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source: orxonox.OLD/trunk/src/story_entities/game_world_data.cc @ 7214

Last change on this file since 7214 was 7193, checked in by bensch, 19 years ago

orxonox/trunk: new style for resources (prework/movement)

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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 "util/loading/resource_manager.h"
24#include "state.h"
25#include "class_list.h"
26#include "substring.h"
27
28#include "util/loading/game_loader.h"
29
30#include "p_node.h"
31#include "world_entity.h"
32#include "player.h"
33#include "camera.h"
34#include "environment.h"
35#include "terrain.h"
36#include "test_entity.h"
37#include "terrain.h"
38#include "skybox.h"
39#include "md2Model.h"
40#include "world_entities/projectiles/projectile.h"
41#include "npcs/npc_test1.h"
42#include "playable.h"
43
44#include "light.h"
45
46#include "util/loading/factory.h"
47#include "fast_factory.h"
48#include "util/loading/load_param.h"
49
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
60#include "animation_player.h"
61#include "animation3d.h"
62
63#include "game_rules.h"
64
65#include "ogg_player.h"
66#include "shader.h"
67
68
69using namespace std;
70
71
72/**
73 * constructor of the GameWorldData
74 */
75GameWorldData::GameWorldData()
76{
77  this->setClassID(CL_GAME_WORLD_DATA, "GameWorldData");
78
79  this->glmis = NULL;
80
81  this->localCamera = NULL;
82  this->localPlayer = NULL;
83  this->sky = NULL;
84  this->terrain = NULL;
85
86  this->music = NULL;
87  this->objectManager = NULL;
88  this->gameRule = NULL;
89}
90
91
92/**
93 * destructor for the GameWorldData
94 */
95GameWorldData::~GameWorldData()
96{}
97
98
99
100/**
101 *  initialize the GameWorldData
102 */
103ErrorMessage GameWorldData::init()
104{
105  this->objectManager = new ObjectManager();
106  State::setObjectManager(this->objectManager);
107
108  PNode::getNullParent();
109  this->localCamera = new Camera();
110  this->localCamera->setName ("GameWorld-Camera");
111  State::setCamera(this->localCamera, this->localCamera->getTarget());
112
113  LightManager::getInstance();
114
115  GraphicsEngine::getInstance()->displayFPS(true);
116
117  /* initialize some graphics engines and graphical elements */
118  AnimationPlayer::getInstance();
119  PhysicsEngine::getInstance();
120}
121
122
123/**
124 *  loads the data from the xml file
125 * @param root reference to the xml root element
126 */
127ErrorMessage GameWorldData::loadData(TiXmlElement* root)
128{
129  // load the parameters
130  // name
131  const char* string = grabParameter( root, "name");
132  if( string == NULL)
133  {
134    PRINTF(2)("GameWorld is missing a proper 'name'\n");
135    this->setName("Unknown");
136  }
137  else
138    this->setName(string);
139
140  this->loadGUI(root);
141  this->loadWorldEntities(root);
142  this->loadScene(root);
143}
144
145
146/**
147 *  unloads the data from the xml file
148 */
149ErrorMessage GameWorldData::unloadData()
150{
151  this->unloadGUI();
152  this->unloadWorldEntities();
153  this->unloadScene();
154}
155
156
157/**
158 *  loads the GUI data
159 * @param root reference to the xml root element
160 */
161ErrorMessage GameWorldData::loadGUI(TiXmlElement* root)
162{
163  TiXmlElement* element = root->FirstChildElement("LoadScreen");
164  if( element == NULL)
165  {
166    PRINTF(2)("no LoadScreen specified, loading default\n");
167
168    glmis->setBackgroundImage("pictures/load_screen.jpg");
169    this->glmis->setMaximum(8);
170    //     this->glmis->draw();
171  }
172  else
173  {
174    this->glmis->loadParams(element);
175    //     this->glmis->draw();
176  }
177  this->glmis->draw();
178}
179
180
181/**
182 *  unloads the GUI data
183 */
184ErrorMessage GameWorldData::unloadGUI()
185{
186  delete this->glmis;
187}
188
189
190/**
191 *  loads the world entities from the xml file
192 * @param root reference to the xml root parameter
193 */
194ErrorMessage GameWorldData::loadWorldEntities(TiXmlElement* root)
195{
196  TiXmlElement* element = root->FirstChildElement("WorldEntities");
197
198  if( element == NULL)
199  {
200    PRINTF(1)("GameWorld is missing 'WorldEntities'\n");
201  }
202  else
203  {
204    element = element->FirstChildElement();
205    // load Players/Objects/Whatever
206    PRINTF(4)("Loading WorldEntities\n");
207    while( element != NULL)
208    {
209      BaseObject* created = Factory::fabricate(element);
210      if( created != NULL )
211        PRINTF(4)("Created a %s: %s\n", created->getClassName(), created->getName());
212
213      //todo do this more elegant
214      if( element->Value() != NULL && !strcmp( element->Value(), "SkyBox"))
215      {
216        this->sky = dynamic_cast<WorldEntity*>(created);
217        State::setSkyBox(dynamic_cast<SkyBox*>(this->sky));
218      }
219      if( element->Value() != NULL && !strcmp( element->Value(), "Terrain"))
220      {
221        this->terrain = dynamic_cast<Terrain*>(created);
222        CDEngine::getInstance()->setTerrain(terrain);
223      }
224      element = element->NextSiblingElement();
225      this->glmis->step(); //! @todo temporary
226    }
227    PRINTF(4)("Done loading WorldEntities\n");
228  }
229
230  // Create a Player
231  this->localPlayer = new Player();
232  State::setPlayer(this->localPlayer);
233
234  Playable* playable;
235  const list<BaseObject*>* playableList = ClassList::getList(CL_PLAYABLE);
236  if (playableList != NULL)
237  {
238    playable = dynamic_cast<Playable*>(playableList->front());
239    this->localPlayer->setPlayable(playable);
240  }
241
242  /* init the pnode tree */
243  PNode::getNullParent()->init();
244}
245
246
247/**
248 *  unloads the world entities
249 */
250ErrorMessage GameWorldData::unloadWorldEntities()
251{
252  FastFactory::flushAll(true);
253  GraphicsEngine::getInstance()->displayFPS(false);
254  // erease everything that is left.
255  // delete PNode::getNullParent(); // not needed as this is also done in the next step (and also much cleaner)
256  const std::list<BaseObject*>* nodeList;
257  //secondary cleanup of PNodes;
258  nodeList = ClassList::getList(CL_PARENT_NODE);
259  if (nodeList != NULL)
260    while (!nodeList->empty())
261  {
262//    ClassList::debug( 3, CL_PARENT_NODE);
263//    PNode::getNullParent()->debugNode(0);
264//    printf("%s::%s\n", nodeList->front()->getClassName(), nodeList->front()->getName());
265    delete nodeList->front();
266  }
267  /* remove the player object */
268  if( this->localPlayer)
269    delete this->localPlayer;
270  State::setPlayer(NULL);
271
272  nodeList = ClassList::getList(CL_GRAPHICS_EFFECT);
273  if (nodeList != NULL)
274    while (!nodeList->empty())
275      delete nodeList->front();
276
277
278  nodeList = ClassList::getList(CL_ELEMENT_2D);
279    if (nodeList != NULL)
280       while (!nodeList->empty())
281         delete nodeList->front();
282
283
284
285
286  // unload the resources !!
287  ResourceManager::getInstance()->unloadAllByPriority(RP_LEVEL);
288
289  if (State::getObjectManager() == this->objectManager)
290  {
291    State::setObjectManager(NULL);
292    delete this->objectManager;
293  }
294
295  if(State::getSkyBox())
296    State::setSkyBox(NULL);
297
298  glmis = NULL;
299  localCamera = NULL;
300  localPlayer = NULL;
301  State::setCamera(NULL, NULL);
302  sky = NULL;
303  terrain = NULL;
304  objectManager = NULL;
305}
306
307
308/**
309 *  loads the scene data
310 * @param root reference to the xml root element
311 */
312ErrorMessage GameWorldData::loadScene(TiXmlElement* root)
313{
314  LoadParamXML(root, "LightManager", LightManager::getInstance(), LightManager, loadParams);
315  LoadParamXML(root, "GraphicsEngine", GraphicsEngine::getInstance(), GraphicsEngine, loadParams);
316
317  LoadParam(root, "Music", this, GameWorldData, setSoundTrack);
318
319
320  LoadParamXML(root, "GameRule", this, GameWorldData, loadGameRule);
321
322
323  //LoadParamXML(root, "ParticleEngine", ParticleEngine::getInstance(), ParticleEngine, loadParams);
324  //LoadParamXML(root, "PhysicsEngine", PhysicsEngine::getInstance(), PhysicsEngine, loadParams);
325
326  this->localCamera->setClipRegion(1, 10000.0);
327  if( this->sky != NULL)
328    this->localCamera->addChild(this->sky);
329  SoundEngine::getInstance()->setListener(this->localCamera);
330}
331
332
333
334/**
335 *  unloads the scene data
336 */
337ErrorMessage GameWorldData::unloadScene()
338{
339  /* delete some garphics and scene eingines */
340  delete LightManager::getInstance();
341  delete AnimationPlayer::getInstance();
342  delete PhysicsEngine::getInstance();
343
344  if (this->music != NULL)
345    this->setSoundTrack(NULL);
346  this->music = NULL;
347  /* stop the sound eninge */
348  SoundEngine::getInstance()->flushAllBuffers();
349  SoundEngine::getInstance()->flushAllSources();
350
351  /* unload the shaders */
352  Shader::suspendShader();
353}
354
355
356void GameWorldData::setSoundTrack(const char* name)
357{
358  if (this->music != NULL)
359    delete this->music;
360  this->music = NULL;
361
362  if (name != NULL)
363  {
364    PRINTF(3)("Setting Sound Track to %s\n", name);
365    char* oggFile = ResourceManager::getFullName(name); /// FIXME
366    this->music = new OggPlayer(oggFile);
367    delete[] oggFile;
368
369    //(OggPlayer*)ResourceManager::getInstance()->load(name, OGG, RP_LEVEL);
370    //assert(this->music->isA(CL_SOUND_OGG_PLAYER));
371  }
372}
373
374
375void GameWorldData::loadGameRule(const TiXmlElement* root)
376{
377  const TiXmlElement* element = root->FirstChildElement();
378  while( element != NULL)
379  {
380    PRINTF(4)("creating %s\n", element->Value());
381    BaseObject* created = Factory::fabricate(element);
382    if (created != NULL /*&& created->isA(CL_GAME_RULES)*/)
383    {
384      this->gameRule = dynamic_cast<GameRules*>(created);
385      State::setGameRules(this->gameRule);
386    }
387    else
388    {
389      PRINTF(1)("Could not create a %s\n", element->Value());
390      delete created;
391    }
392    element = element->NextSiblingElement();
393  }
394}
395
396
397
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