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" |
---|
64 | ObjectListDefinition(GameWorld); |
---|
65 | CREATE_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 | |
---|
74 | SHELL_COMMAND(speed, GameWorld, setSpeed) ->describe("set the Speed of the Level"); |
---|
75 | SHELL_COMMAND(playmode, GameWorld, setPlaymode) |
---|
76 | ->describe("Set the Playmode of the current Level") |
---|
77 | ->completionPlugin(0, OrxShell::CompletorStringArray(Playable::playmodeNames, Playable::PlaymodeCount)); |
---|
78 | |
---|
79 | SHELL_COMMAND(togglePNodeVisibility, GameWorld, togglePNodeVisibility); |
---|
80 | SHELL_COMMAND(showBVLevel, GameWorld, toggleBVVisibility); |
---|
81 | SHELL_COMMAND(showMountPoints, GameWorld, toggleMPVisibility); |
---|
82 | |
---|
83 | |
---|
84 | GameWorld::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 | */ |
---|
109 | GameWorld::~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 | */ |
---|
121 | void 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 | */ |
---|
135 | ErrorMessage 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 | */ |
---|
156 | ErrorMessage 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 | */ |
---|
216 | ErrorMessage 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 | |
---|
239 | void 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 | |
---|
248 | void GameWorld::showText(const std::string& text) |
---|
249 | { |
---|
250 | if ( this->dataTank->localPlayer != NULL) |
---|
251 | this->dataTank->localPlayer->hud().notifyUser(text); |
---|
252 | } |
---|
253 | |
---|
254 | |
---|
255 | /** |
---|
256 | * starts the GameWorld |
---|
257 | */ |
---|
258 | bool GameWorld::start() |
---|
259 | { |
---|
260 | this->bPaused = false; |
---|
261 | this->bRunning = true; |
---|
262 | State::setScriptManager(&this->scriptManager); //make sure we have the right script manager |
---|
263 | this->run(); |
---|
264 | |
---|
265 | return true; |
---|
266 | } |
---|
267 | |
---|
268 | |
---|
269 | /** |
---|
270 | * stops the world. |
---|
271 | */ |
---|
272 | bool GameWorld::stop() |
---|
273 | { |
---|
274 | PRINTF(3)("GameWorld::stop() - got stop signal\n"); |
---|
275 | State::setScriptManager(NULL); |
---|
276 | return (this->bRunning = false); |
---|
277 | } |
---|
278 | |
---|
279 | |
---|
280 | /** |
---|
281 | * pauses the game |
---|
282 | */ |
---|
283 | bool GameWorld::pause() |
---|
284 | { |
---|
285 | return (this->bPaused = true); |
---|
286 | } |
---|
287 | |
---|
288 | |
---|
289 | /** |
---|
290 | * ends the pause Phase |
---|
291 | */ |
---|
292 | bool GameWorld::resume() |
---|
293 | { |
---|
294 | return(this->bPaused = false); |
---|
295 | } |
---|
296 | |
---|
297 | |
---|
298 | /** |
---|
299 | * main loop of the world: executing all world relevant function |
---|
300 | * |
---|
301 | * in this loop we synchronize (if networked), handle input events, give the heart-beat to |
---|
302 | * all other member-entities of the world (tick to player, enemies etc.), checking for |
---|
303 | * collisions drawing everything to the screen. |
---|
304 | */ |
---|
305 | void GameWorld::run() |
---|
306 | { |
---|
307 | PRINTF(3)("GameWorld::mainLoop() - Entering main loop\n"); |
---|
308 | |
---|
309 | // initialize Timing |
---|
310 | this->cycle = 0; |
---|
311 | for (unsigned int i = 0; i < TICK_SMOOTH_VALUE; i++) |
---|
312 | this->frameTimes[i] = 0.01f; |
---|
313 | this->dtS = 0.0f; |
---|
314 | this->lastFrame = Timer::getNow(); |
---|
315 | |
---|
316 | if (this->dataTank->music != NULL) |
---|
317 | this->dataTank->music->play(); |
---|
318 | |
---|
319 | PNode::getNullParent()->updateNode(0.01); |
---|
320 | PNode::getNullParent()->updateNode(0.01); |
---|
321 | |
---|
322 | bool bNoDraw = true; |
---|
323 | |
---|
324 | while( this->bRunning) /* @todo implement pause */ |
---|
325 | { |
---|
326 | /* process intput */ |
---|
327 | this->handleInput (); |
---|
328 | if( !this->bRunning) |
---|
329 | break; |
---|
330 | |
---|
331 | /* network synchronisation */ |
---|
332 | this->synchronize (); |
---|
333 | /* process time */ |
---|
334 | this->tick (); |
---|
335 | |
---|
336 | |
---|
337 | /* update the state */ |
---|
338 | //this->update (); /// LESS REDUNDANCY. |
---|
339 | // PNode::getNullParent()->updateNode(this->dtS); |
---|
340 | PNode::getNullParent()->updateNode(this->dtS); |
---|
341 | |
---|
342 | /* collision detection */ |
---|
343 | this->collisionDetection (); |
---|
344 | /* collision reaction */ |
---|
345 | this->collisionReaction (); |
---|
346 | |
---|
347 | /* perform ai check*/ |
---|
348 | this->checkAI(); |
---|
349 | |
---|
350 | /* check the game rules */ |
---|
351 | this->checkGameRules(); |
---|
352 | |
---|
353 | /* update the state */ |
---|
354 | this->update (); |
---|
355 | /* draw everything */ |
---|
356 | if( bNoDraw) |
---|
357 | this->display (); |
---|
358 | |
---|
359 | bNoDraw= !bNoDraw; |
---|
360 | } |
---|
361 | |
---|
362 | PRINTF(4)("GameWorld::mainLoop() - Exiting the main loop\n"); |
---|
363 | } |
---|
364 | |
---|
365 | |
---|
366 | void GameWorld::setPlaymode(Playable::Playmode playmode) |
---|
367 | { |
---|
368 | if (this->dataTank->localPlayer && |
---|
369 | this->dataTank->localPlayer->getPlayable() && |
---|
370 | this->dataTank->localPlayer->getPlayable()->setPlaymode(playmode)) |
---|
371 | { |
---|
372 | PRINTF(0)("Set Playmode to %d:%s\n", playmode, Playable::playmodeToString(playmode).c_str()); |
---|
373 | } |
---|
374 | else |
---|
375 | { |
---|
376 | PRINTF(0)("Unable to set Playmode %d:'%s'\n", playmode, Playable::playmodeToString(playmode).c_str()); |
---|
377 | } |
---|
378 | } |
---|
379 | |
---|
380 | void GameWorld::setPlaymode(const std::string& playmode) |
---|
381 | { |
---|
382 | this->setPlaymode(Playable::stringToPlaymode(playmode)); |
---|
383 | } |
---|
384 | |
---|
385 | /** |
---|
386 | * synchronize local data with remote data |
---|
387 | */ |
---|
388 | void GameWorld::synchronize () |
---|
389 | {} |
---|
390 | |
---|
391 | |
---|
392 | /** |
---|
393 | * run all input processing |
---|
394 | |
---|
395 | the command node is the central input event dispatcher. the node uses the even-queue from |
---|
396 | sdl and has its own event-passing-queue. |
---|
397 | */ |
---|
398 | void GameWorld::handleInput () |
---|
399 | { |
---|
400 | EventHandler::getInstance()->process(); |
---|
401 | } |
---|
402 | |
---|
403 | |
---|
404 | /** |
---|
405 | * @brief ticks a WorldEntity list |
---|
406 | * @param entityList list of the WorldEntities |
---|
407 | * @param dt time passed since last frame |
---|
408 | */ |
---|
409 | void GameWorld::tick(ObjectManager::EntityList entityList, float dt) |
---|
410 | { |
---|
411 | ObjectManager::EntityList::iterator entity, next; |
---|
412 | next = entityList.begin(); |
---|
413 | while (next != entityList.end()) |
---|
414 | { |
---|
415 | entity = next++; |
---|
416 | (*entity)->tick(dt); |
---|
417 | } |
---|
418 | } |
---|
419 | |
---|
420 | |
---|
421 | /** |
---|
422 | * advance the timeline |
---|
423 | * |
---|
424 | * this calculates the time used to process one frame (with all input handling, drawing, etc) |
---|
425 | * the time is mesured in ms and passed to all world-entities and other classes that need |
---|
426 | * a heart-beat. |
---|
427 | */ |
---|
428 | void GameWorld::tick () |
---|
429 | { |
---|
430 | if( !this->bPaused) |
---|
431 | { |
---|
432 | // CALCULATE FRAMERATE |
---|
433 | Uint32 frameTimesIndex; |
---|
434 | Uint32 i; |
---|
435 | double currentFrame = Timer::getNow(); |
---|
436 | |
---|
437 | if (currentFrame - this->lastFrame < .01) |
---|
438 | { |
---|
439 | SDL_Delay((int)(1000.0 * (0.01 - (currentFrame - lastFrame)))); |
---|
440 | currentFrame = Timer::getNow(); |
---|
441 | } |
---|
442 | |
---|
443 | |
---|
444 | frameTimesIndex = this->cycle % TICK_SMOOTH_VALUE; |
---|
445 | this->frameTimes[frameTimesIndex] = currentFrame - this->lastFrame; |
---|
446 | this->lastFrame = currentFrame; |
---|
447 | ++this->cycle; |
---|
448 | this->dtS = 0.0; |
---|
449 | for (i = 0; i < TICK_SMOOTH_VALUE; i++) |
---|
450 | this->dtS += this->frameTimes[i]; |
---|
451 | this->dtS = this->dtS / TICK_SMOOTH_VALUE * speed; |
---|
452 | |
---|
453 | // tick camera first |
---|
454 | State::getCamera()->tick(this->dtS); |
---|
455 | // TICK everything |
---|
456 | for (i = 0; i < this->dataTank->tickLists.size(); ++i) |
---|
457 | this->tick(this->dataTank->objectManager->getEntityList(this->dataTank->tickLists[i]), this->dtS); |
---|
458 | |
---|
459 | /* update tick the rest */ |
---|
460 | |
---|
461 | AnimationPlayer::getInstance()->tick(this->dtS); |
---|
462 | PhysicsEngine::getInstance()->tick(this->dtS); |
---|
463 | |
---|
464 | GraphicsEngine::getInstance()->tick(this->dtS); |
---|
465 | AtmosphericEngine::getInstance()->tick(this->dtS); |
---|
466 | |
---|
467 | if( likely(this->dataTank->gameRule != NULL)) |
---|
468 | this->dataTank->gameRule->tick(this->dtS); |
---|
469 | |
---|
470 | } |
---|
471 | } |
---|
472 | |
---|
473 | |
---|
474 | /** |
---|
475 | * this function gives the world a consistant state |
---|
476 | * |
---|
477 | * after ticking (updating the world state) this will give a constistant |
---|
478 | * state to the whole system. |
---|
479 | */ |
---|
480 | void GameWorld::update() |
---|
481 | { |
---|
482 | PNode::getNullParent()->updateNode (this->dtS); |
---|
483 | OrxSound::SoundEngine::getInstance()->update(); |
---|
484 | |
---|
485 | this->applyCameraSettings(); |
---|
486 | GraphicsEngine::getInstance()->update(this->dtS); |
---|
487 | } |
---|
488 | |
---|
489 | |
---|
490 | /** |
---|
491 | * kicks the CDEngine to detect the collisions between the object groups in the world |
---|
492 | */ |
---|
493 | void GameWorld::collisionDetection() |
---|
494 | { |
---|
495 | // object-object collision detection |
---|
496 | CDEngine::getInstance()->checkCollisions(this->dataTank->objectManager->getEntityList(OM_GROUP_00), |
---|
497 | this->dataTank->objectManager->getEntityList(OM_GROUP_01_PROJ)); |
---|
498 | CDEngine::getInstance()->checkCollisions(this->dataTank->objectManager->getEntityList(OM_GROUP_01), |
---|
499 | this->dataTank->objectManager->getEntityList(OM_GROUP_00_PROJ)); |
---|
500 | CDEngine::getInstance()->checkCollisions(this->dataTank->objectManager->getEntityList(OM_GROUP_01), |
---|
501 | this->dataTank->objectManager->getEntityList(OM_GROUP_00)); |
---|
502 | |
---|
503 | CDEngine::getInstance()->checkCollisions(this->dataTank->objectManager->getEntityList(OM_GROUP_01), |
---|
504 | this->dataTank->objectManager->getEntityList(OM_GROUP_02)); |
---|
505 | CDEngine::getInstance()->checkCollisions(this->dataTank->objectManager->getEntityList(OM_GROUP_02), |
---|
506 | this->dataTank->objectManager->getEntityList(OM_GROUP_01_PROJ)); |
---|
507 | |
---|
508 | |
---|
509 | CDEngine::getInstance()->checkCollisions(this->dataTank->objectManager->getEntityList(OM_GROUP_00), |
---|
510 | this->dataTank->objectManager->getEntityList(OM_COMMON)); |
---|
511 | CDEngine::getInstance()->checkCollisions(this->dataTank->objectManager->getEntityList(OM_GROUP_01), |
---|
512 | this->dataTank->objectManager->getEntityList(OM_COMMON)); |
---|
513 | |
---|
514 | // ground collision detection: BSP Model |
---|
515 | CDEngine::getInstance()->checkCollisionGround(this->dataTank->objectManager->getEntityList(OM_GROUP_00)); |
---|
516 | CDEngine::getInstance()->checkCollisionGround(this->dataTank->objectManager->getEntityList(OM_GROUP_01)); |
---|
517 | } |
---|
518 | |
---|
519 | |
---|
520 | void GameWorld::collisionReaction() |
---|
521 | { |
---|
522 | CoRe::CREngine::getInstance()->handleCollisions(); |
---|
523 | } |
---|
524 | |
---|
525 | |
---|
526 | |
---|
527 | void GameWorld::checkAI() |
---|
528 | { |
---|
529 | AIEngine::getInstance()->tick(this->dtS); |
---|
530 | //AIEngine::getInstance()->tick(); |
---|
531 | } |
---|
532 | |
---|
533 | |
---|
534 | /** |
---|
535 | * check the game rules: winning conditions, etc. |
---|
536 | * |
---|
537 | */ |
---|
538 | void GameWorld::checkGameRules() |
---|
539 | { |
---|
540 | if( this->gameRules) |
---|
541 | this->gameRules->tick(this->dtS); |
---|
542 | } |
---|
543 | |
---|
544 | |
---|
545 | /** |
---|
546 | * render the current frame |
---|
547 | * |
---|
548 | * clear all buffers and draw the world |
---|
549 | */ |
---|
550 | void GameWorld::display () |
---|
551 | { |
---|
552 | |
---|
553 | // if this server is a dedicated server the game workd does not need to be drawn |
---|
554 | if( !GraphicsEngine::getInstance()->isDedicated()) |
---|
555 | { |
---|
556 | // render the reflection texture |
---|
557 | this->renderPassReflection(); |
---|
558 | // redner the refraction texture |
---|
559 | this->renderPassRefraction(); |
---|
560 | } |
---|
561 | // render all |
---|
562 | this->renderPassAll(); |
---|
563 | |
---|
564 | // flip buffers |
---|
565 | GraphicsEngine::swapBuffers(); |
---|
566 | } |
---|
567 | |
---|
568 | |
---|
569 | /** |
---|
570 | * @brief draws all entities in the list drawList |
---|
571 | * @param drawList the List of entities to draw. |
---|
572 | */ |
---|
573 | void GameWorld::drawEntityList(const ObjectManager::EntityList& drawList) const |
---|
574 | { |
---|
575 | ObjectManager::EntityList::const_iterator entity; |
---|
576 | for (entity = drawList.begin(); entity != drawList.end(); entity++) |
---|
577 | { |
---|
578 | if ((*entity)->isVisible()) |
---|
579 | (*entity)->draw(); |
---|
580 | |
---|
581 | if( unlikely( this->showMPV)) |
---|
582 | (*entity)->debugDrawMountPoints(); |
---|
583 | } |
---|
584 | } |
---|
585 | |
---|
586 | |
---|
587 | void GameWorld::applyCameraSettings() |
---|
588 | { |
---|
589 | |
---|
590 | State::getCamera()->apply (); |
---|
591 | State::getCamera()->project (); |
---|
592 | GraphicsEngine::storeMatrices(); |
---|
593 | } |
---|
594 | |
---|
595 | |
---|
596 | |
---|
597 | /** |
---|
598 | * reflection rendering for water surfaces |
---|
599 | */ |
---|
600 | void GameWorld::renderPassReflection() |
---|
601 | { |
---|
602 | // clear buffer |
---|
603 | glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); |
---|
604 | // glLoadIdentity(); |
---|
605 | |
---|
606 | MappedWater* mw; |
---|
607 | |
---|
608 | for (ObjectList<MappedWater>::const_iterator it = MappedWater::objectList().begin(); |
---|
609 | it != MappedWater::objectList().end(); |
---|
610 | ++it) |
---|
611 | { |
---|
612 | mw = (*it); |
---|
613 | |
---|
614 | //camera and light |
---|
615 | //this->dataTank->localCamera->apply (); |
---|
616 | //this->dataTank->localCamera->project (); |
---|
617 | |
---|
618 | LightManager::getInstance()->draw(); |
---|
619 | |
---|
620 | |
---|
621 | // prepare for reflection rendering |
---|
622 | mw->activateReflection(); |
---|
623 | |
---|
624 | // draw everything to be included in the reflection |
---|
625 | this->drawEntityList(State::getObjectManager()->getReflectionList()); |
---|
626 | // for (unsigned int i = 0; i < this->dataTank->drawLists.size(); ++i) |
---|
627 | // this->drawEntityList(State::getObjectManager()->getEntityList(this->dataTank->drawLists[i])); |
---|
628 | |
---|
629 | // clean up from reflection rendering |
---|
630 | mw->deactivateReflection(); |
---|
631 | } |
---|
632 | |
---|
633 | } |
---|
634 | |
---|
635 | |
---|
636 | /** |
---|
637 | * refraction rendering for water surfaces |
---|
638 | */ |
---|
639 | void GameWorld::renderPassRefraction() |
---|
640 | { |
---|
641 | // clear buffer |
---|
642 | glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); |
---|
643 | //glLoadIdentity(); |
---|
644 | |
---|
645 | MappedWater* mw; |
---|
646 | |
---|
647 | for (ObjectList<MappedWater>::const_iterator it = MappedWater::objectList().begin(); |
---|
648 | it != MappedWater::objectList().end(); |
---|
649 | ++it) |
---|
650 | { |
---|
651 | mw = dynamic_cast<MappedWater*>(*it); |
---|
652 | |
---|
653 | //camera and light |
---|
654 | //this->dataTank->localCamera->apply (); |
---|
655 | //this->dataTank->localCamera->project (); |
---|
656 | // prepare for reflection rendering |
---|
657 | mw->activateRefraction(); |
---|
658 | |
---|
659 | |
---|
660 | LightManager::getInstance()->draw(); |
---|
661 | // draw everything to be included in the reflection |
---|
662 | this->drawEntityList(State::getObjectManager()->getReflectionList()); |
---|
663 | // for (unsigned int i = 0; i < this->dataTank->drawLists.size(); ++i) |
---|
664 | // this->drawEntityList(State::getObjectManager()->getEntityList(this->dataTank->drawLists[i])); |
---|
665 | |
---|
666 | // clean up from reflection rendering |
---|
667 | mw->deactivateRefraction(); |
---|
668 | } |
---|
669 | } |
---|
670 | |
---|
671 | |
---|
672 | /** |
---|
673 | * this render pass renders the whole wolrd |
---|
674 | */ |
---|
675 | void GameWorld::renderPassAll() |
---|
676 | { |
---|
677 | // clear buffer |
---|
678 | glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); |
---|
679 | GraphicsEngine* engine = GraphicsEngine::getInstance(); |
---|
680 | |
---|
681 | |
---|
682 | // glEnable(GL_DEPTH_TEST); |
---|
683 | // glEnable(GL_LIGHTING); |
---|
684 | |
---|
685 | // set Lighting |
---|
686 | LightManager::getInstance()->draw(); |
---|
687 | |
---|
688 | // only render the world if its not dedicated mode |
---|
689 | if( !GraphicsEngine::getInstance()->isDedicated()) |
---|
690 | { |
---|
691 | /* Draw the BackGround */ |
---|
692 | this->drawEntityList(State::getObjectManager()->getEntityList(OM_BACKGROUND)); |
---|
693 | engine->drawBackgroundElements(); |
---|
694 | |
---|
695 | /* draw all WorldEntiy groups */ |
---|
696 | for (unsigned int i = 0; i < this->dataTank->drawLists.size(); ++i) |
---|
697 | this->drawEntityList(State::getObjectManager()->getEntityList(this->dataTank->drawLists[i])); |
---|
698 | |
---|
699 | AtmosphericEngine::getInstance()->draw(); |
---|
700 | |
---|
701 | if( unlikely( this->showBV)) |
---|
702 | { |
---|
703 | CDEngine* engine = CDEngine::getInstance(); |
---|
704 | for (unsigned int i = 0; i < this->dataTank->drawLists.size(); ++i) |
---|
705 | engine->drawBV(State::getObjectManager()->getEntityList(this->dataTank->drawLists[i]), this->showBVLevel); |
---|
706 | } |
---|
707 | |
---|
708 | |
---|
709 | if( unlikely(this->showPNodes)) |
---|
710 | PNode::getNullParent()->debugDraw(0); |
---|
711 | |
---|
712 | // draw the game ruls |
---|
713 | if( likely(this->dataTank->gameRule != NULL)) |
---|
714 | this->dataTank->gameRule->draw(); |
---|
715 | } |
---|
716 | |
---|
717 | engine->draw(); |
---|
718 | } |
---|
719 | |
---|
720 | |
---|
721 | /** |
---|
722 | * shows the loading screen |
---|
723 | */ |
---|
724 | void GameWorld::displayLoadScreen () |
---|
725 | { |
---|
726 | PRINTF(3)("GameWorld::displayLoadScreen - start\n"); |
---|
727 | this->dataTank->glmis = new GLMenuImageScreen(); |
---|
728 | this->dataTank->glmis->setMaximum(8); |
---|
729 | PRINTF(3)("GameWorld::displayLoadScreen - end\n"); |
---|
730 | } |
---|
731 | |
---|
732 | |
---|
733 | /** |
---|
734 | * removes the loadscreen, and changes over to the game |
---|
735 | */ |
---|
736 | void GameWorld::releaseLoadScreen() |
---|
737 | { |
---|
738 | PRINTF(3)("GameWorld::releaseLoadScreen - start\n"); |
---|
739 | this->dataTank->glmis->setValue(this->dataTank->glmis->getMaximum()); |
---|
740 | PRINTF(3)("GameWorld::releaseLoadScreen - end\n"); |
---|
741 | } |
---|
742 | |
---|
743 | |
---|
744 | |
---|
745 | /** |
---|
746 | * @brief toggles the PNode visibility in the world (drawn as boxes) |
---|
747 | */ |
---|
748 | void GameWorld::togglePNodeVisibility() |
---|
749 | { |
---|
750 | this->showPNodes = !this->showPNodes; |
---|
751 | }; |
---|
752 | |
---|
753 | |
---|
754 | /** |
---|
755 | * @brief toggles the bounding volume (BV) visibility |
---|
756 | */ |
---|
757 | void GameWorld::toggleBVVisibility(int level) |
---|
758 | { |
---|
759 | if( level < 1) |
---|
760 | this->showBV = false; |
---|
761 | else |
---|
762 | { |
---|
763 | this->showBV = true; |
---|
764 | this->showBVLevel = level; |
---|
765 | } |
---|
766 | |
---|
767 | }; |
---|
768 | |
---|