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source: orxonox.OLD/branches/proxy/src/story_entities/game_world.cc @ 9366

Last change on this file since 9366 was 9235, checked in by bensch, 18 years ago

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1/*
2   orxonox - the future of 3D-vertical-scrollers
3
4   Copyright (C) 2004 orx
5
6   This program is free software; you can redistribute it and/or modify
7   it under the terms of the GNU General Public License as published by
8   the Free Software Foundation; either version 2, or (at your option)
9   any later version.
10
11   ### File Specific:
12   main-programmer: Patrick Boenzli
13   co-programmer: Christian Meyer
14   co-programmer: Benjamin Grauer
15*/
16
17#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WORLD
18
19#include "game_world.h"
20#include "game_world_data.h"
21
22#include "util/loading/resource_manager.h"
23#include "state.h"
24#include "class_list.h"
25
26#include "util/loading/game_loader.h"
27#include "util/timer.h"
28
29#include "player.h"
30#include "camera.h"
31#include "environment.h"
32#include "terrain.h"
33#include "test_entity.h"
34#include "terrain.h"
35#include "playable.h"
36#include "environments/mapped_water.h"
37
38#include "light.h"
39
40#include "util/loading/factory.h"
41#include "util/loading/load_param.h"
42#include "fast_factory.h"
43#include "shell_command.h"
44
45#include "graphics_engine.h"
46#include "effects/atmospheric_engine.h"
47#include "event_handler.h"
48#include "sound_engine.h"
49#include "cd_engine.h"
50#include "network_manager.h"
51#include "physics_engine.h"
52#include "fields.h"
53
54#include "glmenu_imagescreen.h"
55#include "shell.h"
56
57#include "ogg_player.h"
58#include "shader.h"
59
60#include "animation_player.h"
61
62#include "game_rules.h"
63
64#include "script_class.h"
65CREATE_SCRIPTABLE_CLASS(GameWorld, CL_GAME_WORLD,
66                        addMethod("setPlaymode", ExecutorLua1<GameWorld,const std::string&>(&GameWorld::setPlaymode))
67                        ->addMethod("setSoundtrack", ExecutorLua1<GameWorld, const std::string&>(&GameWorld::setSoundtrack))
68                       );
69
70SHELL_COMMAND(speed, GameWorld, setSpeed) ->describe("set the Speed of the Level");
71SHELL_COMMAND(playmode, GameWorld, setPlaymode)
72->describe("Set the Playmode of the current Level")
73->completionPlugin(0, OrxShell::CompletorStringArray(Playable::playmodeNames, Playable::PlaymodeCount));
74
75SHELL_COMMAND(togglePNodeVisibility, GameWorld, togglePNodeVisibility);
76SHELL_COMMAND(showBVLevel, GameWorld, toggleBVVisibility);
77
78
79
80GameWorld::GameWorld()
81    : StoryEntity()
82{
83  this->setClassID(CL_GAME_WORLD, "GameWorld");
84  this->setName("Preloaded World - no name yet");
85
86  this->gameTime = 0.0f;
87  this->setSpeed(1.0f);
88  this->shell = NULL;
89
90  this->showPNodes = false;
91  this->showBV = false;
92  this->showBVLevel = 3;
93
94  this->dataXML = NULL;
95  this->gameRules = NULL;
96}
97
98/**
99 *  remove the GameWorld from memory
100 *
101 *  delete everything explicitly, that isn't contained in the parenting tree!
102 *  things contained in the tree are deleted automaticaly
103 */
104GameWorld::~GameWorld ()
105{
106  PRINTF(4)("Deleted GameWorld\n");
107
108}
109
110
111
112/**
113 * loads the parameters of a GameWorld from an XML-element
114 * @param root the XML-element to load from
115 */
116void GameWorld::loadParams(const TiXmlElement* root)
117{
118  StoryEntity::loadParams(root);
119
120  PRINTF(4)("Loaded GameWorld specific stuff\n");
121}
122
123
124/**
125 * this is executed just before load
126 *
127 * since the load function sometimes needs data, that has been initialized
128 * before the load and after the proceeding storyentity has finished
129*/
130ErrorMessage GameWorld::init()
131{
132  /* init the world interface */
133  this->shell = new OrxShell::Shell();
134
135  State::setCurrentStoryEntity(dynamic_cast<StoryEntity*>(this));
136  this->dataTank->init();
137
138  /* initialize some engines and graphical elements */
139  AnimationPlayer::getInstance();
140  PhysicsEngine::getInstance();
141  CREngine::getInstance();
142
143  State::setScriptManager(&this->scriptManager);
144
145  return ErrorMessage();
146}
147
148/**
149 *  loads the GameWorld by initializing all resources, and set their default values.
150 */
151ErrorMessage GameWorld::loadData()
152{
153  this->displayLoadScreen();  State::setScriptManager(&this->scriptManager);
154
155
156  PRINTF(0)("Loading the GameWorld\n");
157
158  PRINTF(3)("> Loading world: '%s'\n", getLoadFile().c_str());
159  //  TiXmlElement* element;
160  //  GameLoader* loader = GameLoader::getInstance();
161
162  if( getLoadFile().empty())
163  {
164    PRINTF(1)("GameWorld has no path specified for loading\n");
165    return (ErrorMessage(213,"Path not specified","GameWorld::load()"));
166  }
167
168  TiXmlDocument* XMLDoc = new TiXmlDocument( getLoadFile());
169  // load the xml world file for further loading
170  if( !XMLDoc->LoadFile())
171  {
172    PRINTF(1)("loading XML File: %s @ %s:l%d:c%d\n", XMLDoc->ErrorDesc(), this->getLoadFile().c_str(), XMLDoc->ErrorRow(), XMLDoc->ErrorCol());
173    delete XMLDoc;
174    return ErrorMessage(213,"XML File parsing error","GameWorld::load()");
175  }
176  // check basic validity
177  TiXmlElement* root = XMLDoc->RootElement();
178  assert( root != NULL);
179  if( root == NULL || root->Value() == NULL || strcmp( root->Value(), "WorldDataFile"))
180  {
181    // report an error
182    PRINTF(1)("Specified XML File is not an orxonox world data file (WorldDataFile element missing)\n");
183    delete XMLDoc;
184    return ErrorMessage(213,"Path not a WorldDataFile","GameWorld::load()");
185  }
186  /* the whole loading process for the GameWorld */
187  this->dataTank->loadData(root);
188  this->dataXML = (TiXmlElement*)root->Clone();
189
190  //remove this after finished testing !!!!
191  //Object* obj= new Object();
192  //obj->setName("Obj");
193  //Account* a = new Account();
194  //a->setName("a");
195  //Account *b = new Account(30);
196  //b->setName("b");
197
198
199  LoadParamXML(root, "ScriptManager", &this->scriptManager, ScriptManager, loadParams);
200
201  delete XMLDoc;
202  this->releaseLoadScreen();
203
204  return ErrorMessage();
205}
206
207
208/**
209 *  unload the data of this GameWorld
210 */
211ErrorMessage GameWorld::unloadData()
212{
213
214  PRINTF(3)("GameWorld::~GameWorld() - unloading the current GameWorld\n");
215  this->scriptManager.flush();
216
217  delete this->shell;
218
219  this->dataTank->unloadData();
220
221  this->shell = NULL;
222  delete AnimationPlayer::getInstance();
223  delete PhysicsEngine::getInstance();
224  delete CREngine::getInstance();
225
226  State::setCurrentStoryEntity(NULL);
227  if (this->dataXML)
228    delete this->dataXML;
229
230  return ErrorMessage();
231}
232
233
234void GameWorld::setSoundtrack(const std::string& soundTrack)
235{
236  if (this->dataTank != NULL)
237  {
238    this->dataTank->setSoundTrack(soundTrack);
239    this->dataTank->music->play();
240  }
241}
242
243
244/**
245 *  starts the GameWorld
246 */
247bool GameWorld::start()
248{
249  this->bPaused = false;
250  this->bRunning = true;
251  State::setScriptManager(&this->scriptManager); //make sure we have the right script manager
252  this->run();
253
254  return true;
255}
256
257
258/**
259 *  stops the world.
260 */
261bool GameWorld::stop()
262{
263  PRINTF(3)("GameWorld::stop() - got stop signal\n");
264  State::setScriptManager(NULL);
265  return (this->bRunning = false);
266}
267
268
269/**
270 *  pauses the game
271 */
272bool GameWorld::pause()
273{
274  return (this->bPaused = true);
275}
276
277
278/**
279 *  ends the pause Phase
280 */
281bool GameWorld::resume()
282{
283  return(this->bPaused = false);
284}
285
286
287/**
288 *  main loop of the world: executing all world relevant function
289 *
290 * in this loop we synchronize (if networked), handle input events, give the heart-beat to
291 * all other member-entities of the world (tick to player, enemies etc.), checking for
292 * collisions drawing everything to the screen.
293 */
294void GameWorld::run()
295{
296  PRINTF(3)("GameWorld::mainLoop() - Entering main loop\n");
297
298  // initialize Timing
299  this->cycle = 0;
300  for (unsigned int i = 0; i < TICK_SMOOTH_VALUE; i++)
301    this->frameTimes[i] = 0.01f;
302  this->dtS = 0.0f;
303  this->lastFrame = Timer::getNow();
304
305  if (this->dataTank->music != NULL)
306    this->dataTank->music->play();
307
308  while( this->bRunning) /* @todo implement pause */
309  {
310    /* process intput */
311    this->handleInput ();
312    if( !this->bRunning)
313      break;
314
315    /* network synchronisation */
316    this->synchronize ();
317    /* process time */
318    this->tick ();
319
320
321    /* update the state */
322    //this->update (); /// LESS REDUNDANCY.
323    //      PNode::getNullParent()->updateNode(this->dtS);
324    PNode::getNullParent()->updateNode(this->dtS);
325
326    /* collision detection */
327    this->collisionDetection ();
328    /* collision reaction */
329    this->collisionReaction ();
330
331    /* check the game rules */
332    this->checkGameRules();
333
334    /* update the state */
335    this->update ();
336    /* draw everything */
337    this->display ();
338
339  }
340
341  PRINTF(0)("GameWorld::mainLoop() - Exiting the main loop\n");
342}
343
344
345void GameWorld::setPlaymode(Playable::Playmode playmode)
346{
347  if (this->dataTank->localPlayer &&
348      this->dataTank->localPlayer->getPlayable() &&
349      this->dataTank->localPlayer->getPlayable()->setPlaymode(playmode))
350  {
351    PRINTF(4)("Set Playmode to %d:%s\n", playmode, Playable::playmodeToString(playmode).c_str());
352  }
353  else
354  {
355    PRINTF(2)("Unable to set Playmode %d:'%s'\n", playmode, Playable::playmodeToString(playmode).c_str());
356  }
357}
358
359void GameWorld::setPlaymode(const std::string& playmode)
360{
361  this->setPlaymode(Playable::stringToPlaymode(playmode));
362}
363
364/**
365 *  synchronize local data with remote data
366*/
367void GameWorld::synchronize ()
368{}
369
370
371/**
372 *  run all input processing
373
374   the command node is the central input event dispatcher. the node uses the even-queue from
375   sdl and has its own event-passing-queue.
376*/
377void GameWorld::handleInput ()
378{
379  EventHandler::getInstance()->process();
380}
381
382
383/**
384 * @brief ticks a WorldEntity list
385 * @param entityList list of the WorldEntities
386 * @param dt time passed since last frame
387 */
388void GameWorld::tick(ObjectManager::EntityList entityList, float dt)
389{
390  ObjectManager::EntityList::iterator entity, next;
391  next = entityList.begin();
392  while (next != entityList.end())
393  {
394    entity = next++;
395    (*entity)->tick(dt);
396  }
397}
398
399
400/**
401 *  advance the timeline
402 *
403 * this calculates the time used to process one frame (with all input handling, drawing, etc)
404 * the time is mesured in ms and passed to all world-entities and other classes that need
405 * a heart-beat.
406 */
407void GameWorld::tick ()
408{
409  if( !this->bPaused)
410  {
411    // CALCULATE FRAMERATE
412    Uint32 frameTimesIndex;
413    Uint32 i;
414    double currentFrame = Timer::getNow();
415
416    frameTimesIndex = this->cycle % TICK_SMOOTH_VALUE;
417    this->frameTimes[frameTimesIndex] = currentFrame - this->lastFrame;
418    this->lastFrame = currentFrame;
419    ++this->cycle;
420    this->dtS = 0.0;
421    for (i = 0; i < TICK_SMOOTH_VALUE; i++)
422      this->dtS += this->frameTimes[i];
423    this->dtS = this->dtS / TICK_SMOOTH_VALUE * speed;
424
425    // TICK everything
426    for (i = 0; i < this->dataTank->tickLists.size(); ++i)
427      this->tick(this->dataTank->objectManager->getObjectList(this->dataTank->tickLists[i]), this->dtS);
428
429    /* update tick the rest */
430    this->dataTank->localCamera->tick(this->dtS);
431    AnimationPlayer::getInstance()->tick(this->dtS);
432    PhysicsEngine::getInstance()->tick(this->dtS);
433
434    GraphicsEngine::getInstance()->tick(this->dtS);
435    AtmosphericEngine::getInstance()->tick(this->dtS);
436
437    if( likely(this->dataTank->gameRule != NULL))
438      this->dataTank->gameRule->tick(this->dtS);
439
440  }
441}
442
443
444/**
445 *  this function gives the world a consistant state
446 *
447 * after ticking (updating the world state) this will give a constistant
448 * state to the whole system.
449 */
450void GameWorld::update()
451{
452  PNode::getNullParent()->updateNode (this->dtS);
453  OrxSound::SoundEngine::getInstance()->update();
454
455  this->applyCameraSettings();
456  GraphicsEngine::getInstance()->update(this->dtS);
457}
458
459
460/**
461 * kicks the CDEngine to detect the collisions between the object groups in the world
462 */
463void GameWorld::collisionDetection()
464{
465  // object-object collision detection
466  CDEngine::getInstance()->checkCollisions(this->dataTank->objectManager->getObjectList(OM_GROUP_00),
467      this->dataTank->objectManager->getObjectList(OM_GROUP_01_PROJ));
468  CDEngine::getInstance()->checkCollisions(this->dataTank->objectManager->getObjectList(OM_GROUP_01),
469      this->dataTank->objectManager->getObjectList(OM_GROUP_00_PROJ));
470  CDEngine::getInstance()->checkCollisions(this->dataTank->objectManager->getObjectList(OM_GROUP_01),
471    this->dataTank->objectManager->getObjectList(OM_GROUP_00));
472
473  CDEngine::getInstance()->checkCollisions(this->dataTank->objectManager->getObjectList(OM_GROUP_01),
474  this->dataTank->objectManager->getObjectList(OM_GROUP_02));
475  CDEngine::getInstance()->checkCollisions(this->dataTank->objectManager->getObjectList(OM_GROUP_02),
476  this->dataTank->objectManager->getObjectList(OM_GROUP_01_PROJ));
477
478
479  CDEngine::getInstance()->checkCollisions(this->dataTank->objectManager->getObjectList(OM_GROUP_00),
480      this->dataTank->objectManager->getObjectList(OM_COMMON));
481  CDEngine::getInstance()->checkCollisions(this->dataTank->objectManager->getObjectList(OM_GROUP_01),
482      this->dataTank->objectManager->getObjectList(OM_COMMON));
483
484  // ground collision detection: BSP Model
485  CDEngine::getInstance()->checkCollisionGround(this->dataTank->objectManager->getObjectList(OM_GROUP_00));
486  CDEngine::getInstance()->checkCollisionGround(this->dataTank->objectManager->getObjectList(OM_GROUP_01));
487}
488
489
490void GameWorld::collisionReaction()
491{
492  CREngine::getInstance()->handleCollisions();
493}
494
495
496/**
497 *  check the game rules: winning conditions, etc.
498 *
499 */
500void GameWorld::checkGameRules()
501{
502  if( this->gameRules)
503    this->gameRules->tick(this->dtS);
504}
505
506
507/**
508 *  render the current frame
509 *
510 * clear all buffers and draw the world
511 */
512void GameWorld::display ()
513{
514  // render the reflection texture
515  this->renderPassReflection();
516  // redner the refraction texture
517  this->renderPassRefraction();
518  // render all
519  this->renderPassAll();
520
521  // flip buffers
522  GraphicsEngine::swapBuffers();
523}
524
525
526/**
527 * @brief draws all entities in the list drawList
528 * @param drawList the List of entities to draw.
529 */
530void GameWorld::drawEntityList(const ObjectManager::EntityList& drawList) const
531{
532  ObjectManager::EntityList::const_iterator entity;
533  for (entity = drawList.begin(); entity != drawList.end(); entity++)
534    if ((*entity)->isVisible())
535      (*entity)->draw();
536}
537
538
539void GameWorld::applyCameraSettings()
540{
541  this->dataTank->localCamera->apply ();
542  this->dataTank->localCamera->project ();
543  GraphicsEngine::storeMatrices();
544}
545
546
547
548/**
549 * reflection rendering for water surfaces
550 */
551void GameWorld::renderPassReflection()
552{
553  // clear buffer
554  glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
555  //  glLoadIdentity();
556
557  const std::list<BaseObject*>* reflectedWaters;
558  MappedWater* mw;
559
560  if( (reflectedWaters = ClassList::getList(CL_MAPPED_WATER)) != NULL)
561  {
562    std::list<BaseObject*>::const_iterator it;
563    for (it = reflectedWaters->begin(); it != reflectedWaters->end(); it++)
564    {
565      mw =  dynamic_cast<MappedWater*>(*it);
566
567      //camera and light
568      //this->dataTank->localCamera->apply ();
569      //this->dataTank->localCamera->project ();
570
571      LightManager::getInstance()->draw();
572
573
574      // prepare for reflection rendering
575      mw->activateReflection();
576
577      // draw everything to be included in the reflection
578      this->drawEntityList(State::getObjectManager()->getReflectionList());
579      //       for (unsigned int i = 0; i < this->dataTank->drawLists.size(); ++i)
580      //         this->drawEntityList(State::getObjectManager()->getObjectList(this->dataTank->drawLists[i]));
581
582      // clean up from reflection rendering
583      mw->deactivateReflection();
584    }
585  }
586
587}
588
589
590/**
591 *  refraction rendering for water surfaces
592 */
593void GameWorld::renderPassRefraction()
594{
595  // clear buffer
596  glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
597  //glLoadIdentity();
598
599  const std::list<BaseObject*>* reflectedWaters;
600  MappedWater* mw;
601
602  if( (reflectedWaters = ClassList::getList(CL_MAPPED_WATER)) != NULL)
603  {
604    std::list<BaseObject*>::const_iterator it;
605    for (it = reflectedWaters->begin(); it != reflectedWaters->end(); it++)
606    {
607      mw =  dynamic_cast<MappedWater*>(*it);
608
609      //camera and light
610      //this->dataTank->localCamera->apply ();
611      //this->dataTank->localCamera->project ();
612      // prepare for reflection rendering
613      mw->activateRefraction();
614
615
616      LightManager::getInstance()->draw();
617      // draw everything to be included in the reflection
618      this->drawEntityList(State::getObjectManager()->getReflectionList());
619      //       for (unsigned int i = 0; i < this->dataTank->drawLists.size(); ++i)
620      //         this->drawEntityList(State::getObjectManager()->getObjectList(this->dataTank->drawLists[i]));
621
622      // clean up from reflection rendering
623      mw->deactivateRefraction();
624    }
625  }
626}
627
628
629/**
630 *  this render pass renders the whole wolrd
631 */
632void GameWorld::renderPassAll()
633{
634  // clear buffer
635  glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
636  GraphicsEngine* engine = GraphicsEngine::getInstance();
637
638
639  // glEnable(GL_DEPTH_TEST);
640  // glEnable(GL_LIGHTING);
641
642  // set Lighting
643  LightManager::getInstance()->draw();
644
645  /* Draw the BackGround */
646  this->drawEntityList(State::getObjectManager()->getObjectList(OM_BACKGROUND));
647  engine->drawBackgroundElements();
648
649  /* draw all WorldEntiy groups */
650  for (unsigned int i = 0; i < this->dataTank->drawLists.size(); ++i)
651    this->drawEntityList(State::getObjectManager()->getObjectList(this->dataTank->drawLists[i]));
652
653  AtmosphericEngine::getInstance()->draw();
654
655  if( unlikely( this->showBV))
656  {
657    CDEngine* engine = CDEngine::getInstance();
658    for (unsigned int i = 0; i < this->dataTank->drawLists.size(); ++i)
659      engine->drawBV(State::getObjectManager()->getObjectList(this->dataTank->drawLists[i]), this->showBVLevel);
660  }
661
662  if( unlikely(this->showPNodes))
663    PNode::getNullParent()->debugDraw(0);
664
665  engine->draw();
666
667  // draw the game ruls
668  if( likely(this->dataTank->gameRule != NULL))
669    this->dataTank->gameRule->draw();
670}
671
672
673/**
674 *  shows the loading screen
675 */
676void GameWorld::displayLoadScreen ()
677{
678  PRINTF(3)("GameWorld::displayLoadScreen - start\n");
679  this->dataTank->glmis = new GLMenuImageScreen();
680  this->dataTank->glmis->setMaximum(8);
681  PRINTF(3)("GameWorld::displayLoadScreen - end\n");
682}
683
684
685/**
686 *  removes the loadscreen, and changes over to the game
687 */
688void GameWorld::releaseLoadScreen ()
689{
690  PRINTF(3)("GameWorld::releaseLoadScreen - start\n");
691  this->dataTank->glmis->setValue(this->dataTank->glmis->getMaximum());
692  PRINTF(3)("GameWorld::releaseLoadScreen - end\n");
693}
694
695
696
697/**
698 * @brief toggles the PNode visibility in the world (drawn as boxes)
699 */
700void GameWorld::togglePNodeVisibility()
701{
702  this->showPNodes = !this->showPNodes;
703};
704
705
706/**
707 * @brief toggles the bounding volume (BV) visibility
708*/
709void GameWorld::toggleBVVisibility(int level)
710{
711  if( level < 1)
712    this->showBV = false;
713  else
714  {
715    this->showBV = true;
716    this->showBVLevel = level;
717  }
718
719};
720
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