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 "world.h" |
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20 | |
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21 | #include "shell_command.h" |
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22 | |
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23 | #include "state.h" |
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24 | |
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25 | #include "p_node.h" |
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26 | #include "null_parent.h" |
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27 | #include "pilot_node.h" |
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28 | #include "world_entity.h" |
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29 | #include "player.h" |
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30 | #include "camera.h" |
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31 | #include "environment.h" |
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32 | #include "skysphere.h" |
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33 | #include "skybox.h" |
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34 | #include "satellite.h" |
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35 | #include "test_entity.h" |
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36 | #include "terrain.h" |
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37 | #include "light.h" |
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38 | #include "load_param.h" |
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39 | #include "shell.h" |
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40 | |
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41 | #include "garbage_collector.h" |
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42 | #include "fast_factory.h" |
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43 | #include "animation_player.h" |
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44 | #include "particle_engine.h" |
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45 | #include "graphics_engine.h" |
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46 | #include "physics_engine.h" |
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47 | #include "fields.h" |
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48 | |
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49 | #include "md2Model.h" |
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50 | |
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51 | #include "glmenu_imagescreen.h" |
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52 | #include "list.h" |
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53 | #include "game_loader.h" |
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54 | |
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55 | #include "animation3d.h" |
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56 | |
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57 | #include "substring.h" |
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58 | |
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59 | #include "factory.h" |
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60 | |
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61 | #include "weapons/projectile.h" |
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62 | #include "event_handler.h" |
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63 | #include "sound_engine.h" |
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64 | #include "ogg_player.h" |
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65 | |
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66 | #include "class_list.h" |
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67 | |
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68 | #include "cd_engine.h" |
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69 | #include "npcs/npc_test1.h" |
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70 | #include "shader.h" |
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71 | |
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72 | #include "playable.h" |
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73 | #include "network_manager.h" |
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74 | #include "playable.h" |
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75 | |
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76 | |
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77 | SHELL_COMMAND(speed, World, setSpeed); |
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78 | SHELL_COMMAND(togglePNodeVisibility, World, togglePNodeVisibility); |
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79 | SHELL_COMMAND(toggleBVVisibility, World, toggleBVVisibility); |
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80 | |
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81 | using namespace std; |
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82 | |
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83 | //! This creates a Factory to fabricate a World |
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84 | CREATE_FACTORY(World, CL_WORLD); |
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85 | |
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86 | World::World(const TiXmlElement* root) |
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87 | { |
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88 | this->constuctorInit("", -1); |
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89 | this->path = NULL; |
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90 | |
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91 | this->loadParams(root); |
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92 | } |
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93 | |
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94 | /** |
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95 | * create a new World |
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96 | |
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97 | This creates a new empty world! |
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98 | */ |
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99 | World::World (const char* name) |
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100 | { |
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101 | this->path = NULL; |
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102 | this->constuctorInit(name, -1); |
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103 | } |
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104 | |
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105 | /** |
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106 | * creates a new World... |
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107 | * @param worldID with this ID |
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108 | */ |
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109 | World::World (int worldID) |
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110 | { |
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111 | this->path = NULL; |
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112 | this->constuctorInit(NULL, worldID); |
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113 | } |
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114 | |
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115 | /** |
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116 | * remove the World from memory |
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117 | |
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118 | delete everything explicitly, that isn't contained in the parenting tree! |
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119 | things contained in the tree are deleted automaticaly |
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120 | */ |
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121 | World::~World () |
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122 | { |
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123 | delete this->shell; |
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124 | PRINTF(3)("World::~World() - deleting current world\n"); |
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125 | |
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126 | |
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127 | // here everything that is alocated by the World is deleted |
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128 | delete this->entities; |
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129 | State::setWorldEntityList(NULL); |
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130 | |
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131 | delete this->localPlayer; |
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132 | |
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133 | // delete all the initialized Engines. |
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134 | FastFactory::flushAll(true); |
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135 | delete LightManager::getInstance(); |
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136 | delete ParticleEngine::getInstance(); |
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137 | delete AnimationPlayer::getInstance(); |
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138 | delete PhysicsEngine::getInstance(); |
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139 | |
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140 | // external engines initialized by the orxonox-class get deleted |
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141 | SoundEngine::getInstance()->flushAllBuffers(); |
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142 | SoundEngine::getInstance()->flushAllSources(); |
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143 | |
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144 | |
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145 | // erease everything that is left. |
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146 | delete NullParent::getInstance(); |
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147 | |
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148 | Shader::suspendShader(); |
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149 | |
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150 | // unload the resources !! |
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151 | ResourceManager::getInstance()->unloadAllByPriority(RP_LEVEL); |
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152 | |
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153 | delete[] this->path; |
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154 | } |
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155 | |
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156 | /** |
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157 | * initializes the world. |
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158 | * @param name the name of the world |
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159 | * @param worldID the ID of this world |
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160 | * |
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161 | * set all stuff here that is world generic and does not use to much memory |
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162 | * because the real init() function StoryEntity::init() will be called |
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163 | * shortly before start of the game. |
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164 | * since all worlds are initiated/referenced before they will be started. |
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165 | * NO LEVEL LOADING HERE - NEVER! |
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166 | */ |
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167 | void World::constuctorInit(const char* name, int worldID) |
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168 | { |
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169 | this->setClassID(CL_WORLD, "World"); |
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170 | |
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171 | this->setName(name); |
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172 | this->debugWorldNr = worldID; |
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173 | this->gameTime = 0.0f; |
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174 | this->setSpeed(1.0); |
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175 | this->music = NULL; |
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176 | this->shell = NULL; |
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177 | this->entities = NULL; |
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178 | this->localPlayer = NULL; |
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179 | this->localCamera = NULL; |
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180 | |
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181 | this->showPNodes = false; |
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182 | this->showBV = false; |
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183 | } |
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184 | |
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185 | /** |
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186 | * loads the parameters of a World from an XML-element |
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187 | * @param root the XML-element to load from |
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188 | */ |
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189 | void World::loadParams(const TiXmlElement* root) |
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190 | { |
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191 | PRINTF(4)("Creating a World\n"); |
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192 | |
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193 | LoadParam(root, "identifier", this, World, setStoryID) |
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194 | .describe("Sets the StoryID of this world"); |
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195 | |
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196 | LoadParam(root, "nextid", this, World, setNextStoryID) |
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197 | .describe("Sets the ID of the next world"); |
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198 | |
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199 | LoadParam(root, "path", this, World, setPath) |
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200 | .describe("The Filename of this World (relative from the data-dir)"); |
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201 | } |
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202 | |
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203 | /** |
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204 | * this is executed just before load |
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205 | * |
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206 | * since the load function sometimes needs data, that has been initialized |
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207 | * before the load and after the proceeding storyentity has finished |
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208 | */ |
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209 | ErrorMessage World::preLoad() |
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210 | { |
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211 | State::setWorldEntityList(this->entities = new tList<WorldEntity>()); |
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212 | this->cycle = 0; |
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213 | |
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214 | /* init the world interface */ |
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215 | this->shell = new Shell(); |
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216 | |
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217 | LightManager::getInstance(); |
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218 | NullParent::getInstance (); |
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219 | |
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220 | AnimationPlayer::getInstance(); // initializes the animationPlayer |
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221 | ParticleEngine::getInstance(); |
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222 | PhysicsEngine::getInstance(); |
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223 | |
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224 | this->localCamera = new Camera(); |
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225 | this->localCamera->setName ("World-Camera"); |
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226 | |
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227 | State::setCamera(this->localCamera, this->localCamera->getTarget()); |
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228 | |
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229 | GraphicsEngine::getInstance()->displayFPS(true); |
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230 | |
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231 | CDEngine::getInstance()->setEntityList( this->entities); |
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232 | } |
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233 | |
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234 | |
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235 | /** |
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236 | * loads the World by initializing all resources, and set their default values. |
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237 | */ |
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238 | ErrorMessage World::load() |
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239 | { |
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240 | PRINTF(3)("> Loading world: '%s'\n", getPath()); |
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241 | TiXmlElement* element; |
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242 | GameLoader* loader = GameLoader::getInstance(); |
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243 | |
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244 | if( getPath() == NULL) |
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245 | { |
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246 | PRINTF(1)("World has no path specified for loading"); |
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247 | this->loadDebugWorld(this->getStoryID()); |
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248 | return (ErrorMessage){213,"Path not specified","World::load()"}; |
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249 | } |
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250 | |
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251 | TiXmlDocument* XMLDoc = new TiXmlDocument( getPath()); |
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252 | // load the campaign document |
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253 | if( !XMLDoc->LoadFile()) |
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254 | { |
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255 | // report an error |
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256 | PRINTF(1)("loading XML File: %s @ %s:l%d:c%d\n", XMLDoc->ErrorDesc(), this->getPath(), XMLDoc->ErrorRow(), XMLDoc->ErrorCol()); |
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257 | delete XMLDoc; |
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258 | return (ErrorMessage){213,"XML File parsing error","World::load()"}; |
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259 | } |
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260 | |
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261 | // check basic validity |
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262 | TiXmlElement* root = XMLDoc->RootElement(); |
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263 | assert( root != NULL); |
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264 | |
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265 | if( root == NULL || root->Value() == NULL || strcmp( root->Value(), "WorldDataFile")) |
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266 | { |
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267 | // report an error |
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268 | PRINTF(1)("Specified XML File is not an orxonox world data file (WorldDataFile element missing)\n"); |
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269 | delete XMLDoc; |
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270 | return (ErrorMessage){213,"Path not a WorldDataFile","World::load()"}; |
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271 | } |
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272 | |
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273 | // load the parameters |
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274 | // name |
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275 | const char* string = grabParameter( root, "name"); |
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276 | if( string == NULL) |
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277 | { |
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278 | PRINTF(2)("World is missing a proper 'name'\n"); |
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279 | this->setName("Unknown"); |
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280 | } |
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281 | else |
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282 | { |
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283 | this->setName(string); |
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284 | } |
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285 | |
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286 | //////////////// |
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287 | // LOADSCREEN // |
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288 | //////////////// |
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289 | element = root->FirstChildElement("LoadScreen"); |
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290 | if (element == NULL) |
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291 | { |
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292 | PRINTF(2)("no LoadScreen specified, loading default\n"); |
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293 | |
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294 | glmis->setBackgroundImage("pictures/load_screen.jpg"); |
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295 | this->glmis->setMaximum(8); |
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296 | this->glmis->draw(); |
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297 | } |
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298 | else |
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299 | { |
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300 | this->glmis->loadParams(element); |
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301 | this->glmis->draw(); |
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302 | } |
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303 | this->glmis->draw(); |
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304 | |
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305 | //////////////////////// |
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306 | // find WorldEntities // |
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307 | //////////////////////// |
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308 | |
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309 | element = root->FirstChildElement("WorldEntities"); |
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310 | |
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311 | if( element == NULL) |
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312 | { |
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313 | PRINTF(1)("World is missing 'WorldEntities'\n"); |
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314 | } |
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315 | else |
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316 | { |
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317 | element = element->FirstChildElement(); |
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318 | // load Players/Objects/Whatever |
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319 | PRINTF(4)("Loading WorldEntities\n"); |
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320 | while( element != NULL) |
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321 | { |
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322 | BaseObject* created = Factory::fabricate(element); |
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323 | if( created != NULL ) |
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324 | { |
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325 | if(created->isA(CL_WORLD_ENTITY)) |
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326 | this->spawn(dynamic_cast<WorldEntity*>(created)); |
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327 | printf("Created a %s: %s\n", created->getClassName(), created->getName()); |
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328 | } |
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329 | |
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330 | // if we load a 'Player' we use it as localPlayer |
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331 | |
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332 | |
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333 | //todo do this more elegant |
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334 | if( element->Value() != NULL && !strcmp( element->Value(), "SkyBox")) |
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335 | sky = dynamic_cast<SkyBox*>(created); |
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336 | if( element->Value() != NULL && !strcmp( element->Value(), "Terrain")) |
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337 | { |
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338 | terrain = dynamic_cast<Terrain*>(created); |
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339 | CDEngine::getInstance()->setTerrain(terrain); |
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340 | } |
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341 | element = element->NextSiblingElement(); |
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342 | glmis->step(); //! @todo temporary |
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343 | } |
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344 | PRINTF(4)("Done loading WorldEntities\n"); |
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345 | } |
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346 | |
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347 | ////////////////////////////// |
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348 | // LOADING ADDITIONAL STUFF // |
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349 | ////////////////////////////// |
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350 | |
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351 | LoadParamXML(root, "LightManager", LightManager::getInstance(), LightManager, loadParams); |
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352 | |
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353 | LoadParamXML(root, "ParticleEngine", ParticleEngine::getInstance(), ParticleEngine, loadParams); |
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354 | // LoadParamXML(root, "PhysicsEngine", PhysicsEngine::getInstance(), PhysicsEngine, loadParams); |
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355 | |
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356 | // free the XML data |
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357 | |
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358 | delete XMLDoc; |
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359 | /* GENERIC LOADING PROCESS FINISHED */ |
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360 | |
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361 | |
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362 | // Create a Player |
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363 | this->localPlayer = new Player(); |
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364 | |
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365 | Playable* playable; |
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366 | const list<BaseObject*>* playableList = ClassList::getList(CL_PLAYABLE); |
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367 | if (playableList != NULL) |
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368 | { |
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369 | playable = dynamic_cast<Playable*>(playableList->front()); |
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370 | this->localPlayer->setControllable(playable); |
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371 | } |
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372 | |
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373 | // bind camera |
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374 | playable->addChild (this->localCamera); |
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375 | |
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376 | // //localCamera->setParent(TrackNode::getInstance()); |
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377 | // tn->addChild(this->localCamera); |
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378 | localCamera->setClipRegion(1, 10000.0); |
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379 | localCamera->lookAt(playable); |
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380 | // this->localPlayer->setParentMode(PNODE_ALL); |
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381 | if (sky != NULL) |
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382 | { |
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383 | this->sky->setParent(this->localCamera); |
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384 | this->sky->setParentMode(PNODE_MOVEMENT); |
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385 | } |
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386 | |
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387 | // initialize debug coord system |
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388 | objectList = glGenLists(1); |
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389 | glNewList (objectList, GL_COMPILE); |
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390 | |
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391 | glEndList(); |
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392 | |
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393 | SoundEngine::getInstance()->setListener(this->localCamera); |
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394 | |
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395 | |
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396 | |
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397 | //////////// |
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398 | // STATIC // |
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399 | //////////// |
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400 | |
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401 | |
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402 | // TestEntity* testEntity = new TestEntity(); |
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403 | // testEntity->setRelCoor(Vector(570, 10, -15)); |
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404 | // testEntity->setRelDir(Quaternion(M_PI, Vector(0, 1, 0))); |
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405 | // this->spawn(testEntity); |
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406 | |
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407 | for(int i = 0; i < 100; i++) |
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408 | { |
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409 | WorldEntity* tmp = new NPCTest1(); |
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410 | char npcChar[10]; |
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411 | sprintf (npcChar, "NPC_%d", i); |
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412 | tmp->setName(npcChar); |
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413 | tmp->setAbsCoor(((float)rand()/RAND_MAX) * 5000, 50/*+ (float)rand()/RAND_MAX*20*/, ((float)rand()/RAND_MAX -.5) *30); |
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414 | this->spawn(tmp); |
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415 | } |
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416 | |
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417 | this->music = NULL;//(OggPlayer*)ResourceManager::getInstance()->load("sound/00-luke_grey_-_hypermode.ogg", OGG, RP_LEVEL); |
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418 | //music->playback(); |
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419 | } |
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420 | |
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421 | |
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422 | |
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423 | /** |
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424 | * creates a debug world: only for experimental stuff |
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425 | */ |
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426 | void World::loadDebugWorld(int worldID) |
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427 | { |
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428 | /*monitor progress*/ |
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429 | this->glmis->step(); |
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430 | // stuff beyond this point remains to be loaded properly |
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431 | |
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432 | // LIGHT initialisation |
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433 | LightManager::getInstance()->setAmbientColor(.1,.1,.1); |
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434 | // LightManager::getInstance()->addLight(); |
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435 | LightManager::getInstance()->debug(); |
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436 | |
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437 | switch(this->debugWorldNr) |
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438 | { |
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439 | /* |
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440 | this loads the hard-coded debug world. this only for simplicity and will be |
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441 | removed by a reald world-loader, which interprets a world-file. |
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442 | if you want to add an own debug world, just add a case DEBUG_WORLD_[nr] and |
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443 | make whatever you want... |
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444 | */ |
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445 | case DEBUG_WORLD_0: |
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446 | { |
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447 | LightManager::getInstance()->getLight()->setAbsCoor(-5.0, 10.0, -40.0); |
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448 | /*monitor progress*/ |
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449 | this->glmis->step(); |
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450 | |
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451 | // bind camera |
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452 | this->localCamera = new Camera(); |
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453 | this->localCamera->setName ("camera"); |
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454 | /*monitor progress*/ |
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455 | this->glmis->step(); |
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456 | |
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457 | |
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458 | // Create SkySphere |
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459 | this->sky = new Skysphere("pictures/sky-replace.jpg"); |
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460 | this->sky->setName("SkySphere"); |
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461 | this->spawn(this->sky); |
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462 | this->localCamera->addChild(this->sky); |
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463 | this->sky->setParentMode(PNODE_MOVEMENT); |
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464 | /*monitor progress*/ |
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465 | this->glmis->step(); |
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466 | |
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467 | |
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468 | terrain = new Terrain("worlds/newGround.obj"); |
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469 | terrain->setRelCoor(Vector(0,-10,0)); |
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470 | this->spawn(terrain); |
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471 | /*monitor progress*/ |
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472 | this->glmis->step(); |
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473 | |
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474 | this->glmis->step(); |
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475 | break; |
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476 | } |
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477 | case DEBUG_WORLD_1: |
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478 | { |
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479 | |
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480 | break; |
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481 | } |
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482 | case DEBUG_WORLD_2: |
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483 | { |
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484 | |
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485 | break; |
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486 | } |
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487 | default: |
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488 | break; |
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489 | } |
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490 | } |
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491 | |
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492 | /** |
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493 | * initializes a new World shortly before start |
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494 | * |
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495 | * this is the function, that will be loaded shortly before the world is |
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496 | * started |
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497 | */ |
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498 | ErrorMessage World::init() |
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499 | { |
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500 | this->bPause = false; |
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501 | |
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502 | /* update the object position before game start - so there are no wrong coordinates used in the first processing */ |
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503 | NullParent::getInstance()->updateNode (0.001f); |
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504 | NullParent::getInstance()->updateNode (0.001f); |
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505 | |
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506 | } |
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507 | |
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508 | |
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509 | /** |
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510 | * starts the World |
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511 | */ |
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512 | ErrorMessage World::start() |
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513 | { |
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514 | PRINTF(3)("World::start() - starting current World: nr %i\n", this->debugWorldNr); |
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515 | this->bQuitOrxonox = false; |
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516 | this->bQuitCurrentGame = false; |
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517 | this->mainLoop(); |
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518 | } |
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519 | |
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520 | /** |
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521 | * stops the world. |
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522 | |
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523 | This happens, when the player decides to end the Level. |
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524 | */ |
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525 | ErrorMessage World::stop() |
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526 | { |
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527 | PRINTF(3)("World::stop() - got stop signal\n"); |
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528 | this->bQuitCurrentGame = true; |
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529 | } |
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530 | |
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531 | /** |
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532 | * pauses the Game |
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533 | */ |
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534 | ErrorMessage World::pause() |
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535 | { |
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536 | this->isPaused = true; |
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537 | } |
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538 | |
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539 | /** |
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540 | * ends the pause Phase |
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541 | */ |
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542 | ErrorMessage World::resume() |
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543 | { |
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544 | this->isPaused = false; |
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545 | } |
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546 | |
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547 | /** |
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548 | * destroys the World |
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549 | */ |
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550 | ErrorMessage World::destroy() |
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551 | { |
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552 | |
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553 | } |
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554 | |
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555 | /** |
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556 | * shows the loading screen |
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557 | */ |
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558 | void World::displayLoadScreen () |
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559 | { |
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560 | PRINTF(3)("World::displayLoadScreen - start\n"); |
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561 | |
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562 | //GLMenuImageScreen* |
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563 | this->glmis = new GLMenuImageScreen(); |
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564 | this->glmis->setMaximum(8); |
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565 | |
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566 | PRINTF(3)("World::displayLoadScreen - end\n"); |
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567 | } |
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568 | |
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569 | /** |
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570 | * removes the loadscreen, and changes over to the game |
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571 | |
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572 | @todo take out the delay |
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573 | */ |
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574 | void World::releaseLoadScreen () |
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575 | { |
---|
576 | PRINTF(3)("World::releaseLoadScreen - start\n"); |
---|
577 | this->glmis->setValue(this->glmis->getMaximum()); |
---|
578 | PRINTF(3)("World::releaseLoadScreen - end\n"); |
---|
579 | delete this->glmis; |
---|
580 | } |
---|
581 | |
---|
582 | |
---|
583 | /** |
---|
584 | * gets the list of entities from the world |
---|
585 | * @returns entity list |
---|
586 | */ |
---|
587 | tList<WorldEntity>* World::getEntities() |
---|
588 | { |
---|
589 | return this->entities; |
---|
590 | } |
---|
591 | |
---|
592 | |
---|
593 | /** |
---|
594 | * this returns the current game time |
---|
595 | * @returns elapsed game time |
---|
596 | */ |
---|
597 | double World::getGameTime() |
---|
598 | { |
---|
599 | return this->gameTime; |
---|
600 | } |
---|
601 | |
---|
602 | |
---|
603 | /** |
---|
604 | * function to put your own debug stuff into it. it can display informations about |
---|
605 | the current class/procedure |
---|
606 | */ |
---|
607 | void World::debug() |
---|
608 | { |
---|
609 | PRINTF(0)("Printing out the List of alive WorldEntities:\n"); |
---|
610 | tIterator<WorldEntity>* iterator = this->entities->getIterator(); |
---|
611 | WorldEntity* entity = iterator->firstElement(); |
---|
612 | while( entity != NULL) |
---|
613 | { |
---|
614 | PRINTF(0)("%s::%s\n", entity->getClassName(), entity->getName()); |
---|
615 | entity = iterator->nextElement(); |
---|
616 | } |
---|
617 | delete iterator; |
---|
618 | } |
---|
619 | |
---|
620 | |
---|
621 | /** |
---|
622 | \brief main loop of the world: executing all world relevant function |
---|
623 | |
---|
624 | in this loop we synchronize (if networked), handle input events, give the heart-beat to |
---|
625 | all other member-entities of the world (tick to player, enemies etc.), checking for |
---|
626 | collisions drawing everything to the screen. |
---|
627 | */ |
---|
628 | void World::mainLoop() |
---|
629 | { |
---|
630 | this->lastFrame = SDL_GetTicks (); |
---|
631 | PRINTF(3)("World::mainLoop() - Entering main loop\n"); |
---|
632 | |
---|
633 | while( !this->bQuitOrxonox && !this->bQuitCurrentGame) /* @todo implement pause */ |
---|
634 | { |
---|
635 | ++this->cycle; |
---|
636 | PRINTF(4)("World::mainloop() - number of entities: %i\n", this->entities->getSize()); |
---|
637 | // Network |
---|
638 | this->synchronize (); |
---|
639 | // Process input |
---|
640 | this->handleInput (); |
---|
641 | if( this->bQuitCurrentGame || this->bQuitOrxonox) |
---|
642 | break; |
---|
643 | // Process time |
---|
644 | this->tick (); |
---|
645 | // Process collision |
---|
646 | this->collide (); |
---|
647 | // Update the state |
---|
648 | this->update (); |
---|
649 | // Draw |
---|
650 | this->display (); |
---|
651 | } |
---|
652 | |
---|
653 | PRINTF(3)("World::mainLoop() - Exiting the main loop\n"); |
---|
654 | } |
---|
655 | |
---|
656 | |
---|
657 | /** |
---|
658 | * synchronize local data with remote data |
---|
659 | */ |
---|
660 | void World::synchronize () |
---|
661 | { |
---|
662 | // Get remote input |
---|
663 | // Update synchronizables |
---|
664 | /* NetworkManager::getInstance()->synchronize();*/ |
---|
665 | } |
---|
666 | |
---|
667 | |
---|
668 | /** |
---|
669 | * run all input processing |
---|
670 | |
---|
671 | the command node is the central input event dispatcher. the node uses the even-queue from |
---|
672 | sdl and has its own event-passing-queue. |
---|
673 | */ |
---|
674 | void World::handleInput () |
---|
675 | { |
---|
676 | EventHandler::getInstance()->process(); |
---|
677 | |
---|
678 | // remoteinput |
---|
679 | } |
---|
680 | |
---|
681 | |
---|
682 | /** |
---|
683 | * advance the timeline |
---|
684 | |
---|
685 | this calculates the time used to process one frame (with all input handling, drawing, etc) |
---|
686 | the time is mesured in ms and passed to all world-entities and other classes that need |
---|
687 | a heart-beat. |
---|
688 | */ |
---|
689 | void World::tick () |
---|
690 | { |
---|
691 | Uint32 currentFrame = SDL_GetTicks(); |
---|
692 | if(!this->bPause) |
---|
693 | { |
---|
694 | this->dt = currentFrame - this->lastFrame; |
---|
695 | |
---|
696 | if( this->dt > 10) |
---|
697 | { |
---|
698 | float fps = 1000/dt; |
---|
699 | |
---|
700 | // temporary, only for showing how fast the text-engine is |
---|
701 | char tmpChar[20]; |
---|
702 | sprintf(tmpChar, "fps: %4.0f", fps); |
---|
703 | } |
---|
704 | else |
---|
705 | { |
---|
706 | /* the frame-rate is limited to 100 frames per second, all other things are for |
---|
707 | nothing. |
---|
708 | */ |
---|
709 | PRINTF(3)("fps = 1000 - frame rate is adjusted\n"); |
---|
710 | SDL_Delay(10-dt); |
---|
711 | this->dt = 10; |
---|
712 | } |
---|
713 | |
---|
714 | this->dtS = (float)this->dt / 1000.0 * this->speed; |
---|
715 | this->gameTime += this->dtS; |
---|
716 | |
---|
717 | tIterator<WorldEntity>* iterator = this->entities->getIterator(); |
---|
718 | WorldEntity* entity = iterator->firstElement(); |
---|
719 | while( entity != NULL) |
---|
720 | { |
---|
721 | entity->tick (this->dtS); |
---|
722 | entity = iterator->nextElement(); |
---|
723 | } |
---|
724 | delete iterator; |
---|
725 | |
---|
726 | /* update tick the rest */ |
---|
727 | this->localCamera->tick(this->dtS); |
---|
728 | // tick the engines |
---|
729 | AnimationPlayer::getInstance()->tick(this->dtS); |
---|
730 | // if (this->cycle > 5) |
---|
731 | PhysicsEngine::getInstance()->tick(this->dtS); |
---|
732 | |
---|
733 | ParticleEngine::getInstance()->tick(this->dtS); |
---|
734 | GarbageCollector::getInstance()->tick(this->dtS); |
---|
735 | |
---|
736 | |
---|
737 | /** actualy the Graphics Engine should tick the world not the other way around... |
---|
738 | but since we like the things not too complicated we got it this way around |
---|
739 | until there is need or time to do it the other way around. |
---|
740 | @todo: GraphicsEngine ticks world: separation of processes and data... |
---|
741 | |
---|
742 | bensch: in my opinion the GraphicsEngine could draw the world, but not tick it, |
---|
743 | beceause graphics have nothing(or at least not much) to do with Motion. |
---|
744 | */ |
---|
745 | GraphicsEngine::getInstance()->tick(this->dtS); |
---|
746 | } |
---|
747 | this->lastFrame = currentFrame; |
---|
748 | } |
---|
749 | |
---|
750 | |
---|
751 | /** |
---|
752 | * this function gives the world a consistant state |
---|
753 | |
---|
754 | after ticking (updating the world state) this will give a constistant |
---|
755 | state to the whole system. |
---|
756 | */ |
---|
757 | void World::update() |
---|
758 | { |
---|
759 | GarbageCollector::getInstance()->update(); |
---|
760 | GraphicsEngine::getInstance()->update(this->dtS); |
---|
761 | NullParent::getInstance()->updateNode (this->dtS); |
---|
762 | |
---|
763 | SoundEngine::getInstance()->update(); |
---|
764 | //music->update(); |
---|
765 | } |
---|
766 | |
---|
767 | |
---|
768 | void World::collide() |
---|
769 | { |
---|
770 | CDEngine::getInstance()->checkCollisions(); |
---|
771 | } |
---|
772 | |
---|
773 | /** |
---|
774 | * render the current frame |
---|
775 | |
---|
776 | clear all buffers and draw the world |
---|
777 | */ |
---|
778 | void World::display () |
---|
779 | { |
---|
780 | // clear buffer |
---|
781 | glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); |
---|
782 | // set camera |
---|
783 | this->localCamera->apply (); |
---|
784 | // draw world |
---|
785 | this->draw(); |
---|
786 | // draw HUD |
---|
787 | /** @todo draw HUD */ |
---|
788 | // flip buffers |
---|
789 | GraphicsEngine::swapBuffers(); |
---|
790 | //SDL_Surface* screen = Orxonox::getInstance()->getScreen (); |
---|
791 | //SDL_Flip (screen); |
---|
792 | } |
---|
793 | |
---|
794 | |
---|
795 | /** |
---|
796 | * runs through all entities calling their draw() methods |
---|
797 | */ |
---|
798 | void World::draw () |
---|
799 | { |
---|
800 | /* draw entities */ |
---|
801 | WorldEntity* entity; |
---|
802 | glLoadIdentity(); |
---|
803 | tIterator<WorldEntity>* iterator = this->entities->getIterator(); |
---|
804 | entity = iterator->firstElement(); |
---|
805 | while( entity != NULL ) |
---|
806 | { |
---|
807 | if( entity->isVisible() ) entity->draw(); |
---|
808 | if( unlikely( this->showBV)) entity->drawBVTree(3, 226); // to draw the bounding boxes of the objects at level 2 for debug purp |
---|
809 | entity = iterator->nextElement(); |
---|
810 | } |
---|
811 | delete iterator; |
---|
812 | |
---|
813 | glCallList (objectList); |
---|
814 | |
---|
815 | ParticleEngine::getInstance()->draw(); |
---|
816 | |
---|
817 | if (unlikely(this->showPNodes)) |
---|
818 | NullParent::getInstance()->debugDraw(0); |
---|
819 | |
---|
820 | GraphicsEngine::getInstance()->draw(); |
---|
821 | //TextEngine::getInstance()->draw(); |
---|
822 | } |
---|
823 | |
---|
824 | /** |
---|
825 | * add and spawn a new entity to this world |
---|
826 | * @param entity to be added |
---|
827 | */ |
---|
828 | void World::spawn(WorldEntity* entity) |
---|
829 | { |
---|
830 | this->entities->add (entity); |
---|
831 | entity->postSpawn (); |
---|
832 | } |
---|
833 | |
---|
834 | |
---|
835 | /** |
---|
836 | * add and spawn a new entity to this world |
---|
837 | * @param entity to be added |
---|
838 | * @param absCoor At what coordinates to add this entity. |
---|
839 | * @param absDir In which direction should it look. |
---|
840 | */ |
---|
841 | void World::spawn(WorldEntity* entity, Vector* absCoor, Quaternion* absDir) |
---|
842 | { |
---|
843 | this->entities->add (entity); |
---|
844 | |
---|
845 | entity->setAbsCoor (*absCoor); |
---|
846 | entity->setAbsDir (*absDir); |
---|
847 | |
---|
848 | entity->postSpawn (); |
---|
849 | } |
---|
850 | |
---|
851 | |
---|
852 | /** |
---|
853 | * add and spawn a new entity to this world |
---|
854 | * @param entity to be added |
---|
855 | * @param entity to be added to (PNode) |
---|
856 | * @param At what relative coordinates to add this entity. |
---|
857 | * @param In which relative direction should it look. |
---|
858 | */ |
---|
859 | void World::spawn(WorldEntity* entity, PNode* parentNode, |
---|
860 | Vector* relCoor, Quaternion* relDir) |
---|
861 | { |
---|
862 | if( parentNode != NULL) |
---|
863 | { |
---|
864 | parentNode->addChild (entity); |
---|
865 | |
---|
866 | entity->setRelCoor (*relCoor); |
---|
867 | entity->setRelDir (*relDir); |
---|
868 | |
---|
869 | this->entities->add (entity); |
---|
870 | |
---|
871 | entity->postSpawn (); |
---|
872 | } |
---|
873 | } |
---|
874 | |
---|
875 | void World::setPath( const char* name) |
---|
876 | { |
---|
877 | if (this->path) |
---|
878 | delete this->path; |
---|
879 | if (ResourceManager::isFile(name)) |
---|
880 | { |
---|
881 | this->path = new char[strlen(name)+1]; |
---|
882 | strcpy(this->path, name); |
---|
883 | } |
---|
884 | else |
---|
885 | { |
---|
886 | this->path = new char[strlen(ResourceManager::getInstance()->getDataDir()) + strlen(name) +1]; |
---|
887 | sprintf(this->path, "%s%s", ResourceManager::getInstance()->getDataDir(), name); |
---|
888 | } |
---|
889 | } |
---|
890 | |
---|
891 | const char* World::getPath( void) |
---|
892 | { |
---|
893 | return path; |
---|
894 | } |
---|