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source: orxonox.OLD/branches/spaceshipcontrol/src/story_entities/world.cc @ 6265

Last change on this file since 6265 was 6236, checked in by snellen, 19 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 "world.h"
20
21#include "shell_command.h"
22#include "resource_manager.h"
23#include "state.h"
24
25#include "p_node.h"
26#include "world_entity.h"
27#include "player.h"
28#include "camera.h"
29#include "environment.h"
30#include "terrain.h"
31
32#include "test_entity.h"
33#include "terrain.h"
34#include "light.h"
35#include "load_param.h"
36#include "shell.h"
37
38#include "fast_factory.h"
39#include "animation_player.h"
40#include "particle_engine.h"
41#include "graphics_engine.h"
42#include "physics_engine.h"
43#include "fields.h"
44
45#include "md2Model.h"
46
47#include "glmenu_imagescreen.h"
48#include "game_loader.h"
49
50#include "animation3d.h"
51
52#include "substring.h"
53
54#include "factory.h"
55
56#include "weapons/projectile.h"
57#include "event_handler.h"
58#include "sound_engine.h"
59#include "ogg_player.h"
60
61#include "class_list.h"
62
63#include "cd_engine.h"
64#include "npcs/npc_test1.h"
65#include "shader.h"
66
67#include "playable.h"
68#include "network_manager.h"
69#include "playable.h"
70
71
72SHELL_COMMAND(speed, World, setSpeed);
73SHELL_COMMAND(togglePNodeVisibility, World, togglePNodeVisibility);
74SHELL_COMMAND(toggleBVVisibility, World, toggleBVVisibility);
75
76using namespace std;
77
78//! This creates a Factory to fabricate a World
79CREATE_FACTORY(World, CL_WORLD);
80
81World::World(const TiXmlElement* root)
82{
83  this->constuctorInit("", -1);
84  this->path = NULL;
85
86  this->loadParams(root);
87}
88
89/**
90 *  remove the World from memory
91 *
92 *  delete everything explicitly, that isn't contained in the parenting tree!
93 *  things contained in the tree are deleted automaticaly
94 */
95World::~World ()
96{
97  delete this->shell;
98  PRINTF(3)("World::~World() - deleting current world\n");
99
100  delete this->localPlayer;
101
102  // delete all the initialized Engines.
103  FastFactory::flushAll(true);
104  delete LightManager::getInstance();
105  delete ParticleEngine::getInstance();
106  delete AnimationPlayer::getInstance();
107  delete PhysicsEngine::getInstance();
108
109  // external engines initialized by the orxonox-class get deleted
110  SoundEngine::getInstance()->flushAllBuffers();
111  SoundEngine::getInstance()->flushAllSources();
112
113  if (State::getObjectManager() == &this->objectManager)
114    State::setObjectManager(NULL);
115  // erease everything that is left.
116  delete PNode::getNullParent();
117
118  //secondary cleanup of PNodes;
119  const std::list<BaseObject*>* nodeList = ClassList::getList(CL_PARENT_NODE);
120  if (nodeList != NULL)
121    while (!nodeList->empty())
122      delete nodeList->front();
123
124  Shader::suspendShader();
125
126  // unload the resources !!
127  ResourceManager::getInstance()->unloadAllByPriority(RP_LEVEL);
128}
129
130/**
131 * initializes the world.
132 * @param name the name of the world
133 * @param worldID the ID of this world
134 *
135 * set all stuff here that is world generic and does not use to much memory
136 * because the real init() function StoryEntity::init() will be called
137 * shortly before start of the game.
138 * since all worlds are initiated/referenced before they will be started.
139 * NO LEVEL LOADING HERE - NEVER!
140*/
141void World::constuctorInit(const char* name, int worldID)
142{
143  this->setClassID(CL_WORLD, "World");
144
145  this->setName(name);
146  this->gameTime = 0.0f;
147  this->setSpeed(1.0);
148  this->music = NULL;
149  this->shell = NULL;
150  this->localPlayer = NULL;
151  this->localCamera = NULL;
152
153  this->showPNodes = false;
154  this->showBV = false;
155}
156
157/**
158 * loads the parameters of a World from an XML-element
159 * @param root the XML-element to load from
160 */
161void World::loadParams(const TiXmlElement* root)
162{
163  PRINTF(4)("Creating a World\n");
164
165  LoadParam(root, "identifier", this, World, setStoryID)
166    .describe("Sets the StoryID of this world");
167
168  LoadParam(root, "nextid", this, World, setNextStoryID)
169    .describe("Sets the ID of the next world");
170
171  LoadParam(root, "path", this, World, setPath)
172    .describe("The Filename of this World (relative from the data-dir)");
173}
174
175/**
176 * this is executed just before load
177 *
178 * since the load function sometimes needs data, that has been initialized
179 * before the load and after the proceeding storyentity has finished
180*/
181ErrorMessage World::preLoad()
182{
183  State::setObjectManager(&this->objectManager);
184  this->cycle = 0;
185
186  /* init the world interface */
187  this->shell = new Shell();
188
189  LightManager::getInstance();
190  PNode::getNullParent();
191
192  AnimationPlayer::getInstance(); // initializes the animationPlayer
193  ParticleEngine::getInstance();
194  PhysicsEngine::getInstance();
195
196  this->localCamera = new Camera();
197  this->localCamera->setName ("World-Camera");
198
199  State::setCamera(this->localCamera, this->localCamera->getTarget());
200
201  GraphicsEngine::getInstance()->displayFPS(true);
202  this->displayLoadScreen();
203}
204
205
206/**
207 *  loads the World by initializing all resources, and set their default values.
208 */
209ErrorMessage World::load()
210{
211  PRINTF(3)("> Loading world: '%s'\n", getPath());
212  TiXmlElement* element;
213  GameLoader* loader = GameLoader::getInstance();
214
215  if( getPath() == NULL)
216    {
217      PRINTF(1)("World has no path specified for loading");
218      return (ErrorMessage){213,"Path not specified","World::load()"};
219    }
220
221  TiXmlDocument* XMLDoc = new TiXmlDocument( getPath());
222  // load the campaign document
223  if( !XMLDoc->LoadFile())
224  {
225    // report an error
226    PRINTF(1)("loading XML File: %s @ %s:l%d:c%d\n", XMLDoc->ErrorDesc(), this->getPath(), XMLDoc->ErrorRow(), XMLDoc->ErrorCol());
227    delete XMLDoc;
228    return (ErrorMessage){213,"XML File parsing error","World::load()"};
229  }
230
231  // check basic validity
232  TiXmlElement* root = XMLDoc->RootElement();
233  assert( root != NULL);
234
235  if( root == NULL || root->Value() == NULL || strcmp( root->Value(), "WorldDataFile"))
236    {
237      // report an error
238      PRINTF(1)("Specified XML File is not an orxonox world data file (WorldDataFile element missing)\n");
239      delete XMLDoc;
240      return (ErrorMessage){213,"Path not a WorldDataFile","World::load()"};
241    }
242
243  // load the parameters
244  // name
245  const char* string = grabParameter( root, "name");
246  if( string == NULL)
247    {
248      PRINTF(2)("World is missing a proper 'name'\n");
249      this->setName("Unknown");
250    }
251  else
252    {
253      this->setName(string);
254    }
255
256  ////////////////
257  // LOADSCREEN //
258  ////////////////
259  element = root->FirstChildElement("LoadScreen");
260  if (element == NULL)
261    {
262      PRINTF(2)("no LoadScreen specified, loading default\n");
263
264      glmis->setBackgroundImage("pictures/load_screen.jpg");
265      this->glmis->setMaximum(8);
266      this->glmis->draw();
267    }
268  else
269    {
270      this->glmis->loadParams(element);
271      this->glmis->draw();
272    }
273  this->glmis->draw();
274
275  ////////////////////////
276  // find WorldEntities //
277  ////////////////////////
278
279  element = root->FirstChildElement("WorldEntities");
280
281  if( element == NULL)
282    {
283      PRINTF(1)("World is missing 'WorldEntities'\n");
284    }
285  else
286    {
287      element = element->FirstChildElement();
288      // load Players/Objects/Whatever
289      PRINTF(4)("Loading WorldEntities\n");
290      while( element != NULL)
291        {
292          BaseObject* created = Factory::fabricate(element);
293          if( created != NULL )
294          {
295            if(created->isA(CL_WORLD_ENTITY))
296              this->spawn(dynamic_cast<WorldEntity*>(created));
297            printf("Created a %s: %s\n", created->getClassName(), created->getName());
298          }
299
300          // if we load a 'Player' we use it as localPlayer
301
302
303          //todo do this more elegant
304          if( element->Value() != NULL && !strcmp( element->Value(), "SkyBox"))
305            this->sky = dynamic_cast<WorldEntity*>(created);
306          if( element->Value() != NULL && !strcmp( element->Value(), "Terrain"))
307          {
308            terrain = dynamic_cast<Terrain*>(created);
309            CDEngine::getInstance()->setTerrain(terrain);
310          }
311          element = element->NextSiblingElement();
312          glmis->step(); //! @todo temporary
313        }
314      PRINTF(4)("Done loading WorldEntities\n");
315    }
316
317    //////////////////////////////
318    // LOADING ADDITIONAL STUFF //
319    //////////////////////////////
320
321    LoadParamXML(root, "LightManager", LightManager::getInstance(), LightManager, loadParams);
322
323   LoadParamXML(root, "ParticleEngine", ParticleEngine::getInstance(), ParticleEngine, loadParams);
324//   LoadParamXML(root, "PhysicsEngine", PhysicsEngine::getInstance(), PhysicsEngine, loadParams);
325
326  // free the XML data
327
328  delete XMLDoc;
329  /* GENERIC LOADING PROCESS FINISHED */
330
331
332  // Create a Player
333  this->localPlayer = new Player();
334
335  Playable* playable;
336  const list<BaseObject*>* playableList = ClassList::getList(CL_PLAYABLE);
337  if (playableList != NULL)
338  {
339    playable = dynamic_cast<Playable*>(playableList->front());
340    this->localPlayer->setControllable(playable);
341  }
342
343
344//   //localCamera->setParent(TrackNode::getInstance());
345//  tn->addChild(this->localCamera);
346  localCamera->setClipRegion(1, 10000.0);
347//  localCamera->lookAt(playable);
348//  this->localPlayer->setParentMode(PNODE_ALL);
349  if (this->sky != NULL)
350  {
351    this->sky->setParent(this->localCamera);
352    this->sky->setParentMode(PNODE_MOVEMENT);
353  }
354  SoundEngine::getInstance()->setListener(this->localCamera);
355
356
357
358  ////////////
359  // STATIC //
360  ////////////
361
362
363//   TestEntity* testEntity = new TestEntity();
364//   testEntity->setRelCoor(Vector(570, 10, -15));
365//   testEntity->setRelDir(Quaternion(M_PI, Vector(0, 1, 0)));
366//   this->spawn(testEntity);
367
368  for(int i = 0; i < 100; i++)
369  {
370    WorldEntity* tmp = new NPCTest1();
371    char npcChar[10];
372    sprintf (npcChar, "NPC_%d", i);
373        tmp->setName(npcChar);
374    tmp->setAbsCoor(((float)rand()/RAND_MAX) * 5000, 50/*+ (float)rand()/RAND_MAX*20*/, ((float)rand()/RAND_MAX -.5) *30);
375    this->spawn(tmp);
376  }
377
378  this->music = NULL;
379  //(OggPlayer*)ResourceManager::getInstance()->load("sound/00-luke_grey_-_hypermode.ogg", OGG, RP_LEVEL);
380  //music->playback();
381}
382
383ErrorMessage World::postLoad()
384{
385  this->releaseLoadScreen();
386}
387
388
389/**
390 *  initializes a new World shortly before start
391 *
392 * this is the function, that will be loaded shortly before the world is
393 * started
394*/
395ErrorMessage World::preStart()
396{
397  this->bPause = false;
398
399  /* update the object position before game start - so there are no wrong coordinates used in the first processing */
400  PNode::getNullParent()->updateNode (0.001f);
401  PNode::getNullParent()->updateNode (0.001f);
402}
403
404
405/**
406 *  starts the World
407 */
408ErrorMessage World::start()
409{
410  this->bQuitWorld = false;
411  this->mainLoop();
412}
413
414/**
415 *  stops the world.
416
417   This happens, when the player decides to end the Level.
418*/
419ErrorMessage World::stop()
420{
421  PRINTF(3)("World::stop() - got stop signal\n");
422  this->bQuitWorld= true;
423}
424
425/**
426 *  pauses the Game
427*/
428ErrorMessage World::pause()
429{
430  this->isPaused = true;
431}
432
433/**
434 *  ends the pause Phase
435*/
436ErrorMessage World::resume()
437{
438  this->isPaused = false;
439}
440
441/**
442 *  destroys the World
443*/
444ErrorMessage World::destroy()
445{
446
447}
448
449/**
450 *  shows the loading screen
451*/
452void World::displayLoadScreen ()
453{
454  PRINTF(3)("World::displayLoadScreen - start\n");
455
456  //GLMenuImageScreen*
457  this->glmis = new GLMenuImageScreen();
458  this->glmis->setMaximum(8);
459
460  PRINTF(3)("World::displayLoadScreen - end\n");
461}
462
463/**
464 * @brief removes the loadscreen, and changes over to the game
465 *
466 * @todo take out the delay
467*/
468void World::releaseLoadScreen ()
469{
470  PRINTF(3)("World::releaseLoadScreen - start\n");
471  this->glmis->setValue(this->glmis->getMaximum());
472  PRINTF(3)("World::releaseLoadScreen - end\n");
473  delete this->glmis;
474}
475
476
477/**
478 *  this returns the current game time
479 * @returns elapsed game time
480*/
481double World::getGameTime()
482{
483  return this->gameTime;
484}
485
486
487
488/**
489 *  synchronize local data with remote data
490*/
491void World::synchronize ()
492{
493  // Get remote input
494  // Update synchronizables
495/*  NetworkManager::getInstance()->synchronize();*/
496}
497
498
499/**
500 *  run all input processing
501
502   the command node is the central input event dispatcher. the node uses the even-queue from
503   sdl and has its own event-passing-queue.
504*/
505void World::handleInput ()
506{
507  EventHandler::getInstance()->process();
508
509  // remoteinput
510}
511
512void World::tick(std::list<WorldEntity*> entityList, float dt)
513{
514  std::list<WorldEntity*>::iterator entity;
515  for (entity = entityList.begin(); entity != entityList.end(); entity++)
516    (*entity)->tick(dt);
517
518}
519
520/**
521 *  advance the timeline
522
523   this calculates the time used to process one frame (with all input handling, drawing, etc)
524   the time is mesured in ms and passed to all world-entities and other classes that need
525   a heart-beat.
526*/
527void World::tick ()
528{
529  Uint32 currentFrame = SDL_GetTicks();
530  if(!this->bPause)
531    {
532      this->dt = currentFrame - this->lastFrame;
533
534      if( this->dt > 10)
535        {
536          float fps = 1000/dt;
537
538          // temporary, only for showing how fast the text-engine is
539          char tmpChar[20];
540          sprintf(tmpChar, "fps: %4.0f", fps);
541        }
542      else
543        {
544          /* the frame-rate is limited to 100 frames per second, all other things are for
545             nothing.
546          */
547          PRINTF(3)("fps = 1000 - frame rate is adjusted\n");
548          SDL_Delay(10-dt);
549          this->dt = 10;
550        }
551
552      this->dtS = (float)this->dt / 1000.0 * this->speed;
553      this->gameTime += this->dtS;
554
555      this->tick(this->objectManager.getObjectList(OM_DEAD_TICK), this->dtS);
556      this->tick(this->objectManager.getObjectList(OM_COMMON), this->dtS);
557      this->tick(this->objectManager.getObjectList(OM_GROUP_00), this->dtS);
558      this->tick(this->objectManager.getObjectList(OM_GROUP_01), this->dtS);
559      this->tick(this->objectManager.getObjectList(OM_GROUP_01_PROJ), this->dtS);
560
561      /* update tick the rest */
562      this->localCamera->tick(this->dtS);
563      // tick the engines
564      AnimationPlayer::getInstance()->tick(this->dtS);
565//      if (this->cycle > 5)
566        PhysicsEngine::getInstance()->tick(this->dtS);
567
568      ParticleEngine::getInstance()->tick(this->dtS);
569
570
571      /** actualy the Graphics Engine should tick the world not the other way around...
572         but since we like the things not too complicated we got it this way around
573         until there is need or time to do it the other way around.
574         @todo: GraphicsEngine ticks world: separation of processes and data...
575
576        bensch: in my opinion the GraphicsEngine could draw the world, but not tick it,
577         beceause graphics have nothing(or at least not much) to do with Motion.
578      */
579      GraphicsEngine::getInstance()->tick(this->dtS);
580    }
581  this->lastFrame = currentFrame;
582}
583
584
585/**
586 *  this function gives the world a consistant state
587
588   after ticking (updating the world state) this will give a constistant
589   state to the whole system.
590*/
591void World::update()
592{
593  GraphicsEngine::getInstance()->update(this->dtS);
594  PNode::getNullParent()->updateNode (this->dtS);
595  SoundEngine::getInstance()->update();
596  //music->update();
597}
598
599
600void World::collide()
601{
602  CDEngine::getInstance()->checkCollisions(this->objectManager.getObjectList(OM_GROUP_00),
603                                            this->objectManager.getObjectList(OM_GROUP_01_PROJ));
604  CDEngine::getInstance()->checkCollisions(this->objectManager.getObjectList(OM_GROUP_01),
605                                            this->objectManager.getObjectList(OM_COMMON));
606}
607
608/**
609 *  render the current frame
610
611   clear all buffers and draw the world
612*/
613void World::display ()
614{
615  // clear buffer
616  glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
617  // set camera
618  this->localCamera->apply ();
619  // draw world
620  this->draw();
621  // draw HUD
622  /** @todo draw HUD */
623  // flip buffers
624  GraphicsEngine::swapBuffers();
625  //SDL_Surface* screen = Orxonox::getInstance()->getScreen ();
626  //SDL_Flip (screen);
627}
628
629
630/**
631 *  runs through all entities calling their draw() methods
632 */
633void World::draw ()
634{
635  GraphicsEngine* engine = GraphicsEngine::getInstance();
636  engine->draw(State::getObjectManager()->getObjectList(OM_ENVIRON_NOTICK));
637  engine->draw(State::getObjectManager()->getObjectList(OM_ENVIRON));
638  engine->draw(State::getObjectManager()->getObjectList(OM_COMMON));
639  engine->draw(State::getObjectManager()->getObjectList(OM_GROUP_00));
640  engine->draw(State::getObjectManager()->getObjectList(OM_GROUP_01));
641  engine->draw(State::getObjectManager()->getObjectList(OM_GROUP_01_PROJ));
642
643//   {
644//     if( entity->isVisible() ) entity->draw();
645  //FIXME
646//     if( unlikely( this->showBV)) entity->drawBVTree(3, 226);  // to draw the bounding boxes of the objects at level 2 for debug purp
647//     entity = iterator->nextElement();
648//   }
649
650  ParticleEngine::getInstance()->draw();
651
652  if (unlikely(this->showPNodes))
653    PNode::getNullParent()->debugDraw(0);
654
655  engine->draw();
656  //TextEngine::getInstance()->draw();
657}
658
659
660/**
661 * \brief main loop of the world: executing all world relevant function
662 *
663 * in this loop we synchronize (if networked), handle input events, give the heart-beat to
664 * all other member-entities of the world (tick to player, enemies etc.), checking for
665 * collisions drawing everything to the screen.
666 */
667void World::mainLoop()
668{
669  this->lastFrame = SDL_GetTicks ();
670  PRINTF(3)("World::mainLoop() - Entering main loop\n");
671
672  while(!this->bQuitWorld) /* @todo implement pause */
673  {
674    ++this->cycle;
675      // Network
676    this->synchronize ();
677      // Process input
678    this->handleInput ();
679    if( this->bQuitWorld)
680      break;
681      // Process time
682    this->tick ();
683      // Process collision
684    this->collide ();
685      // Update the state
686    this->update ();
687      // Draw
688    this->display ();
689  }
690
691  PRINTF(3)("World::mainLoop() - Exiting the main loop\n");
692}
693
694
695
696/**
697 *  add and spawn a new entity to this world
698 * @param entity to be added
699*/
700void World::spawn(WorldEntity* entity)
701{
702//   this->entities->add (entity);
703  entity->postSpawn ();
704}
705
706void World::setPath( const char* name)
707{
708  if (this->path)
709    delete this->path;
710  if (ResourceManager::isFile(name))
711  {
712    this->path = new char[strlen(name)+1];
713    strcpy(this->path, name);
714  }
715  else
716    {
717      this->path = new char[strlen(ResourceManager::getInstance()->getDataDir()) + strlen(name) +1];
718      sprintf(this->path, "%s%s", ResourceManager::getInstance()->getDataDir(), name);
719    }
720}
721
722const char* World::getPath( void)
723{
724  return path;
725}
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