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source: orxonox.OLD/trunk/src/story_entities/game_world.cc @ 7010

Last change on this file since 7010 was 7004, checked in by bensch, 19 years ago

orxonox/trunk: togglePNodeVisibility as it can be …. cool :)

File size: 12.4 KB
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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 "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 "graphics_engine.h"
50#include "event_handler.h"
51#include "sound_engine.h"
52#include "cd_engine.h"
53#include "network_manager.h"
54#include "physics_engine.h"
55#include "fields.h"
56
57#include "glmenu_imagescreen.h"
58#include "shell.h"
59
60#include "animation_player.h"
61#include "animation3d.h"
62
63#include "ogg_player.h"
64#include "shader.h"
65
66
67using namespace std;
68
69
70SHELL_COMMAND(speed, GameWorld, setSpeed);
71SHELL_COMMAND_STATIC(togglePNodeVisibility, GameWorld, GameWorld::togglePNodeVisibility);
72SHELL_COMMAND_STATIC(toggleBVVisibility, GameWorld, GameWorld::toggleBVVisibility);
73
74
75
76GameWorld::GameWorld()
77    : StoryEntity()
78{
79  this->setClassID(CL_GAME_WORLD, "GameWorld");
80  this->setName("Preloaded World - no name yet");
81
82  this->gameTime = 0.0f;
83  this->setSpeed(1.0f);
84  this->shell = NULL;
85
86  this->showPNodes = false;
87  this->showBV = false;
88
89  this->dataXML = NULL;
90}
91
92/**
93 *  remove the GameWorld from memory
94 *
95 *  delete everything explicitly, that isn't contained in the parenting tree!
96 *  things contained in the tree are deleted automaticaly
97 */
98GameWorld::~GameWorld ()
99{
100  PRINTF(4)("Deleted GameWorld\n");
101}
102
103
104
105/**
106 * loads the parameters of a GameWorld from an XML-element
107 * @param root the XML-element to load from
108 */
109void GameWorld::loadParams(const TiXmlElement* root)
110{
111  StoryEntity::loadParams(root);
112
113  PRINTF(4)("Loaded GameWorld specific stuff\n");
114}
115
116
117/**
118 * this is executed just before load
119 *
120 * since the load function sometimes needs data, that has been initialized
121 * before the load and after the proceeding storyentity has finished
122*/
123ErrorMessage GameWorld::init()
124{
125  this->cycle = 0;
126  /* init the world interface */
127  this->shell = new Shell();
128
129  State::setCurrentStoryEntity(dynamic_cast<StoryEntity*>(this));
130  this->dataTank->init();
131}
132
133
134/**
135 *  loads the GameWorld by initializing all resources, and set their default values.
136 */
137ErrorMessage GameWorld::loadData()
138{
139  this->displayLoadScreen();
140
141  PRINTF(0)("Loading the GameWorld\n");
142
143  PRINTF(3)("> Loading world: '%s'\n", getLoadFile());
144  TiXmlElement* element;
145  GameLoader* loader = GameLoader::getInstance();
146
147  if( getLoadFile() == NULL)
148  {
149    PRINTF(1)("GameWorld has no path specified for loading\n");
150    return (ErrorMessage){213,"Path not specified","GameWorld::load()"};
151  }
152
153  TiXmlDocument* XMLDoc = new TiXmlDocument( getLoadFile());
154  // load the xml world file for further loading
155  if( !XMLDoc->LoadFile())
156  {
157    PRINTF(1)("loading XML File: %s @ %s:l%d:c%d\n", XMLDoc->ErrorDesc(), this->getLoadFile(), XMLDoc->ErrorRow(), XMLDoc->ErrorCol());
158    delete XMLDoc;
159    return (ErrorMessage){213,"XML File parsing error","GameWorld::load()"};
160  }
161  // check basic validity
162  TiXmlElement* root = XMLDoc->RootElement();
163  assert( root != NULL);
164  if( root == NULL || root->Value() == NULL || strcmp( root->Value(), "WorldDataFile"))
165  {
166    // report an error
167    PRINTF(1)("Specified XML File is not an orxonox world data file (WorldDataFile element missing)\n");
168    delete XMLDoc;
169    return (ErrorMessage){213,"Path not a WorldDataFile","GameWorld::load()"};
170  }
171  /* the whole loading process for the GameWorld */
172  this->dataTank->loadData(root);
173  this->dataXML = (TiXmlElement*)root->Clone();
174
175  delete XMLDoc;
176  this->releaseLoadScreen();
177}
178
179
180/**
181 *  unload the data of this GameWorld
182 */
183ErrorMessage GameWorld::unloadData()
184{
185  delete this->shell;
186  PRINTF(3)("GameWorld::~GameWorld() - unloading the current GameWorld\n");
187
188  this->dataTank->unloadData();
189
190  State::setCurrentStoryEntity(NULL);
191  if (this->dataXML)
192    delete this->dataXML;
193
194}
195
196
197/**
198 *  starts the GameWorld
199 */
200bool GameWorld::start()
201{
202  this->isPaused = false;
203  this->isRunning = true;
204
205  this->run();
206}
207
208
209/**
210 *  stops the world.
211 */
212bool GameWorld::stop()
213{
214  PRINTF(3)("GameWorld::stop() - got stop signal\n");
215  this->isRunning = false;
216}
217
218
219/**
220 *  pauses the game
221 */
222bool GameWorld::pause()
223{
224  this->isPaused = true;
225}
226
227
228/**
229 *  ends the pause Phase
230 */
231bool GameWorld::resume()
232{
233  this->isPaused = false;
234}
235
236
237/**
238 *  main loop of the world: executing all world relevant function
239 *
240 * in this loop we synchronize (if networked), handle input events, give the heart-beat to
241 * all other member-entities of the world (tick to player, enemies etc.), checking for
242 * collisions drawing everything to the screen.
243 */
244void GameWorld::run()
245{
246  /* start the music */
247  if(this->dataTank->music != NULL)
248    this->dataTank->music->playback();
249
250  this->lastFrame = SDL_GetTicks ();
251  PRINTF(3)("GameWorld::mainLoop() - Entering main loop\n");
252
253  while( this->isRunning) /* @todo implement pause */
254  {
255    ++this->cycle;
256    /* process intput */
257    this->handleInput ();
258    if( !this->isRunning)
259      break;
260
261    /* network synchronisation */
262    this->synchronize ();
263    /* process time */
264    this->tick ();
265    /* process collision */
266    this->collide ();
267    /* update the state */
268    this->update ();
269    /* draw everything */
270    this->display ();
271  }
272
273  PRINTF(3)("GameWorld::mainLoop() - Exiting the main loop\n");
274}
275
276
277/**
278 *  synchronize local data with remote data
279*/
280void GameWorld::synchronize ()
281{}
282
283
284/**
285 *  run all input processing
286
287   the command node is the central input event dispatcher. the node uses the even-queue from
288   sdl and has its own event-passing-queue.
289*/
290void GameWorld::handleInput ()
291{
292  EventHandler::getInstance()->process();
293}
294
295
296/**
297 *  ticks a WorldEntity list
298 * @param entityList list of the WorldEntities
299 * @param dt time passed since last frame
300 */
301void GameWorld::tick(std::list<WorldEntity*> entityList, float dt)
302{
303  std::list<WorldEntity*>::iterator entity, next;
304  next = entityList.begin();
305  while (next != entityList.end())
306  {
307    entity = next++;
308    (*entity)->tick(dt);
309  }
310}
311
312/**
313 *  advance the timeline
314 *
315 * this calculates the time used to process one frame (with all input handling, drawing, etc)
316 * the time is mesured in ms and passed to all world-entities and other classes that need
317 * a heart-beat.
318 */
319void GameWorld::tick ()
320{
321  Uint32 currentFrame = SDL_GetTicks();
322
323  if( !this->isPaused)
324  {
325    this->dt = currentFrame - this->lastFrame;
326
327    /* limit the the frame rate to 100 frames per second (fps) */
328    if( this->dt < 10)
329    {
330      /* the frame-rate is limited to 100 frames per second, all other things are for nothing. */
331      //PRINTF(0)("fps = 1000 - frame rate is adjusted\n");
332      SDL_Delay(10 - dt);
333      this->dt = 10;
334    }
335
336    this->dtS = (float)this->dt / 1000.0f * this->speed;
337    this->gameTime += this->dtS;
338
339    this->tick(this->dataTank->objectManager->getObjectList(OM_DEAD_TICK), this->dtS);
340    this->tick(this->dataTank->objectManager->getObjectList(OM_ENVIRON), this->dtS);
341    this->tick(this->dataTank->objectManager->getObjectList(OM_COMMON), this->dtS);
342    this->tick(this->dataTank->objectManager->getObjectList(OM_GROUP_00), this->dtS);
343    this->tick(this->dataTank->objectManager->getObjectList(OM_GROUP_00_PROJ), this->dtS);
344    this->tick(this->dataTank->objectManager->getObjectList(OM_GROUP_01), this->dtS);
345    this->tick(this->dataTank->objectManager->getObjectList(OM_GROUP_01_PROJ), this->dtS);
346
347    /* update tick the rest */
348    this->dataTank->localCamera->tick(this->dtS);
349    AnimationPlayer::getInstance()->tick(this->dtS);
350    PhysicsEngine::getInstance()->tick(this->dtS);
351
352    GraphicsEngine::getInstance()->tick(this->dtS);
353  }
354  this->lastFrame = currentFrame;
355}
356
357
358/**
359 *  this function gives the world a consistant state
360 *
361 * after ticking (updating the world state) this will give a constistant
362 * state to the whole system.
363 */
364void GameWorld::update()
365{
366  GraphicsEngine::getInstance()->update(this->dtS);
367  PNode::getNullParent()->updateNode (this->dtS);
368  SoundEngine::getInstance()->update();
369
370  if (this->dataTank->music != NULL)
371    this->dataTank->music->update();
372}
373
374
375/**
376 * kicks the CDEngine to detect the collisions between the object groups in the world
377 */
378void GameWorld::collide()
379{
380  CDEngine::getInstance()->checkCollisions(this->dataTank->objectManager->getObjectList(OM_GROUP_00),
381      this->dataTank->objectManager->getObjectList(OM_GROUP_01_PROJ));
382  CDEngine::getInstance()->checkCollisions(this->dataTank->objectManager->getObjectList(OM_GROUP_01),
383      this->dataTank->objectManager->getObjectList(OM_GROUP_00_PROJ));
384
385  CDEngine::getInstance()->checkCollisions(this->dataTank->objectManager->getObjectList(OM_GROUP_01),
386      this->dataTank->objectManager->getObjectList(OM_COMMON));
387}
388
389/**
390 *  render the current frame
391 *
392 * clear all buffers and draw the world
393 */
394void GameWorld::display ()
395{
396  // clear buffer
397  glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
398  // draw world
399  this->draw();
400  // flip buffers
401  GraphicsEngine::swapBuffers();
402}
403
404
405/**
406 *  runs through all entities calling their draw() methods
407 */
408void GameWorld::draw ()
409{
410  GraphicsEngine* engine = GraphicsEngine::getInstance();
411
412  // set camera
413  this->dataTank->localCamera->apply ();
414
415  /* draw all WorldEntiy groups */
416  engine->draw(State::getObjectManager()->getObjectList(OM_ENVIRON_NOTICK));
417  engine->draw(State::getObjectManager()->getObjectList(OM_ENVIRON));
418  engine->draw(State::getObjectManager()->getObjectList(OM_COMMON));
419  engine->draw(State::getObjectManager()->getObjectList(OM_GROUP_00));
420  engine->draw(State::getObjectManager()->getObjectList(OM_GROUP_00_PROJ));
421  engine->draw(State::getObjectManager()->getObjectList(OM_GROUP_01));
422  engine->draw(State::getObjectManager()->getObjectList(OM_GROUP_01_PROJ));
423
424
425  if( unlikely( this->showBV))
426  {
427    CDEngine* engine = CDEngine::getInstance();
428    engine->drawBV(State::getObjectManager()->getObjectList(OM_ENVIRON_NOTICK));
429    engine->drawBV(State::getObjectManager()->getObjectList(OM_ENVIRON));
430    engine->drawBV(State::getObjectManager()->getObjectList(OM_COMMON));
431    engine->drawBV(State::getObjectManager()->getObjectList(OM_GROUP_00));
432    engine->drawBV(State::getObjectManager()->getObjectList(OM_GROUP_01));
433    engine->drawBV(State::getObjectManager()->getObjectList(OM_GROUP_01_PROJ));
434  }
435
436  if( unlikely(this->showPNodes))
437    PNode::getNullParent()->debugDraw(0);
438
439  engine->draw();
440}
441
442/**
443 *  shows the loading screen
444 */
445void GameWorld::displayLoadScreen ()
446{
447  PRINTF(3)("GameWorld::displayLoadScreen - start\n");
448  this->dataTank->glmis = new GLMenuImageScreen();
449  this->dataTank->glmis->setMaximum(8);
450  PRINTF(3)("GameWorld::displayLoadScreen - end\n");
451}
452
453
454/**
455 *  removes the loadscreen, and changes over to the game
456 */
457void GameWorld::releaseLoadScreen ()
458{
459  PRINTF(3)("GameWorld::releaseLoadScreen - start\n");
460  this->dataTank->glmis->setValue(this->dataTank->glmis->getMaximum());
461  PRINTF(3)("GameWorld::releaseLoadScreen - end\n");
462}
463
464
465
466/**
467 * @brief toggles the PNode visibility in the world (drawn as boxes)
468 */
469void GameWorld::togglePNodeVisibility()
470{
471  if (State::getCurrentStoryEntity() != NULL &&
472      State::getCurrentStoryEntity()->isA(CL_GAME_WORLD))
473  {
474    dynamic_cast<GameWorld*>(State::getCurrentStoryEntity())->showPNodes = !dynamic_cast<GameWorld*>(State::getCurrentStoryEntity())->showPNodes;
475  }
476  else
477    PRINTF(2)("The Current Story entity is not a GameWorld\n");
478};
479
480
481/**
482 * @brief toggles the bounding volume (BV) visibility
483*/
484void GameWorld::toggleBVVisibility()
485{
486  if (State::getCurrentStoryEntity() != NULL &&
487      State::getCurrentStoryEntity()->isA(CL_GAME_WORLD))
488  {
489    dynamic_cast<GameWorld*>(State::getCurrentStoryEntity())->showBV = !dynamic_cast<GameWorld*>(State::getCurrentStoryEntity())->showBV;
490  }
491  else
492    PRINTF(2)("The Current Story entity is not a GameWorld\n");
493};
494
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