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source: orxonox.OLD/trunk/src/story_entities/game_world_data.cc @ 10408

Last change on this file since 10408 was 10400, checked in by snellen, 18 years ago

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1/*
2   orxonox - the future of 3D-vertical-scrollers
3
4   Copyright (C) 2004 orx
5
6   This program is free software; you can redistribute it and/or modify
7   it under the terms of the GNU General Public License as published by
8   the Free Software Foundation; either version 2, or (at your option)
9   any later version.
10
11### File Specific:
12   main-programmer: Patrick Boenzli
13*/
14
15
16#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WORLD
17
18#include <fstream>
19#include <iostream>
20
21#include "game_world_data.h"
22
23#include "state.h"
24#include "substring.h"
25
26#include "util/loading/game_loader.h"
27#include "util/loading/resource_manager.h"
28
29#include "world_entity.h"
30#include "player.h"
31#include "camera.h"
32#include "cameraman.h"
33#include "terrain.h"
34#include "skybox.h"
35#include "md2/md2Model.h"
36#include "world_entities/projectiles/projectile.h"
37#include "npcs/npc_test1.h"
38#include "playable.h"
39
40#include "light.h"
41
42#include "util/loading/factory.h"
43#include "loading/fast_factory.h"
44#include "util/loading/load_param_xml.h"
45
46#include "graphics_engine.h"
47#include "graphics_effect.h"
48#include "weather_effects/atmospheric_engine.h"
49#include "event_handler.h"
50#include "sound_engine.h"
51#include "cd_engine.h"
52#include "network_manager.h"
53#include "physics_engine.h"
54
55#include "glmenu_imagescreen.h"
56
57#include "game_rules.h"
58
59#include "ogg_player.h"
60#include "shader.h"
61
62
63ObjectListDefinition(GameWorldData);
64/**
65 * constructor of the GameWorldData
66 */
67GameWorldData::GameWorldData()
68{
69  this->registerObject(this, GameWorldData::_objectList);
70
71  this->glmis = NULL;
72
73
74  this->localPlayer = NULL;
75  this->sky = NULL;
76  this->terrain = NULL;
77
78  this->music = NULL;
79  this->objectManager = NULL;
80  this->gameRule = NULL;
81}
82
83
84/**
85 * destructor for the GameWorldData
86 */
87GameWorldData::~GameWorldData()
88{}
89
90
91
92/**
93 *  initialize the GameWorldData
94 */
95ErrorMessage GameWorldData::init()
96{
97  this->objectManager = new ObjectManager();
98  State::setObjectManager(this->objectManager);
99
100  PNode::getNullParent();
101  Camera* localCamera = new Camera();
102    localCamera->setName ("GameWorld-Camera");
103  State::setCamera(localCamera, localCamera->getTarget());
104  //CameraMan* camMan = new CameraMan();
105  //State::setCameraman(camMan);
106  LightManager::getInstance();
107
108//  GraphicsEngine::getInstance()->displayFPS(true);
109
110  return ErrorMessage();
111}
112
113
114/**
115 *  loads the data from the xml file
116 * @param root reference to the xml root element
117 */
118ErrorMessage GameWorldData::loadData(const TiXmlElement* root)
119{
120  assert (root != NULL);
121  // load the parameters
122  // name
123  std::string string = LoadParamBase::grabParameter( root, "name");
124  if( string.empty() )
125  {
126    PRINTF(2)("GameWorld is missing a proper 'name'\n");
127    this->setName("Unknown");
128  }
129  else
130    this->setName(string.c_str());
131
132  this->loadGUI(root);
133  this->loadWorldEntities(root);
134  this->loadCameras(root);
135  this->loadScene(root);
136
137  return ErrorMessage();
138}
139
140
141/**
142 *  unloads the data from the xml file
143 */
144ErrorMessage GameWorldData::unloadData()
145{
146  this->unloadGUI();
147  this->unloadWorldEntities();
148  this->unloadScene();
149  this->unloadCameras();
150
151  return ErrorMessage();
152}
153
154/**
155 * @brief creates the cameras
156 * @param root reference to the xml root element
157 */
158ErrorMessage GameWorldData::loadCameras(const TiXmlElement* root)
159{
160  const TiXmlElement* element = root->FirstChildElement("CameraMan");
161  if( element != NULL)
162  {
163    CameraMan* camMan = new CameraMan(element);
164    State::setCameraman(camMan);
165  }
166  else
167  {
168    CameraMan* camMan = new CameraMan();
169    State::setCameraman(camMan);
170  }
171  return ErrorMessage();
172}
173
174
175/**
176 * @brief unloads the camera
177 */
178ErrorMessage GameWorldData::unloadCameras()
179{
180  CameraMan* camMan = State::getCameraman() ;
181  if(camMan != NULL){
182    delete  camMan;
183    State::setCameraman(NULL);
184   }
185  return ErrorMessage();
186}
187
188
189/**
190 * @brief loads the GUI data
191 * @param root reference to the xml root element
192 */
193ErrorMessage GameWorldData::loadGUI(const TiXmlElement* root)
194{
195  const TiXmlElement* element = root->FirstChildElement("LoadScreen");
196  if( element == NULL)
197  {
198    PRINTF(2)("no LoadScreen specified, loading default\n");
199
200    glmis->setBackgroundImage("textures/load_screens/default.jpg");
201    this->glmis->setMaximum(8);
202    //     this->glmis->draw();
203  }
204  else
205  {
206    this->glmis->loadParams(element);
207    //     this->glmis->draw();
208  }
209  this->glmis->draw();
210
211  return ErrorMessage();
212}
213
214
215/**
216 * @brief unloads the GUI data
217 */
218ErrorMessage GameWorldData::unloadGUI()
219{
220  delete this->glmis;
221
222  return ErrorMessage();
223}
224
225
226/**
227 * @brief loads the world entities from the xml file
228 * @param root reference to the xml root parameter
229 */
230ErrorMessage GameWorldData::loadWorldEntities(const TiXmlElement* root)
231{
232  const TiXmlElement* element = root->FirstChildElement("WorldEntities");
233  bool mouseCaptured = EventHandler::getInstance()->grabbedEvents();
234  EventHandler::getInstance()->grabEvents(false);
235
236  if( element == NULL)
237  {
238    PRINTF(1)("GameWorld is missing 'WorldEntities'\n");
239  }
240  else
241  {
242    element = element->FirstChildElement();
243    // load Players/Objects/Whatever
244    PRINTF(4)("Loading WorldEntities\n");
245    while( element != NULL)
246    {
247      BaseObject* created = Factory::fabricate(element);
248      if( created != NULL )
249        PRINTF(4)("Created a %s: %s\n", created->getClassCName(), created->getCName());
250
251      //todo do this more elegant
252      if( element->Value() == "SkyBox" && created->isA(SkyBox::staticClassID()))
253      {
254        this->sky = dynamic_cast<WorldEntity*>(created);
255        State::setSkyBox(dynamic_cast<SkyBox*>(this->sky));
256      }
257      if( element->Value() == "Terrain" && created->isA(Terrain::staticClassID()))
258      {
259        this->terrain = dynamic_cast<Terrain*>(created);
260        CDEngine::getInstance()->setTerrain(terrain);
261      }
262      element = element->NextSiblingElement();
263      this->glmis->step(); //! @todo temporary
264    }
265    PRINTF(4)("Done loading WorldEntities\n");
266  }
267
268  // Create a Player
269  this->localPlayer = new Player();
270  State::setPlayer(this->localPlayer);
271
272  if (!Playable::objectList().empty())
273  {
274    /// TODO Make this also loadable
275    this->localPlayer->setPlayable(Playable::objectList().front());
276  }
277
278  // Fill the EntityLists. Tick then Draw:
279  this->tickLists.push_back(OM_DEAD_TICK);
280  this->tickLists.push_back(OM_ENVIRON);
281  this->tickLists.push_back(OM_COMMON);
282  this->tickLists.push_back(OM_GROUP_00);
283  this->tickLists.push_back(OM_GROUP_00_PROJ);
284  this->tickLists.push_back(OM_GROUP_01);
285  this->tickLists.push_back(OM_GROUP_01_PROJ);
286  this->tickLists.push_back(OM_GROUP_02);
287
288  this->drawLists.push_back(OM_ENVIRON_NOTICK);
289  this->drawLists.push_back(OM_ENVIRON);
290  this->drawLists.push_back(OM_GROUP_00);
291  this->drawLists.push_back(OM_GROUP_00_PROJ);
292  this->drawLists.push_back(OM_GROUP_01);
293  this->drawLists.push_back(OM_GROUP_01_PROJ);
294  this->drawLists.push_back(OM_GROUP_02);
295  this->drawLists.push_back(OM_COMMON);
296
297  /* init the pnode tree */
298  PNode::getNullParent()->init();
299
300  EventHandler::getInstance()->grabEvents(mouseCaptured);
301
302  return ErrorMessage();
303}
304
305
306/**
307 *  unloads the world entities
308 */
309ErrorMessage GameWorldData::unloadWorldEntities()
310{
311  FastFactory::flushAll(true);
312  GraphicsEngine::getInstance()->displayFPS(false);
313  // erease everything that is left.
314  //secondary cleanup of PNodes;
315  while (!PNode::objectList().empty())
316    delete PNode::objectList().front();
317
318  /* remove the player object */
319  if( this->localPlayer)
320    delete this->localPlayer;
321  State::setPlayer(NULL);
322  this->localPlayer = NULL;
323  State::setCamera(NULL, NULL);
324  this->sky = NULL;
325  this->terrain = NULL;
326
327  while (!GraphicsEffect::objectList().empty())
328    delete GraphicsEffect::objectList().front();
329
330
331  while (!Element2D::objectList().empty())
332    delete Element2D::objectList().front();
333
334  // At this Point all the WorldEntites should be unloaded.
335  this->tickLists.clear();
336  this->drawLists.clear();
337
338  // unload the resources loaded in this Level !!
339  /// FIXME TODO HACK!!
340//  ResourceManager::getInstance()->unloadAllByPriority(RP_LEVEL);
341
342  if (State::getObjectManager() == this->objectManager)
343  {
344    State::setObjectManager(NULL);
345    delete this->objectManager;
346  }
347  this->objectManager = NULL;
348
349  if(State::getSkyBox())
350    State::setSkyBox(NULL);
351
352  this->glmis = NULL;
353
354  return ErrorMessage();
355}
356
357
358/**
359 * @brief loads the scene data
360 * @param root reference to the xml root element
361 */
362ErrorMessage GameWorldData::loadScene(const TiXmlElement* root)
363{
364  LoadParamXML(root, "LightManager", LightManager::getInstance(), LightManager, loadParams);
365  LoadParamXML(root, "GraphicsEngine", GraphicsEngine::getInstance(), GraphicsEngine, loadParams);
366  LoadParamXML(root, "AtmosphericEngine", AtmosphericEngine::getInstance(), AtmosphericEngine, loadParams);
367
368  LoadParam(root, "Music", this, GameWorldData, setSoundTrack);
369
370  LoadParamXML(root, "GameRule", this, GameWorldData, loadGameRule);
371
372  LoadParam(root, "clip-region", State::getCameraman(), CameraMan, setClipRegion);
373
374
375  //LoadParamXML(root, "ParticleEngine", ParticleEngine::getInstance(), ParticleEngine, loadParams);
376  //LoadParamXML(root, "PhysicsEngine", PhysicsEngine::getInstance(), PhysicsEngine, loadParams);
377
378
379  OrxSound::SoundEngine::getInstance()->setListener(State::getCamera());
380
381  return ErrorMessage();
382}
383
384
385
386/**
387 *  unloads the scene data
388 */
389ErrorMessage GameWorldData::unloadScene()
390{
391  /* delete some garphics and scene eingines */
392  delete LightManager::getInstance();
393  delete AtmosphericEngine::getInstance();
394
395  if (this->music != NULL)
396    this->setSoundTrack("");
397
398  /* unload the shaders */
399  Shader::suspendShader();
400
401  State::setGameRules(NULL);
402
403  return ErrorMessage();
404}
405
406
407void GameWorldData::setSoundTrack(const std::string& name)
408{
409  if (this->music != NULL)
410    delete this->music;
411  this->music = NULL;
412
413  if (!name.empty())
414  {
415    PRINTF(3)("Setting Sound Track to %s\n", name.c_str());
416    std::string oggFile = Resources::ResourceManager::getInstance()->prependAbsoluteMainPath(name);
417    this->music = new OrxSound::OggPlayer(oggFile);
418    if (this->localPlayer != NULL)
419      this->localPlayer->hud().notifyUser(std::string("Playing SoundTrack: ") + this->music->artist() + " - " + this->music->title());
420
421    //(OggPlayer*)ResourceManager::getInstance()->load(name, OGG, RP_LEVEL);
422    //assert(this->music->isA(CL_SOUND_OGG_PLAYER));
423  }
424}
425
426
427void GameWorldData::loadGameRule(const TiXmlElement* root)
428{
429  const TiXmlElement* element = root->FirstChildElement();
430  while( element != NULL)
431  {
432    PRINTF(2)("============ GameRules ==\n");
433    PRINTF(2)("creating %s\n", element->Value());
434    BaseObject* created = Factory::fabricate(element);
435    if (created != NULL && created->isA(GameRules::staticClassID()))
436    {
437      this->gameRule = dynamic_cast<GameRules*>(created);
438      State::setGameRules(this->gameRule);
439      // if there is a valid game rule loaded, return because it is not thought to load multiple game rules
440      return;
441    }
442    else
443    {
444      PRINTF(1)("Could not create a %s\n", element->Value());
445      delete created;
446    }
447    element = element->NextSiblingElement();
448  }
449}
450
451
452
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