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source: orxonox.OLD/branches/blink/src/story_entities/game_world.cc @ 10436

Last change on this file since 10436 was 10430, checked in by patrick, 18 years ago

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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   main-programmer: Benjamin Grauer
14   co-programmer: Christian Meyer
15
16*/
17
18#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WORLD
19
20#include "game_world.h"
21#include "game_world_data.h"
22
23#include "state.h"
24
25#include "util/loading/game_loader.h"
26#include "util/timer.h"
27
28#include "player.h"
29#include "camera.h"
30#include "environment.h"
31#include "terrain.h"
32#include "test_entity.h"
33#include "terrain.h"
34#include "playable.h"
35#include "environments/mapped_water.h"
36
37#include "light.h"
38
39#include "util/loading/factory.h"
40#include "util/loading/load_param_xml.h"
41#include "loading/fast_factory.h"
42#include "shell_command.h"
43
44#include "graphics_engine.h"
45#include "weather_effects/atmospheric_engine.h"
46#include "event_handler.h"
47#include "sound_engine.h"
48#include "cd_engine.h"
49#include "network_manager.h"
50#include "physics_engine.h"
51
52#include "glmenu_imagescreen.h"
53#include "shell.h"
54
55#include "ogg_player.h"
56#include "shader.h"
57#include "ai_engine.h"
58
59#include "animation_player.h"
60
61#include "game_rules.h"
62
63#include "script_class.h"
64ObjectListDefinition(GameWorld);
65CREATE_SCRIPTABLE_CLASS(GameWorld,
66                        addMethod("setPlaymode", Executor1<GameWorld, lua_State*,const std::string&>(&GameWorld::setPlaymode))
67                        ->addMethod("showText", Executor1<GameWorld, lua_State*, const std::string&>(&GameWorld::showText))
68                        ->addMethod("setSoundtrack", Executor1<GameWorld, lua_State*, const std::string&>(&GameWorld::setSoundtrack))
69                        ->addMethod("getStoryID", Executor0ret<StoryEntity, lua_State*, int>(&StoryEntity::getStoryID))
70                        ->addMethod("setNextStoryName", Executor1ret<StoryEntity, lua_State*, bool, const std::string&>(&StoryEntity::setNextStoryName))
71                        ->addMethod("stop", Executor0ret<GameWorld, lua_State*, bool>(&GameWorld::stop))
72                       );
73
74SHELL_COMMAND(speed, GameWorld, setSpeed) ->describe("set the Speed of the Level");
75SHELL_COMMAND(playmode, GameWorld, setPlaymode)
76->describe("Set the Playmode of the current Level")
77->completionPlugin(0, OrxShell::CompletorStringArray(Playable::playmodeNames, Playable::PlaymodeCount));
78
79SHELL_COMMAND(togglePNodeVisibility, GameWorld, togglePNodeVisibility);
80SHELL_COMMAND(showBVLevel, GameWorld, toggleBVVisibility);
81SHELL_COMMAND(showMountPoints, GameWorld, toggleMPVisibility);
82
83
84GameWorld::GameWorld()
85    : StoryEntity()
86{
87  this->registerObject(this, GameWorld::_objectList);
88  this->setName("Preloaded World - no name yet");
89
90  this->gameTime = 0.0f;
91  this->setSpeed(1.0f);
92  this->shell = NULL;
93
94  this->showPNodes = false;
95  this->showBV = false;
96  this->showBVLevel = 3;
97  this->showMPV = false;
98
99  this->dataXML = NULL;
100  this->gameRules = NULL;
101}
102
103/**
104 *  remove the GameWorld from memory
105 *
106 *  delete everything explicitly, that isn't contained in the parenting tree!
107 *  things contained in the tree are deleted automaticaly
108 */
109GameWorld::~GameWorld ()
110{
111  PRINTF(4)("Deleted GameWorld\n");
112
113}
114
115
116
117/**
118 * loads the parameters of a GameWorld from an XML-element
119 * @param root the XML-element to load from
120 */
121void GameWorld::loadParams(const TiXmlElement* root)
122{
123  StoryEntity::loadParams(root);
124
125  PRINTF(4)("Loaded GameWorld specific stuff\n");
126}
127
128
129/**
130 * this is executed just before load
131 *
132 * since the load function sometimes needs data, that has been initialized
133 * before the load and after the proceeding storyentity has finished
134*/
135ErrorMessage GameWorld::init()
136{
137  /* init the world interface */
138  this->shell = new OrxShell::Shell();
139
140  State::setCurrentStoryEntity(dynamic_cast<StoryEntity*>(this));
141  this->dataTank->init();
142
143  /* initialize some engines and graphical elements */
144  AnimationPlayer::getInstance();
145  PhysicsEngine::getInstance();
146  CoRe::CREngine::getInstance();
147
148  State::setScriptManager(&this->scriptManager);
149
150  return ErrorMessage();
151}
152
153/**
154 *  loads the GameWorld by initializing all resources, and set their default values.
155 */
156ErrorMessage GameWorld::loadData()
157{
158  this->displayLoadScreen();  State::setScriptManager(&this->scriptManager);
159
160
161  PRINTF(4)("Loading the GameWorld\n");
162
163  PRINTF(3)("> Loading world: '%s'\n", getLoadFile().c_str());
164  //  TiXmlElement* element;
165  //  GameLoader* loader = GameLoader::getInstance();
166
167  if( getLoadFile().empty())
168  {
169    PRINTF(1)("GameWorld has no path specified for loading\n");
170    return (ErrorMessage(213,"Path not specified","GameWorld::load()"));
171  }
172
173  TiXmlDocument* XMLDoc = new TiXmlDocument( getLoadFile());
174  // load the xml world file for further loading
175  if( !XMLDoc->LoadFile())
176  {
177    PRINTF(1)("loading XML File: %s @ %s:l%d:c%d\n", XMLDoc->ErrorDesc(), this->getLoadFile().c_str(), XMLDoc->ErrorRow(), XMLDoc->ErrorCol());
178    delete XMLDoc;
179    return ErrorMessage(213,"XML File parsing error","GameWorld::load()");
180  }
181  // check basic validity
182  TiXmlElement* root = XMLDoc->RootElement();
183  assert( root != NULL);
184  if( root == NULL || root->Value() == NULL || strcmp( root->Value(), "WorldDataFile"))
185  {
186    // report an error
187    PRINTF(1)("Specified XML File is not an orxonox world data file (WorldDataFile element missing)\n");
188    delete XMLDoc;
189    return ErrorMessage(213,"Path not a WorldDataFile","GameWorld::load()");
190  }
191  /* the whole loading process for the GameWorld */
192  this->dataTank->loadData(root);
193  this->dataXML = (TiXmlElement*)root->Clone();
194
195  //remove this after finished testing !!!!
196  //Object* obj= new Object();
197  //obj->setName("Obj");
198  //Account* a = new Account();
199  //a->setName("a");
200  //Account *b = new Account(30);
201  //b->setName("b");
202
203
204  LoadParamXML(root, "ScriptManager", &this->scriptManager, ScriptManager, loadParams);
205
206  delete XMLDoc;
207  this->releaseLoadScreen();
208
209  return ErrorMessage();
210}
211
212
213/**
214 *  unload the data of this GameWorld
215 */
216ErrorMessage GameWorld::unloadData()
217{
218
219  PRINTF(3)("GameWorld::~GameWorld() - unloading the current GameWorld\n");
220  this->scriptManager.flush();
221
222  delete this->shell;
223
224  this->dataTank->unloadData();
225
226  this->shell = NULL;
227  delete AnimationPlayer::getInstance();
228  delete PhysicsEngine::getInstance();
229  delete CoRe::CREngine::getInstance();
230
231  State::setCurrentStoryEntity(NULL);
232  if (this->dataXML)
233    delete this->dataXML;
234
235  return ErrorMessage();
236}
237
238
239void GameWorld::setSoundtrack(const std::string& soundTrack)
240{
241  if (this->dataTank != NULL)
242  {
243    this->dataTank->setSoundTrack(soundTrack);
244    this->dataTank->music->play();
245  }
246}
247
248void GameWorld::showText(const std::string& text)
249{
250  if ( this->dataTank->localPlayer != NULL)
251    this->dataTank->localPlayer->hud().notifyUser(text);
252  PRINTF(0)("===============\n==========\n========\n");
253}
254
255
256/**
257 *  starts the GameWorld
258 */
259bool GameWorld::start()
260{
261  this->bPaused = false;
262  this->bRunning = true;
263  State::setScriptManager(&this->scriptManager); //make sure we have the right script manager
264  this->run();
265
266  return true;
267}
268
269
270/**
271 *  stops the world.
272 */
273bool GameWorld::stop()
274{
275  PRINTF(3)("GameWorld::stop() - got stop signal\n");
276  State::setScriptManager(NULL);
277  return (this->bRunning = false);
278}
279
280
281/**
282 *  pauses the game
283 */
284bool GameWorld::pause()
285{
286  return (this->bPaused = true);
287}
288
289
290/**
291 *  ends the pause Phase
292 */
293bool GameWorld::resume()
294{
295  return(this->bPaused = false);
296}
297
298
299/**
300 *  main loop of the world: executing all world relevant function
301 *
302 * in this loop we synchronize (if networked), handle input events, give the heart-beat to
303 * all other member-entities of the world (tick to player, enemies etc.), checking for
304 * collisions drawing everything to the screen.
305 */
306void GameWorld::run()
307{
308  PRINTF(3)("GameWorld::mainLoop() - Entering main loop\n");
309
310  // initialize Timing
311  this->cycle = 0;
312  for (unsigned int i = 0; i < TICK_SMOOTH_VALUE; i++)
313    this->frameTimes[i] = 0.01f;
314  this->dtS = 0.0f;
315  this->lastFrame = Timer::getNow();
316
317  if (this->dataTank->music != NULL)
318    this->dataTank->music->play();
319
320  PNode::getNullParent()->updateNode(0.01);
321  PNode::getNullParent()->updateNode(0.01);
322
323  bool bNoDraw = true;
324
325  while( this->bRunning) /* @todo implement pause */
326  {
327    /* process intput */
328    this->handleInput ();
329    if( !this->bRunning)
330      break;
331
332    /* network synchronisation */
333    this->synchronize ();
334    /* process time */
335    this->tick ();
336
337
338    /* update the state */
339    //this->update (); /// LESS REDUNDANCY.
340    //      PNode::getNullParent()->updateNode(this->dtS);
341    PNode::getNullParent()->updateNode(this->dtS);
342
343    /* collision detection */
344    this->collisionDetection ();
345    /* collision reaction */
346    this->collisionReaction ();
347
348    /* perform ai check*/
349    this->checkAI();
350
351    /* check the game rules */
352    this->checkGameRules();
353
354    /* update the state */
355    this->update ();
356    /* draw everything */
357    if( bNoDraw)
358      this->display ();
359
360    bNoDraw= !bNoDraw;
361  }
362
363  PRINTF(4)("GameWorld::mainLoop() - Exiting the main loop\n");
364}
365
366
367void GameWorld::setPlaymode(Playable::Playmode playmode)
368{
369  if (this->dataTank->localPlayer &&
370      this->dataTank->localPlayer->getPlayable() &&
371      this->dataTank->localPlayer->getPlayable()->setPlaymode(playmode))
372  {
373    PRINTF(0)("Set Playmode to %d:%s\n", playmode, Playable::playmodeToString(playmode).c_str());
374  }
375  else
376  {
377    PRINTF(0)("Unable to set Playmode %d:'%s'\n", playmode, Playable::playmodeToString(playmode).c_str());
378  }
379}
380
381void GameWorld::setPlaymode(const std::string& playmode)
382{
383  this->setPlaymode(Playable::stringToPlaymode(playmode));
384}
385
386/**
387 *  synchronize local data with remote data
388*/
389void GameWorld::synchronize ()
390{}
391
392
393/**
394 *  run all input processing
395
396   the command node is the central input event dispatcher. the node uses the even-queue from
397   sdl and has its own event-passing-queue.
398*/
399void GameWorld::handleInput ()
400{
401  EventHandler::getInstance()->process();
402}
403
404
405/**
406 * @brief ticks a WorldEntity list
407 * @param entityList list of the WorldEntities
408 * @param dt time passed since last frame
409 */
410void GameWorld::tick(ObjectManager::EntityList entityList, float dt)
411{
412  ObjectManager::EntityList::iterator entity, next;
413  next = entityList.begin();
414  while (next != entityList.end())
415  {
416    entity = next++;
417    (*entity)->tick(dt);
418  }
419}
420
421
422/**
423 *  advance the timeline
424 *
425 * this calculates the time used to process one frame (with all input handling, drawing, etc)
426 * the time is mesured in ms and passed to all world-entities and other classes that need
427 * a heart-beat.
428 */
429void GameWorld::tick ()
430{
431  if( !this->bPaused)
432  {
433    // CALCULATE FRAMERATE
434    Uint32 frameTimesIndex;
435    Uint32 i;
436    double currentFrame = Timer::getNow();
437
438    if (currentFrame - this->lastFrame < .01)
439    {
440      SDL_Delay((int)(1000.0 * (0.01 - (currentFrame - lastFrame))));
441      currentFrame = Timer::getNow();
442    }
443
444
445    frameTimesIndex = this->cycle % TICK_SMOOTH_VALUE;
446    this->frameTimes[frameTimesIndex] = currentFrame - this->lastFrame;
447    this->lastFrame = currentFrame;
448    ++this->cycle;
449    this->dtS = 0.0;
450    for (i = 0; i < TICK_SMOOTH_VALUE; i++)
451      this->dtS += this->frameTimes[i];
452    this->dtS = this->dtS / TICK_SMOOTH_VALUE * speed;
453
454    // TICK everything
455    for (i = 0; i < this->dataTank->tickLists.size(); ++i)
456      this->tick(this->dataTank->objectManager->getEntityList(this->dataTank->tickLists[i]), this->dtS);
457
458    /* update tick the rest */
459    State::getCamera()->tick(this->dtS);
460    AnimationPlayer::getInstance()->tick(this->dtS);
461    PhysicsEngine::getInstance()->tick(this->dtS);
462
463    GraphicsEngine::getInstance()->tick(this->dtS);
464    AtmosphericEngine::getInstance()->tick(this->dtS);
465
466    if( likely(this->dataTank->gameRule != NULL))
467      this->dataTank->gameRule->tick(this->dtS);
468
469  }
470}
471
472
473/**
474 *  this function gives the world a consistant state
475 *
476 * after ticking (updating the world state) this will give a constistant
477 * state to the whole system.
478 */
479void GameWorld::update()
480{
481  PNode::getNullParent()->updateNode (this->dtS);
482  OrxSound::SoundEngine::getInstance()->update();
483
484  this->applyCameraSettings();
485  GraphicsEngine::getInstance()->update(this->dtS);
486}
487
488
489/**
490 * kicks the CDEngine to detect the collisions between the object groups in the world
491 */
492void GameWorld::collisionDetection()
493{
494  // object-object collision detection
495  CDEngine::getInstance()->checkCollisions(this->dataTank->objectManager->getEntityList(OM_GROUP_00),
496      this->dataTank->objectManager->getEntityList(OM_GROUP_01_PROJ));
497  CDEngine::getInstance()->checkCollisions(this->dataTank->objectManager->getEntityList(OM_GROUP_01),
498      this->dataTank->objectManager->getEntityList(OM_GROUP_00_PROJ));
499  CDEngine::getInstance()->checkCollisions(this->dataTank->objectManager->getEntityList(OM_GROUP_01),
500      this->dataTank->objectManager->getEntityList(OM_GROUP_00));
501
502  CDEngine::getInstance()->checkCollisions(this->dataTank->objectManager->getEntityList(OM_GROUP_01),
503      this->dataTank->objectManager->getEntityList(OM_GROUP_02));
504  CDEngine::getInstance()->checkCollisions(this->dataTank->objectManager->getEntityList(OM_GROUP_02),
505      this->dataTank->objectManager->getEntityList(OM_GROUP_01_PROJ));
506
507
508  CDEngine::getInstance()->checkCollisions(this->dataTank->objectManager->getEntityList(OM_GROUP_00),
509      this->dataTank->objectManager->getEntityList(OM_COMMON));
510  CDEngine::getInstance()->checkCollisions(this->dataTank->objectManager->getEntityList(OM_GROUP_01),
511      this->dataTank->objectManager->getEntityList(OM_COMMON));
512
513  // ground collision detection: BSP Model
514  CDEngine::getInstance()->checkCollisionGround(this->dataTank->objectManager->getEntityList(OM_GROUP_00));
515  CDEngine::getInstance()->checkCollisionGround(this->dataTank->objectManager->getEntityList(OM_GROUP_01));
516}
517
518
519void GameWorld::collisionReaction()
520{
521  CoRe::CREngine::getInstance()->handleCollisions();
522}
523
524
525
526void GameWorld::checkAI()
527{
528  AIEngine::getInstance()->tick(this->dtS);
529  //AIEngine::getInstance()->tick();
530}
531
532
533/**
534 *  check the game rules: winning conditions, etc.
535 *
536 */
537void GameWorld::checkGameRules()
538{
539  if( this->gameRules)
540    this->gameRules->tick(this->dtS);
541}
542
543
544/**
545 *  render the current frame
546 *
547 * clear all buffers and draw the world
548 */
549void GameWorld::display ()
550{
551
552  // if this server is a dedicated server the game workd does not need to be drawn
553  if( !GraphicsEngine::getInstance()->isDedicated())
554  {
555    // render the reflection texture
556    this->renderPassReflection();
557    // redner the refraction texture
558    this->renderPassRefraction();
559  }
560  // render all
561  this->renderPassAll();
562
563  // flip buffers
564  GraphicsEngine::swapBuffers();
565}
566
567
568/**
569 * @brief draws all entities in the list drawList
570 * @param drawList the List of entities to draw.
571 */
572void GameWorld::drawEntityList(const ObjectManager::EntityList& drawList) const
573{
574  ObjectManager::EntityList::const_iterator entity;
575  for (entity = drawList.begin(); entity != drawList.end(); entity++)
576  {
577    if ((*entity)->isVisible())
578      (*entity)->draw();
579
580    if( unlikely( this->showMPV))
581      (*entity)->debugDrawMountPoints();
582  }
583}
584
585
586void GameWorld::applyCameraSettings()
587{
588
589  State::getCamera()->apply ();
590  State::getCamera()->project ();
591  GraphicsEngine::storeMatrices();
592}
593
594
595
596/**
597 * reflection rendering for water surfaces
598 */
599void GameWorld::renderPassReflection()
600{
601  // clear buffer
602  glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
603  //  glLoadIdentity();
604
605  MappedWater* mw;
606
607  for (ObjectList<MappedWater>::const_iterator it = MappedWater::objectList().begin();
608       it != MappedWater::objectList().end();
609       ++it)
610  {
611    mw =  (*it);
612
613    //camera and light
614    //this->dataTank->localCamera->apply ();
615    //this->dataTank->localCamera->project ();
616
617    LightManager::getInstance()->draw();
618
619
620    // prepare for reflection rendering
621    mw->activateReflection();
622
623    // draw everything to be included in the reflection
624    this->drawEntityList(State::getObjectManager()->getReflectionList());
625    //       for (unsigned int i = 0; i < this->dataTank->drawLists.size(); ++i)
626    //         this->drawEntityList(State::getObjectManager()->getEntityList(this->dataTank->drawLists[i]));
627
628    // clean up from reflection rendering
629    mw->deactivateReflection();
630  }
631
632}
633
634
635/**
636 *  refraction rendering for water surfaces
637 */
638void GameWorld::renderPassRefraction()
639{
640  // clear buffer
641  glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
642  //glLoadIdentity();
643
644  MappedWater* mw;
645
646  for (ObjectList<MappedWater>::const_iterator it = MappedWater::objectList().begin();
647       it != MappedWater::objectList().end();
648       ++it)
649  {
650    mw =  dynamic_cast<MappedWater*>(*it);
651
652    //camera and light
653    //this->dataTank->localCamera->apply ();
654    //this->dataTank->localCamera->project ();
655    // prepare for reflection rendering
656    mw->activateRefraction();
657
658
659    LightManager::getInstance()->draw();
660    // draw everything to be included in the reflection
661    this->drawEntityList(State::getObjectManager()->getReflectionList());
662    //       for (unsigned int i = 0; i < this->dataTank->drawLists.size(); ++i)
663    //         this->drawEntityList(State::getObjectManager()->getEntityList(this->dataTank->drawLists[i]));
664
665    // clean up from reflection rendering
666    mw->deactivateRefraction();
667  }
668}
669
670
671/**
672 *  this render pass renders the whole wolrd
673 */
674void GameWorld::renderPassAll()
675{
676  // clear buffer
677  glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
678  GraphicsEngine* engine = GraphicsEngine::getInstance();
679
680
681  // glEnable(GL_DEPTH_TEST);
682  // glEnable(GL_LIGHTING);
683
684  // set Lighting
685  LightManager::getInstance()->draw();
686
687  // only render the world if its not dedicated mode
688  if( !GraphicsEngine::getInstance()->isDedicated())
689  {
690    /* Draw the BackGround */
691    this->drawEntityList(State::getObjectManager()->getEntityList(OM_BACKGROUND));
692    engine->drawBackgroundElements();
693
694    /* draw all WorldEntiy groups */
695    for (unsigned int i = 0; i < this->dataTank->drawLists.size(); ++i)
696      this->drawEntityList(State::getObjectManager()->getEntityList(this->dataTank->drawLists[i]));
697
698    AtmosphericEngine::getInstance()->draw();
699
700    if( unlikely( this->showBV))
701    {
702      CDEngine* engine = CDEngine::getInstance();
703      for (unsigned int i = 0; i < this->dataTank->drawLists.size(); ++i)
704        engine->drawBV(State::getObjectManager()->getEntityList(this->dataTank->drawLists[i]), this->showBVLevel);
705    }
706
707
708    if( unlikely(this->showPNodes))
709      PNode::getNullParent()->debugDraw(0);
710
711    // draw the game ruls
712    if( likely(this->dataTank->gameRule != NULL))
713      this->dataTank->gameRule->draw();
714  }
715
716  engine->draw();
717}
718
719
720/**
721 *  shows the loading screen
722 */
723void GameWorld::displayLoadScreen ()
724{
725  PRINTF(3)("GameWorld::displayLoadScreen - start\n");
726  this->dataTank->glmis = new GLMenuImageScreen();
727  this->dataTank->glmis->setMaximum(8);
728  PRINTF(3)("GameWorld::displayLoadScreen - end\n");
729}
730
731
732/**
733 *  removes the loadscreen, and changes over to the game
734 */
735void GameWorld::releaseLoadScreen()
736{
737  PRINTF(3)("GameWorld::releaseLoadScreen - start\n");
738  this->dataTank->glmis->setValue(this->dataTank->glmis->getMaximum());
739  PRINTF(3)("GameWorld::releaseLoadScreen - end\n");
740}
741
742
743
744/**
745 * @brief toggles the PNode visibility in the world (drawn as boxes)
746 */
747void GameWorld::togglePNodeVisibility()
748{
749  this->showPNodes = !this->showPNodes;
750};
751
752
753/**
754 * @brief toggles the bounding volume (BV) visibility
755*/
756void GameWorld::toggleBVVisibility(int level)
757{
758  if( level < 1)
759    this->showBV = false;
760  else
761  {
762    this->showBV = true;
763    this->showBVLevel = level;
764  }
765
766};
767
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