Planet
navi homePPSaboutscreenshotsdownloaddevelopmentforum

source: orxonox.OLD/trunk/src/story_entities/game_world.cc @ 6451

Last change on this file since 6451 was 6434, checked in by bensch, 19 years ago

orxonox/trunk: moved the projectiles to Projectiles

File size: 11.9 KB
Line 
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 "resource_manager.h"
23#include "state.h"
24#include "class_list.h"
25#include "substring.h"
26
27#include "game_loader.h"
28
29#include "p_node.h"
30#include "world_entity.h"
31#include "player.h"
32#include "camera.h"
33#include "environment.h"
34#include "terrain.h"
35#include "test_entity.h"
36#include "terrain.h"
37#include "md2Model.h"
38#include "world_entities/projectiles/projectile.h"
39#include "npcs/npc_test1.h"
40#include "playable.h"
41
42#include "light.h"
43
44#include "factory.h"
45#include "fast_factory.h"
46#include "load_param.h"
47#include "shell_command.h"
48
49#include "particle_engine.h"
50#include "graphics_engine.h"
51#include "event_handler.h"
52#include "sound_engine.h"
53#include "cd_engine.h"
54#include "network_manager.h"
55#include "physics_engine.h"
56#include "fields.h"
57
58#include "glmenu_imagescreen.h"
59#include "shell.h"
60
61#include "animation_player.h"
62#include "animation3d.h"
63
64#include "ogg_player.h"
65#include "shader.h"
66
67
68using namespace std;
69
70
71SHELL_COMMAND(speed, GameWorld, setSpeed);
72SHELL_COMMAND(togglePNodeVisibility, GameWorld, togglePNodeVisibility);
73SHELL_COMMAND(toggleBVVisibility, GameWorld, toggleBVVisibility);
74
75
76
77GameWorld::GameWorld(const TiXmlElement* root)
78    : StoryEntity()
79{
80  this->setClassID(CL_GAME_WORLD, "GameWorld");
81  this->setName("Preloaded World - no name yet");
82
83  this->gameTime = 0.0f;
84  this->setSpeed(1.0f);
85  this->shell = NULL;
86
87  this->showPNodes = false;
88  this->showBV = false;
89
90  this->path = NULL;
91}
92
93/**
94 *  remove the GameWorld from memory
95 *
96 *  delete everything explicitly, that isn't contained in the parenting tree!
97 *  things contained in the tree are deleted automaticaly
98 */
99GameWorld::~GameWorld ()
100{
101  PRINTF(4)("Deleted GameWorld\n");
102}
103
104
105
106/**
107 * loads the parameters of a GameWorld from an XML-element
108 * @param root the XML-element to load from
109 */
110void GameWorld::loadParams(const TiXmlElement* root)
111{
112  static_cast<StoryEntity*>(this)->loadParams(root);
113
114  LoadParam(root, "path", this, GameWorld, setPath)
115  .describe("The Filename of this GameWorld (relative from the data-dir)");
116
117  PRINTF(4)("Loaded GameWorld specific stuff\n");
118}
119
120
121/**
122 * this is executed just before load
123 *
124 * since the load function sometimes needs data, that has been initialized
125 * before the load and after the proceeding storyentity has finished
126*/
127ErrorMessage GameWorld::init()
128{
129  this->cycle = 0;
130  /* init the world interface */
131  this->shell = new Shell();
132
133  this->dataTank->init();
134}
135
136
137/**
138 *  loads the GameWorld by initializing all resources, and set their default values.
139 */
140ErrorMessage GameWorld::loadData()
141{
142  this->displayLoadScreen();
143
144  PRINTF(0)("Loading the GameWorld\n");
145
146  PRINTF(3)("> Loading world: '%s'\n", getPath());
147  TiXmlElement* element;
148  GameLoader* loader = GameLoader::getInstance();
149
150  if( getPath() == NULL)
151  {
152    PRINTF(1)("GameWorld has no path specified for loading");
153    return (ErrorMessage){213,"Path not specified","GameWorld::load()"};
154  }
155
156  TiXmlDocument* XMLDoc = new TiXmlDocument( getPath());
157  // load the xml world file for further loading
158  if( !XMLDoc->LoadFile())
159  {
160    PRINTF(1)("loading XML File: %s @ %s:l%d:c%d\n", XMLDoc->ErrorDesc(), this->getPath(), XMLDoc->ErrorRow(), XMLDoc->ErrorCol());
161    delete XMLDoc;
162    return (ErrorMessage){213,"XML File parsing error","GameWorld::load()"};
163  }
164  // check basic validity
165  TiXmlElement* root = XMLDoc->RootElement();
166  assert( root != NULL);
167  if( root == NULL || root->Value() == NULL || strcmp( root->Value(), "WorldDataFile"))
168  {
169    // report an error
170    PRINTF(1)("Specified XML File is not an orxonox world data file (WorldDataFile element missing)\n");
171    delete XMLDoc;
172    return (ErrorMessage){213,"Path not a WorldDataFile","GameWorld::load()"};
173  }
174  /* the whole loading process for the GameWorld */
175  this->dataTank->loadData(root);
176
177  delete XMLDoc;
178  this->releaseLoadScreen();
179}
180
181
182/**
183 *  unload the data of this GameWorld
184 */
185ErrorMessage GameWorld::unloadData()
186{
187  delete this->shell;
188  PRINTF(3)("GameWorld::~GameWorld() - unloading the current GameWorld\n");
189
190  this->dataTank->unloadData();
191}
192
193
194/**
195 *  starts the GameWorld
196 */
197bool GameWorld::start()
198{
199  this->isPaused = false;
200  this->isRunning = true;
201
202  this->run();
203}
204
205
206/**
207 *  stops the world.
208 */
209bool GameWorld::stop()
210{
211  PRINTF(3)("GameWorld::stop() - got stop signal\n");
212  this->isRunning = false;
213}
214
215
216/**
217 *  pauses the game
218 */
219bool GameWorld::pause()
220{
221  this->isPaused = true;
222}
223
224
225/**
226 *  ends the pause Phase
227 */
228bool GameWorld::resume()
229{
230  this->isPaused = false;
231}
232
233
234/**
235 *  main loop of the world: executing all world relevant function
236 *
237 * in this loop we synchronize (if networked), handle input events, give the heart-beat to
238 * all other member-entities of the world (tick to player, enemies etc.), checking for
239 * collisions drawing everything to the screen.
240 */
241void GameWorld::run()
242{
243  this->lastFrame = SDL_GetTicks ();
244  PRINTF(3)("GameWorld::mainLoop() - Entering main loop\n");
245
246  while( this->isRunning) /* @todo implement pause */
247  {
248    ++this->cycle;
249    /* process intput */
250    this->handleInput ();
251    if( !this->isRunning)
252      break;
253
254    /* network synchronisation */
255    this->synchronize ();
256    /* process time */
257    this->tick ();
258    /* process collision */
259    this->collide ();
260    /* update the state */
261    this->update ();
262    /* draw everything */
263    this->display ();
264  }
265
266  PRINTF(3)("GameWorld::mainLoop() - Exiting the main loop\n");
267}
268
269
270/**
271 *  synchronize local data with remote data
272*/
273void GameWorld::synchronize ()
274{}
275
276
277/**
278 *  run all input processing
279
280   the command node is the central input event dispatcher. the node uses the even-queue from
281   sdl and has its own event-passing-queue.
282*/
283void GameWorld::handleInput ()
284{
285  EventHandler::getInstance()->process();
286}
287
288
289/**
290 *  ticks a WorldEntity list
291 * @param entityList list of the WorldEntities
292 * @param dt time passed since last frame
293 */
294void GameWorld::tick(std::list<WorldEntity*> entityList, float dt)
295{
296  std::list<WorldEntity*>::iterator entity;
297  for (entity = entityList.begin(); entity != entityList.end(); entity++)
298    (*entity)->tick(dt);
299
300}
301
302/**
303 *  advance the timeline
304 *
305 * this calculates the time used to process one frame (with all input handling, drawing, etc)
306 * the time is mesured in ms and passed to all world-entities and other classes that need
307 * a heart-beat.
308 */
309void GameWorld::tick ()
310{
311  Uint32 currentFrame = SDL_GetTicks();
312
313  if( !this->isPaused)
314  {
315    this->dt = currentFrame - this->lastFrame;
316
317    /* limit the the frame rate to 100 frames per second (fps) */
318    if( this->dt < 10)
319    {
320      /* the frame-rate is limited to 100 frames per second, all other things are for nothing. */
321      //PRINTF(0)("fps = 1000 - frame rate is adjusted\n");
322      SDL_Delay(10 - dt);
323      this->dt = 10;
324    }
325
326    this->dtS = (float)this->dt / 1000.0f * this->speed;
327    this->gameTime += this->dtS;
328
329    this->tick(this->dataTank->objectManager->getObjectList(OM_DEAD_TICK), this->dtS);
330    this->tick(this->dataTank->objectManager->getObjectList(OM_COMMON), this->dtS);
331    this->tick(this->dataTank->objectManager->getObjectList(OM_GROUP_00), this->dtS);
332    this->tick(this->dataTank->objectManager->getObjectList(OM_GROUP_00_PROJ), this->dtS);
333    this->tick(this->dataTank->objectManager->getObjectList(OM_GROUP_01), this->dtS);
334    this->tick(this->dataTank->objectManager->getObjectList(OM_GROUP_01_PROJ), this->dtS);
335
336    /* update tick the rest */
337    this->dataTank->localCamera->tick(this->dtS);
338    AnimationPlayer::getInstance()->tick(this->dtS);
339    ParticleEngine::getInstance()->tick(this->dtS);
340    PhysicsEngine::getInstance()->tick(this->dtS);
341
342    GraphicsEngine::getInstance()->tick(this->dtS);
343  }
344  this->lastFrame = currentFrame;
345}
346
347
348/**
349 *  this function gives the world a consistant state
350 *
351 * after ticking (updating the world state) this will give a constistant
352 * state to the whole system.
353 */
354void GameWorld::update()
355{
356  GraphicsEngine::getInstance()->update(this->dtS);
357  PNode::getNullParent()->updateNode (this->dtS);
358  SoundEngine::getInstance()->update();
359  //music->update();
360}
361
362
363/**
364 * kicks the CDEngine to detect the collisions between the object groups in the world
365 */
366void GameWorld::collide()
367{
368  CDEngine::getInstance()->checkCollisions(this->dataTank->objectManager->getObjectList(OM_GROUP_00),
369  this->dataTank->objectManager->getObjectList(OM_GROUP_01_PROJ));
370  CDEngine::getInstance()->checkCollisions(this->dataTank->objectManager->getObjectList(OM_GROUP_01),
371  this->dataTank->objectManager->getObjectList(OM_GROUP_00_PROJ));
372
373  CDEngine::getInstance()->checkCollisions(this->dataTank->objectManager->getObjectList(OM_GROUP_01),
374      this->dataTank->objectManager->getObjectList(OM_COMMON));
375}
376
377/**
378 *  render the current frame
379 *
380 * clear all buffers and draw the world
381 */
382void GameWorld::display ()
383{
384  // clear buffer
385  glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
386  // set camera
387  this->dataTank->localCamera->apply ();
388  // draw world
389  this->draw();
390  // flip buffers
391  GraphicsEngine::swapBuffers();
392}
393
394
395/**
396 *  runs through all entities calling their draw() methods
397 */
398void GameWorld::draw ()
399{
400  GraphicsEngine* engine = GraphicsEngine::getInstance();
401
402   /* to draw the bounding boxes of the objects at level 2 for debug purp */
403
404  /* debug draw the PNodes */
405
406  /* draw all WorldEntiy groups */
407  engine->draw(State::getObjectManager()->getObjectList(OM_ENVIRON_NOTICK));
408  engine->draw(State::getObjectManager()->getObjectList(OM_ENVIRON));
409  engine->draw(State::getObjectManager()->getObjectList(OM_COMMON));
410  engine->draw(State::getObjectManager()->getObjectList(OM_GROUP_00));
411  engine->draw(State::getObjectManager()->getObjectList(OM_GROUP_00_PROJ));
412  engine->draw(State::getObjectManager()->getObjectList(OM_GROUP_01));
413  engine->draw(State::getObjectManager()->getObjectList(OM_GROUP_01_PROJ));
414  /* draws the particles */
415  ParticleEngine::getInstance()->draw();
416
417  if( unlikely( this->showBV))
418  {
419    CDEngine* engine = CDEngine::getInstance();
420    engine->drawBV(State::getObjectManager()->getObjectList(OM_ENVIRON_NOTICK));
421    engine->drawBV(State::getObjectManager()->getObjectList(OM_ENVIRON));
422    engine->drawBV(State::getObjectManager()->getObjectList(OM_COMMON));
423    engine->drawBV(State::getObjectManager()->getObjectList(OM_GROUP_00));
424    engine->drawBV(State::getObjectManager()->getObjectList(OM_GROUP_01));
425    engine->drawBV(State::getObjectManager()->getObjectList(OM_GROUP_01_PROJ));
426  }
427
428  if( unlikely(this->showPNodes))
429    PNode::getNullParent()->debugDraw(0);
430
431  /* final draw command */
432  engine->draw();
433}
434
435
436/**
437 *  sets the track path of this world
438 * @param name the name of the path
439 */
440void GameWorld::setPath( const char* name)
441{
442  if (this->path)
443    delete this->path;
444  if (ResourceManager::isFile(name))
445  {
446    this->path = new char[strlen(name)+1];
447    strcpy(this->path, name);
448  }
449  else
450  {
451    this->path = new char[strlen(ResourceManager::getInstance()->getDataDir()) + strlen(name) +1];
452    sprintf(this->path, "%s%s", ResourceManager::getInstance()->getDataDir(), name);
453  }
454}
455
456
457/**
458 *  shows the loading screen
459 */
460void GameWorld::displayLoadScreen ()
461{
462  PRINTF(3)("GameWorld::displayLoadScreen - start\n");
463  this->dataTank->glmis = new GLMenuImageScreen();
464  this->dataTank->glmis->setMaximum(8);
465  PRINTF(3)("GameWorld::displayLoadScreen - end\n");
466}
467
468
469/**
470 *  removes the loadscreen, and changes over to the game
471 */
472void GameWorld::releaseLoadScreen ()
473{
474  PRINTF(3)("GameWorld::releaseLoadScreen - start\n");
475  this->dataTank->glmis->setValue(this->dataTank->glmis->getMaximum());
476  PRINTF(3)("GameWorld::releaseLoadScreen - end\n");
477}
478
Note: See TracBrowser for help on using the repository browser.