| 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 | main-programmer: Benjamin Grauer |
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| 14 | co-programmer: Christian Meyer |
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| 15 | |
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| 16 | */ |
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| 17 | |
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| 18 | #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WORLD |
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| 19 | |
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| 20 | #include "game_world.h" |
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| 21 | #include "game_world_data.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 "util/loading/game_loader.h" |
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| 26 | #include "util/timer.h" |
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| 27 | |
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| 28 | #include "player.h" |
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| 29 | #include "camera.h" |
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| 30 | #include "environment.h" |
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| 31 | #include "terrain.h" |
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| 32 | #include "test_entity.h" |
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| 33 | #include "terrain.h" |
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| 34 | #include "playable.h" |
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| 35 | #include "environments/mapped_water.h" |
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| 36 | |
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| 37 | #include "light.h" |
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| 38 | |
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| 39 | #include "util/loading/factory.h" |
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| 40 | #include "util/loading/load_param_xml.h" |
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| 41 | #include "loading/fast_factory.h" |
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| 42 | #include "shell_command.h" |
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| 43 | |
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| 44 | #include "graphics_engine.h" |
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| 45 | #include "weather_effects/atmospheric_engine.h" |
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| 46 | #include "event_handler.h" |
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| 47 | #include "sound_engine.h" |
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| 48 | #include "cd_engine.h" |
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| 49 | #include "network_manager.h" |
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| 50 | #include "physics_engine.h" |
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| 51 | |
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| 52 | #include "glmenu_imagescreen.h" |
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| 53 | #include "shell.h" |
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| 54 | |
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| 55 | #include "ogg_player.h" |
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| 56 | #include "shader.h" |
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| 57 | |
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| 58 | #include "animation_player.h" |
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| 59 | |
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| 60 | #include "game_rules.h" |
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| 61 | |
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| 62 | #include "script_class.h" |
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| 63 | ObjectListDefinition(GameWorld); |
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| 64 | CREATE_SCRIPTABLE_CLASS(GameWorld, |
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| 65 | addMethod("setPlaymode", Executor1<GameWorld, lua_State*,const std::string&>(&GameWorld::setPlaymode)) |
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| 66 | ->addMethod("setSoundtrack", Executor1<GameWorld, lua_State*, const std::string&>(&GameWorld::setSoundtrack)) |
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| 67 | ->addMethod("getStoryID", Executor0ret<StoryEntity, lua_State*, int>(&StoryEntity::getStoryID)) |
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| 68 | ->addMethod("setNextStoryName", Executor1ret<StoryEntity, lua_State*, bool, const std::string&>(&StoryEntity::setNextStoryName)) |
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| 69 | ->addMethod("stop", Executor0ret<GameWorld, lua_State*, bool>(&GameWorld::stop)) |
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| 70 | ); |
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| 71 | |
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| 72 | SHELL_COMMAND(speed, GameWorld, setSpeed) ->describe("set the Speed of the Level"); |
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| 73 | SHELL_COMMAND(playmode, GameWorld, setPlaymode) |
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| 74 | ->describe("Set the Playmode of the current Level") |
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| 75 | ->completionPlugin(0, OrxShell::CompletorStringArray(Playable::playmodeNames, Playable::PlaymodeCount)); |
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| 76 | |
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| 77 | SHELL_COMMAND(togglePNodeVisibility, GameWorld, togglePNodeVisibility); |
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| 78 | SHELL_COMMAND(showBVLevel, GameWorld, toggleBVVisibility); |
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| 79 | SHELL_COMMAND(showMountPoints, GameWorld, toggleMPVisibility); |
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| 80 | |
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| 81 | |
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| 82 | GameWorld::GameWorld() |
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| 83 | : StoryEntity() |
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| 84 | { |
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| 85 | this->registerObject(this, GameWorld::_objectList); |
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| 86 | this->setName("Preloaded World - no name yet"); |
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| 87 | |
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| 88 | this->gameTime = 0.0f; |
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| 89 | this->setSpeed(1.0f); |
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| 90 | this->shell = NULL; |
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| 91 | |
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| 92 | this->showPNodes = false; |
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| 93 | this->showBV = false; |
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| 94 | this->showBVLevel = 3; |
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| 95 | this->showMPV = false; |
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| 96 | |
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| 97 | this->dataXML = NULL; |
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| 98 | this->gameRules = NULL; |
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| 99 | } |
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| 100 | |
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| 101 | /** |
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| 102 | * remove the GameWorld from memory |
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| 103 | * |
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| 104 | * delete everything explicitly, that isn't contained in the parenting tree! |
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| 105 | * things contained in the tree are deleted automaticaly |
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| 106 | */ |
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| 107 | GameWorld::~GameWorld () |
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| 108 | { |
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| 109 | PRINTF(4)("Deleted GameWorld\n"); |
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| 110 | |
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| 111 | } |
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| 112 | |
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| 113 | |
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| 114 | |
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| 115 | /** |
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| 116 | * loads the parameters of a GameWorld from an XML-element |
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| 117 | * @param root the XML-element to load from |
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| 118 | */ |
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| 119 | void GameWorld::loadParams(const TiXmlElement* root) |
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| 120 | { |
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| 121 | StoryEntity::loadParams(root); |
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| 122 | |
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| 123 | PRINTF(4)("Loaded GameWorld specific stuff\n"); |
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| 124 | } |
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| 125 | |
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| 126 | |
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| 127 | /** |
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| 128 | * this is executed just before load |
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| 129 | * |
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| 130 | * since the load function sometimes needs data, that has been initialized |
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| 131 | * before the load and after the proceeding storyentity has finished |
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| 132 | */ |
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| 133 | ErrorMessage GameWorld::init() |
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| 134 | { |
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| 135 | /* init the world interface */ |
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| 136 | this->shell = new OrxShell::Shell(); |
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| 137 | |
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| 138 | State::setCurrentStoryEntity(dynamic_cast<StoryEntity*>(this)); |
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| 139 | this->dataTank->init(); |
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| 140 | |
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| 141 | /* initialize some engines and graphical elements */ |
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| 142 | AnimationPlayer::getInstance(); |
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| 143 | PhysicsEngine::getInstance(); |
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| 144 | CoRe::CREngine::getInstance(); |
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| 145 | |
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| 146 | State::setScriptManager(&this->scriptManager); |
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| 147 | |
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| 148 | return ErrorMessage(); |
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| 149 | } |
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| 150 | |
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| 151 | /** |
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| 152 | * loads the GameWorld by initializing all resources, and set their default values. |
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| 153 | */ |
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| 154 | ErrorMessage GameWorld::loadData() |
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| 155 | { |
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| 156 | this->displayLoadScreen(); State::setScriptManager(&this->scriptManager); |
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| 157 | |
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| 158 | |
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| 159 | PRINTF(4)("Loading the GameWorld\n"); |
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| 160 | |
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| 161 | PRINTF(3)("> Loading world: '%s'\n", getLoadFile().c_str()); |
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| 162 | // TiXmlElement* element; |
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| 163 | // GameLoader* loader = GameLoader::getInstance(); |
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| 164 | |
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| 165 | if( getLoadFile().empty()) |
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| 166 | { |
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| 167 | PRINTF(1)("GameWorld has no path specified for loading\n"); |
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| 168 | return (ErrorMessage(213,"Path not specified","GameWorld::load()")); |
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| 169 | } |
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| 170 | |
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| 171 | TiXmlDocument* XMLDoc = new TiXmlDocument( getLoadFile()); |
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| 172 | // load the xml world file for further loading |
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| 173 | if( !XMLDoc->LoadFile()) |
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| 174 | { |
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| 175 | PRINTF(1)("loading XML File: %s @ %s:l%d:c%d\n", XMLDoc->ErrorDesc(), this->getLoadFile().c_str(), XMLDoc->ErrorRow(), XMLDoc->ErrorCol()); |
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| 176 | delete XMLDoc; |
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| 177 | return ErrorMessage(213,"XML File parsing error","GameWorld::load()"); |
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| 178 | } |
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| 179 | // check basic validity |
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| 180 | TiXmlElement* root = XMLDoc->RootElement(); |
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| 181 | assert( root != NULL); |
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| 182 | if( root == NULL || root->Value() == NULL || strcmp( root->Value(), "WorldDataFile")) |
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| 183 | { |
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| 184 | // report an error |
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| 185 | PRINTF(1)("Specified XML File is not an orxonox world data file (WorldDataFile element missing)\n"); |
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| 186 | delete XMLDoc; |
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| 187 | return ErrorMessage(213,"Path not a WorldDataFile","GameWorld::load()"); |
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| 188 | } |
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| 189 | /* the whole loading process for the GameWorld */ |
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| 190 | this->dataTank->loadData(root); |
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| 191 | this->dataXML = (TiXmlElement*)root->Clone(); |
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| 192 | |
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| 193 | //remove this after finished testing !!!! |
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| 194 | //Object* obj= new Object(); |
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| 195 | //obj->setName("Obj"); |
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| 196 | //Account* a = new Account(); |
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| 197 | //a->setName("a"); |
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| 198 | //Account *b = new Account(30); |
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| 199 | //b->setName("b"); |
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| 200 | |
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| 201 | |
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| 202 | LoadParamXML(root, "ScriptManager", &this->scriptManager, ScriptManager, loadParams); |
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| 203 | |
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| 204 | delete XMLDoc; |
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| 205 | this->releaseLoadScreen(); |
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| 206 | |
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| 207 | return ErrorMessage(); |
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| 208 | } |
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| 209 | |
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| 210 | |
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| 211 | /** |
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| 212 | * unload the data of this GameWorld |
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| 213 | */ |
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| 214 | ErrorMessage GameWorld::unloadData() |
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| 215 | { |
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| 216 | |
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| 217 | PRINTF(3)("GameWorld::~GameWorld() - unloading the current GameWorld\n"); |
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| 218 | this->scriptManager.flush(); |
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| 219 | |
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| 220 | delete this->shell; |
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| 221 | |
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| 222 | this->dataTank->unloadData(); |
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| 223 | |
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| 224 | this->shell = NULL; |
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| 225 | delete AnimationPlayer::getInstance(); |
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| 226 | delete PhysicsEngine::getInstance(); |
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| 227 | delete CoRe::CREngine::getInstance(); |
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| 228 | |
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| 229 | State::setCurrentStoryEntity(NULL); |
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| 230 | if (this->dataXML) |
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| 231 | delete this->dataXML; |
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| 232 | |
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| 233 | return ErrorMessage(); |
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| 234 | } |
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| 235 | |
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| 236 | |
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| 237 | void GameWorld::setSoundtrack(const std::string& soundTrack) |
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| 238 | { |
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| 239 | if (this->dataTank != NULL) |
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| 240 | { |
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| 241 | this->dataTank->setSoundTrack(soundTrack); |
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| 242 | this->dataTank->music->play(); |
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| 243 | } |
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| 244 | } |
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| 245 | |
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| 246 | |
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| 247 | /** |
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| 248 | * starts the GameWorld |
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| 249 | */ |
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| 250 | bool GameWorld::start() |
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| 251 | { |
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| 252 | this->bPaused = false; |
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| 253 | this->bRunning = true; |
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| 254 | State::setScriptManager(&this->scriptManager); //make sure we have the right script manager |
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| 255 | this->run(); |
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| 256 | |
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| 257 | return true; |
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| 258 | } |
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| 259 | |
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| 260 | |
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| 261 | /** |
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| 262 | * stops the world. |
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| 263 | */ |
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| 264 | bool GameWorld::stop() |
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| 265 | { |
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| 266 | PRINTF(3)("GameWorld::stop() - got stop signal\n"); |
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| 267 | State::setScriptManager(NULL); |
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| 268 | return (this->bRunning = false); |
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| 269 | } |
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| 270 | |
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| 271 | |
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| 272 | /** |
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| 273 | * pauses the game |
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| 274 | */ |
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| 275 | bool GameWorld::pause() |
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| 276 | { |
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| 277 | return (this->bPaused = true); |
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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 | * ends the pause Phase |
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| 283 | */ |
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| 284 | bool GameWorld::resume() |
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| 285 | { |
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| 286 | return(this->bPaused = false); |
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| 287 | } |
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| 288 | |
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| 289 | |
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| 290 | /** |
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| 291 | * main loop of the world: executing all world relevant function |
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| 292 | * |
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| 293 | * in this loop we synchronize (if networked), handle input events, give the heart-beat to |
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| 294 | * all other member-entities of the world (tick to player, enemies etc.), checking for |
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| 295 | * collisions drawing everything to the screen. |
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| 296 | */ |
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| 297 | void GameWorld::run() |
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| 298 | { |
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| 299 | PRINTF(3)("GameWorld::mainLoop() - Entering main loop\n"); |
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| 300 | |
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| 301 | // initialize Timing |
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| 302 | this->cycle = 0; |
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| 303 | for (unsigned int i = 0; i < TICK_SMOOTH_VALUE; i++) |
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| 304 | this->frameTimes[i] = 0.01f; |
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| 305 | this->dtS = 0.0f; |
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| 306 | this->lastFrame = Timer::getNow(); |
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| 307 | |
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| 308 | if (this->dataTank->music != NULL) |
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| 309 | this->dataTank->music->play(); |
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| 310 | |
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| 311 | PNode::getNullParent()->updateNode(0.01); |
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| 312 | PNode::getNullParent()->updateNode(0.01); |
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| 313 | |
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| 314 | bool bNoDraw = true; |
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| 315 | |
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| 316 | while( this->bRunning) /* @todo implement pause */ |
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| 317 | { |
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| 318 | /* process intput */ |
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| 319 | this->handleInput (); |
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| 320 | if( !this->bRunning) |
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| 321 | break; |
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| 322 | |
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| 323 | /* network synchronisation */ |
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| 324 | this->synchronize (); |
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| 325 | /* process time */ |
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| 326 | this->tick (); |
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| 327 | |
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| 328 | |
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| 329 | /* update the state */ |
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| 330 | //this->update (); /// LESS REDUNDANCY. |
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| 331 | // PNode::getNullParent()->updateNode(this->dtS); |
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| 332 | PNode::getNullParent()->updateNode(this->dtS); |
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| 333 | |
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| 334 | /* collision detection */ |
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| 335 | this->collisionDetection (); |
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| 336 | /* collision reaction */ |
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| 337 | this->collisionReaction (); |
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| 338 | |
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| 339 | /* check the game rules */ |
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| 340 | this->checkGameRules(); |
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| 341 | |
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| 342 | /* update the state */ |
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| 343 | this->update (); |
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| 344 | /* draw everything */ |
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| 345 | if( bNoDraw) |
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| 346 | this->display (); |
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| 347 | |
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| 348 | bNoDraw= !bNoDraw; |
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| 349 | } |
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| 350 | |
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| 351 | PRINTF(4)("GameWorld::mainLoop() - Exiting the main loop\n"); |
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| 352 | } |
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| 353 | |
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| 354 | |
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| 355 | void GameWorld::setPlaymode(Playable::Playmode playmode) |
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| 356 | { |
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| 357 | if (this->dataTank->localPlayer && |
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| 358 | this->dataTank->localPlayer->getPlayable() && |
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| 359 | this->dataTank->localPlayer->getPlayable()->setPlaymode(playmode)) |
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| 360 | { |
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| 361 | PRINTF(0)("Set Playmode to %d:%s\n", playmode, Playable::playmodeToString(playmode).c_str()); |
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| 362 | } |
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| 363 | else |
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| 364 | { |
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| 365 | PRINTF(0)("Unable to set Playmode %d:'%s'\n", playmode, Playable::playmodeToString(playmode).c_str()); |
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| 366 | } |
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| 367 | } |
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| 368 | |
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| 369 | void GameWorld::setPlaymode(const std::string& playmode) |
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| 370 | { |
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| 371 | this->setPlaymode(Playable::stringToPlaymode(playmode)); |
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| 372 | } |
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| 373 | |
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| 374 | /** |
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| 375 | * synchronize local data with remote data |
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| 376 | */ |
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| 377 | void GameWorld::synchronize () |
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| 378 | {} |
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| 379 | |
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| 380 | |
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| 381 | /** |
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| 382 | * run all input processing |
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| 383 | |
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| 384 | the command node is the central input event dispatcher. the node uses the even-queue from |
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| 385 | sdl and has its own event-passing-queue. |
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| 386 | */ |
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| 387 | void GameWorld::handleInput () |
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| 388 | { |
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| 389 | EventHandler::getInstance()->process(); |
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| 390 | } |
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| 391 | |
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| 392 | |
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| 393 | /** |
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| 394 | * @brief ticks a WorldEntity list |
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| 395 | * @param entityList list of the WorldEntities |
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| 396 | * @param dt time passed since last frame |
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| 397 | */ |
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| 398 | void GameWorld::tick(ObjectManager::EntityList entityList, float dt) |
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| 399 | { |
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| 400 | ObjectManager::EntityList::iterator entity, next; |
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| 401 | next = entityList.begin(); |
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| 402 | while (next != entityList.end()) |
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| 403 | { |
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| 404 | entity = next++; |
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| 405 | (*entity)->tick(dt); |
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| 406 | } |
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| 407 | } |
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| 408 | |
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| 409 | |
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| 410 | /** |
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| 411 | * advance the timeline |
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| 412 | * |
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| 413 | * this calculates the time used to process one frame (with all input handling, drawing, etc) |
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| 414 | * the time is mesured in ms and passed to all world-entities and other classes that need |
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| 415 | * a heart-beat. |
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| 416 | */ |
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| 417 | void GameWorld::tick () |
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| 418 | { |
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| 419 | if( !this->bPaused) |
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| 420 | { |
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| 421 | // CALCULATE FRAMERATE |
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| 422 | Uint32 frameTimesIndex; |
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| 423 | Uint32 i; |
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| 424 | double currentFrame = Timer::getNow(); |
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| 425 | |
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| 426 | if (currentFrame - this->lastFrame < .01) |
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| 427 | { |
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| 428 | SDL_Delay((int)(1000.0 * (0.01 - (currentFrame - lastFrame)))); |
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| 429 | currentFrame = Timer::getNow(); |
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| 430 | } |
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| 431 | |
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| 432 | |
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| 433 | frameTimesIndex = this->cycle % TICK_SMOOTH_VALUE; |
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| 434 | this->frameTimes[frameTimesIndex] = currentFrame - this->lastFrame; |
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| 435 | this->lastFrame = currentFrame; |
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| 436 | ++this->cycle; |
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| 437 | this->dtS = 0.0; |
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| 438 | for (i = 0; i < TICK_SMOOTH_VALUE; i++) |
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| 439 | this->dtS += this->frameTimes[i]; |
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| 440 | this->dtS = this->dtS / TICK_SMOOTH_VALUE * speed; |
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| 441 | |
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| 442 | // TICK everything |
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| 443 | for (i = 0; i < this->dataTank->tickLists.size(); ++i) |
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| 444 | this->tick(this->dataTank->objectManager->getEntityList(this->dataTank->tickLists[i]), this->dtS); |
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| 445 | |
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| 446 | /* update tick the rest */ |
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| 447 | this->dataTank->localCamera->tick(this->dtS); |
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| 448 | AnimationPlayer::getInstance()->tick(this->dtS); |
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| 449 | PhysicsEngine::getInstance()->tick(this->dtS); |
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| 450 | |
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| 451 | GraphicsEngine::getInstance()->tick(this->dtS); |
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| 452 | AtmosphericEngine::getInstance()->tick(this->dtS); |
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| 453 | |
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| 454 | if( likely(this->dataTank->gameRule != NULL)) |
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| 455 | this->dataTank->gameRule->tick(this->dtS); |
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| 456 | |
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| 457 | } |
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| 458 | } |
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| 459 | |
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| 460 | |
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| 461 | /** |
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| 462 | * this function gives the world a consistant state |
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| 463 | * |
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| 464 | * after ticking (updating the world state) this will give a constistant |
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| 465 | * state to the whole system. |
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| 466 | */ |
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| 467 | void GameWorld::update() |
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| 468 | { |
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| 469 | PNode::getNullParent()->updateNode (this->dtS); |
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| 470 | OrxSound::SoundEngine::getInstance()->update(); |
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| 471 | |
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| 472 | this->applyCameraSettings(); |
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| 473 | GraphicsEngine::getInstance()->update(this->dtS); |
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| 474 | } |
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| 475 | |
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| 476 | |
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| 477 | /** |
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| 478 | * kicks the CDEngine to detect the collisions between the object groups in the world |
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| 479 | */ |
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| 480 | void GameWorld::collisionDetection() |
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| 481 | { |
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| 482 | // object-object collision detection |
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| 483 | CDEngine::getInstance()->checkCollisions(this->dataTank->objectManager->getEntityList(OM_GROUP_00), |
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| 484 | this->dataTank->objectManager->getEntityList(OM_GROUP_01_PROJ)); |
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| 485 | CDEngine::getInstance()->checkCollisions(this->dataTank->objectManager->getEntityList(OM_GROUP_01), |
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| 486 | this->dataTank->objectManager->getEntityList(OM_GROUP_00_PROJ)); |
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| 487 | CDEngine::getInstance()->checkCollisions(this->dataTank->objectManager->getEntityList(OM_GROUP_01), |
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| 488 | this->dataTank->objectManager->getEntityList(OM_GROUP_00)); |
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| 489 | |
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| 490 | CDEngine::getInstance()->checkCollisions(this->dataTank->objectManager->getEntityList(OM_GROUP_01), |
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| 491 | this->dataTank->objectManager->getEntityList(OM_GROUP_02)); |
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| 492 | CDEngine::getInstance()->checkCollisions(this->dataTank->objectManager->getEntityList(OM_GROUP_02), |
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| 493 | this->dataTank->objectManager->getEntityList(OM_GROUP_01_PROJ)); |
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| 494 | |
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| 495 | |
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| 496 | CDEngine::getInstance()->checkCollisions(this->dataTank->objectManager->getEntityList(OM_GROUP_00), |
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| 497 | this->dataTank->objectManager->getEntityList(OM_COMMON)); |
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| 498 | CDEngine::getInstance()->checkCollisions(this->dataTank->objectManager->getEntityList(OM_GROUP_01), |
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| 499 | this->dataTank->objectManager->getEntityList(OM_COMMON)); |
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| 500 | |
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| 501 | // ground collision detection: BSP Model |
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| 502 | CDEngine::getInstance()->checkCollisionGround(this->dataTank->objectManager->getEntityList(OM_GROUP_00)); |
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| 503 | CDEngine::getInstance()->checkCollisionGround(this->dataTank->objectManager->getEntityList(OM_GROUP_01)); |
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| 504 | } |
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| 505 | |
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| 506 | |
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| 507 | void GameWorld::collisionReaction() |
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| 508 | { |
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| 509 | CoRe::CREngine::getInstance()->handleCollisions(); |
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| 510 | } |
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| 511 | |
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| 512 | |
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| 513 | /** |
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| 514 | * check the game rules: winning conditions, etc. |
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| 515 | * |
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| 516 | */ |
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| 517 | void GameWorld::checkGameRules() |
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| 518 | { |
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| 519 | if( this->gameRules) |
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| 520 | this->gameRules->tick(this->dtS); |
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| 521 | } |
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| 522 | |
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| 523 | |
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| 524 | /** |
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| 525 | * render the current frame |
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| 526 | * |
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| 527 | * clear all buffers and draw the world |
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| 528 | */ |
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| 529 | void GameWorld::display () |
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| 530 | { |
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| 531 | |
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| 532 | // if this server is a dedicated server the game workd does not need to be drawn |
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| 533 | if( !GraphicsEngine::getInstance()->isDedicated()) |
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| 534 | { |
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| 535 | // render the reflection texture |
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| 536 | this->renderPassReflection(); |
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| 537 | // redner the refraction texture |
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| 538 | this->renderPassRefraction(); |
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| 539 | } |
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| 540 | // render all |
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| 541 | this->renderPassAll(); |
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| 542 | |
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| 543 | // flip buffers |
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| 544 | GraphicsEngine::swapBuffers(); |
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| 545 | } |
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| 546 | |
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| 547 | |
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| 548 | /** |
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| 549 | * @brief draws all entities in the list drawList |
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| 550 | * @param drawList the List of entities to draw. |
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| 551 | */ |
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| 552 | void GameWorld::drawEntityList(const ObjectManager::EntityList& drawList) const |
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| 553 | { |
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| 554 | ObjectManager::EntityList::const_iterator entity; |
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| 555 | for (entity = drawList.begin(); entity != drawList.end(); entity++) |
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| 556 | { |
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| 557 | if ((*entity)->isVisible()) |
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| 558 | (*entity)->draw(); |
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| 559 | |
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| 560 | if( unlikely( this->showMPV)) |
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| 561 | (*entity)->debugDrawMountPoints(); |
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| 562 | } |
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| 563 | } |
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| 564 | |
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| 565 | |
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| 566 | void GameWorld::applyCameraSettings() |
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| 567 | { |
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| 568 | this->dataTank->localCamera->apply (); |
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| 569 | this->dataTank->localCamera->project (); |
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| 570 | GraphicsEngine::storeMatrices(); |
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| 571 | } |
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| 572 | |
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| 573 | |
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| 574 | |
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| 575 | /** |
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| 576 | * reflection rendering for water surfaces |
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| 577 | */ |
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| 578 | void GameWorld::renderPassReflection() |
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| 579 | { |
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| 580 | // clear buffer |
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| 581 | glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); |
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| 582 | // glLoadIdentity(); |
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| 583 | |
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| 584 | MappedWater* mw; |
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| 585 | |
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| 586 | for (ObjectList<MappedWater>::const_iterator it = MappedWater::objectList().begin(); |
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| 587 | it != MappedWater::objectList().end(); |
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| 588 | ++it) |
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| 589 | { |
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| 590 | mw = (*it); |
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| 591 | |
|---|
| 592 | //camera and light |
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| 593 | //this->dataTank->localCamera->apply (); |
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| 594 | //this->dataTank->localCamera->project (); |
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| 595 | |
|---|
| 596 | LightManager::getInstance()->draw(); |
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| 597 | |
|---|
| 598 | |
|---|
| 599 | // prepare for reflection rendering |
|---|
| 600 | mw->activateReflection(); |
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| 601 | |
|---|
| 602 | // draw everything to be included in the reflection |
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| 603 | this->drawEntityList(State::getObjectManager()->getReflectionList()); |
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| 604 | // for (unsigned int i = 0; i < this->dataTank->drawLists.size(); ++i) |
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| 605 | // this->drawEntityList(State::getObjectManager()->getEntityList(this->dataTank->drawLists[i])); |
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| 606 | |
|---|
| 607 | // clean up from reflection rendering |
|---|
| 608 | mw->deactivateReflection(); |
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| 609 | } |
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| 610 | |
|---|
| 611 | } |
|---|
| 612 | |
|---|
| 613 | |
|---|
| 614 | /** |
|---|
| 615 | * refraction rendering for water surfaces |
|---|
| 616 | */ |
|---|
| 617 | void GameWorld::renderPassRefraction() |
|---|
| 618 | { |
|---|
| 619 | // clear buffer |
|---|
| 620 | glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); |
|---|
| 621 | //glLoadIdentity(); |
|---|
| 622 | |
|---|
| 623 | MappedWater* mw; |
|---|
| 624 | |
|---|
| 625 | for (ObjectList<MappedWater>::const_iterator it = MappedWater::objectList().begin(); |
|---|
| 626 | it != MappedWater::objectList().end(); |
|---|
| 627 | ++it) |
|---|
| 628 | { |
|---|
| 629 | mw = dynamic_cast<MappedWater*>(*it); |
|---|
| 630 | |
|---|
| 631 | //camera and light |
|---|
| 632 | //this->dataTank->localCamera->apply (); |
|---|
| 633 | //this->dataTank->localCamera->project (); |
|---|
| 634 | // prepare for reflection rendering |
|---|
| 635 | mw->activateRefraction(); |
|---|
| 636 | |
|---|
| 637 | |
|---|
| 638 | LightManager::getInstance()->draw(); |
|---|
| 639 | // draw everything to be included in the reflection |
|---|
| 640 | this->drawEntityList(State::getObjectManager()->getReflectionList()); |
|---|
| 641 | // for (unsigned int i = 0; i < this->dataTank->drawLists.size(); ++i) |
|---|
| 642 | // this->drawEntityList(State::getObjectManager()->getEntityList(this->dataTank->drawLists[i])); |
|---|
| 643 | |
|---|
| 644 | // clean up from reflection rendering |
|---|
| 645 | mw->deactivateRefraction(); |
|---|
| 646 | } |
|---|
| 647 | } |
|---|
| 648 | |
|---|
| 649 | |
|---|
| 650 | /** |
|---|
| 651 | * this render pass renders the whole wolrd |
|---|
| 652 | */ |
|---|
| 653 | void GameWorld::renderPassAll() |
|---|
| 654 | { |
|---|
| 655 | // clear buffer |
|---|
| 656 | glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); |
|---|
| 657 | GraphicsEngine* engine = GraphicsEngine::getInstance(); |
|---|
| 658 | |
|---|
| 659 | |
|---|
| 660 | // glEnable(GL_DEPTH_TEST); |
|---|
| 661 | // glEnable(GL_LIGHTING); |
|---|
| 662 | |
|---|
| 663 | // set Lighting |
|---|
| 664 | LightManager::getInstance()->draw(); |
|---|
| 665 | |
|---|
| 666 | // only render the world if its not dedicated mode |
|---|
| 667 | if( !GraphicsEngine::getInstance()->isDedicated()) |
|---|
| 668 | { |
|---|
| 669 | /* Draw the BackGround */ |
|---|
| 670 | this->drawEntityList(State::getObjectManager()->getEntityList(OM_BACKGROUND)); |
|---|
| 671 | engine->drawBackgroundElements(); |
|---|
| 672 | |
|---|
| 673 | /* draw all WorldEntiy groups */ |
|---|
| 674 | for (unsigned int i = 0; i < this->dataTank->drawLists.size(); ++i) |
|---|
| 675 | this->drawEntityList(State::getObjectManager()->getEntityList(this->dataTank->drawLists[i])); |
|---|
| 676 | |
|---|
| 677 | AtmosphericEngine::getInstance()->draw(); |
|---|
| 678 | |
|---|
| 679 | if( unlikely( this->showBV)) |
|---|
| 680 | { |
|---|
| 681 | CDEngine* engine = CDEngine::getInstance(); |
|---|
| 682 | for (unsigned int i = 0; i < this->dataTank->drawLists.size(); ++i) |
|---|
| 683 | engine->drawBV(State::getObjectManager()->getEntityList(this->dataTank->drawLists[i]), this->showBVLevel); |
|---|
| 684 | } |
|---|
| 685 | |
|---|
| 686 | |
|---|
| 687 | if( unlikely(this->showPNodes)) |
|---|
| 688 | PNode::getNullParent()->debugDraw(0); |
|---|
| 689 | |
|---|
| 690 | // draw the game ruls |
|---|
| 691 | if( likely(this->dataTank->gameRule != NULL)) |
|---|
| 692 | this->dataTank->gameRule->draw(); |
|---|
| 693 | } |
|---|
| 694 | |
|---|
| 695 | engine->draw(); |
|---|
| 696 | } |
|---|
| 697 | |
|---|
| 698 | |
|---|
| 699 | /** |
|---|
| 700 | * shows the loading screen |
|---|
| 701 | */ |
|---|
| 702 | void GameWorld::displayLoadScreen () |
|---|
| 703 | { |
|---|
| 704 | PRINTF(3)("GameWorld::displayLoadScreen - start\n"); |
|---|
| 705 | this->dataTank->glmis = new GLMenuImageScreen(); |
|---|
| 706 | this->dataTank->glmis->setMaximum(8); |
|---|
| 707 | PRINTF(3)("GameWorld::displayLoadScreen - end\n"); |
|---|
| 708 | } |
|---|
| 709 | |
|---|
| 710 | |
|---|
| 711 | /** |
|---|
| 712 | * removes the loadscreen, and changes over to the game |
|---|
| 713 | */ |
|---|
| 714 | void GameWorld::releaseLoadScreen() |
|---|
| 715 | { |
|---|
| 716 | PRINTF(3)("GameWorld::releaseLoadScreen - start\n"); |
|---|
| 717 | this->dataTank->glmis->setValue(this->dataTank->glmis->getMaximum()); |
|---|
| 718 | PRINTF(3)("GameWorld::releaseLoadScreen - end\n"); |
|---|
| 719 | } |
|---|
| 720 | |
|---|
| 721 | |
|---|
| 722 | |
|---|
| 723 | /** |
|---|
| 724 | * @brief toggles the PNode visibility in the world (drawn as boxes) |
|---|
| 725 | */ |
|---|
| 726 | void GameWorld::togglePNodeVisibility() |
|---|
| 727 | { |
|---|
| 728 | this->showPNodes = !this->showPNodes; |
|---|
| 729 | }; |
|---|
| 730 | |
|---|
| 731 | |
|---|
| 732 | /** |
|---|
| 733 | * @brief toggles the bounding volume (BV) visibility |
|---|
| 734 | */ |
|---|
| 735 | void GameWorld::toggleBVVisibility(int level) |
|---|
| 736 | { |
|---|
| 737 | if( level < 1) |
|---|
| 738 | this->showBV = false; |
|---|
| 739 | else |
|---|
| 740 | { |
|---|
| 741 | this->showBV = true; |
|---|
| 742 | this->showBVLevel = level; |
|---|
| 743 | } |
|---|
| 744 | |
|---|
| 745 | }; |
|---|
| 746 | |
|---|