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source: orxonox.OLD/branches/blink/src/story_entities/game_world.cc @ 10648

Last change on this file since 10648 was 10456, checked in by patrick, 18 years ago

double tick removed for camera, scroll board

File size: 19.4 KB
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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}
253
254
255/**
256 *  starts the GameWorld
257 */
258bool 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 */
272bool 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 */
283bool GameWorld::pause()
284{
285  return (this->bPaused = true);
286}
287
288
289/**
290 *  ends the pause Phase
291 */
292bool 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 */
305void 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
366void 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
380void GameWorld::setPlaymode(const std::string& playmode)
381{
382  this->setPlaymode(Playable::stringToPlaymode(playmode));
383}
384
385/**
386 *  synchronize local data with remote data
387*/
388void 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*/
398void 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 */
409void 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 */
428void 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 */
480void 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 */
493void 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
520void GameWorld::collisionReaction()
521{
522  CoRe::CREngine::getInstance()->handleCollisions();
523}
524
525
526
527void 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 */
538void 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 */
550void 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 */
573void 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
587void 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 */
600void 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 */
639void 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 */
675void 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 */
724void 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 */
736void 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 */
748void GameWorld::togglePNodeVisibility()
749{
750  this->showPNodes = !this->showPNodes;
751};
752
753
754/**
755 * @brief toggles the bounding volume (BV) visibility
756*/
757void 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
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