1 | /* |
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2 | * ORXONOX - the hottest 3D action shooter ever to exist |
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3 | * |
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4 | * |
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5 | * License notice: |
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6 | * |
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7 | * This program is free software: you can redistribute it and/or modify |
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8 | * it under the terms of the GNU General Public License as published by |
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9 | * the Free Software Foundation, either version 3 of the License, or |
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10 | * (at your option) any later version. |
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11 | * |
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12 | * This program is distributed in the hope that it will be useful, |
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13 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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14 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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15 | * GNU General Public License for more details. |
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16 | * |
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17 | * You should have received a copy of the GNU General Public License |
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18 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
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19 | * |
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20 | * |
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21 | * Author: |
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22 | * Reto Grieder |
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23 | * Co-authors: |
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24 | * ... |
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25 | */ |
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26 | |
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27 | |
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28 | #include "OgreVector3.h" |
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29 | #include "OgreStringConverter.h" |
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30 | #include "OgreRoot.h" |
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31 | #include "OgreSceneManager.h" |
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32 | #include "OgreSceneNode.h" |
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33 | #include "OgreCamera.h" |
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34 | #include "OgreViewport.h" |
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35 | #include "OgreRenderWindow.h" |
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36 | #include "OgreTextureManager.h" |
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37 | #include "OgreMaterialManager.h" |
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38 | #include "OgreLogManager.h" |
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39 | #include "OgreWindowEventUtilities.h" |
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40 | |
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41 | //Use this define to signify OIS will be used as a DLL |
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42 | //(so that dll import/export macros are in effect) |
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43 | #define OIS_DYNAMIC_LIB |
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44 | #include <OIS/OIS.h> |
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45 | |
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46 | #include "ogre_control.h" |
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47 | #include "orxonox_scene.h" |
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48 | #include "orxonox_ship.h" |
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49 | #include "inertial_node.h" |
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50 | |
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51 | #include "weapon/bullet.h" |
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52 | #include "weapon/bullet_manager.h" |
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53 | #include "weapon/base_weapon.h" |
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54 | |
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55 | #include "hud/hud_overlay.h" |
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56 | #include "hud/test_overlay.h" |
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57 | |
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58 | #include "run_manager.h" |
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59 | |
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60 | |
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61 | namespace orxonox { |
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62 | using namespace Ogre; |
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63 | using namespace weapon; |
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64 | using namespace hud; |
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65 | |
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66 | /** |
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67 | * RunManager is the basic control object during the game. |
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68 | * |
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69 | * The RunManger class is designed to actually "run" the main part of the |
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70 | * game. The Idea is, that you could derive from the RunManager in order |
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71 | * to distinguish between a first person shooter or a space craft shooter. |
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72 | * RunManager loads and initialises everything in the scene (like the ship, |
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73 | * the enemies in the scene, any scripts, the physics, window events, |
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74 | * environment, HUD, etc.). |
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75 | * It also captures any input from keyboard, mous, joystick (optional) or |
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76 | * Ogre (window events). |
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77 | */ |
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78 | |
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79 | |
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80 | RunManager* RunManager::singletonPtr_s = NULL; |
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81 | |
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82 | |
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83 | /** |
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84 | * Contructor only needs the Root object. |
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85 | */ |
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86 | RunManager::RunManager() |
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87 | : ogre_(NULL), window_(NULL), screenShotCounter_(0), |
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88 | timeUntilNextToggle_(0), mouseSensitivity_(0.003), inputManager_(0), |
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89 | mouse_(0), keyboard_(0), joystick_(0), statsOn_(true) |
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90 | { |
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91 | } |
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92 | |
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93 | /** |
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94 | * @param ogre_ The OgreControl object holding the render window and the Root |
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95 | */ |
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96 | void RunManager::initialise(OgreControl *ogre) |
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97 | { |
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98 | ogre_ = ogre; |
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99 | window_ = ogre->getRenderWindow(); |
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100 | |
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101 | // SETTING UP THE SCENE |
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102 | |
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103 | // create one new SceneManger |
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104 | sceneMgr_ = ogre_->getRoot()->createSceneManager(ST_GENERIC, "Orxonox Scene"); |
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105 | |
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106 | // background scene (world objects, skybox, lights, etc.) |
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107 | backgroundScene_ = new OrxonoxScene(sceneMgr_); |
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108 | |
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109 | |
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110 | // BULLET LIST FOR THE TEST APPLICATION |
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111 | |
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112 | // create a bullet manager |
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113 | bulletManager_ = new BulletManager(sceneMgr_); |
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114 | |
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115 | |
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116 | // PLAYER SPACESHIP |
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117 | |
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118 | // Create a space ship object and its SceneNode. |
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119 | // It should also be considered, that the ship should provide another Node |
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120 | // for a camera to be attached (otherwise the spaceship in front of the |
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121 | // ship would be very static, never moving at all). |
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122 | |
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123 | // Construct a new spaceship and give it the node |
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124 | playerShip_ = new OrxonoxShip(sceneMgr_->getRootSceneNode() |
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125 | ->createChildSceneNode("ShipNode", Vector3(20, 20, 20))); |
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126 | |
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127 | |
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128 | // RESOURCE LOADING (using ResourceGroups if implemented) |
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129 | |
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130 | // load all resources and create the entities by calling the initialise() |
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131 | // methods for each object (no constructor initialisations!). |
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132 | backgroundScene_->initialise(); |
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133 | playerShip_->initialise(); |
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134 | |
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135 | |
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136 | // CAMERA AND VIEWPORT |
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137 | |
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138 | // create camera and viewport |
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139 | createCamera(); |
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140 | createViewports(); |
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141 | |
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142 | // create HUD |
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143 | hud_ = new hud::TestOverlay(window_); |
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144 | hud_->show(); |
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145 | |
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146 | |
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147 | // Set default mipmap level (NB some APIs ignore this) |
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148 | TextureManager::getSingleton().setDefaultNumMipmaps(5); |
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149 | |
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150 | |
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151 | // HUMAN INTERFACE |
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152 | |
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153 | using namespace OIS; |
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154 | |
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155 | LogManager::getSingletonPtr()->logMessage("*** Initializing OIS ***"); |
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156 | ParamList pl; |
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157 | size_t windowHnd = 0; |
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158 | std::ostringstream windowHndStr; |
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159 | |
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160 | window_->getCustomAttribute("WINDOW", &windowHnd); |
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161 | windowHndStr << windowHnd; |
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162 | pl.insert(std::make_pair(std::string("WINDOW"), windowHndStr.str())); |
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163 | |
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164 | inputManager_ = InputManager::createInputSystem( pl ); |
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165 | |
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166 | // Create all devices (We only catch joystick exceptions here, |
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167 | // as, most people have Key/Mouse) |
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168 | keyboard_ = static_cast<Keyboard*>(inputManager_ |
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169 | ->createInputObject( OISKeyboard, false )); |
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170 | mouse_ = static_cast<Mouse*>(inputManager_ |
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171 | ->createInputObject( OISMouse, false )); |
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172 | try { |
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173 | joystick_ = static_cast<JoyStick*>(inputManager_ |
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174 | ->createInputObject( OISJoyStick, false )); |
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175 | } |
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176 | catch(...) { |
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177 | joystick_ = 0; |
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178 | } |
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179 | |
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180 | //Set initial mouse clipping size |
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181 | windowResized(window_); |
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182 | |
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183 | //showDebugOverlay(true); |
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184 | |
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185 | // REGISTER THIS OBJECT AS A WINDOW EVENT LISTENER IN OGRE |
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186 | // It will then receive events liek windowClosed, windowResized, etc. |
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187 | WindowEventUtilities::addWindowEventListener(window_, this); |
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188 | } |
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189 | |
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190 | /** |
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191 | * Standard destructor. |
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192 | * Removes this object as a window event listener and deletes all created |
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193 | * variables. |
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194 | */ |
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195 | RunManager::~RunManager() |
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196 | { |
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197 | //Remove ourself as a Window listener |
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198 | WindowEventUtilities::removeWindowEventListener(window_, this); |
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199 | windowClosed(window_); |
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200 | |
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201 | if (backgroundScene_) |
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202 | delete backgroundScene_; |
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203 | if (playerShip_) |
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204 | delete playerShip_; |
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205 | if (bulletManager_) |
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206 | delete bulletManager_; |
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207 | if (hud_) |
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208 | delete hud_; |
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209 | } |
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210 | |
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211 | |
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212 | /** |
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213 | * Method to compute anything between 2 frames. |
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214 | * |
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215 | * Everything that needs to be computed during the games happens right here. |
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216 | * The only exception are the listeners (which should only set variables, |
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217 | * not actually do something). |
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218 | * |
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219 | * @param time Absolute play time |
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220 | * @param deltaTime Time passed since last frame |
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221 | * @return Return false to end rendering |
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222 | */ |
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223 | bool RunManager::tick(unsigned long time, float deltaTime) |
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224 | { |
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225 | // synchronize with internal class timer |
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226 | totalTime_ = time; |
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227 | |
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228 | // Call tick() for every object |
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229 | // This could be done by registering (needs a factory..) |
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230 | backgroundScene_->tick(time, deltaTime); |
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231 | playerShip_->tick(time, deltaTime); |
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232 | |
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233 | |
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234 | // Update the HUD |
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235 | Ogre::String tempStr = " | Speed = " |
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236 | + StringConverter::toString(playerShip_->getSpeed()) |
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237 | + " | Left Ammo = " |
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238 | + StringConverter::toString(playerShip_ |
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239 | ->getMainWeapon()->getAmmoState()) |
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240 | + " | Ammo stock = " |
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241 | + StringConverter::toString(playerShip_->getAmmoStock()); |
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242 | hud_->setDebugText(tempStr); |
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243 | |
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244 | hud_->tick(time, deltaTime); |
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245 | |
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246 | // update the bullet positions |
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247 | bulletManager_->tick(time, deltaTime); |
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248 | |
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249 | |
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250 | // HUMAN INTERFACE |
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251 | |
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252 | using namespace OIS; |
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253 | |
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254 | if(window_->isClosed()) return false; |
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255 | |
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256 | //Need to capture/update each device |
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257 | keyboard_->capture(); |
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258 | mouse_->capture(); |
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259 | if( joystick_ ) joystick_->capture(); |
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260 | |
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261 | bool buffJ = (joystick_) ? joystick_->buffered() : true; |
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262 | |
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263 | //Check if one of the devices is not buffered |
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264 | if( !mouse_->buffered() || !keyboard_->buffered() || !buffJ ) |
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265 | { |
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266 | // one of the input modes is immediate, so setup what |
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267 | // is needed for immediate movement |
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268 | if (timeUntilNextToggle_ >= 0) |
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269 | timeUntilNextToggle_ -= deltaTime; |
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270 | } |
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271 | |
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272 | // handle HID devices |
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273 | if( processUnbufferedKeyInput() == false ) |
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274 | return false; |
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275 | if( processUnbufferedMouseInput() == false ) |
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276 | return false; |
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277 | |
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278 | // keep rendering |
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279 | return true; |
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280 | } |
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281 | |
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282 | |
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283 | SceneManager& RunManager::getSceneManager() |
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284 | { |
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285 | return *sceneMgr_; |
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286 | } |
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287 | |
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288 | SceneManager* RunManager::getSceneManagerPtr() |
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289 | { |
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290 | return sceneMgr_; |
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291 | } |
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292 | |
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293 | BulletManager* RunManager::getBulletManagerPtr() |
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294 | { |
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295 | return bulletManager_; |
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296 | } |
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297 | |
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298 | int RunManager::getAmmunitionID(const Ogre::String &ammoName) |
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299 | { |
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300 | Ogre::String ammoTypes[] = { "Energy Cell", "Barrel", "Lead Shot" }; |
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301 | int ammoTypesLength = 3; |
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302 | |
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303 | for (int i = 0; i < ammoTypesLength; i++) |
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304 | { |
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305 | if (ammoTypes[i] == ammoName) |
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306 | return i; |
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307 | } |
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308 | return -1; |
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309 | } |
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310 | |
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311 | int RunManager::getNumberOfAmmos() |
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312 | { |
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313 | return 3; |
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314 | } |
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315 | |
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316 | |
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317 | /** |
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318 | * Adjust mouse clipping area. |
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319 | * This method is called by Ogre without regards of tick()! |
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320 | * Avoid doing too much in this call. |
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321 | * @param rw render window |
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322 | */ |
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323 | void RunManager::windowResized(RenderWindow* rw) |
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324 | { |
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325 | unsigned int width, height, depth; |
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326 | int left, top; |
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327 | rw->getMetrics(width, height, depth, left, top); |
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328 | |
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329 | const OIS::MouseState &ms = mouse_->getMouseState(); |
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330 | ms.width = width; |
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331 | ms.height = height; |
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332 | } |
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333 | |
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334 | |
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335 | /** |
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336 | * Unattach OIS before window shutdown (very important under Linux). |
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337 | * Again, avoid computing a lot in this function. |
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338 | * @param rw Render Window |
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339 | */ |
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340 | void RunManager::windowClosed(RenderWindow* rw) |
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341 | { |
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342 | //Only close for window that created OIS (the main window in these demos) |
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343 | if( rw == window_ ) |
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344 | { |
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345 | if( inputManager_ ) |
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346 | { |
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347 | inputManager_->destroyInputObject( mouse_ ); |
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348 | inputManager_->destroyInputObject( keyboard_ ); |
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349 | inputManager_->destroyInputObject( joystick_ ); |
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350 | |
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351 | OIS::InputManager::destroyInputSystem(inputManager_); |
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352 | inputManager_ = 0; |
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353 | } |
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354 | } |
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355 | } |
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356 | |
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357 | /** |
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358 | * Processes the Keyboard input. |
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359 | * TODO: Use listeners to improve performance. |
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360 | * A lookup table should be implemented to bind any key to a specific action. |
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361 | * @return Return true to keep rendering |
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362 | */ |
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363 | bool RunManager::processUnbufferedKeyInput() |
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364 | { |
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365 | using namespace OIS; |
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366 | |
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367 | if(keyboard_->isKeyDown(KC_A) || keyboard_->isKeyDown(KC_LEFT)) |
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368 | playerShip_->setSideThrust(1); |
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369 | else if(keyboard_->isKeyDown(KC_D) || keyboard_->isKeyDown(KC_RIGHT)) |
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370 | playerShip_->setSideThrust(-1); |
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371 | else |
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372 | playerShip_->setSideThrust(0); |
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373 | |
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374 | if(keyboard_->isKeyDown(KC_UP) || keyboard_->isKeyDown(KC_W) ) |
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375 | playerShip_->setMainThrust(1); |
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376 | else if(keyboard_->isKeyDown(KC_DOWN) || keyboard_->isKeyDown(KC_S) ) |
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377 | playerShip_->setMainThrust(-1); |
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378 | else |
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379 | playerShip_->setMainThrust(0); |
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380 | |
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381 | if (keyboard_->isKeyDown(KC_C)) |
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382 | playerShip_->setYThrust(1); |
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383 | else if (keyboard_->isKeyDown(KC_SPACE)) |
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384 | playerShip_->setYThrust(-1); |
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385 | else |
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386 | playerShip_->setYThrust(0); |
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387 | |
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388 | if (keyboard_->isKeyDown(KC_G)) |
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389 | playerShip_->getMainWeapon()->addAction(BaseWeapon::RELOAD); |
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390 | |
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391 | if( keyboard_->isKeyDown(KC_ESCAPE) || keyboard_->isKeyDown(KC_Q) ) |
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392 | return false; |
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393 | |
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394 | if( keyboard_->isKeyDown(KC_F) && timeUntilNextToggle_ <= 0 ) |
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395 | { |
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396 | statsOn_ = !statsOn_; |
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397 | timeUntilNextToggle_ = 1; |
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398 | } |
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399 | |
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400 | if(keyboard_->isKeyDown(KC_SYSRQ) && timeUntilNextToggle_ <= 0) |
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401 | { |
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402 | std::ostringstream ss; |
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403 | ss << "screenshot_" << ++screenShotCounter_ << ".png"; |
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404 | window_->writeContentsToFile(ss.str()); |
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405 | timeUntilNextToggle_ = 0.5; |
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406 | } |
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407 | |
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408 | // Return true to continue rendering |
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409 | return true; |
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410 | } |
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411 | |
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412 | |
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413 | /** |
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414 | * Processes the Mouse input. |
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415 | * TODO: Use listeners to improve performance. |
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416 | * A lookup table should be implemented to bind ANY button or movement |
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417 | * to a specific action. |
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418 | * @return Return true to keep rendering |
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419 | */ |
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420 | bool RunManager::processUnbufferedMouseInput() |
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421 | { |
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422 | using namespace OIS; |
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423 | |
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424 | const MouseState &ms = mouse_->getMouseState(); |
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425 | |
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426 | if (ms.buttonDown(MB_Left)) |
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427 | playerShip_->getMainWeapon()->primaryFireRequest(); |
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428 | |
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429 | if (ms.buttonDown(MB_Right)) |
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430 | playerShip_->getMainWeapon()->secondaryFireRequest(); |
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431 | |
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432 | playerShip_->turnUpAndDown(Radian(ms.Y.rel * mouseSensitivity_)); |
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433 | playerShip_->turnLeftAndRight(Radian(ms.X.rel * mouseSensitivity_)); |
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434 | |
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435 | // keep rendering |
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436 | return true; |
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437 | } |
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438 | |
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439 | /** |
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440 | * Show an overlay desired. |
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441 | * @param show Whether or not to show the debug overlay |
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442 | */ |
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443 | void RunManager::showDebugOverlay(bool show) |
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444 | { |
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445 | if (hud_) |
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446 | { |
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447 | if (show) |
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448 | hud_->show(); |
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449 | else |
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450 | hud_->hide(); |
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451 | } |
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452 | } |
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453 | |
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454 | |
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455 | /** |
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456 | * Simple camera creator. |
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457 | * playerShip_Node->attachObject(camera_) should not be here! This is what |
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458 | * the camera manager is for. Right now, this method should do just fine, |
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459 | * setting the cam behind the ship. |
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460 | */ |
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461 | void RunManager::createCamera() |
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462 | { |
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463 | camera_ = sceneMgr_->createCamera("PlayerCam"); |
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464 | playerShip_->getRootNode()->getSceneNode()->attachObject(camera_); |
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465 | camera_->setNearClipDistance(5); |
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466 | camera_->setPosition(Vector3(0,10,500)); |
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467 | camera_->lookAt(Vector3(0,0,0)); |
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468 | } |
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469 | |
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470 | /** |
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471 | * Simple viewport creator. |
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472 | * For now the viewport uses the entire render window and is based on the one |
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473 | * camera created so far. |
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474 | */ |
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475 | void RunManager::createViewports() |
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476 | { |
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477 | // Create one viewport, entire window |
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478 | Viewport* vp = window_->addViewport(camera_); |
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479 | vp->setBackgroundColour(ColourValue(0,0,0)); |
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480 | |
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481 | // Alter the camera aspect ratio to match the viewport |
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482 | camera_->setAspectRatio( |
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483 | Real(vp->getActualWidth()) / Real(vp->getActualHeight())); |
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484 | } |
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485 | |
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486 | |
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487 | RunManager* RunManager::createSingleton() |
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488 | { |
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489 | if (singletonPtr_s) |
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490 | return NULL; |
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491 | singletonPtr_s = new RunManager(); |
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492 | return singletonPtr_s; |
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493 | } |
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494 | |
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495 | void RunManager::destroySingleton() |
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496 | { |
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497 | if (singletonPtr_s) |
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498 | delete singletonPtr_s; |
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499 | } |
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500 | |
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501 | |
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502 | RunManager& RunManager::getSingleton() |
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503 | { |
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504 | return *singletonPtr_s; |
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505 | } |
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506 | |
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507 | RunManager* RunManager::getSingletonPtr() |
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508 | { |
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509 | return singletonPtr_s; |
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510 | } |
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511 | |
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512 | } |
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