1 | /* |
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2 | orxonox - the future of 3D-vertical-scrollers |
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3 | |
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4 | Copyright (C) 2004 orx |
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5 | |
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6 | This program is free software; you can redistribute it and/or modify |
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7 | it under the terms of the GNU General Public License as published by |
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8 | the Free Software Foundation; either version 2, or (at your option) |
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9 | any later version. |
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10 | |
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11 | ### File Specific: |
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12 | main-programmer: Patrick Boenzli |
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13 | co-programmer: Christian Meyer |
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14 | co-programmer: Benjamin Grauer |
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15 | */ |
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16 | |
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17 | #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WORLD |
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18 | |
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19 | #include "game_world.h" |
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20 | #include "game_world_data.h" |
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21 | |
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22 | #include "resource_manager.h" |
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23 | #include "state.h" |
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24 | #include "class_list.h" |
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25 | #include "substring.h" |
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26 | |
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27 | #include "game_loader.h" |
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28 | |
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29 | #include "p_node.h" |
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30 | #include "world_entity.h" |
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31 | #include "player.h" |
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32 | #include "camera.h" |
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33 | #include "environment.h" |
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34 | #include "terrain.h" |
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35 | #include "test_entity.h" |
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36 | #include "terrain.h" |
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37 | #include "md2Model.h" |
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38 | #include "world_entities/projectiles/projectile.h" |
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39 | #include "npcs/npc_test1.h" |
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40 | #include "playable.h" |
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41 | |
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42 | #include "light.h" |
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43 | |
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44 | #include "factory.h" |
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45 | #include "fast_factory.h" |
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46 | #include "load_param.h" |
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47 | #include "shell_command.h" |
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48 | |
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49 | #include "graphics_engine.h" |
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50 | #include "event_handler.h" |
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51 | #include "sound_engine.h" |
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52 | #include "cd_engine.h" |
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53 | #include "network_manager.h" |
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54 | #include "physics_engine.h" |
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55 | #include "fields.h" |
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56 | |
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57 | #include "glmenu_imagescreen.h" |
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58 | #include "shell.h" |
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59 | |
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60 | #include "animation_player.h" |
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61 | #include "animation3d.h" |
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62 | |
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63 | #include "ogg_player.h" |
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64 | #include "shader.h" |
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65 | |
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66 | #include "game_rules.h" |
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67 | |
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68 | using namespace std; |
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69 | |
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70 | |
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71 | SHELL_COMMAND(speed, GameWorld, setSpeed); |
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72 | SHELL_COMMAND_STATIC(togglePNodeVisibility, GameWorld, GameWorld::togglePNodeVisibility); |
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73 | SHELL_COMMAND_STATIC(toggleBVVisibility, GameWorld, GameWorld::toggleBVVisibility); |
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74 | |
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75 | |
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76 | |
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77 | GameWorld::GameWorld() |
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78 | : StoryEntity() |
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79 | { |
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80 | this->setClassID(CL_GAME_WORLD, "GameWorld"); |
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81 | this->setName("Preloaded World - no name yet"); |
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82 | |
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83 | this->gameTime = 0.0f; |
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84 | this->setSpeed(1.0f); |
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85 | this->shell = NULL; |
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86 | |
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87 | this->showPNodes = false; |
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88 | this->showBV = false; |
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89 | |
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90 | this->dataXML = NULL; |
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91 | } |
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92 | |
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93 | /** |
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94 | * remove the GameWorld from memory |
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95 | * |
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96 | * delete everything explicitly, that isn't contained in the parenting tree! |
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97 | * things contained in the tree are deleted automaticaly |
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98 | */ |
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99 | GameWorld::~GameWorld () |
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100 | { |
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101 | PRINTF(4)("Deleted GameWorld\n"); |
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102 | } |
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103 | |
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104 | |
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105 | |
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106 | /** |
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107 | * loads the parameters of a GameWorld from an XML-element |
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108 | * @param root the XML-element to load from |
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109 | */ |
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110 | void GameWorld::loadParams(const TiXmlElement* root) |
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111 | { |
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112 | StoryEntity::loadParams(root); |
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113 | |
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114 | PRINTF(4)("Loaded GameWorld specific stuff\n"); |
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115 | } |
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116 | |
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117 | |
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118 | /** |
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119 | * this is executed just before load |
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120 | * |
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121 | * since the load function sometimes needs data, that has been initialized |
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122 | * before the load and after the proceeding storyentity has finished |
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123 | */ |
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124 | ErrorMessage GameWorld::init() |
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125 | { |
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126 | /* init the world interface */ |
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127 | this->shell = new Shell(); |
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128 | |
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129 | State::setCurrentStoryEntity(dynamic_cast<StoryEntity*>(this)); |
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130 | this->dataTank->init(); |
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131 | } |
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132 | |
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133 | |
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134 | /** |
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135 | * loads the GameWorld by initializing all resources, and set their default values. |
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136 | */ |
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137 | ErrorMessage GameWorld::loadData() |
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138 | { |
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139 | this->displayLoadScreen(); |
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140 | |
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141 | PRINTF(0)("Loading the GameWorld\n"); |
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142 | |
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143 | PRINTF(3)("> Loading world: '%s'\n", getLoadFile()); |
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144 | TiXmlElement* element; |
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145 | GameLoader* loader = GameLoader::getInstance(); |
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146 | |
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147 | if( getLoadFile() == NULL) |
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148 | { |
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149 | PRINTF(1)("GameWorld has no path specified for loading\n"); |
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150 | return (ErrorMessage){213,"Path not specified","GameWorld::load()"}; |
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151 | } |
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152 | |
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153 | TiXmlDocument* XMLDoc = new TiXmlDocument( getLoadFile()); |
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154 | // load the xml world file for further loading |
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155 | if( !XMLDoc->LoadFile()) |
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156 | { |
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157 | PRINTF(1)("loading XML File: %s @ %s:l%d:c%d\n", XMLDoc->ErrorDesc(), this->getLoadFile(), XMLDoc->ErrorRow(), XMLDoc->ErrorCol()); |
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158 | delete XMLDoc; |
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159 | return (ErrorMessage){213,"XML File parsing error","GameWorld::load()"}; |
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160 | } |
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161 | // check basic validity |
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162 | TiXmlElement* root = XMLDoc->RootElement(); |
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163 | assert( root != NULL); |
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164 | if( root == NULL || root->Value() == NULL || strcmp( root->Value(), "WorldDataFile")) |
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165 | { |
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166 | // report an error |
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167 | PRINTF(1)("Specified XML File is not an orxonox world data file (WorldDataFile element missing)\n"); |
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168 | delete XMLDoc; |
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169 | return (ErrorMessage){213,"Path not a WorldDataFile","GameWorld::load()"}; |
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170 | } |
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171 | /* the whole loading process for the GameWorld */ |
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172 | this->dataTank->loadData(root); |
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173 | this->dataXML = (TiXmlElement*)root->Clone(); |
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174 | |
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175 | delete XMLDoc; |
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176 | this->releaseLoadScreen(); |
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177 | } |
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178 | |
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179 | |
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180 | /** |
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181 | * unload the data of this GameWorld |
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182 | */ |
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183 | ErrorMessage GameWorld::unloadData() |
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184 | { |
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185 | delete this->shell; |
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186 | PRINTF(3)("GameWorld::~GameWorld() - unloading the current GameWorld\n"); |
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187 | |
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188 | this->dataTank->unloadData(); |
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189 | |
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190 | State::setCurrentStoryEntity(NULL); |
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191 | if (this->dataXML) |
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192 | delete this->dataXML; |
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193 | } |
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194 | |
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195 | |
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196 | /** |
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197 | * starts the GameWorld |
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198 | */ |
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199 | bool GameWorld::start() |
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200 | { |
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201 | this->isPaused = false; |
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202 | this->isRunning = true; |
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203 | |
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204 | this->run(); |
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205 | } |
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206 | |
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207 | |
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208 | /** |
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209 | * stops the world. |
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210 | */ |
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211 | bool GameWorld::stop() |
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212 | { |
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213 | PRINTF(3)("GameWorld::stop() - got stop signal\n"); |
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214 | this->isRunning = false; |
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215 | } |
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216 | |
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217 | |
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218 | /** |
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219 | * pauses the game |
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220 | */ |
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221 | bool GameWorld::pause() |
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222 | { |
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223 | this->isPaused = true; |
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224 | } |
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225 | |
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226 | |
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227 | /** |
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228 | * ends the pause Phase |
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229 | */ |
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230 | bool GameWorld::resume() |
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231 | { |
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232 | this->isPaused = false; |
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233 | } |
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234 | |
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235 | |
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236 | /** |
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237 | * main loop of the world: executing all world relevant function |
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238 | * |
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239 | * in this loop we synchronize (if networked), handle input events, give the heart-beat to |
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240 | * all other member-entities of the world (tick to player, enemies etc.), checking for |
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241 | * collisions drawing everything to the screen. |
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242 | */ |
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243 | void GameWorld::run() |
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244 | { |
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245 | /* start the music */ |
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246 | if(this->dataTank->music != NULL) |
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247 | this->dataTank->music->playback(); |
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248 | |
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249 | PRINTF(3)("GameWorld::mainLoop() - Entering main loop\n"); |
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250 | |
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251 | // initialize Timing |
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252 | this->cycle = 0; |
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253 | for (unsigned int i = 0; i < TICK_SMOOTH_VALUE; i++) |
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254 | this->frameTimes[i] = 100; |
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255 | this->dtS = 0.0f; |
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256 | this->lastFrame = SDL_GetTicks (); |
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257 | |
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258 | while( this->isRunning) /* @todo implement pause */ |
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259 | { |
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260 | /* process intput */ |
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261 | this->handleInput (); |
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262 | if( !this->isRunning) |
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263 | break; |
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264 | |
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265 | /* network synchronisation */ |
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266 | this->synchronize (); |
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267 | /* process time */ |
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268 | this->tick (); |
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269 | /* process collision */ |
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270 | this->collide (); |
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271 | /* update the state */ |
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272 | this->update (); |
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273 | /* draw everything */ |
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274 | this->display (); |
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275 | } |
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276 | |
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277 | PRINTF(3)("GameWorld::mainLoop() - Exiting the main loop\n"); |
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278 | } |
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279 | |
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280 | |
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281 | /** |
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282 | * synchronize local data with remote data |
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283 | */ |
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284 | void GameWorld::synchronize () |
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285 | {} |
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286 | |
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287 | |
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288 | /** |
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289 | * run all input processing |
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290 | |
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291 | the command node is the central input event dispatcher. the node uses the even-queue from |
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292 | sdl and has its own event-passing-queue. |
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293 | */ |
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294 | void GameWorld::handleInput () |
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295 | { |
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296 | EventHandler::getInstance()->process(); |
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297 | } |
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298 | |
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299 | |
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300 | /** |
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301 | * ticks a WorldEntity list |
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302 | * @param entityList list of the WorldEntities |
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303 | * @param dt time passed since last frame |
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304 | */ |
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305 | void GameWorld::tick(std::list<WorldEntity*> entityList, float dt) |
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306 | { |
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307 | std::list<WorldEntity*>::iterator entity, next; |
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308 | next = entityList.begin(); |
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309 | while (next != entityList.end()) |
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310 | { |
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311 | entity = next++; |
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312 | (*entity)->tick(dt); |
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313 | } |
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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 | * advance the timeline |
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319 | * |
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320 | * this calculates the time used to process one frame (with all input handling, drawing, etc) |
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321 | * the time is mesured in ms and passed to all world-entities and other classes that need |
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322 | * a heart-beat. |
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323 | */ |
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324 | void GameWorld::tick () |
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325 | { |
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326 | Uint32 currentFrame = SDL_GetTicks(); |
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327 | |
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328 | if( !this->isPaused) |
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329 | { |
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330 | // CALCULATE FRAMERATE |
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331 | Uint32 frameTimesIndex; |
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332 | Uint32 getTicks; |
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333 | Uint32 i; |
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334 | |
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335 | frameTimesIndex = this->cycle % TICK_SMOOTH_VALUE; |
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336 | getTicks = SDL_GetTicks(); |
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337 | this->frameTimes[frameTimesIndex] = getTicks - this->lastFrame; |
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338 | this->lastFrame = getTicks; |
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339 | ++this->cycle; |
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340 | this->dtS = 0; |
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341 | for (i = 0; i < TICK_SMOOTH_VALUE; i++) |
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342 | this->dtS += this->frameTimes[i]; |
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343 | this->dtS = this->dtS / TICK_SMOOTH_VALUE / 1000.0f * speed; |
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344 | |
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345 | // TICK everything |
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346 | this->tick(this->dataTank->objectManager->getObjectList(OM_DEAD_TICK), this->dtS); |
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347 | this->tick(this->dataTank->objectManager->getObjectList(OM_ENVIRON), this->dtS); |
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348 | this->tick(this->dataTank->objectManager->getObjectList(OM_COMMON), this->dtS); |
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349 | this->tick(this->dataTank->objectManager->getObjectList(OM_GROUP_00), this->dtS); |
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350 | this->tick(this->dataTank->objectManager->getObjectList(OM_GROUP_00_PROJ), this->dtS); |
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351 | this->tick(this->dataTank->objectManager->getObjectList(OM_GROUP_01), this->dtS); |
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352 | this->tick(this->dataTank->objectManager->getObjectList(OM_GROUP_01_PROJ), this->dtS); |
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353 | |
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354 | /* update tick the rest */ |
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355 | this->dataTank->localCamera->tick(this->dtS); |
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356 | AnimationPlayer::getInstance()->tick(this->dtS); |
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357 | PhysicsEngine::getInstance()->tick(this->dtS); |
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358 | |
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359 | GraphicsEngine::getInstance()->tick(this->dtS); |
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360 | |
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361 | if( likely(this->dataTank->gameRule != NULL)) |
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362 | this->dataTank->gameRule->tick(this->dtS); |
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363 | } |
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364 | this->lastFrame = currentFrame; |
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365 | } |
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366 | |
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367 | |
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368 | /** |
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369 | * this function gives the world a consistant state |
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370 | * |
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371 | * after ticking (updating the world state) this will give a constistant |
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372 | * state to the whole system. |
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373 | */ |
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374 | void GameWorld::update() |
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375 | { |
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376 | GraphicsEngine::getInstance()->update(this->dtS); |
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377 | PNode::getNullParent()->updateNode (this->dtS); |
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378 | SoundEngine::getInstance()->update(); |
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379 | |
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380 | if (this->dataTank->music != NULL) |
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381 | this->dataTank->music->update(); |
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382 | } |
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383 | |
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384 | |
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385 | /** |
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386 | * kicks the CDEngine to detect the collisions between the object groups in the world |
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387 | */ |
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388 | void GameWorld::collide() |
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389 | { |
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390 | CDEngine::getInstance()->checkCollisions(this->dataTank->objectManager->getObjectList(OM_GROUP_00), |
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391 | this->dataTank->objectManager->getObjectList(OM_GROUP_01_PROJ)); |
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392 | CDEngine::getInstance()->checkCollisions(this->dataTank->objectManager->getObjectList(OM_GROUP_01), |
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393 | this->dataTank->objectManager->getObjectList(OM_GROUP_00_PROJ)); |
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394 | CDEngine::getInstance()->checkCollisions(this->dataTank->objectManager->getObjectList(OM_GROUP_00), |
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395 | this->dataTank->objectManager->getObjectList(OM_GROUP_01)); |
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396 | |
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397 | CDEngine::getInstance()->checkCollisions(this->dataTank->objectManager->getObjectList(OM_GROUP_00), |
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398 | this->dataTank->objectManager->getObjectList(OM_COMMON)); |
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399 | CDEngine::getInstance()->checkCollisions(this->dataTank->objectManager->getObjectList(OM_GROUP_01), |
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400 | this->dataTank->objectManager->getObjectList(OM_COMMON)); |
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401 | |
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402 | } |
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403 | |
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404 | /** |
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405 | * render the current frame |
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406 | * |
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407 | * clear all buffers and draw the world |
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408 | */ |
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409 | void GameWorld::display () |
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410 | { |
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411 | // clear buffer |
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412 | glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); |
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413 | // draw world |
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414 | this->draw(); |
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415 | // flip buffers |
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416 | GraphicsEngine::swapBuffers(); |
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417 | } |
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418 | |
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419 | |
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420 | /** |
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421 | * runs through all entities calling their draw() methods |
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422 | */ |
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423 | void GameWorld::draw () |
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424 | { |
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425 | GraphicsEngine* engine = GraphicsEngine::getInstance(); |
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426 | |
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427 | // set camera |
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428 | this->dataTank->localCamera->apply (); |
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429 | this->dataTank->localCamera->project (); |
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430 | LightManager::getInstance()->draw(); |
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431 | |
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432 | /* draw all WorldEntiy groups */ |
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433 | engine->draw(State::getObjectManager()->getObjectList(OM_ENVIRON_NOTICK)); |
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434 | engine->draw(State::getObjectManager()->getObjectList(OM_ENVIRON)); |
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435 | engine->draw(State::getObjectManager()->getObjectList(OM_COMMON)); |
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436 | engine->draw(State::getObjectManager()->getObjectList(OM_GROUP_00)); |
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437 | engine->draw(State::getObjectManager()->getObjectList(OM_GROUP_00_PROJ)); |
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438 | engine->draw(State::getObjectManager()->getObjectList(OM_GROUP_01)); |
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439 | engine->draw(State::getObjectManager()->getObjectList(OM_GROUP_01_PROJ)); |
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440 | |
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441 | |
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442 | if( unlikely( this->showBV)) |
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443 | { |
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444 | CDEngine* engine = CDEngine::getInstance(); |
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445 | engine->drawBV(State::getObjectManager()->getObjectList(OM_ENVIRON_NOTICK)); |
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446 | engine->drawBV(State::getObjectManager()->getObjectList(OM_ENVIRON)); |
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447 | engine->drawBV(State::getObjectManager()->getObjectList(OM_COMMON)); |
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448 | engine->drawBV(State::getObjectManager()->getObjectList(OM_GROUP_00)); |
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449 | engine->drawBV(State::getObjectManager()->getObjectList(OM_GROUP_01)); |
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450 | engine->drawBV(State::getObjectManager()->getObjectList(OM_GROUP_01_PROJ)); |
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451 | } |
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452 | |
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453 | if( unlikely(this->showPNodes)) |
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454 | PNode::getNullParent()->debugDraw(0); |
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455 | |
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456 | engine->draw(); |
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457 | |
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458 | |
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459 | // draw the game ruls |
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460 | if( likely(this->dataTank->gameRule != NULL)) |
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461 | this->dataTank->gameRule->draw(); |
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462 | } |
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463 | |
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464 | /** |
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465 | * shows the loading screen |
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466 | */ |
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467 | void GameWorld::displayLoadScreen () |
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468 | { |
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469 | PRINTF(3)("GameWorld::displayLoadScreen - start\n"); |
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470 | this->dataTank->glmis = new GLMenuImageScreen(); |
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471 | this->dataTank->glmis->setMaximum(8); |
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472 | PRINTF(3)("GameWorld::displayLoadScreen - end\n"); |
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473 | } |
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474 | |
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475 | |
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476 | /** |
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477 | * removes the loadscreen, and changes over to the game |
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478 | */ |
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479 | void GameWorld::releaseLoadScreen () |
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480 | { |
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481 | PRINTF(3)("GameWorld::releaseLoadScreen - start\n"); |
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482 | this->dataTank->glmis->setValue(this->dataTank->glmis->getMaximum()); |
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483 | PRINTF(3)("GameWorld::releaseLoadScreen - end\n"); |
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484 | } |
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485 | |
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486 | |
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487 | |
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488 | /** |
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489 | * @brief toggles the PNode visibility in the world (drawn as boxes) |
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490 | */ |
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491 | void GameWorld::togglePNodeVisibility() |
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492 | { |
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493 | if (State::getCurrentStoryEntity() != NULL && |
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494 | State::getCurrentStoryEntity()->isA(CL_GAME_WORLD)) |
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495 | { |
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496 | dynamic_cast<GameWorld*>(State::getCurrentStoryEntity())->showPNodes = !dynamic_cast<GameWorld*>(State::getCurrentStoryEntity())->showPNodes; |
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497 | } |
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498 | else |
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499 | PRINTF(2)("The Current Story entity is not a GameWorld\n"); |
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500 | }; |
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501 | |
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502 | |
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503 | /** |
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504 | * @brief toggles the bounding volume (BV) visibility |
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505 | */ |
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506 | void GameWorld::toggleBVVisibility() |
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507 | { |
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508 | if (State::getCurrentStoryEntity() != NULL && |
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509 | State::getCurrentStoryEntity()->isA(CL_GAME_WORLD)) |
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510 | { |
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511 | dynamic_cast<GameWorld*>(State::getCurrentStoryEntity())->showBV = !dynamic_cast<GameWorld*>(State::getCurrentStoryEntity())->showBV; |
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512 | } |
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513 | else |
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514 | PRINTF(2)("The Current Story entity is not a GameWorld\n"); |
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515 | }; |
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516 | |
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