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 | #include "ai_engine.h" |
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58 | |
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59 | #include "animation_player.h" |
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60 | |
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61 | #include "game_rules.h" |
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62 | |
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63 | #include "script_class.h" |
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64 | ObjectListDefinition(GameWorld); |
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65 | CREATE_SCRIPTABLE_CLASS(GameWorld, |
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66 | addMethod("setPlaymode", Executor1<GameWorld, lua_State*,const std::string&>(&GameWorld::setPlaymode)) |
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67 | ->addMethod("showText", Executor1<GameWorld, lua_State*, const std::string&>(&GameWorld::showText)) |
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68 | ->addMethod("setSoundtrack", Executor1<GameWorld, lua_State*, const std::string&>(&GameWorld::setSoundtrack)) |
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69 | ->addMethod("getStoryID", Executor0ret<StoryEntity, lua_State*, int>(&StoryEntity::getStoryID)) |
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70 | ->addMethod("setNextStoryName", Executor1ret<StoryEntity, lua_State*, bool, const std::string&>(&StoryEntity::setNextStoryName)) |
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71 | ->addMethod("stop", Executor0ret<GameWorld, lua_State*, bool>(&GameWorld::stop)) |
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72 | ); |
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73 | |
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74 | SHELL_COMMAND(speed, GameWorld, setSpeed) ->describe("set the Speed of the Level"); |
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75 | SHELL_COMMAND(playmode, GameWorld, setPlaymode) |
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76 | ->describe("Set the Playmode of the current Level") |
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77 | ->completionPlugin(0, OrxShell::CompletorStringArray(Playable::playmodeNames, Playable::PlaymodeCount)); |
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78 | |
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79 | SHELL_COMMAND(togglePNodeVisibility, GameWorld, togglePNodeVisibility); |
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80 | SHELL_COMMAND(showBVLevel, GameWorld, toggleBVVisibility); |
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81 | SHELL_COMMAND(showMountPoints, GameWorld, toggleMPVisibility); |
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82 | |
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83 | |
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84 | GameWorld::GameWorld() |
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85 | : StoryEntity() |
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86 | { |
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87 | this->registerObject(this, GameWorld::_objectList); |
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88 | this->setName("Preloaded World - no name yet"); |
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89 | |
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90 | this->gameTime = 0.0f; |
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91 | this->setSpeed(1.0f); |
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92 | this->shell = NULL; |
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93 | |
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94 | this->showPNodes = false; |
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95 | this->showBV = false; |
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96 | this->showBVLevel = 3; |
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97 | this->showMPV = false; |
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98 | |
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99 | this->dataXML = NULL; |
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100 | this->gameRules = NULL; |
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101 | } |
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102 | |
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103 | /** |
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104 | * remove the GameWorld from memory |
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105 | * |
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106 | * delete everything explicitly, that isn't contained in the parenting tree! |
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107 | * things contained in the tree are deleted automaticaly |
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108 | */ |
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109 | GameWorld::~GameWorld () |
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110 | { |
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111 | PRINTF(4)("Deleted GameWorld\n"); |
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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 | |
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117 | /** |
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118 | * loads the parameters of a GameWorld from an XML-element |
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119 | * @param root the XML-element to load from |
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120 | */ |
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121 | void GameWorld::loadParams(const TiXmlElement* root) |
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122 | { |
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123 | StoryEntity::loadParams(root); |
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124 | |
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125 | PRINTF(4)("Loaded GameWorld specific stuff\n"); |
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126 | } |
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127 | |
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128 | |
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129 | /** |
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130 | * this is executed just before load |
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131 | * |
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132 | * since the load function sometimes needs data, that has been initialized |
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133 | * before the load and after the proceeding storyentity has finished |
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134 | */ |
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135 | ErrorMessage GameWorld::init() |
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136 | { |
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137 | /* init the world interface */ |
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138 | this->shell = new OrxShell::Shell(); |
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139 | |
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140 | State::setCurrentStoryEntity(dynamic_cast<StoryEntity*>(this)); |
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141 | this->dataTank->init(); |
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142 | |
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143 | /* initialize some engines and graphical elements */ |
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144 | AnimationPlayer::getInstance(); |
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145 | PhysicsEngine::getInstance(); |
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146 | CoRe::CREngine::getInstance(); |
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147 | |
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148 | State::setScriptManager(&this->scriptManager); |
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149 | |
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150 | return ErrorMessage(); |
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151 | } |
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152 | |
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153 | /** |
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154 | * loads the GameWorld by initializing all resources, and set their default values. |
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155 | */ |
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156 | ErrorMessage GameWorld::loadData() |
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157 | { |
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158 | this->displayLoadScreen(); State::setScriptManager(&this->scriptManager); |
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159 | |
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160 | |
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161 | PRINTF(4)("Loading the GameWorld\n"); |
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162 | |
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163 | PRINTF(3)("> Loading world: '%s'\n", getLoadFile().c_str()); |
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164 | // TiXmlElement* element; |
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165 | // GameLoader* loader = GameLoader::getInstance(); |
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166 | |
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167 | if( getLoadFile().empty()) |
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168 | { |
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169 | PRINTF(1)("GameWorld has no path specified for loading\n"); |
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170 | return (ErrorMessage(213,"Path not specified","GameWorld::load()")); |
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171 | } |
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172 | |
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173 | TiXmlDocument* XMLDoc = new TiXmlDocument( getLoadFile()); |
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174 | // load the xml world file for further loading |
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175 | if( !XMLDoc->LoadFile()) |
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176 | { |
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177 | 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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178 | delete XMLDoc; |
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179 | return ErrorMessage(213,"XML File parsing error","GameWorld::load()"); |
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180 | } |
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181 | // check basic validity |
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182 | TiXmlElement* root = XMLDoc->RootElement(); |
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183 | assert( root != NULL); |
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184 | if( root == NULL || root->Value() == NULL || strcmp( root->Value(), "WorldDataFile")) |
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185 | { |
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186 | // report an error |
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187 | PRINTF(1)("Specified XML File is not an orxonox world data file (WorldDataFile element missing)\n"); |
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188 | delete XMLDoc; |
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189 | return ErrorMessage(213,"Path not a WorldDataFile","GameWorld::load()"); |
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190 | } |
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191 | /* the whole loading process for the GameWorld */ |
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192 | this->dataTank->loadData(root); |
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193 | this->dataXML = (TiXmlElement*)root->Clone(); |
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194 | |
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195 | //remove this after finished testing !!!! |
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196 | //Object* obj= new Object(); |
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197 | //obj->setName("Obj"); |
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198 | //Account* a = new Account(); |
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199 | //a->setName("a"); |
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200 | //Account *b = new Account(30); |
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201 | //b->setName("b"); |
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202 | |
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203 | |
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204 | LoadParamXML(root, "ScriptManager", &this->scriptManager, ScriptManager, loadParams); |
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205 | |
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206 | delete XMLDoc; |
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207 | this->releaseLoadScreen(); |
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208 | |
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209 | return ErrorMessage(); |
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210 | } |
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211 | |
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212 | |
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213 | /** |
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214 | * unload the data of this GameWorld |
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215 | */ |
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216 | ErrorMessage GameWorld::unloadData() |
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217 | { |
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218 | |
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219 | PRINTF(3)("GameWorld::~GameWorld() - unloading the current GameWorld\n"); |
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220 | this->scriptManager.flush(); |
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221 | |
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222 | delete this->shell; |
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223 | |
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224 | this->dataTank->unloadData(); |
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225 | |
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226 | this->shell = NULL; |
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227 | delete AnimationPlayer::getInstance(); |
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228 | delete PhysicsEngine::getInstance(); |
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229 | delete CoRe::CREngine::getInstance(); |
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230 | |
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231 | State::setCurrentStoryEntity(NULL); |
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232 | if (this->dataXML) |
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233 | delete this->dataXML; |
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234 | |
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235 | return ErrorMessage(); |
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236 | } |
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237 | |
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238 | |
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239 | void GameWorld::setSoundtrack(const std::string& soundTrack) |
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240 | { |
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241 | if (this->dataTank != NULL) |
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242 | { |
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243 | this->dataTank->setSoundTrack(soundTrack); |
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244 | this->dataTank->music->play(); |
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245 | } |
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246 | } |
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247 | |
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248 | void GameWorld::showText(const std::string& text) |
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249 | { |
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250 | if ( this->dataTank->localPlayer != NULL) |
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251 | this->dataTank->localPlayer->hud().notifyUser(text); |
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252 | } |
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253 | |
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254 | |
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255 | /** |
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256 | * starts the GameWorld |
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257 | */ |
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258 | bool GameWorld::start() |
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259 | { |
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260 | this->bPaused = false; |
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261 | this->bRunning = true; |
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262 | State::setScriptManager(&this->scriptManager); //make sure we have the right script manager |
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263 | this->run(); |
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264 | |
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265 | return true; |
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266 | } |
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267 | |
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268 | |
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269 | /** |
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270 | * stops the world. |
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271 | */ |
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272 | bool GameWorld::stop() |
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273 | { |
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274 | PRINTF(3)("GameWorld::stop() - got stop signal\n"); |
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275 | State::setScriptManager(NULL); |
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276 | return (this->bRunning = false); |
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277 | } |
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278 | |
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279 | |
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280 | /** |
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281 | * pauses the game |
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282 | */ |
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283 | bool GameWorld::pause() |
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284 | { |
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285 | return (this->bPaused = true); |
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286 | } |
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287 | |
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288 | |
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289 | /** |
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290 | * ends the pause Phase |
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291 | */ |
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292 | bool GameWorld::resume() |
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293 | { |
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294 | return(this->bPaused = false); |
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295 | } |
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296 | |
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297 | |
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298 | /** |
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299 | * main loop of the world: executing all world relevant function |
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300 | * |
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301 | * in this loop we synchronize (if networked), handle input events, give the heart-beat to |
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302 | * all other member-entities of the world (tick to player, enemies etc.), checking for |
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303 | * collisions drawing everything to the screen. |
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304 | */ |
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305 | void GameWorld::run() |
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306 | { |
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307 | PRINTF(3)("GameWorld::mainLoop() - Entering main loop\n"); |
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308 | |
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309 | // initialize Timing |
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310 | this->cycle = 0; |
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311 | for (unsigned int i = 0; i < TICK_SMOOTH_VALUE; i++) |
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312 | this->frameTimes[i] = 0.01f; |
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313 | this->dtS = 0.0f; |
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314 | this->lastFrame = Timer::getNow(); |
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315 | |
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316 | if (this->dataTank->music != NULL) |
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317 | this->dataTank->music->play(); |
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318 | |
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319 | PNode::getNullParent()->updateNode(0.01); |
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320 | PNode::getNullParent()->updateNode(0.01); |
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321 | |
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322 | bool bNoDraw = true; |
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323 | |
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324 | while( this->bRunning) /* @todo implement pause */ |
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325 | { |
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326 | /* process intput */ |
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327 | this->handleInput (); |
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328 | if( !this->bRunning) |
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329 | break; |
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330 | |
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331 | /* network synchronisation */ |
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332 | this->synchronize (); |
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333 | |
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334 | /* perform ai check*/ |
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335 | this->checkAI(); |
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336 | |
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337 | this->update (); |
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338 | /* process time */ |
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339 | this->tick (); |
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340 | |
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341 | |
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342 | /* update the state */ |
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343 | //this->update (); /// LESS REDUNDANCY. |
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344 | // PNode::getNullParent()->updateNode(this->dtS); |
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345 | PNode::getNullParent()->updateNode(this->dtS); |
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346 | |
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347 | /* collision detection */ |
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348 | this->collisionDetection (); |
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349 | /* collision reaction */ |
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350 | this->collisionReaction (); |
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351 | |
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352 | /* check the game rules */ |
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353 | this->checkGameRules(); |
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354 | |
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355 | /* update the state */ |
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356 | this->update (); |
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357 | /* draw everything */ |
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358 | if( bNoDraw) |
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359 | this->display (); |
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360 | |
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361 | bNoDraw= !bNoDraw; |
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362 | } |
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363 | |
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364 | PRINTF(4)("GameWorld::mainLoop() - Exiting the main loop\n"); |
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365 | } |
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366 | |
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367 | |
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368 | void GameWorld::setPlaymode(Playable::Playmode playmode) |
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369 | { |
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370 | if (this->dataTank->localPlayer && |
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371 | this->dataTank->localPlayer->getPlayable() && |
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372 | this->dataTank->localPlayer->getPlayable()->setPlaymode(playmode)) |
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373 | { |
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374 | PRINTF(0)("Set Playmode to %d:%s\n", playmode, Playable::playmodeToString(playmode).c_str()); |
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375 | } |
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376 | else |
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377 | { |
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378 | PRINTF(0)("Unable to set Playmode %d:'%s'\n", playmode, Playable::playmodeToString(playmode).c_str()); |
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379 | } |
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380 | } |
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381 | |
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382 | void GameWorld::setPlaymode(const std::string& playmode) |
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383 | { |
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384 | this->setPlaymode(Playable::stringToPlaymode(playmode)); |
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385 | } |
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386 | |
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387 | /** |
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388 | * synchronize local data with remote data |
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389 | */ |
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390 | void GameWorld::synchronize () |
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391 | {} |
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392 | |
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393 | |
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394 | /** |
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395 | * run all input processing |
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396 | |
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397 | the command node is the central input event dispatcher. the node uses the even-queue from |
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398 | sdl and has its own event-passing-queue. |
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399 | */ |
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400 | void GameWorld::handleInput () |
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401 | { |
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402 | EventHandler::getInstance()->process(); |
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403 | } |
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404 | |
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405 | |
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406 | /** |
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407 | * @brief ticks a WorldEntity list |
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408 | * @param entityList list of the WorldEntities |
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409 | * @param dt time passed since last frame |
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410 | */ |
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411 | void GameWorld::tick(ObjectManager::EntityList entityList, float dt) |
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412 | { |
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413 | ObjectManager::EntityList::iterator entity, next; |
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414 | next = entityList.begin(); |
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415 | while (next != entityList.end()) |
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416 | { |
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417 | entity = next++; |
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418 | (*entity)->tick(dt); |
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419 | } |
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420 | } |
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421 | |
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422 | |
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423 | /** |
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424 | * advance the timeline |
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425 | * |
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426 | * this calculates the time used to process one frame (with all input handling, drawing, etc) |
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427 | * the time is mesured in ms and passed to all world-entities and other classes that need |
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428 | * a heart-beat. |
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429 | */ |
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430 | void GameWorld::tick () |
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431 | { |
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432 | if( !this->bPaused) |
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433 | { |
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434 | // CALCULATE FRAMERATE |
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435 | Uint32 frameTimesIndex; |
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436 | Uint32 i; |
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437 | double currentFrame = Timer::getNow(); |
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438 | |
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439 | if (currentFrame - this->lastFrame < .01) |
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440 | { |
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441 | SDL_Delay((int)(1000.0 * (0.01 - (currentFrame - lastFrame)))); |
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442 | currentFrame = Timer::getNow(); |
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443 | } |
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444 | |
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445 | |
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446 | frameTimesIndex = this->cycle % TICK_SMOOTH_VALUE; |
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447 | this->frameTimes[frameTimesIndex] = currentFrame - this->lastFrame; |
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448 | this->lastFrame = currentFrame; |
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449 | ++this->cycle; |
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450 | this->dtS = 0.0; |
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451 | for (i = 0; i < TICK_SMOOTH_VALUE; i++) |
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452 | this->dtS += this->frameTimes[i]; |
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453 | this->dtS = this->dtS / TICK_SMOOTH_VALUE * speed; |
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454 | |
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455 | // tick camera first |
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456 | CameraMan* man = State::getCameraman(); |
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457 | (man->getCurrentCam())->tick(this->dtS); |
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458 | // TICK everything |
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459 | for (i = 0; i < this->dataTank->tickLists.size(); ++i) |
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460 | this->tick(this->dataTank->objectManager->getEntityList(this->dataTank->tickLists[i]), this->dtS); |
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461 | |
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462 | /* update tick the rest */ |
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463 | |
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464 | AnimationPlayer::getInstance()->tick(this->dtS); |
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465 | PhysicsEngine::getInstance()->tick(this->dtS); |
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466 | |
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467 | GraphicsEngine::getInstance()->tick(this->dtS); |
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468 | AtmosphericEngine::getInstance()->tick(this->dtS); |
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469 | |
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470 | if( likely(this->dataTank->gameRule != NULL)) |
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471 | this->dataTank->gameRule->tick(this->dtS); |
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472 | |
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473 | } |
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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 | * this function gives the world a consistant state |
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479 | * |
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480 | * after ticking (updating the world state) this will give a constistant |
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481 | * state to the whole system. |
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482 | */ |
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483 | void GameWorld::update() |
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484 | { |
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485 | PNode::getNullParent()->updateNode (this->dtS); |
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486 | OrxSound::SoundEngine::getInstance()->update(); |
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487 | |
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488 | this->applyCameraSettings(); |
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489 | GraphicsEngine::getInstance()->update(this->dtS); |
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490 | } |
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491 | |
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492 | |
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493 | /** |
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494 | * kicks the CDEngine to detect the collisions between the object groups in the world |
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495 | */ |
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496 | void GameWorld::collisionDetection() |
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497 | { |
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498 | // object-object collision detection |
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499 | CDEngine::getInstance()->checkCollisions(this->dataTank->objectManager->getEntityList(OM_GROUP_00), |
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500 | this->dataTank->objectManager->getEntityList(OM_GROUP_01_PROJ)); |
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501 | CDEngine::getInstance()->checkCollisions(this->dataTank->objectManager->getEntityList(OM_GROUP_01), |
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502 | this->dataTank->objectManager->getEntityList(OM_GROUP_00_PROJ)); |
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503 | CDEngine::getInstance()->checkCollisions(this->dataTank->objectManager->getEntityList(OM_GROUP_01), |
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504 | this->dataTank->objectManager->getEntityList(OM_GROUP_00)); |
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505 | |
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506 | CDEngine::getInstance()->checkCollisions(this->dataTank->objectManager->getEntityList(OM_GROUP_01), |
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507 | this->dataTank->objectManager->getEntityList(OM_GROUP_02)); |
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508 | CDEngine::getInstance()->checkCollisions(this->dataTank->objectManager->getEntityList(OM_GROUP_02), |
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509 | this->dataTank->objectManager->getEntityList(OM_GROUP_01_PROJ)); |
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510 | |
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511 | |
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512 | CDEngine::getInstance()->checkCollisions(this->dataTank->objectManager->getEntityList(OM_GROUP_00), |
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513 | this->dataTank->objectManager->getEntityList(OM_COMMON)); |
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514 | CDEngine::getInstance()->checkCollisions(this->dataTank->objectManager->getEntityList(OM_GROUP_01), |
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515 | this->dataTank->objectManager->getEntityList(OM_COMMON)); |
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516 | |
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517 | // ground collision detection: BSP Model |
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518 | CDEngine::getInstance()->checkCollisionGround(this->dataTank->objectManager->getEntityList(OM_GROUP_00)); |
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519 | CDEngine::getInstance()->checkCollisionGround(this->dataTank->objectManager->getEntityList(OM_GROUP_01)); |
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520 | } |
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521 | |
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522 | |
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523 | void GameWorld::collisionReaction() |
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524 | { |
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525 | CoRe::CREngine::getInstance()->handleCollisions(); |
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526 | } |
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527 | |
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528 | |
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529 | |
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530 | void GameWorld::checkAI() |
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531 | { |
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532 | AIEngine::getInstance()->tick(this->dtS); |
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533 | //AIEngine::getInstance()->tick(); |
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534 | } |
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535 | |
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536 | |
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537 | /** |
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538 | * check the game rules: winning conditions, etc. |
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539 | * |
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540 | */ |
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541 | void GameWorld::checkGameRules() |
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542 | { |
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543 | if( this->gameRules) |
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544 | this->gameRules->tick(this->dtS); |
---|
545 | } |
---|
546 | |
---|
547 | |
---|
548 | /** |
---|
549 | * render the current frame |
---|
550 | * |
---|
551 | * clear all buffers and draw the world |
---|
552 | */ |
---|
553 | void GameWorld::display () |
---|
554 | { |
---|
555 | |
---|
556 | // if this server is a dedicated server the game workd does not need to be drawn |
---|
557 | if( !GraphicsEngine::getInstance()->isDedicated()) |
---|
558 | { |
---|
559 | // render the reflection texture |
---|
560 | this->renderPassReflection(); |
---|
561 | // redner the refraction texture |
---|
562 | this->renderPassRefraction(); |
---|
563 | } |
---|
564 | // render all |
---|
565 | this->renderPassAll(); |
---|
566 | |
---|
567 | // flip buffers |
---|
568 | GraphicsEngine::swapBuffers(); |
---|
569 | } |
---|
570 | |
---|
571 | |
---|
572 | /** |
---|
573 | * @brief draws all entities in the list drawList |
---|
574 | * @param drawList the List of entities to draw. |
---|
575 | */ |
---|
576 | void GameWorld::drawEntityList(const ObjectManager::EntityList& drawList) const |
---|
577 | { |
---|
578 | ObjectManager::EntityList::const_iterator entity; |
---|
579 | for (entity = drawList.begin(); entity != drawList.end(); entity++) |
---|
580 | { |
---|
581 | if ((*entity)->isVisible()) |
---|
582 | (*entity)->draw(); |
---|
583 | |
---|
584 | if( unlikely( this->showMPV)) |
---|
585 | (*entity)->debugDrawMountPoints(); |
---|
586 | } |
---|
587 | } |
---|
588 | |
---|
589 | |
---|
590 | void GameWorld::applyCameraSettings() |
---|
591 | { |
---|
592 | CameraMan* man = State::getCameraman(); |
---|
593 | Camera* c = man->getCurrentCam(); |
---|
594 | if( c != NULL) |
---|
595 | { |
---|
596 | c->apply (); |
---|
597 | c->project (); |
---|
598 | } |
---|
599 | GraphicsEngine::storeMatrices(); |
---|
600 | } |
---|
601 | |
---|
602 | |
---|
603 | |
---|
604 | /** |
---|
605 | * reflection rendering for water surfaces |
---|
606 | */ |
---|
607 | void GameWorld::renderPassReflection() |
---|
608 | { |
---|
609 | // clear buffer |
---|
610 | glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); |
---|
611 | // glLoadIdentity(); |
---|
612 | |
---|
613 | MappedWater* mw; |
---|
614 | |
---|
615 | for (ObjectList<MappedWater>::const_iterator it = MappedWater::objectList().begin(); |
---|
616 | it != MappedWater::objectList().end(); |
---|
617 | ++it) |
---|
618 | { |
---|
619 | mw = (*it); |
---|
620 | |
---|
621 | //camera and light |
---|
622 | //this->dataTank->localCamera->apply (); |
---|
623 | //this->dataTank->localCamera->project (); |
---|
624 | |
---|
625 | LightManager::getInstance()->draw(); |
---|
626 | |
---|
627 | |
---|
628 | // prepare for reflection rendering |
---|
629 | mw->activateReflection(); |
---|
630 | |
---|
631 | // draw everything to be included in the reflection |
---|
632 | this->drawEntityList(State::getObjectManager()->getReflectionList()); |
---|
633 | // for (unsigned int i = 0; i < this->dataTank->drawLists.size(); ++i) |
---|
634 | // this->drawEntityList(State::getObjectManager()->getEntityList(this->dataTank->drawLists[i])); |
---|
635 | |
---|
636 | // clean up from reflection rendering |
---|
637 | mw->deactivateReflection(); |
---|
638 | } |
---|
639 | |
---|
640 | } |
---|
641 | |
---|
642 | |
---|
643 | /** |
---|
644 | * refraction rendering for water surfaces |
---|
645 | */ |
---|
646 | void GameWorld::renderPassRefraction() |
---|
647 | { |
---|
648 | // clear buffer |
---|
649 | glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); |
---|
650 | //glLoadIdentity(); |
---|
651 | |
---|
652 | MappedWater* mw; |
---|
653 | |
---|
654 | for (ObjectList<MappedWater>::const_iterator it = MappedWater::objectList().begin(); |
---|
655 | it != MappedWater::objectList().end(); |
---|
656 | ++it) |
---|
657 | { |
---|
658 | mw = dynamic_cast<MappedWater*>(*it); |
---|
659 | |
---|
660 | //camera and light |
---|
661 | //this->dataTank->localCamera->apply (); |
---|
662 | //this->dataTank->localCamera->project (); |
---|
663 | // prepare for reflection rendering |
---|
664 | mw->activateRefraction(); |
---|
665 | |
---|
666 | |
---|
667 | LightManager::getInstance()->draw(); |
---|
668 | // draw everything to be included in the reflection |
---|
669 | this->drawEntityList(State::getObjectManager()->getReflectionList()); |
---|
670 | // for (unsigned int i = 0; i < this->dataTank->drawLists.size(); ++i) |
---|
671 | // this->drawEntityList(State::getObjectManager()->getEntityList(this->dataTank->drawLists[i])); |
---|
672 | |
---|
673 | // clean up from reflection rendering |
---|
674 | mw->deactivateRefraction(); |
---|
675 | } |
---|
676 | } |
---|
677 | |
---|
678 | |
---|
679 | /** |
---|
680 | * this render pass renders the whole wolrd |
---|
681 | */ |
---|
682 | void GameWorld::renderPassAll() |
---|
683 | { |
---|
684 | // clear buffer |
---|
685 | glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); |
---|
686 | GraphicsEngine* engine = GraphicsEngine::getInstance(); |
---|
687 | |
---|
688 | |
---|
689 | // glEnable(GL_DEPTH_TEST); |
---|
690 | // glEnable(GL_LIGHTING); |
---|
691 | |
---|
692 | // set Lighting |
---|
693 | LightManager::getInstance()->draw(); |
---|
694 | |
---|
695 | // only render the world if its not dedicated mode |
---|
696 | if( !GraphicsEngine::getInstance()->isDedicated()) |
---|
697 | { |
---|
698 | /* Draw the BackGround */ |
---|
699 | this->drawEntityList(State::getObjectManager()->getEntityList(OM_BACKGROUND)); |
---|
700 | engine->drawBackgroundElements(); |
---|
701 | |
---|
702 | /* draw all WorldEntiy groups */ |
---|
703 | for (unsigned int i = 0; i < this->dataTank->drawLists.size(); ++i) |
---|
704 | this->drawEntityList(State::getObjectManager()->getEntityList(this->dataTank->drawLists[i])); |
---|
705 | |
---|
706 | AtmosphericEngine::getInstance()->draw(); |
---|
707 | |
---|
708 | if( unlikely( this->showBV)) |
---|
709 | { |
---|
710 | CDEngine* engine = CDEngine::getInstance(); |
---|
711 | for (unsigned int i = 0; i < this->dataTank->drawLists.size(); ++i) |
---|
712 | engine->drawBV(State::getObjectManager()->getEntityList(this->dataTank->drawLists[i]), this->showBVLevel); |
---|
713 | } |
---|
714 | |
---|
715 | |
---|
716 | if( unlikely(this->showPNodes)) |
---|
717 | PNode::getNullParent()->debugDraw(0); |
---|
718 | |
---|
719 | // draw the game ruls |
---|
720 | if( likely(this->dataTank->gameRule != NULL)) |
---|
721 | this->dataTank->gameRule->draw(); |
---|
722 | } |
---|
723 | |
---|
724 | engine->draw(); |
---|
725 | } |
---|
726 | |
---|
727 | |
---|
728 | /** |
---|
729 | * shows the loading screen |
---|
730 | */ |
---|
731 | void GameWorld::displayLoadScreen () |
---|
732 | { |
---|
733 | PRINTF(3)("GameWorld::displayLoadScreen - start\n"); |
---|
734 | this->dataTank->glmis = new GLMenuImageScreen(); |
---|
735 | this->dataTank->glmis->setMaximum(8); |
---|
736 | PRINTF(3)("GameWorld::displayLoadScreen - end\n"); |
---|
737 | } |
---|
738 | |
---|
739 | |
---|
740 | /** |
---|
741 | * removes the loadscreen, and changes over to the game |
---|
742 | */ |
---|
743 | void GameWorld::releaseLoadScreen() |
---|
744 | { |
---|
745 | PRINTF(3)("GameWorld::releaseLoadScreen - start\n"); |
---|
746 | this->dataTank->glmis->setValue(this->dataTank->glmis->getMaximum()); |
---|
747 | PRINTF(3)("GameWorld::releaseLoadScreen - end\n"); |
---|
748 | } |
---|
749 | |
---|
750 | |
---|
751 | |
---|
752 | /** |
---|
753 | * @brief toggles the PNode visibility in the world (drawn as boxes) |
---|
754 | */ |
---|
755 | void GameWorld::togglePNodeVisibility() |
---|
756 | { |
---|
757 | this->showPNodes = !this->showPNodes; |
---|
758 | }; |
---|
759 | |
---|
760 | |
---|
761 | /** |
---|
762 | * @brief toggles the bounding volume (BV) visibility |
---|
763 | */ |
---|
764 | void GameWorld::toggleBVVisibility(int level) |
---|
765 | { |
---|
766 | if( level < 1) |
---|
767 | this->showBV = false; |
---|
768 | else |
---|
769 | { |
---|
770 | this->showBV = true; |
---|
771 | this->showBVLevel = level; |
---|
772 | } |
---|
773 | |
---|
774 | }; |
---|
775 | |
---|