Planet
navi homePPSaboutscreenshotsdownloaddevelopmentforum

source: orxonox.OLD/branches/cr/src/story_entities/game_world.cc @ 7947

Last change on this file since 7947 was 7947, checked in by patrick, 18 years ago

cr: integraged the collision reaction into the main loop

File size: 14.8 KB
Line 
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   co-programmer: Christian Meyer
14   co-programmer: Benjamin Grauer
15*/
16
17#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WORLD
18
19#include "game_world.h"
20#include "game_world_data.h"
21
22#include "util/loading/resource_manager.h"
23#include "state.h"
24#include "class_list.h"
25
26#include "util/loading/game_loader.h"
27#include "util/timer.h"
28
29#include "player.h"
30#include "camera.h"
31#include "environment.h"
32#include "terrain.h"
33#include "test_entity.h"
34#include "terrain.h"
35#include "playable.h"
36#include "environments/mapped_water.h"
37
38#include "light.h"
39
40#include "util/loading/factory.h"
41#include "util/loading/load_param.h"
42#include "fast_factory.h"
43#include "shell_command.h"
44
45#include "graphics_engine.h"
46#include "effects/atmospheric_engine.h"
47#include "event_handler.h"
48#include "sound_engine.h"
49#include "cd_engine.h"
50#include "network_manager.h"
51#include "physics_engine.h"
52#include "fields.h"
53
54#include "glmenu_imagescreen.h"
55#include "shell.h"
56
57#include "ogg_player.h"
58#include "shader.h"
59
60#include "animation_player.h"
61
62#include "game_rules.h"
63
64using namespace std;
65
66
67SHELL_COMMAND(speed, GameWorld, setSpeed) ->describe("set the Speed of the Level");
68SHELL_COMMAND(playmode, GameWorld, setPlaymode)
69->describe("Set the Playmode of the current Level")
70->completionPlugin(0, OrxShell::CompletorStringArray(Playable::playmodeNames, Playable::PlaymodeCount));
71
72SHELL_COMMAND(togglePNodeVisibility, GameWorld, togglePNodeVisibility);
73SHELL_COMMAND(showBVLevel, GameWorld, toggleBVVisibility);
74
75
76
77GameWorld::GameWorld()
78    : StoryEntity()
79{
80  this->setClassID(CL_GAME_WORLD, "GameWorld");
81  this->setName("Preloaded World - no name yet");
82
83  this->gameTime = 0.0f;
84  this->setSpeed(1.0f);
85  this->shell = NULL;
86
87  this->showPNodes = false;
88  this->showBV = false;
89  this->showBVLevel = 3;
90
91  this->dataXML = NULL;
92  this->gameRules = NULL;
93}
94
95/**
96 *  remove the GameWorld from memory
97 *
98 *  delete everything explicitly, that isn't contained in the parenting tree!
99 *  things contained in the tree are deleted automaticaly
100 */
101GameWorld::~GameWorld ()
102{
103  PRINTF(4)("Deleted GameWorld\n");
104
105}
106
107
108
109/**
110 * loads the parameters of a GameWorld from an XML-element
111 * @param root the XML-element to load from
112 */
113void GameWorld::loadParams(const TiXmlElement* root)
114{
115  StoryEntity::loadParams(root);
116
117  PRINTF(4)("Loaded GameWorld specific stuff\n");
118}
119
120
121/**
122 * this is executed just before load
123 *
124 * since the load function sometimes needs data, that has been initialized
125 * before the load and after the proceeding storyentity has finished
126*/
127ErrorMessage GameWorld::init()
128{
129  /* init the world interface */
130  this->shell = new OrxShell::Shell();
131
132  State::setCurrentStoryEntity(dynamic_cast<StoryEntity*>(this));
133  this->dataTank->init();
134
135  /* initialize some engines and graphical elements */
136  AnimationPlayer::getInstance();
137  PhysicsEngine::getInstance();
138
139}
140
141
142/**
143 *  loads the GameWorld by initializing all resources, and set their default values.
144 */
145ErrorMessage GameWorld::loadData()
146{
147  this->displayLoadScreen();
148
149  PRINTF(0)("Loading the GameWorld\n");
150
151  PRINTF(3)("> Loading world: '%s'\n", getLoadFile().c_str());
152  TiXmlElement* element;
153  GameLoader* loader = GameLoader::getInstance();
154
155  if( getLoadFile().empty())
156  {
157    PRINTF(1)("GameWorld has no path specified for loading\n");
158    return (ErrorMessage){213,"Path not specified","GameWorld::load()"};
159  }
160
161  TiXmlDocument* XMLDoc = new TiXmlDocument( getLoadFile());
162  // load the xml world file for further loading
163  if( !XMLDoc->LoadFile())
164  {
165    PRINTF(1)("loading XML File: %s @ %s:l%d:c%d\n", XMLDoc->ErrorDesc(), this->getLoadFile().c_str(), XMLDoc->ErrorRow(), XMLDoc->ErrorCol());
166    delete XMLDoc;
167    return (ErrorMessage){213,"XML File parsing error","GameWorld::load()"};
168  }
169  // check basic validity
170  TiXmlElement* root = XMLDoc->RootElement();
171  assert( root != NULL);
172  if( root == NULL || root->Value() == NULL || strcmp( root->Value(), "WorldDataFile"))
173  {
174    // report an error
175    PRINTF(1)("Specified XML File is not an orxonox world data file (WorldDataFile element missing)\n");
176    delete XMLDoc;
177    return (ErrorMessage){213,"Path not a WorldDataFile","GameWorld::load()"};
178  }
179  /* the whole loading process for the GameWorld */
180  this->dataTank->loadData(root);
181  this->dataXML = (TiXmlElement*)root->Clone();
182
183  delete XMLDoc;
184  this->releaseLoadScreen();
185}
186
187
188/**
189 *  unload the data of this GameWorld
190 */
191ErrorMessage GameWorld::unloadData()
192{
193  PRINTF(3)("GameWorld::~GameWorld() - unloading the current GameWorld\n");
194  delete this->shell;
195
196  this->dataTank->unloadData();
197
198  this->shell = NULL;
199  delete AnimationPlayer::getInstance();
200  delete PhysicsEngine::getInstance();
201
202  State::setCurrentStoryEntity(NULL);
203  if (this->dataXML)
204    delete this->dataXML;
205}
206
207
208/**
209 *  starts the GameWorld
210 */
211bool GameWorld::start()
212{
213  this->bPaused = false;
214  this->bRunning = true;
215
216  this->run();
217}
218
219
220/**
221 *  stops the world.
222 */
223bool GameWorld::stop()
224{
225  PRINTF(3)("GameWorld::stop() - got stop signal\n");
226  this->bRunning = false;
227}
228
229
230/**
231 *  pauses the game
232 */
233bool GameWorld::pause()
234{
235  this->bPaused = true;
236}
237
238
239/**
240 *  ends the pause Phase
241 */
242bool GameWorld::resume()
243{
244  this->bPaused = false;
245}
246
247
248/**
249 *  main loop of the world: executing all world relevant function
250 *
251 * in this loop we synchronize (if networked), handle input events, give the heart-beat to
252 * all other member-entities of the world (tick to player, enemies etc.), checking for
253 * collisions drawing everything to the screen.
254 */
255void GameWorld::run()
256{
257  PRINTF(3)("GameWorld::mainLoop() - Entering main loop\n");
258
259  // initialize Timing
260  this->cycle = 0;
261  for (unsigned int i = 0; i < TICK_SMOOTH_VALUE; i++)
262    this->frameTimes[i] = 0.01f;
263  this->dtS = 0.0f;
264  this->lastFrame = Timer::getNow();
265
266  if (this->dataTank->music != NULL)
267    this->dataTank->music->play();
268
269  while( this->bRunning) /* @todo implement pause */
270  {
271    /* process intput */
272    this->handleInput ();
273    if( !this->bRunning)
274      break;
275
276    /* network synchronisation */
277    this->synchronize ();
278    /* process time */
279    this->tick ();
280    /* collision detection */
281    this->collisionDetection ();
282    /* collision reaction */
283    this->collisionReaction ();
284    /* update the state */
285    this->update ();
286    /* check the game rules */
287    this->checkGameRules();
288    /* draw everything */
289    this->display ();
290
291  }
292
293  PRINTF(0)("GameWorld::mainLoop() - Exiting the main loop\n");
294}
295
296
297void GameWorld::setPlaymode(Playable::Playmode playmode)
298{
299  if (this->dataTank->localPlayer &&
300      this->dataTank->localPlayer->getPlayable() &&
301      this->dataTank->localPlayer->getPlayable()->setPlaymode(playmode))
302  {
303    PRINTF(3)("Set Playmode to %d:%s\n", playmode, Playable::playmodeToString(playmode).c_str());
304  }
305  else
306  {
307    PRINTF(1)("Unable to set Playmode %d:'%s'\n", playmode, Playable::playmodeToString(playmode).c_str());
308  }
309}
310
311void GameWorld::setPlaymode(const std::string& playmode)
312{
313  this->setPlaymode(Playable::stringToPlaymode(playmode));
314}
315
316/**
317 *  synchronize local data with remote data
318*/
319void GameWorld::synchronize ()
320{}
321
322
323/**
324 *  run all input processing
325
326   the command node is the central input event dispatcher. the node uses the even-queue from
327   sdl and has its own event-passing-queue.
328*/
329void GameWorld::handleInput ()
330{
331  EventHandler::getInstance()->process();
332}
333
334
335/**
336 * @brief ticks a WorldEntity list
337 * @param entityList list of the WorldEntities
338 * @param dt time passed since last frame
339 */
340void GameWorld::tick(ObjectManager::EntityList entityList, float dt)
341{
342  ObjectManager::EntityList::iterator entity, next;
343  next = entityList.begin();
344  while (next != entityList.end())
345  {
346    entity = next++;
347    (*entity)->tick(dt);
348  }
349}
350
351
352/**
353 *  advance the timeline
354 *
355 * this calculates the time used to process one frame (with all input handling, drawing, etc)
356 * the time is mesured in ms and passed to all world-entities and other classes that need
357 * a heart-beat.
358 */
359void GameWorld::tick ()
360{
361  if( !this->bPaused)
362  {
363    // CALCULATE FRAMERATE
364    Uint32 frameTimesIndex;
365    Uint32 i;
366    double currentFrame = Timer::getNow();
367
368    frameTimesIndex = this->cycle % TICK_SMOOTH_VALUE;
369    this->frameTimes[frameTimesIndex] = currentFrame - this->lastFrame;
370    this->lastFrame = currentFrame;
371    ++this->cycle;
372    this->dtS = 0.0;
373    for (i = 0; i < TICK_SMOOTH_VALUE; i++)
374      this->dtS += this->frameTimes[i];
375    this->dtS = this->dtS / TICK_SMOOTH_VALUE * speed;
376
377    // TICK everything
378    for (i = 0; i < this->dataTank->tickLists.size(); ++i)
379      this->tick(this->dataTank->objectManager->getObjectList(this->dataTank->tickLists[i]), this->dtS);
380
381    /* update tick the rest */
382    this->dataTank->localCamera->tick(this->dtS);
383    AnimationPlayer::getInstance()->tick(this->dtS);
384    PhysicsEngine::getInstance()->tick(this->dtS);
385
386    GraphicsEngine::getInstance()->tick(this->dtS);
387    AtmosphericEngine::getInstance()->tick(this->dtS);
388
389    if( likely(this->dataTank->gameRule != NULL))
390      this->dataTank->gameRule->tick(this->dtS);
391  }
392}
393
394
395/**
396 *  this function gives the world a consistant state
397 *
398 * after ticking (updating the world state) this will give a constistant
399 * state to the whole system.
400 */
401void GameWorld::update()
402{
403  PNode::getNullParent()->updateNode (this->dtS);
404  OrxSound::SoundEngine::getInstance()->update();
405  GraphicsEngine::getInstance()->update(this->dtS);
406}
407
408
409/**
410 * kicks the CDEngine to detect the collisions between the object groups in the world
411 */
412void GameWorld::collisionDetection()
413{
414  CDEngine::getInstance()->checkCollisions(this->dataTank->objectManager->getObjectList(OM_GROUP_00),
415      this->dataTank->objectManager->getObjectList(OM_GROUP_01_PROJ));
416  CDEngine::getInstance()->checkCollisions(this->dataTank->objectManager->getObjectList(OM_GROUP_01),
417      this->dataTank->objectManager->getObjectList(OM_GROUP_00_PROJ));
418  CDEngine::getInstance()->checkCollisions(this->dataTank->objectManager->getObjectList(OM_GROUP_00),
419      this->dataTank->objectManager->getObjectList(OM_GROUP_01));
420
421  CDEngine::getInstance()->checkCollisions(this->dataTank->objectManager->getObjectList(OM_GROUP_00),
422      this->dataTank->objectManager->getObjectList(OM_COMMON));
423  CDEngine::getInstance()->checkCollisions(this->dataTank->objectManager->getObjectList(OM_GROUP_01),
424      this->dataTank->objectManager->getObjectList(OM_COMMON));
425
426}
427
428
429void GameWorld::collisionReaction()
430{
431  CREngine::getInstance()->handleCollisions();
432}
433
434
435/**
436 *  check the game rules: winning conditions, etc.
437 *
438 */
439void GameWorld::checkGameRules()
440{
441  if( this->gameRules)
442    this->gameRules->tick(this->dtS);
443}
444
445
446/**
447 *  render the current frame
448 *
449 * clear all buffers and draw the world
450 */
451void GameWorld::display ()
452{
453  // render the reflection texture
454  this->renderPassReflection();
455  // redner the refraction texture
456  this->renderPassRefraction();
457  // render all
458  this->renderPassAll();
459
460  // flip buffers
461  GraphicsEngine::swapBuffers();
462}
463
464
465/**
466 * @brief draws all entities in the list drawList
467 * @param drawList the List of entities to draw.
468 */
469void GameWorld::drawEntityList(const ObjectManager::EntityList& drawList) const
470{
471  ObjectManager::EntityList::const_iterator entity;
472  for (entity = drawList.begin(); entity != drawList.end(); entity++)
473    if ((*entity)->isVisible())
474      (*entity)->draw();
475}
476
477
478
479/**
480 * reflection rendering for water surfaces
481 */
482void GameWorld::renderPassReflection()
483{
484    // clear buffer
485  glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
486  glLoadIdentity();
487
488  const std::list<BaseObject*>* reflectedWaters;
489  MappedWater* mw;
490
491  if( (reflectedWaters = ClassList::getList(CL_MAPPED_WATER)) != NULL)
492  {
493    std::list<BaseObject*>::const_iterator it;
494    for (it = reflectedWaters->begin(); it != reflectedWaters->end(); it++)
495    {
496      mw =  dynamic_cast<MappedWater*>(*it);
497
498      // prepare for reflection rendering
499      mw->activateReflection();
500
501      //camera and light
502      this->dataTank->localCamera->apply ();
503      this->dataTank->localCamera->project ();
504      LightManager::getInstance()->draw();
505      // draw everything to be included in the reflection
506      for (unsigned int i = 0; i < this->dataTank->drawLists.size(); ++i)
507        this->drawEntityList(State::getObjectManager()->getObjectList(this->dataTank->drawLists[i]));
508
509      // clean up from reflection rendering
510      mw->deactivateReflection();
511    }
512  }
513
514}
515
516
517/**
518 *  refraction rendering for water surfaces
519 */
520void GameWorld::renderPassRefraction()
521{}
522
523
524/**
525 *  this render pass renders the whole wolrd
526 */
527void GameWorld::renderPassAll()
528{
529  // clear buffer
530  glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
531  GraphicsEngine* engine = GraphicsEngine::getInstance();
532
533
534  AtmosphericEngine::getInstance()->draw();
535
536  //glEnable(GL_DEPTH_TEST);
537  //glEnable(GL_LIGHTING);
538
539  // set camera
540  this->dataTank->localCamera->apply ();
541  this->dataTank->localCamera->project ();
542  LightManager::getInstance()->draw();
543
544  this->drawEntityList(State::getObjectManager()->getObjectList(OM_BACKGROUND));
545  engine->drawBackgroundElements();
546
547  /* draw all WorldEntiy groups */
548  for (unsigned int i = 0; i < this->dataTank->drawLists.size(); ++i)
549    this->drawEntityList(State::getObjectManager()->getObjectList(this->dataTank->drawLists[i]));
550
551
552  if( unlikely( this->showBV))
553  {
554    CDEngine* engine = CDEngine::getInstance();
555    for (unsigned int i = 0; i < this->dataTank->drawLists.size(); ++i)
556      engine->drawBV(State::getObjectManager()->getObjectList(this->dataTank->drawLists[i]), this->showBVLevel);
557  }
558
559  if( unlikely(this->showPNodes))
560    PNode::getNullParent()->debugDraw(0);
561
562  engine->draw();
563
564  // draw the game ruls
565  if( likely(this->dataTank->gameRule != NULL))
566    this->dataTank->gameRule->draw();
567}
568
569
570/**
571 *  shows the loading screen
572 */
573void GameWorld::displayLoadScreen ()
574{
575  PRINTF(3)("GameWorld::displayLoadScreen - start\n");
576  this->dataTank->glmis = new GLMenuImageScreen();
577  this->dataTank->glmis->setMaximum(8);
578  PRINTF(3)("GameWorld::displayLoadScreen - end\n");
579}
580
581
582/**
583 *  removes the loadscreen, and changes over to the game
584 */
585void GameWorld::releaseLoadScreen ()
586{
587  PRINTF(3)("GameWorld::releaseLoadScreen - start\n");
588  this->dataTank->glmis->setValue(this->dataTank->glmis->getMaximum());
589  PRINTF(3)("GameWorld::releaseLoadScreen - end\n");
590}
591
592
593
594/**
595 * @brief toggles the PNode visibility in the world (drawn as boxes)
596 */
597void GameWorld::togglePNodeVisibility()
598{
599  this->showPNodes = !this->showPNodes;
600};
601
602
603/**
604 * @brief toggles the bounding volume (BV) visibility
605*/
606void GameWorld::toggleBVVisibility(int level)
607{
608  if( level < 1)
609    this->showBV = false;
610  else
611  {
612    this->showBV = true;
613    this->showBVLevel = level;
614  }
615
616};
617
Note: See TracBrowser for help on using the repository browser.