); | 
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| 135 |   delete LightManager::getInstance(); | 
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| 136 |   delete ParticleEngine::getInstance(); | 
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| 137 |   delete AnimationPlayer::getInstance(); | 
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| 138 |   delete PhysicsEngine::getInstance(); | 
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| 139 |  | 
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| 140 |   // external engines initialized by the orxonox-class get deleted | 
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| 141 |   SoundEngine::getInstance()->flushAllBuffers(); | 
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| 142 |   SoundEngine::getInstance()->flushAllSources(); | 
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| 143 |  | 
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| 144 |  | 
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| 145 |   // erease everything that is left. | 
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| 146 |   delete NullParent::getInstance(); | 
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| 147 |  | 
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| 148 |   Shader::suspendShader(); | 
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| 149 |  | 
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| 150 |   // unload the resources !! | 
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| 151 |   ResourceManager::getInstance()->unloadAllByPriority(RP_LEVEL); | 
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| 152 |  | 
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| 153 |   delete[] this->path; | 
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| 154 | } | 
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| 155 |  | 
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| 156 | /** | 
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| 157 |  * initializes the world. | 
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| 158 |  * @param name the name of the world | 
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| 159 |  * @param worldID the ID of this world | 
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| 160 |  * | 
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| 161 |  * set all stuff here that is world generic and does not use to much memory | 
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| 162 |  * because the real init() function StoryEntity::init() will be called | 
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| 163 |  * shortly before start of the game. | 
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| 164 |  * since all worlds are initiated/referenced before they will be started. | 
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| 165 |  * NO LEVEL LOADING HERE - NEVER! | 
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| 166 | */ | 
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| 167 | void World::constuctorInit(const char* name, int worldID) | 
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| 168 | { | 
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| 169 |   this->setClassID(CL_WORLD, "World"); | 
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| 170 |  | 
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| 171 |   this->setName(name); | 
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| 172 |   this->debugWorldNr = worldID; | 
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| 173 |   this->gameTime = 0.0f; | 
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| 174 |   this->setSpeed(1.0); | 
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| 175 |   this->music = NULL; | 
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| 176 |   this->shell = NULL; | 
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| 177 |   this->entities = NULL; | 
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| 178 |   this->localPlayer = NULL; | 
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| 179 |   this->localCamera = NULL; | 
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| 180 |  | 
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| 181 |   this->showPNodes = false; | 
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| 182 |   this->showBV = false; | 
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| 183 | } | 
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| 184 |  | 
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| 185 | /** | 
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| 186 |  * loads the parameters of a World from an XML-element | 
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| 187 |  * @param root the XML-element to load from | 
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| 188 |  */ | 
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| 189 | void World::loadParams(const TiXmlElement* root) | 
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| 190 | { | 
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| 191 |   PRINTF(4)("Creating a World\n"); | 
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| 192 |  | 
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| 193 |   LoadParam(root, "identifier", this, World, setStoryID) | 
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| 194 |     .describe("Sets the StoryID of this world"); | 
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| 195 |  | 
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| 196 |   LoadParam(root, "nextid", this, World, setNextStoryID) | 
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| 197 |     .describe("Sets the ID of the next world"); | 
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| 198 |  | 
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| 199 |   LoadParam(root, "path", this, World, setPath) | 
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| 200 |     .describe("The Filename of this World (relative from the data-dir)"); | 
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| 201 | } | 
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| 202 |  | 
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| 203 | /** | 
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| 204 |  * this is executed just before load | 
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| 205 |  * | 
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| 206 |  * since the load function sometimes needs data, that has been initialized | 
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| 207 |  * before the load and after the proceeding storyentity has finished | 
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| 208 | */ | 
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| 209 | ErrorMessage World::preLoad() | 
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| 210 | { | 
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| 211 |   State::setWorldEntityList(this->entities = new tList<WorldEntity>()); | 
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| 212 |   this->cycle = 0; | 
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| 213 |  | 
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| 214 |   /* init the world interface */ | 
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| 215 |   this->shell = new Shell(); | 
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| 216 |  | 
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| 217 |   LightManager::getInstance(); | 
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| 218 |   NullParent::getInstance (); | 
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| 219 |  | 
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| 220 |   AnimationPlayer::getInstance(); // initializes the animationPlayer | 
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| 221 |   ParticleEngine::getInstance(); | 
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| 222 |   PhysicsEngine::getInstance(); | 
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| 223 |  | 
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| 224 |   this->localCamera = new Camera(); | 
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| 225 |   this->localCamera->setName ("World-Camera"); | 
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| 226 |  | 
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| 227 |   State::setCamera(this->localCamera, this->localCamera->getTarget()); | 
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| 228 |  | 
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| 229 |   GraphicsEngine::getInstance()->displayFPS(true); | 
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| 230 |  | 
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| 231 |   CDEngine::getInstance()->setEntityList( this->entities); | 
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| 232 | } | 
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| 233 |  | 
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| 234 |  | 
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| 235 | /** | 
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| 236 |  *  loads the World by initializing all resources, and set their default values. | 
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| 237 | */ | 
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| 238 | ErrorMessage World::load() | 
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| 239 | { | 
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| 240 |   PRINTF(3)("> Loading world: '%s'\n", getPath()); | 
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| 241 |   TiXmlElement* element; | 
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| 242 |   GameLoader* loader = GameLoader::getInstance(); | 
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| 243 |  | 
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| 244 |   if( getPath() == NULL) | 
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| 245 |     { | 
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| 246 |       PRINTF(1)("World has no path specified for loading"); | 
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| 247 |       this->loadDebugWorld(this->getStoryID()); | 
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| 248 |       return (ErrorMessage){213,"Path not specified","World::load()"}; | 
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| 249 |     } | 
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| 250 |  | 
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| 251 |   TiXmlDocument* XMLDoc = new TiXmlDocument( getPath()); | 
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| 252 |   // load the campaign document | 
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| 253 |   if( !XMLDoc->LoadFile()) | 
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| 254 |   { | 
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| 255 |     // report an error | 
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| 256 |     PRINTF(1)("loading XML File: %s @ %s:l%d:c%d\n", XMLDoc->ErrorDesc(), this->getPath(), XMLDoc->ErrorRow(), XMLDoc->ErrorCol()); | 
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| 257 |     delete XMLDoc; | 
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| 258 |     return (ErrorMessage){213,"XML File parsing error","World::load()"}; | 
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| 259 |   } | 
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| 260 |  | 
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| 261 |   // check basic validity | 
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| 262 |   TiXmlElement* root = XMLDoc->RootElement(); | 
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| 263 |   assert( root != NULL); | 
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| 264 |  | 
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| 265 |   if( root == NULL || root->Value() == NULL || strcmp( root->Value(), "WorldDataFile")) | 
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| 266 |     { | 
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| 267 |       // report an error | 
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| 268 |       PRINTF(1)("Specified XML File is not an orxonox world data file (WorldDataFile element missing)\n"); | 
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| 269 |       delete XMLDoc; | 
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| 270 |       return (ErrorMessage){213,"Path not a WorldDataFile","World::load()"}; | 
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| 271 |     } | 
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| 272 |  | 
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| 273 |   // load the parameters | 
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| 274 |   // name | 
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| 275 |   const char* string = grabParameter( root, "name"); | 
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| 276 |   if( string == NULL) | 
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| 277 |     { | 
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| 278 |       PRINTF(2)("World is missing a proper 'name'\n"); | 
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| 279 |       this->setName("Unknown"); | 
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| 280 |     } | 
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| 281 |   else | 
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| 282 |     { | 
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| 283 |       this->setName(string); | 
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| 284 |     } | 
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| 285 |  | 
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| 286 |   //////////////// | 
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| 287 |   // LOADSCREEN // | 
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| 288 |   //////////////// | 
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| 289 |   element = root->FirstChildElement("LoadScreen"); | 
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| 290 |   if (element == NULL) | 
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| 291 |     { | 
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| 292 |       PRINTF(2)("no LoadScreen specified, loading default\n"); | 
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| 293 |  | 
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| 294 |       glmis->setBackgroundImage("pictures/load_screen.jpg"); | 
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| 295 |       this->glmis->setMaximum(8); | 
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| 296 |       this->glmis->draw(); | 
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| 297 |     } | 
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| 298 |   else | 
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| 299 |     { | 
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| 300 |       this->glmis->loadParams(element); | 
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| 301 |       this->glmis->draw(); | 
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| 302 |     } | 
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| 303 |   this->glmis->draw(); | 
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| 304 |  | 
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| 305 |   //////////////////////// | 
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| 306 |   // find WorldEntities // | 
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| 307 |   //////////////////////// | 
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| 308 |  | 
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| 309 |   element = root->FirstChildElement("WorldEntities"); | 
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| 310 |  | 
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| 311 |   if( element == NULL) | 
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| 312 |     { | 
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| 313 |       PRINTF(1)("World is missing 'WorldEntities'\n"); | 
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| 314 |     } | 
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| 315 |   else | 
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| 316 |     { | 
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| 317 |       element = element->FirstChildElement(); | 
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| 318 |       // load Players/Objects/Whatever | 
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| 319 |       PRINTF(4)("Loading WorldEntities\n"); | 
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| 320 |       while( element != NULL) | 
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| 321 |         { | 
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| 322 |           BaseObject* created = Factory::fabricate(element); | 
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| 323 |           if( created != NULL ) | 
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| 324 |           { | 
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| 325 |             if(created->isA(CL_WORLD_ENTITY)) | 
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| 326 |               this->spawn(dynamic_cast<WorldEntity*>(created)); | 
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| 327 |             printf("Created a %s: %s\n", created->getClassName(), created->getName()); | 
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| 328 |           } | 
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| 329 |  | 
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| 330 |           // if we load a 'Player' we use it as localPlayer | 
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| 331 |  | 
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| 332 |  | 
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| 333 |           //todo do this more elegant | 
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| 334 |           if( element->Value() != NULL && !strcmp( element->Value(), "SkyBox")) | 
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| 335 |             sky = dynamic_cast<SkyBox*>(created); | 
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| 336 |           if( element->Value() != NULL && !strcmp( element->Value(), "Terrain")) | 
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| 337 |           { | 
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| 338 |             terrain = dynamic_cast<Terrain*>(created); | 
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| 339 |             CDEngine::getInstance()->setTerrain(terrain); | 
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| 340 |           } | 
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| 341 |           element = element->NextSiblingElement(); | 
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| 342 |           glmis->step(); //! @todo temporary | 
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| 343 |         } | 
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| 344 |       PRINTF(4)("Done loading WorldEntities\n"); | 
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| 345 |     } | 
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| 346 |  | 
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| 347 |     ////////////////////////////// | 
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| 348 |     // LOADING ADDITIONAL STUFF // | 
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| 349 |     ////////////////////////////// | 
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| 350 |  | 
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| 351 |     LoadParamXML(root, "LightManager", LightManager::getInstance(), LightManager, loadParams); | 
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| 352 |  | 
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| 353 |    LoadParamXML(root, "ParticleEngine", ParticleEngine::getInstance(), ParticleEngine, loadParams); | 
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| 354 | //   LoadParamXML(root, "PhysicsEngine", PhysicsEngine::getInstance(), PhysicsEngine, loadParams); | 
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| 355 |  | 
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| 356 |   // free the XML data | 
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| 357 |  | 
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| 358 |   delete XMLDoc; | 
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| 359 |   /* GENERIC LOADING PROCESS FINISHED */ | 
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| 360 |  | 
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| 361 |  | 
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| 362 |   // Create a Player | 
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| 363 |   this->localPlayer = new Player(); | 
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| 364 |  | 
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| 365 |   Playable* playable; | 
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| 366 |   const list<BaseObject*>* playableList = ClassList::getList(CL_PLAYABLE); | 
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| 367 |   if (playableList != NULL) | 
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| 368 |   { | 
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| 369 |     playable = dynamic_cast<Playable*>(playableList->front()); | 
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| 370 |     this->localPlayer->setControllable(playable); | 
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| 371 |   } | 
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| 372 |  | 
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| 373 |   // bind camera | 
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| 374 |   playable->addChild (this->localCamera); | 
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| 375 |  | 
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| 376 | //   //localCamera->setParent(TrackNode::getInstance()); | 
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| 377 | //  tn->addChild(this->localCamera); | 
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| 378 |   localCamera->setClipRegion(1, 10000.0); | 
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| 379 |   localCamera->lookAt(playable); | 
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| 380 | //  this->localPlayer->setParentMode(PNODE_ALL); | 
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| 381 |   if (sky != NULL) | 
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| 382 |   { | 
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| 383 |     this->sky->setParent(this->localCamera); | 
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| 384 |     this->sky->setParentMode(PNODE_MOVEMENT); | 
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| 385 |   } | 
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| 386 |  | 
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| 387 |   // initialize debug coord system | 
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| 388 |   objectList = glGenLists(1); | 
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| 389 |   glNewList (objectList, GL_COMPILE); | 
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| 390 |  | 
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| 391 |   glEndList(); | 
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| 392 |  | 
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| 393 |   SoundEngine::getInstance()->setListener(this->localCamera); | 
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| 394 |  | 
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| 395 |  | 
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| 396 |  | 
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| 397 |   //////////// | 
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| 398 |   // STATIC // | 
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| 399 |   //////////// | 
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| 400 |  | 
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| 401 |  | 
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| 402 | //   TestEntity* testEntity = new TestEntity(); | 
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| 403 | //   testEntity->setRelCoor(Vector(570, 10, -15)); | 
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| 404 | //   testEntity->setRelDir(Quaternion(M_PI, Vector(0, 1, 0))); | 
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| 405 | //   this->spawn(testEntity); | 
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| 406 |  | 
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| 407 |   for(int i = 0; i < 100; i++) | 
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| 408 |   { | 
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| 409 |     WorldEntity* tmp = new NPCTest1(); | 
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| 410 |     char npcChar[10]; | 
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| 411 |     sprintf (npcChar, "NPC_%d", i); | 
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| 412 |         tmp->setName(npcChar); | 
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| 413 |     tmp->setAbsCoor(((float)rand()/RAND_MAX) * 5000, 50/*+ (float)rand()/RAND_MAX*20*/, ((float)rand()/RAND_MAX -.5) *30); | 
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| 414 |     this->spawn(tmp); | 
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| 415 |   } | 
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| 416 |  | 
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| 417 |   this->music = NULL;//(OggPlayer*)ResourceManager::getInstance()->load("sound/00-luke_grey_-_hypermode.ogg", OGG, RP_LEVEL); | 
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| 418 |   //music->playback(); | 
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| 419 | } | 
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| 420 |  | 
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| 421 |  | 
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| 422 |  | 
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| 423 | /** | 
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| 424 |  * creates a debug world: only for experimental stuff | 
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| 425 | */ | 
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| 426 | void World::loadDebugWorld(int worldID) | 
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| 427 | { | 
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| 428 |   /*monitor progress*/ | 
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| 429 |   this->glmis->step(); | 
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| 430 |   // stuff beyond this point remains to be loaded properly | 
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| 431 |  | 
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| 432 |   // LIGHT initialisation | 
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| 433 |   LightManager::getInstance()->setAmbientColor(.1,.1,.1); | 
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| 434 | //  LightManager::getInstance()->addLight(); | 
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| 435 |   LightManager::getInstance()->debug(); | 
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| 436 |  | 
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| 437 |   switch(this->debugWorldNr) | 
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| 438 |     { | 
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| 439 |       /* | 
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| 440 |         this loads the hard-coded debug world. this only for simplicity and will be | 
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| 441 |         removed by a reald world-loader, which interprets a world-file. | 
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| 442 |         if you want to add an own debug world, just add a case DEBUG_WORLD_[nr] and | 
|---|
| 443 |         make whatever you want... | 
|---|
| 444 |       */ | 
|---|
| 445 |     case DEBUG_WORLD_0: | 
|---|
| 446 |       { | 
|---|
| 447 |         LightManager::getInstance()->getLight()->setAbsCoor(-5.0, 10.0, -40.0); | 
|---|
| 448 |         /*monitor progress*/ | 
|---|
| 449 |         this->glmis->step(); | 
|---|
| 450 |  | 
|---|
| 451 |         // bind camera | 
|---|
| 452 |         this->localCamera = new Camera(); | 
|---|
| 453 |         this->localCamera->setName ("camera"); | 
|---|
| 454 |         /*monitor progress*/ | 
|---|
| 455 |         this->glmis->step(); | 
|---|
| 456 |  | 
|---|
| 457 |  | 
|---|
| 458 |         // Create SkySphere | 
|---|
| 459 |         this->sky = new Skysphere("pictures/sky-replace.jpg"); | 
|---|
| 460 |         this->sky->setName("SkySphere"); | 
|---|
| 461 |         this->spawn(this->sky); | 
|---|
| 462 |         this->localCamera->addChild(this->sky); | 
|---|
| 463 |         this->sky->setParentMode(PNODE_MOVEMENT); | 
|---|
| 464 |         /*monitor progress*/ | 
|---|
| 465 |         this->glmis->step(); | 
|---|
| 466 |  | 
|---|
| 467 |  | 
|---|
| 468 |         terrain = new Terrain("worlds/newGround.obj"); | 
|---|
| 469 |         terrain->setRelCoor(Vector(0,-10,0)); | 
|---|
| 470 |         this->spawn(terrain); | 
|---|
| 471 |         /*monitor progress*/ | 
|---|
| 472 |         this->glmis->step(); | 
|---|
| 473 |  | 
|---|
| 474 |         this->glmis->step(); | 
|---|
| 475 |         break; | 
|---|
| 476 |       } | 
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| 477 |     case DEBUG_WORLD_1: | 
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| 478 |       { | 
|---|
| 479 |  | 
|---|
| 480 |         break; | 
|---|
| 481 |       } | 
|---|
| 482 |     case DEBUG_WORLD_2: | 
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| 483 |       { | 
|---|
| 484 |  | 
|---|
| 485 |         break; | 
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| 486 |       } | 
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| 487 |     default: | 
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| 488 |       break; | 
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| 489 |     } | 
|---|
| 490 | } | 
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| 491 |  | 
|---|
| 492 | /** | 
|---|
| 493 |  *  initializes a new World shortly before start | 
|---|
| 494 |  * | 
|---|
| 495 |  * this is the function, that will be loaded shortly before the world is | 
|---|
| 496 |  * started | 
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| 497 | */ | 
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| 498 | ErrorMessage World::init() | 
|---|
| 499 | { | 
|---|
| 500 |   this->bPause = false; | 
|---|
| 501 |  | 
|---|
| 502 |   /* update the object position before game start - so there are no wrong coordinates used in the first processing */ | 
|---|
| 503 |   NullParent::getInstance()->updateNode (0.001f); | 
|---|
| 504 |   NullParent::getInstance()->updateNode (0.001f); | 
|---|
| 505 |  | 
|---|
| 506 | } | 
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| 507 |  | 
|---|
| 508 |  | 
|---|
| 509 | /** | 
|---|
| 510 |  *  starts the World | 
|---|
| 511 | */ | 
|---|
| 512 | ErrorMessage World::start() | 
|---|
| 513 | { | 
|---|
| 514 |   PRINTF(3)("World::start() - starting current World: nr %i\n", this->debugWorldNr); | 
|---|
| 515 |   this->bQuitOrxonox = false; | 
|---|
| 516 |   this->bQuitCurrentGame = false; | 
|---|
| 517 |   this->mainLoop(); | 
|---|
| 518 | } | 
|---|
| 519 |  | 
|---|
| 520 | /** | 
|---|
| 521 |  *  stops the world. | 
|---|
| 522 |  | 
|---|
| 523 |    This happens, when the player decides to end the Level. | 
|---|
| 524 | */ | 
|---|
| 525 | ErrorMessage World::stop() | 
|---|
| 526 | { | 
|---|
| 527 |   PRINTF(3)("World::stop() - got stop signal\n"); | 
|---|
| 528 |   this->bQuitCurrentGame = true; | 
|---|
| 529 | } | 
|---|
| 530 |  | 
|---|
| 531 | /** | 
|---|
| 532 |  *  pauses the Game | 
|---|
| 533 | */ | 
|---|
| 534 | ErrorMessage World::pause() | 
|---|
| 535 | { | 
|---|
| 536 |   this->isPaused = true; | 
|---|
| 537 | } | 
|---|
| 538 |  | 
|---|
| 539 | /** | 
|---|
| 540 |  *  ends the pause Phase | 
|---|
| 541 | */ | 
|---|
| 542 | ErrorMessage World::resume() | 
|---|
| 543 | { | 
|---|
| 544 |   this->isPaused = false; | 
|---|
| 545 | } | 
|---|
| 546 |  | 
|---|
| 547 | /** | 
|---|
| 548 |  *  destroys the World | 
|---|
| 549 | */ | 
|---|
| 550 | ErrorMessage World::destroy() | 
|---|
| 551 | { | 
|---|
| 552 |  | 
|---|
| 553 | } | 
|---|
| 554 |  | 
|---|
| 555 | /** | 
|---|
| 556 |  *  shows the loading screen | 
|---|
| 557 | */ | 
|---|
| 558 | void World::displayLoadScreen () | 
|---|
| 559 | { | 
|---|
| 560 |   PRINTF(3)("World::displayLoadScreen - start\n"); | 
|---|
| 561 |  | 
|---|
| 562 |   //GLMenuImageScreen* | 
|---|
| 563 |   this->glmis = new GLMenuImageScreen(); | 
|---|
| 564 |   this->glmis->setMaximum(8); | 
|---|
| 565 |  | 
|---|
| 566 |   PRINTF(3)("World::displayLoadScreen - end\n"); | 
|---|
| 567 | } | 
|---|
| 568 |  | 
|---|
| 569 | /** | 
|---|
| 570 |  *  removes the loadscreen, and changes over to the game | 
|---|
| 571 |  | 
|---|
| 572 |    @todo take out the delay | 
|---|
| 573 | */ | 
|---|
| 574 | void World::releaseLoadScreen () | 
|---|
| 575 | { | 
|---|
| 576 |   PRINTF(3)("World::releaseLoadScreen - start\n"); | 
|---|
| 577 |   this->glmis->setValue(this->glmis->getMaximum()); | 
|---|
| 578 |   PRINTF(3)("World::releaseLoadScreen - end\n"); | 
|---|
| 579 |   delete this->glmis; | 
|---|
| 580 | } | 
|---|
| 581 |  | 
|---|
| 582 |  | 
|---|
| 583 | /** | 
|---|
| 584 |  *  gets the list of entities from the world | 
|---|
| 585 |  * @returns entity list | 
|---|
| 586 | */ | 
|---|
| 587 | tList<WorldEntity>* World::getEntities() | 
|---|
| 588 | { | 
|---|
| 589 |   return this->entities; | 
|---|
| 590 | } | 
|---|
| 591 |  | 
|---|
| 592 |  | 
|---|
| 593 | /** | 
|---|
| 594 |  *  this returns the current game time | 
|---|
| 595 |  * @returns elapsed game time | 
|---|
| 596 | */ | 
|---|
| 597 | double World::getGameTime() | 
|---|
| 598 | { | 
|---|
| 599 |   return this->gameTime; | 
|---|
| 600 | } | 
|---|
| 601 |  | 
|---|
| 602 |  | 
|---|
| 603 | /** | 
|---|
| 604 |  *  function to put your own debug stuff into it. it can display informations about | 
|---|
| 605 |    the current class/procedure | 
|---|
| 606 | */ | 
|---|
| 607 | void World::debug() | 
|---|
| 608 | { | 
|---|
| 609 |   PRINTF(0)("Printing out the List of alive WorldEntities:\n"); | 
|---|
| 610 |   tIterator<WorldEntity>* iterator = this->entities->getIterator(); | 
|---|
| 611 |   WorldEntity* entity = iterator->firstElement(); | 
|---|
| 612 |   while( entity != NULL) | 
|---|
| 613 |   { | 
|---|
| 614 |     PRINTF(0)("%s::%s\n", entity->getClassName(), entity->getName()); | 
|---|
| 615 |     entity = iterator->nextElement(); | 
|---|
| 616 |   } | 
|---|
| 617 |   delete iterator; | 
|---|
| 618 | } | 
|---|
| 619 |  | 
|---|
| 620 |  | 
|---|
| 621 | /** | 
|---|
| 622 |   \brief main loop of the world: executing all world relevant function | 
|---|
| 623 |  | 
|---|
| 624 |   in this loop we synchronize (if networked), handle input events, give the heart-beat to | 
|---|
| 625 |   all other member-entities of the world (tick to player, enemies etc.), checking for | 
|---|
| 626 |   collisions drawing everything to the screen. | 
|---|
| 627 | */ | 
|---|
| 628 | void World::mainLoop() | 
|---|
| 629 | { | 
|---|
| 630 |   this->lastFrame = SDL_GetTicks (); | 
|---|
| 631 |   PRINTF(3)("World::mainLoop() - Entering main loop\n"); | 
|---|
| 632 |  | 
|---|
| 633 |   while( !this->bQuitOrxonox && !this->bQuitCurrentGame) /* @todo implement pause */ | 
|---|
| 634 |     { | 
|---|
| 635 |       ++this->cycle; | 
|---|
| 636 |       PRINTF(4)("World::mainloop() - number of entities: %i\n", this->entities->getSize()); | 
|---|
| 637 |       // Network | 
|---|
| 638 |       this->synchronize (); | 
|---|
| 639 |       // Process input | 
|---|
| 640 |       this->handleInput (); | 
|---|
| 641 |       if( this->bQuitCurrentGame || this->bQuitOrxonox) | 
|---|
| 642 |           break; | 
|---|
| 643 |       // Process time | 
|---|
| 644 |       this->tick (); | 
|---|
| 645 |       // Process collision | 
|---|
| 646 |       this->collide (); | 
|---|
| 647 |       // Update the state | 
|---|
| 648 |       this->update (); | 
|---|
| 649 |       // Draw | 
|---|
| 650 |       this->display (); | 
|---|
| 651 |     } | 
|---|
| 652 |  | 
|---|
| 653 |   PRINTF(3)("World::mainLoop() - Exiting the main loop\n"); | 
|---|
| 654 | } | 
|---|
| 655 |  | 
|---|
| 656 |  | 
|---|
| 657 | /** | 
|---|
| 658 |  *  synchronize local data with remote data | 
|---|
| 659 | */ | 
|---|
| 660 | void World::synchronize () | 
|---|
| 661 | { | 
|---|
| 662 |   // Get remote input | 
|---|
| 663 |   // Update synchronizables | 
|---|
| 664 | /*  NetworkManager::getInstance()->synchronize();*/ | 
|---|
| 665 | } | 
|---|
| 666 |  | 
|---|
| 667 |  | 
|---|
| 668 | /** | 
|---|
| 669 |  *  run all input processing | 
|---|
| 670 |  | 
|---|
| 671 |    the command node is the central input event dispatcher. the node uses the even-queue from | 
|---|
| 672 |    sdl and has its own event-passing-queue. | 
|---|
| 673 | */ | 
|---|
| 674 | void World::handleInput () | 
|---|
| 675 | { | 
|---|
| 676 |   EventHandler::getInstance()->process(); | 
|---|
| 677 |  | 
|---|
| 678 |   // remoteinput | 
|---|
| 679 | } | 
|---|
| 680 |  | 
|---|
| 681 |  | 
|---|
| 682 | /** | 
|---|
| 683 |  *  advance the timeline | 
|---|
| 684 |  | 
|---|
| 685 |    this calculates the time used to process one frame (with all input handling, drawing, etc) | 
|---|
| 686 |    the time is mesured in ms and passed to all world-entities and other classes that need | 
|---|
| 687 |    a heart-beat. | 
|---|
| 688 | */ | 
|---|
| 689 | void World::tick () | 
|---|
| 690 | { | 
|---|
| 691 |   Uint32 currentFrame = SDL_GetTicks(); | 
|---|
| 692 |   if(!this->bPause) | 
|---|
| 693 |     { | 
|---|
| 694 |       this->dt = currentFrame - this->lastFrame; | 
|---|
| 695 |  | 
|---|
| 696 |       if( this->dt > 10) | 
|---|
| 697 |         { | 
|---|
| 698 |           float fps = 1000/dt; | 
|---|
| 699 |  | 
|---|
| 700 |           // temporary, only for showing how fast the text-engine is | 
|---|
| 701 |           char tmpChar[20]; | 
|---|
| 702 |           sprintf(tmpChar, "fps: %4.0f", fps); | 
|---|
| 703 |         } | 
|---|
| 704 |       else | 
|---|
| 705 |         { | 
|---|
| 706 |           /* the frame-rate is limited to 100 frames per second, all other things are for | 
|---|
| 707 |              nothing. | 
|---|
| 708 |           */ | 
|---|
| 709 |           PRINTF(3)("fps = 1000 - frame rate is adjusted\n"); | 
|---|
| 710 |           SDL_Delay(10-dt); | 
|---|
| 711 |           this->dt = 10; | 
|---|
| 712 |         } | 
|---|
| 713 |  | 
|---|
| 714 |       this->dtS = (float)this->dt / 1000.0 * this->speed; | 
|---|
| 715 |       this->gameTime += this->dtS; | 
|---|
| 716 |  | 
|---|
| 717 |       tIterator<WorldEntity>* iterator = this->entities->getIterator(); | 
|---|
| 718 |       WorldEntity* entity = iterator->firstElement(); | 
|---|
| 719 |       while( entity != NULL) | 
|---|
| 720 |         { | 
|---|
| 721 |           entity->tick (this->dtS); | 
|---|
| 722 |           entity = iterator->nextElement(); | 
|---|
| 723 |         } | 
|---|
| 724 |       delete iterator; | 
|---|
| 725 |  | 
|---|
| 726 |       /* update tick the rest */ | 
|---|
| 727 |       this->localCamera->tick(this->dtS); | 
|---|
| 728 |       // tick the engines | 
|---|
| 729 |       AnimationPlayer::getInstance()->tick(this->dtS); | 
|---|
| 730 | //      if (this->cycle > 5) | 
|---|
| 731 |         PhysicsEngine::getInstance()->tick(this->dtS); | 
|---|
| 732 |  | 
|---|
| 733 |       ParticleEngine::getInstance()->tick(this->dtS); | 
|---|
| 734 |       GarbageCollector::getInstance()->tick(this->dtS); | 
|---|
| 735 |  | 
|---|
| 736 |  | 
|---|
| 737 |       /** actualy the Graphics Engine should tick the world not the other way around... | 
|---|
| 738 |          but since we like the things not too complicated we got it this way around | 
|---|
| 739 |          until there is need or time to do it the other way around. | 
|---|
| 740 |          @todo: GraphicsEngine ticks world: separation of processes and data... | 
|---|
| 741 |  | 
|---|
| 742 |         bensch: in my opinion the GraphicsEngine could draw the world, but not tick it, | 
|---|
| 743 |          beceause graphics have nothing(or at least not much) to do with Motion. | 
|---|
| 744 |       */ | 
|---|
| 745 |       GraphicsEngine::getInstance()->tick(this->dtS); | 
|---|
| 746 |     } | 
|---|
| 747 |   this->lastFrame = currentFrame; | 
|---|
| 748 | } | 
|---|
| 749 |  | 
|---|
| 750 |  | 
|---|
| 751 | /** | 
|---|
| 752 |  *  this function gives the world a consistant state | 
|---|
| 753 |  | 
|---|
| 754 |    after ticking (updating the world state) this will give a constistant | 
|---|
| 755 |    state to the whole system. | 
|---|
| 756 | */ | 
|---|
| 757 | void World::update() | 
|---|
| 758 | { | 
|---|
| 759 |   GarbageCollector::getInstance()->update(); | 
|---|
| 760 |   GraphicsEngine::getInstance()->update(this->dtS); | 
|---|
| 761 |   NullParent::getInstance()->updateNode (this->dtS); | 
|---|
| 762 |  | 
|---|
| 763 |   SoundEngine::getInstance()->update(); | 
|---|
| 764 |   //music->update(); | 
|---|
| 765 | } | 
|---|
| 766 |  | 
|---|
| 767 |  | 
|---|
| 768 | void World::collide() | 
|---|
| 769 | { | 
|---|
| 770 |   CDEngine::getInstance()->checkCollisions(); | 
|---|
| 771 | } | 
|---|
| 772 |  | 
|---|
| 773 | /** | 
|---|
| 774 |  *  render the current frame | 
|---|
| 775 |  | 
|---|
| 776 |    clear all buffers and draw the world | 
|---|
| 777 | */ | 
|---|
| 778 | void World::display () | 
|---|
| 779 | { | 
|---|
| 780 |   // clear buffer | 
|---|
| 781 |   glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); | 
|---|
| 782 |   // set camera | 
|---|
| 783 |   this->localCamera->apply (); | 
|---|
| 784 |   // draw world | 
|---|
| 785 |   this->draw(); | 
|---|
| 786 |   // draw HUD | 
|---|
| 787 |   /** @todo draw HUD */ | 
|---|
| 788 |   // flip buffers | 
|---|
| 789 |   GraphicsEngine::swapBuffers(); | 
|---|
| 790 |   //SDL_Surface* screen = Orxonox::getInstance()->getScreen (); | 
|---|
| 791 |   //SDL_Flip (screen); | 
|---|
| 792 | } | 
|---|
| 793 |  | 
|---|
| 794 |  | 
|---|
| 795 | /** | 
|---|
| 796 |  *  runs through all entities calling their draw() methods | 
|---|
| 797 |  */ | 
|---|
| 798 | void World::draw () | 
|---|
| 799 | { | 
|---|
| 800 |   /* draw entities */ | 
|---|
| 801 |   WorldEntity* entity; | 
|---|
| 802 |   glLoadIdentity(); | 
|---|
| 803 |   tIterator<WorldEntity>* iterator = this->entities->getIterator(); | 
|---|
| 804 |   entity = iterator->firstElement(); | 
|---|
| 805 |   while( entity != NULL ) | 
|---|
| 806 |   { | 
|---|
| 807 |     if( entity->isVisible() ) entity->draw(); | 
|---|
| 808 |     if( unlikely( this->showBV)) entity->drawBVTree(3, 226);  // to draw the bounding boxes of the objects at level 2 for debug purp | 
|---|
| 809 |     entity = iterator->nextElement(); | 
|---|
| 810 |   } | 
|---|
| 811 |   delete iterator; | 
|---|
| 812 |  | 
|---|
| 813 |   glCallList (objectList); | 
|---|
| 814 |  | 
|---|
| 815 |   ParticleEngine::getInstance()->draw(); | 
|---|
| 816 |  | 
|---|
| 817 |   if (unlikely(this->showPNodes)) | 
|---|
| 818 |     NullParent::getInstance()->debugDraw(0); | 
|---|
| 819 |  | 
|---|
| 820 |   GraphicsEngine::getInstance()->draw(); | 
|---|
| 821 |   //TextEngine::getInstance()->draw(); | 
|---|
| 822 | } | 
|---|
| 823 |  | 
|---|
| 824 | /** | 
|---|
| 825 |  *  add and spawn a new entity to this world | 
|---|
| 826 |  * @param entity to be added | 
|---|
| 827 | */ | 
|---|
| 828 | void World::spawn(WorldEntity* entity) | 
|---|
| 829 | { | 
|---|
| 830 |   this->entities->add (entity); | 
|---|
| 831 |   entity->postSpawn (); | 
|---|
| 832 | } | 
|---|
| 833 |  | 
|---|
| 834 |  | 
|---|
| 835 | /** | 
|---|
| 836 |  *  add and spawn a new entity to this world | 
|---|
| 837 |  * @param entity to be added | 
|---|
| 838 |  * @param absCoor At what coordinates to add this entity. | 
|---|
| 839 |  * @param absDir In which direction should it look. | 
|---|
| 840 | */ | 
|---|
| 841 | void World::spawn(WorldEntity* entity, Vector* absCoor, Quaternion* absDir) | 
|---|
| 842 | { | 
|---|
| 843 |   this->entities->add (entity); | 
|---|
| 844 |  | 
|---|
| 845 |   entity->setAbsCoor (*absCoor); | 
|---|
| 846 |   entity->setAbsDir (*absDir); | 
|---|
| 847 |  | 
|---|
| 848 |   entity->postSpawn (); | 
|---|
| 849 | } | 
|---|
| 850 |  | 
|---|
| 851 |  | 
|---|
| 852 | /** | 
|---|
| 853 |  *  add and spawn a new entity to this world | 
|---|
| 854 |  * @param entity to be added | 
|---|
| 855 |  * @param entity to be added to (PNode) | 
|---|
| 856 |  * @param At what relative  coordinates to add this entity. | 
|---|
| 857 |  * @param In which relative direction should it look. | 
|---|
| 858 | */ | 
|---|
| 859 | void World::spawn(WorldEntity* entity, PNode* parentNode, | 
|---|
| 860 |                   Vector* relCoor, Quaternion* relDir) | 
|---|
| 861 | { | 
|---|
| 862 |   if( parentNode != NULL) | 
|---|
| 863 |     { | 
|---|
| 864 |       parentNode->addChild (entity); | 
|---|
| 865 |  | 
|---|
| 866 |       entity->setRelCoor (*relCoor); | 
|---|
| 867 |       entity->setRelDir (*relDir); | 
|---|
| 868 |  | 
|---|
| 869 |       this->entities->add (entity); | 
|---|
| 870 |  | 
|---|
| 871 |       entity->postSpawn (); | 
|---|
| 872 |     } | 
|---|
| 873 | } | 
|---|
| 874 |  | 
|---|
| 875 | void World::setPath( const char* name) | 
|---|
| 876 | { | 
|---|
| 877 |   if (this->path) | 
|---|
| 878 |     delete this->path; | 
|---|
| 879 |   if (ResourceManager::isFile(name)) | 
|---|
| 880 |   { | 
|---|
| 881 |     this->path = new char[strlen(name)+1]; | 
|---|
| 882 |     strcpy(this->path, name); | 
|---|
| 883 |   } | 
|---|
| 884 |   else | 
|---|
| 885 |     { | 
|---|
| 886 |       this->path = new char[strlen(ResourceManager::getInstance()->getDataDir()) + strlen(name) +1]; | 
|---|
| 887 |       sprintf(this->path, "%s%s", ResourceManager::getInstance()->getDataDir(), name); | 
|---|
| 888 |     } | 
|---|
| 889 | } | 
|---|
| 890 |  | 
|---|
| 891 | const char* World::getPath( void) | 
|---|
| 892 | { | 
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| 893 |   return path; | 
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| 894 | } | 
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