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source: orxonox.OLD/trunk/src/story_entities/game_world_data.cc @ 6611

Last change on this file since 6611 was 6434, checked in by bensch, 19 years ago

orxonox/trunk: moved the projectiles to Projectiles

File size: 7.0 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*/
14
15
16#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WORLD
17
18#include "game_world_data.h"
19
20#include "resource_manager.h"
21#include "state.h"
22#include "class_list.h"
23#include "substring.h"
24
25#include "game_loader.h"
26
27#include "p_node.h"
28#include "world_entity.h"
29#include "player.h"
30#include "camera.h"
31#include "environment.h"
32#include "terrain.h"
33#include "test_entity.h"
34#include "terrain.h"
35#include "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 "factory.h"
43#include "fast_factory.h"
44#include "load_param.h"
45
46#include "particle_engine.h"
47#include "graphics_engine.h"
48#include "event_handler.h"
49#include "sound_engine.h"
50#include "cd_engine.h"
51#include "network_manager.h"
52#include "physics_engine.h"
53#include "fields.h"
54
55#include "glmenu_imagescreen.h"
56
57#include "animation_player.h"
58#include "animation3d.h"
59
60#include "ogg_player.h"
61#include "shader.h"
62
63
64
65using namespace std;
66
67
68/**
69 * constructor of the GameWorldData
70 */
71GameWorldData::GameWorldData()
72{
73  this->setClassID(CL_GAME_WORLD_DATA, "GameWorldData");
74
75  this->localPlayer = NULL;
76  this->localCamera = NULL;
77
78  this->glmis = NULL;
79
80  this->localCamera = NULL;
81  this->localPlayer = NULL;
82  this->sky = NULL;
83  this->terrain = NULL;
84
85  this->music = NULL;
86  this->objectManager = NULL;
87}
88
89
90/**
91 * destructor for the GameWorldData
92 */
93GameWorldData::~GameWorldData()
94{}
95
96
97
98/**
99 *  initialize the GameWorldData
100 */
101ErrorMessage GameWorldData::init()
102{
103  this->objectManager = new ObjectManager();
104  State::setObjectManager(this->objectManager);
105
106  PNode::getNullParent();
107  this->localCamera = new Camera();
108  this->localCamera->setName ("GameWorld-Camera");
109  State::setCamera(this->localCamera, this->localCamera->getTarget());
110
111  LightManager::getInstance();
112
113  GraphicsEngine::getInstance()->displayFPS(true);
114
115  /* initialize some graphics engines and graphical elements */
116  AnimationPlayer::getInstance();
117  ParticleEngine::getInstance();
118  PhysicsEngine::getInstance();
119}
120
121
122/**
123 *  loads the data from the xml file
124 * @param root reference to the xml root element
125 */
126ErrorMessage GameWorldData::loadData(TiXmlElement* root)
127{
128  // load the parameters
129  // name
130  const char* string = grabParameter( root, "name");
131  if( string == NULL)
132  {
133    PRINTF(2)("GameWorld is missing a proper 'name'\n");
134    this->setName("Unknown");
135  }
136  else
137    this->setName(string);
138
139  this->loadGUI(root);
140  this->loadWorldEntities(root);
141  this->loadScene(root);
142}
143
144
145/**
146 *  unloads the data from the xml file
147 */
148ErrorMessage GameWorldData::unloadData()
149{
150  this->unloadGUI();
151  this->unloadWorldEntities();
152  this->unloadScene();
153}
154
155
156/**
157 *  loads the GUI data
158 * @param root reference to the xml root element
159 */
160ErrorMessage GameWorldData::loadGUI(TiXmlElement* root)
161{
162  TiXmlElement* element = root->FirstChildElement("LoadScreen");
163  if( element == NULL)
164  {
165    PRINTF(2)("no LoadScreen specified, loading default\n");
166
167    glmis->setBackgroundImage("pictures/load_screen.jpg");
168    this->glmis->setMaximum(8);
169//     this->glmis->draw();
170  }
171  else
172  {
173    this->glmis->loadParams(element);
174//     this->glmis->draw();
175  }
176  this->glmis->draw();
177}
178
179
180/**
181 *  unloads the GUI data
182 */
183ErrorMessage GameWorldData::unloadGUI()
184{
185  delete this->glmis;
186}
187
188
189/**
190 *  loads the world entities from the xml file
191 * @param root reference to the xml root parameter
192 */
193ErrorMessage GameWorldData::loadWorldEntities(TiXmlElement* root)
194{
195  TiXmlElement* element = root->FirstChildElement("WorldEntities");
196
197  if( element == NULL)
198  {
199    PRINTF(1)("GameWorld is missing 'WorldEntities'\n");
200  }
201  else
202  {
203    element = element->FirstChildElement();
204    // load Players/Objects/Whatever
205    PRINTF(4)("Loading WorldEntities\n");
206    while( element != NULL)
207    {
208      BaseObject* created = Factory::fabricate(element);
209      if( created != NULL )
210        printf("Created a %s: %s\n", created->getClassName(), created->getName());
211
212      //todo do this more elegant
213      if( element->Value() != NULL && !strcmp( element->Value(), "SkyBox"))
214        this->sky = dynamic_cast<WorldEntity*>(created);
215      if( element->Value() != NULL && !strcmp( element->Value(), "Terrain"))
216      {
217        this->terrain = dynamic_cast<Terrain*>(created);
218        CDEngine::getInstance()->setTerrain(terrain);
219      }
220      element = element->NextSiblingElement();
221      this->glmis->step(); //! @todo temporary
222    }
223    PRINTF(4)("Done loading WorldEntities\n");
224  }
225
226  // Create a Player
227  this->localPlayer = new Player();
228
229  Playable* playable;
230  const list<BaseObject*>* playableList = ClassList::getList(CL_PLAYABLE);
231  if (playableList != NULL)
232  {
233    playable = dynamic_cast<Playable*>(playableList->front());
234    this->localPlayer->setControllable(playable);
235  }
236
237  /* init the pnode tree */
238  PNode::getNullParent()->init();
239}
240
241
242/**
243 *  unloads the world entities
244 */
245ErrorMessage GameWorldData::unloadWorldEntities()
246{
247  FastFactory::flushAll(true);
248
249  // erease everything that is left.
250  delete PNode::getNullParent();
251
252  //secondary cleanup of PNodes;
253  const std::list<BaseObject*>* nodeList = ClassList::getList(CL_PARENT_NODE);
254  if (nodeList != NULL)
255    while (!nodeList->empty())
256      delete nodeList->front();
257
258  /* remove the player object */
259  if( this->localPlayer)
260    delete this->localPlayer;
261
262  // unload the resources !!
263  ResourceManager::getInstance()->unloadAllByPriority(RP_LEVEL);
264
265  if (State::getObjectManager() == this->objectManager)
266  {
267    State::setObjectManager(NULL);
268    delete this->objectManager;
269  }
270}
271
272
273/**
274 *  loads the scene data
275 * @param root reference to the xml root element
276 */
277ErrorMessage GameWorldData::loadScene(TiXmlElement* root)
278{
279  LoadParamXML(root, "LightManager", LightManager::getInstance(), LightManager, loadParams);
280
281  LoadParamXML(root, "ParticleEngine", ParticleEngine::getInstance(), ParticleEngine, loadParams);
282  //LoadParamXML(root, "PhysicsEngine", PhysicsEngine::getInstance(), PhysicsEngine, loadParams);
283
284  this->localCamera->setClipRegion(1, 10000.0);
285  if( this->sky != NULL)
286    this->localCamera->addChild(this->sky);
287
288  /* sound loading */
289  this->music = NULL;
290  //(OggPlayer*)ResourceManager::getInstance()->load("sound/00-luke_grey_-_hypermode.ogg", OGG, RP_LEVEL);
291  //music->playback();
292  SoundEngine::getInstance()->setListener(this->localCamera);
293}
294
295
296/**
297 *  unloads the scene data
298 */
299ErrorMessage GameWorldData::unloadScene()
300{
301  /* delete some garphics and scene eingines */
302  delete LightManager::getInstance();
303  delete ParticleEngine::getInstance();
304  delete AnimationPlayer::getInstance();
305  delete PhysicsEngine::getInstance();
306
307  /* stop the sound eninge */
308  SoundEngine::getInstance()->flushAllBuffers();
309  SoundEngine::getInstance()->flushAllSources();
310
311  /* unload the shaders */
312  Shader::suspendShader();
313}
314
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