Planet
navi homePPSaboutscreenshotsdownloaddevelopmentforum

source: orxonox.OLD/trunk/src/story_entities/world.cc @ 6222

Last change on this file since 6222 was 6222, checked in by bensch, 18 years ago

orxonox/trunk: merged the christmas branche to the trunk
merged with command:
svn merge -r6165:HEAD christmas_branche/ ../trunk/
no conflicts

File size: 18.3 KB
Line 
1/*
2   orxonox - the future of 3D-vertical-scrollers
3
4   Copyright (C) 2004 orx
5
6   This program is free software; you can redistribute it and/or modify
7   it under the terms of the GNU General Public License as published by
8   the Free Software Foundation; either version 2, or (at your option)
9   any later version.
10
11   ### File Specific:
12   main-programmer: Patrick Boenzli
13   co-programmer: Christian Meyer
14   co-programmer: Benjamin Grauer
15*/
16
17#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WORLD
18
19#include "world.h"
20
21#include "shell_command.h"
22#include "resource_manager.h"
23#include "state.h"
24
25#include "p_node.h"
26#include "world_entity.h"
27#include "player.h"
28#include "camera.h"
29#include "environment.h"
30#include "terrain.h"
31
32#include "test_entity.h"
33#include "terrain.h"
34#include "light.h"
35#include "load_param.h"
36#include "shell.h"
37
38#include "fast_factory.h"
39#include "animation_player.h"
40#include "particle_engine.h"
41#include "graphics_engine.h"
42#include "physics_engine.h"
43#include "fields.h"
44
45#include "md2Model.h"
46
47#include "glmenu_imagescreen.h"
48#include "game_loader.h"
49
50#include "animation3d.h"
51
52#include "substring.h"
53
54#include "factory.h"
55
56#include "weapons/projectile.h"
57#include "event_handler.h"
58#include "sound_engine.h"
59#include "ogg_player.h"
60
61#include "class_list.h"
62
63#include "cd_engine.h"
64#include "npcs/npc_test1.h"
65#include "shader.h"
66
67#include "playable.h"
68#include "network_manager.h"
69#include "playable.h"
70
71
72SHELL_COMMAND(speed, World, setSpeed);
73SHELL_COMMAND(togglePNodeVisibility, World, togglePNodeVisibility);
74SHELL_COMMAND(toggleBVVisibility, World, toggleBVVisibility);
75
76using namespace std;
77
78//! This creates a Factory to fabricate a World
79CREATE_FACTORY(World, CL_WORLD);
80
81World::World(const TiXmlElement* root)
82{
83  this->constuctorInit("", -1);
84  this->path = NULL;
85
86  this->loadParams(root);
87}
88
89/**
90 *  remove the World from memory
91 *
92 *  delete everything explicitly, that isn't contained in the parenting tree!
93 *  things contained in the tree are deleted automaticaly
94 */
95World::~World ()
96{
97  delete this->shell;
98  PRINTF(3)("World::~World() - deleting current world\n");
99
100  delete this->localPlayer;
101
102  // delete all the initialized Engines.
103  FastFactory::flushAll(true);
104  delete LightManager::getInstance();
105  delete ParticleEngine::getInstance();
106  delete AnimationPlayer::getInstance();
107  delete PhysicsEngine::getInstance();
108
109  // external engines initialized by the orxonox-class get deleted
110  SoundEngine::getInstance()->flushAllBuffers();
111  SoundEngine::getInstance()->flushAllSources();
112
113  if (State::getObjectManager() == &this->objectManager)
114    State::setObjectManager(NULL);
115  // erease everything that is left.
116  delete PNode::getNullParent();
117
118  //secondary cleanup of PNodes;
119  const std::list<BaseObject*>* nodeList = ClassList::getList(CL_PARENT_NODE);
120  if (nodeList != NULL)
121    while (!nodeList->empty())
122      delete nodeList->front();
123
124  Shader::suspendShader();
125
126  // unload the resources !!
127  ResourceManager::getInstance()->unloadAllByPriority(RP_LEVEL);
128}
129
130/**
131 * initializes the world.
132 * @param name the name of the world
133 * @param worldID the ID of this world
134 *
135 * set all stuff here that is world generic and does not use to much memory
136 * because the real init() function StoryEntity::init() will be called
137 * shortly before start of the game.
138 * since all worlds are initiated/referenced before they will be started.
139 * NO LEVEL LOADING HERE - NEVER!
140*/
141void World::constuctorInit(const char* name, int worldID)
142{
143  this->setClassID(CL_WORLD, "World");
144
145  this->setName(name);
146  this->gameTime = 0.0f;
147  this->setSpeed(1.0);
148  this->music = NULL;
149  this->shell = NULL;
150  this->localPlayer = NULL;
151  this->localCamera = NULL;
152
153  this->showPNodes = false;
154  this->showBV = false;
155}
156
157/**
158 * loads the parameters of a World from an XML-element
159 * @param root the XML-element to load from
160 */
161void World::loadParams(const TiXmlElement* root)
162{
163  PRINTF(4)("Creating a World\n");
164
165  LoadParam(root, "identifier", this, World, setStoryID)
166    .describe("Sets the StoryID of this world");
167
168  LoadParam(root, "nextid", this, World, setNextStoryID)
169    .describe("Sets the ID of the next world");
170
171  LoadParam(root, "path", this, World, setPath)
172    .describe("The Filename of this World (relative from the data-dir)");
173}
174
175/**
176 * this is executed just before load
177 *
178 * since the load function sometimes needs data, that has been initialized
179 * before the load and after the proceeding storyentity has finished
180*/
181ErrorMessage World::preLoad()
182{
183  State::setObjectManager(&this->objectManager);
184  this->cycle = 0;
185
186  /* init the world interface */
187  this->shell = new Shell();
188
189  LightManager::getInstance();
190  PNode::getNullParent();
191
192  AnimationPlayer::getInstance(); // initializes the animationPlayer
193  ParticleEngine::getInstance();
194  PhysicsEngine::getInstance();
195
196  this->localCamera = new Camera();
197  this->localCamera->setName ("World-Camera");
198
199  State::setCamera(this->localCamera, this->localCamera->getTarget());
200
201  GraphicsEngine::getInstance()->displayFPS(true);
202  this->displayLoadScreen();
203}
204
205
206/**
207 *  loads the World by initializing all resources, and set their default values.
208 */
209ErrorMessage World::load()
210{
211  PRINTF(3)("> Loading world: '%s'\n", getPath());
212  TiXmlElement* element;
213  GameLoader* loader = GameLoader::getInstance();
214
215  if( getPath() == NULL)
216    {
217      PRINTF(1)("World has no path specified for loading");
218      return (ErrorMessage){213,"Path not specified","World::load()"};
219    }
220
221  TiXmlDocument* XMLDoc = new TiXmlDocument( getPath());
222  // load the campaign document
223  if( !XMLDoc->LoadFile())
224  {
225    // report an error
226    PRINTF(1)("loading XML File: %s @ %s:l%d:c%d\n", XMLDoc->ErrorDesc(), this->getPath(), XMLDoc->ErrorRow(), XMLDoc->ErrorCol());
227    delete XMLDoc;
228    return (ErrorMessage){213,"XML File parsing error","World::load()"};
229  }
230
231  // check basic validity
232  TiXmlElement* root = XMLDoc->RootElement();
233  assert( root != NULL);
234
235  if( root == NULL || root->Value() == NULL || strcmp( root->Value(), "WorldDataFile"))
236    {
237      // report an error
238      PRINTF(1)("Specified XML File is not an orxonox world data file (WorldDataFile element missing)\n");
239      delete XMLDoc;
240      return (ErrorMessage){213,"Path not a WorldDataFile","World::load()"};
241    }
242
243  // load the parameters
244  // name
245  const char* string = grabParameter( root, "name");
246  if( string == NULL)
247    {
248      PRINTF(2)("World is missing a proper 'name'\n");
249      this->setName("Unknown");
250    }
251  else
252    {
253      this->setName(string);
254    }
255
256  ////////////////
257  // LOADSCREEN //
258  ////////////////
259  element = root->FirstChildElement("LoadScreen");
260  if (element == NULL)
261    {
262      PRINTF(2)("no LoadScreen specified, loading default\n");
263
264      glmis->setBackgroundImage("pictures/load_screen.jpg");
265      this->glmis->setMaximum(8);
266      this->glmis->draw();
267    }
268  else
269    {
270      this->glmis->loadParams(element);
271      this->glmis->draw();
272    }
273  this->glmis->draw();
274
275  ////////////////////////
276  // find WorldEntities //
277  ////////////////////////
278
279  element = root->FirstChildElement("WorldEntities");
280
281  if( element == NULL)
282    {
283      PRINTF(1)("World is missing 'WorldEntities'\n");
284    }
285  else
286    {
287      element = element->FirstChildElement();
288      // load Players/Objects/Whatever
289      PRINTF(4)("Loading WorldEntities\n");
290      while( element != NULL)
291        {
292          BaseObject* created = Factory::fabricate(element);
293          if( created != NULL )
294          {
295            if(created->isA(CL_WORLD_ENTITY))
296              this->spawn(dynamic_cast<WorldEntity*>(created));
297            printf("Created a %s: %s\n", created->getClassName(), created->getName());
298          }
299
300          // if we load a 'Player' we use it as localPlayer
301
302
303          //todo do this more elegant
304          if( element->Value() != NULL && !strcmp( element->Value(), "SkyBox"))
305            this->sky = dynamic_cast<WorldEntity*>(created);
306          if( element->Value() != NULL && !strcmp( element->Value(), "Terrain"))
307          {
308            terrain = dynamic_cast<Terrain*>(created);
309            CDEngine::getInstance()->setTerrain(terrain);
310          }
311          element = element->NextSiblingElement();
312          glmis->step(); //! @todo temporary
313        }
314      PRINTF(4)("Done loading WorldEntities\n");
315    }
316
317    //////////////////////////////
318    // LOADING ADDITIONAL STUFF //
319    //////////////////////////////
320
321    LoadParamXML(root, "LightManager", LightManager::getInstance(), LightManager, loadParams);
322
323   LoadParamXML(root, "ParticleEngine", ParticleEngine::getInstance(), ParticleEngine, loadParams);
324//   LoadParamXML(root, "PhysicsEngine", PhysicsEngine::getInstance(), PhysicsEngine, loadParams);
325
326  // free the XML data
327
328  delete XMLDoc;
329  /* GENERIC LOADING PROCESS FINISHED */
330
331
332  // Create a Player
333  this->localPlayer = new Player();
334
335  Playable* playable;
336  const list<BaseObject*>* playableList = ClassList::getList(CL_PLAYABLE);
337  if (playableList != NULL)
338  {
339    playable = dynamic_cast<Playable*>(playableList->front());
340    this->localPlayer->setControllable(playable);
341  }
342
343  // bind camera
344  playable->addChild (this->localCamera);
345
346//   //localCamera->setParent(TrackNode::getInstance());
347//  tn->addChild(this->localCamera);
348  localCamera->setClipRegion(1, 10000.0);
349//  localCamera->lookAt(playable);
350//  this->localPlayer->setParentMode(PNODE_ALL);
351  if (sky != NULL)
352  {
353    this->sky->setParent(this->localCamera);
354    this->sky->setParentMode(PNODE_MOVEMENT);
355  }
356
357  this->localCamera->getTarget()->getParent()->debugNode(0);
358  SoundEngine::getInstance()->setListener(this->localCamera);
359
360
361
362  ////////////
363  // STATIC //
364  ////////////
365
366
367//   TestEntity* testEntity = new TestEntity();
368//   testEntity->setRelCoor(Vector(570, 10, -15));
369//   testEntity->setRelDir(Quaternion(M_PI, Vector(0, 1, 0)));
370//   this->spawn(testEntity);
371
372  for(int i = 0; i < 100; i++)
373  {
374    WorldEntity* tmp = new NPCTest1();
375    char npcChar[10];
376    sprintf (npcChar, "NPC_%d", i);
377        tmp->setName(npcChar);
378    tmp->setAbsCoor(((float)rand()/RAND_MAX) * 5000, 50/*+ (float)rand()/RAND_MAX*20*/, ((float)rand()/RAND_MAX -.5) *30);
379    this->spawn(tmp);
380  }
381
382  this->music = NULL;
383  //(OggPlayer*)ResourceManager::getInstance()->load("sound/00-luke_grey_-_hypermode.ogg", OGG, RP_LEVEL);
384  //music->playback();
385}
386
387ErrorMessage World::postLoad()
388{
389  this->releaseLoadScreen();
390}
391
392
393/**
394 *  initializes a new World shortly before start
395 *
396 * this is the function, that will be loaded shortly before the world is
397 * started
398*/
399ErrorMessage World::preStart()
400{
401  this->bPause = false;
402
403  /* update the object position before game start - so there are no wrong coordinates used in the first processing */
404  PNode::getNullParent()->updateNode (0.001f);
405  PNode::getNullParent()->updateNode (0.001f);
406}
407
408
409/**
410 *  starts the World
411 */
412ErrorMessage World::start()
413{
414  this->bQuitWorld = false;
415  this->mainLoop();
416}
417
418/**
419 *  stops the world.
420
421   This happens, when the player decides to end the Level.
422*/
423ErrorMessage World::stop()
424{
425  PRINTF(3)("World::stop() - got stop signal\n");
426  this->bQuitWorld= true;
427}
428
429/**
430 *  pauses the Game
431*/
432ErrorMessage World::pause()
433{
434  this->isPaused = true;
435}
436
437/**
438 *  ends the pause Phase
439*/
440ErrorMessage World::resume()
441{
442  this->isPaused = false;
443}
444
445/**
446 *  destroys the World
447*/
448ErrorMessage World::destroy()
449{
450
451}
452
453/**
454 *  shows the loading screen
455*/
456void World::displayLoadScreen ()
457{
458  PRINTF(3)("World::displayLoadScreen - start\n");
459
460  //GLMenuImageScreen*
461  this->glmis = new GLMenuImageScreen();
462  this->glmis->setMaximum(8);
463
464  PRINTF(3)("World::displayLoadScreen - end\n");
465}
466
467/**
468 * @brief removes the loadscreen, and changes over to the game
469 *
470 * @todo take out the delay
471*/
472void World::releaseLoadScreen ()
473{
474  PRINTF(3)("World::releaseLoadScreen - start\n");
475  this->glmis->setValue(this->glmis->getMaximum());
476  PRINTF(3)("World::releaseLoadScreen - end\n");
477  delete this->glmis;
478}
479
480
481/**
482 *  this returns the current game time
483 * @returns elapsed game time
484*/
485double World::getGameTime()
486{
487  return this->gameTime;
488}
489
490
491
492/**
493 *  synchronize local data with remote data
494*/
495void World::synchronize ()
496{
497  // Get remote input
498  // Update synchronizables
499/*  NetworkManager::getInstance()->synchronize();*/
500}
501
502
503/**
504 *  run all input processing
505
506   the command node is the central input event dispatcher. the node uses the even-queue from
507   sdl and has its own event-passing-queue.
508*/
509void World::handleInput ()
510{
511  EventHandler::getInstance()->process();
512
513  // remoteinput
514}
515
516void World::tick(std::list<WorldEntity*> entityList, float dt)
517{
518  std::list<WorldEntity*>::iterator entity;
519  for (entity = entityList.begin(); entity != entityList.end(); entity++)
520    (*entity)->tick(dt);
521
522}
523
524/**
525 *  advance the timeline
526
527   this calculates the time used to process one frame (with all input handling, drawing, etc)
528   the time is mesured in ms and passed to all world-entities and other classes that need
529   a heart-beat.
530*/
531void World::tick ()
532{
533  Uint32 currentFrame = SDL_GetTicks();
534  if(!this->bPause)
535    {
536      this->dt = currentFrame - this->lastFrame;
537
538      if( this->dt > 10)
539        {
540          float fps = 1000/dt;
541
542          // temporary, only for showing how fast the text-engine is
543          char tmpChar[20];
544          sprintf(tmpChar, "fps: %4.0f", fps);
545        }
546      else
547        {
548          /* the frame-rate is limited to 100 frames per second, all other things are for
549             nothing.
550          */
551          PRINTF(3)("fps = 1000 - frame rate is adjusted\n");
552          SDL_Delay(10-dt);
553          this->dt = 10;
554        }
555
556      this->dtS = (float)this->dt / 1000.0 * this->speed;
557      this->gameTime += this->dtS;
558
559      this->tick(this->objectManager.getObjectList(OM_DEAD_TICK), this->dtS);
560      this->tick(this->objectManager.getObjectList(OM_COMMON), this->dtS);
561      this->tick(this->objectManager.getObjectList(OM_GROUP_00), this->dtS);
562      this->tick(this->objectManager.getObjectList(OM_GROUP_01), this->dtS);
563      this->tick(this->objectManager.getObjectList(OM_GROUP_01_PROJ), this->dtS);
564
565      /* update tick the rest */
566      this->localCamera->tick(this->dtS);
567      // tick the engines
568      AnimationPlayer::getInstance()->tick(this->dtS);
569//      if (this->cycle > 5)
570        PhysicsEngine::getInstance()->tick(this->dtS);
571
572      ParticleEngine::getInstance()->tick(this->dtS);
573
574
575      /** actualy the Graphics Engine should tick the world not the other way around...
576         but since we like the things not too complicated we got it this way around
577         until there is need or time to do it the other way around.
578         @todo: GraphicsEngine ticks world: separation of processes and data...
579
580        bensch: in my opinion the GraphicsEngine could draw the world, but not tick it,
581         beceause graphics have nothing(or at least not much) to do with Motion.
582      */
583      GraphicsEngine::getInstance()->tick(this->dtS);
584    }
585  this->lastFrame = currentFrame;
586}
587
588
589/**
590 *  this function gives the world a consistant state
591
592   after ticking (updating the world state) this will give a constistant
593   state to the whole system.
594*/
595void World::update()
596{
597  GraphicsEngine::getInstance()->update(this->dtS);
598  PNode::getNullParent()->updateNode (this->dtS);
599  SoundEngine::getInstance()->update();
600  //music->update();
601}
602
603
604void World::collide()
605{
606  CDEngine::getInstance()->checkCollisions(this->objectManager.getObjectList(OM_GROUP_00),
607                                            this->objectManager.getObjectList(OM_GROUP_01_PROJ));
608  CDEngine::getInstance()->checkCollisions(this->objectManager.getObjectList(OM_GROUP_01),
609                                            this->objectManager.getObjectList(OM_COMMON));
610}
611
612/**
613 *  render the current frame
614
615   clear all buffers and draw the world
616*/
617void World::display ()
618{
619  // clear buffer
620  glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
621  // set camera
622  this->localCamera->apply ();
623  // draw world
624  this->draw();
625  // draw HUD
626  /** @todo draw HUD */
627  // flip buffers
628  GraphicsEngine::swapBuffers();
629  //SDL_Surface* screen = Orxonox::getInstance()->getScreen ();
630  //SDL_Flip (screen);
631}
632
633
634/**
635 *  runs through all entities calling their draw() methods
636 */
637void World::draw ()
638{
639  GraphicsEngine* engine = GraphicsEngine::getInstance();
640  engine->draw(State::getObjectManager()->getObjectList(OM_ENVIRON_NOTICK));
641  engine->draw(State::getObjectManager()->getObjectList(OM_ENVIRON));
642  engine->draw(State::getObjectManager()->getObjectList(OM_COMMON));
643  engine->draw(State::getObjectManager()->getObjectList(OM_GROUP_00));
644  engine->draw(State::getObjectManager()->getObjectList(OM_GROUP_01));
645  engine->draw(State::getObjectManager()->getObjectList(OM_GROUP_01_PROJ));
646
647//   {
648//     if( entity->isVisible() ) entity->draw();
649  //FIXME
650//     if( unlikely( this->showBV)) entity->drawBVTree(3, 226);  // to draw the bounding boxes of the objects at level 2 for debug purp
651//     entity = iterator->nextElement();
652//   }
653
654  ParticleEngine::getInstance()->draw();
655
656  if (unlikely(this->showPNodes))
657    PNode::getNullParent()->debugDraw(0);
658
659  engine->draw();
660  //TextEngine::getInstance()->draw();
661}
662
663
664/**
665 * \brief main loop of the world: executing all world relevant function
666 *
667 * in this loop we synchronize (if networked), handle input events, give the heart-beat to
668 * all other member-entities of the world (tick to player, enemies etc.), checking for
669 * collisions drawing everything to the screen.
670 */
671void World::mainLoop()
672{
673  this->lastFrame = SDL_GetTicks ();
674  PRINTF(3)("World::mainLoop() - Entering main loop\n");
675
676  while(!this->bQuitWorld) /* @todo implement pause */
677  {
678    ++this->cycle;
679      // Network
680    this->synchronize ();
681      // Process input
682    this->handleInput ();
683    if( this->bQuitWorld)
684      break;
685      // Process time
686    this->tick ();
687      // Process collision
688    this->collide ();
689      // Update the state
690    this->update ();
691      // Draw
692    this->display ();
693  }
694
695  PRINTF(3)("World::mainLoop() - Exiting the main loop\n");
696}
697
698
699
700/**
701 *  add and spawn a new entity to this world
702 * @param entity to be added
703*/
704void World::spawn(WorldEntity* entity)
705{
706//   this->entities->add (entity);
707  entity->postSpawn ();
708}
709
710void World::setPath( const char* name)
711{
712  if (this->path)
713    delete this->path;
714  if (ResourceManager::isFile(name))
715  {
716    this->path = new char[strlen(name)+1];
717    strcpy(this->path, name);
718  }
719  else
720    {
721      this->path = new char[strlen(ResourceManager::getInstance()->getDataDir()) + strlen(name) +1];
722      sprintf(this->path, "%s%s", ResourceManager::getInstance()->getDataDir(), name);
723    }
724}
725
726const char* World::getPath( void)
727{
728  return path;
729}
Note: See TracBrowser for help on using the repository browser.