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source: orxonox.OLD/trunk/src/story_entities/world.cc @ 6151

Last change on this file since 6151 was 6151, checked in by bensch, 20 years ago

trunk: more world cleanup

File size: 18.2 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 "world.h"
20
21#include "shell_command.h"
22#include "resource_manager.h"
23#include "state.h"
24
25#include "p_node.h"
26#include "world_entity.h"
27#include "player.h"
28#include "camera.h"
29#include "environment.h"
30#include "terrain.h"
31
32#include "test_entity.h"
33#include "terrain.h"
34#include "light.h"
35#include "load_param.h"
36#include "shell.h"
37
38#include "fast_factory.h"
39#include "animation_player.h"
40#include "particle_engine.h"
41#include "graphics_engine.h"
42#include "physics_engine.h"
43#include "fields.h"
44
45#include "md2Model.h"
46
47#include "glmenu_imagescreen.h"
48#include "list.h"
49#include "game_loader.h"
50
51#include "animation3d.h"
52
53#include "substring.h"
54
55#include "factory.h"
56
57#include "weapons/projectile.h"
58#include "event_handler.h"
59#include "sound_engine.h"
60#include "ogg_player.h"
61
62#include "class_list.h"
63
64#include "cd_engine.h"
65#include "npcs/npc_test1.h"
66#include "shader.h"
67
68#include "playable.h"
69#include "network_manager.h"
70#include "playable.h"
71
72
73SHELL_COMMAND(speed, World, setSpeed);
74SHELL_COMMAND(togglePNodeVisibility, World, togglePNodeVisibility);
75SHELL_COMMAND(toggleBVVisibility, World, toggleBVVisibility);
76
77using namespace std;
78
79//! This creates a Factory to fabricate a World
80CREATE_FACTORY(World, CL_WORLD);
81
82World::World(const TiXmlElement* root)
83{
84  this->constuctorInit("", -1);
85  this->path = NULL;
86
87  this->loadParams(root);
88}
89
90/**
91 *  remove the World from memory
92 *
93 *  delete everything explicitly, that isn't contained in the parenting tree!
94 *  things contained in the tree are deleted automaticaly
95 */
96World::~World ()
97{
98  delete this->shell;
99  PRINTF(3)("World::~World() - deleting current world\n");
100
101  delete this->localPlayer;
102
103  // delete all the initialized Engines.
104  FastFactory::flushAll(true);
105  delete LightManager::getInstance();
106  delete ParticleEngine::getInstance();
107  delete AnimationPlayer::getInstance();
108  delete PhysicsEngine::getInstance();
109
110  // external engines initialized by the orxonox-class get deleted
111  SoundEngine::getInstance()->flushAllBuffers();
112  SoundEngine::getInstance()->flushAllSources();
113
114  if (State::getObjectManager() == &this->objectManager)
115    State::setObjectManager(NULL);
116  // erease everything that is left.
117  delete PNode::getNullParent();
118
119  //secondary cleanup of PNodes;
120  const std::list<BaseObject*>* nodeList = ClassList::getList(CL_PARENT_NODE);
121  if (nodeList != NULL)
122    while (!nodeList->empty())
123      delete nodeList->front();
124
125  Shader::suspendShader();
126
127  // unload the resources !!
128  ResourceManager::getInstance()->unloadAllByPriority(RP_LEVEL);
129}
130
131/**
132 * initializes the world.
133 * @param name the name of the world
134 * @param worldID the ID of this world
135 *
136 * set all stuff here that is world generic and does not use to much memory
137 * because the real init() function StoryEntity::init() will be called
138 * shortly before start of the game.
139 * since all worlds are initiated/referenced before they will be started.
140 * NO LEVEL LOADING HERE - NEVER!
141*/
142void World::constuctorInit(const char* name, int worldID)
143{
144  this->setClassID(CL_WORLD, "World");
145
146  this->setName(name);
147  this->gameTime = 0.0f;
148  this->setSpeed(1.0);
149  this->music = NULL;
150  this->shell = NULL;
151  this->localPlayer = NULL;
152  this->localCamera = NULL;
153
154  this->showPNodes = false;
155  this->showBV = false;
156}
157
158/**
159 * loads the parameters of a World from an XML-element
160 * @param root the XML-element to load from
161 */
162void World::loadParams(const TiXmlElement* root)
163{
164  PRINTF(4)("Creating a World\n");
165
166  LoadParam(root, "identifier", this, World, setStoryID)
167    .describe("Sets the StoryID of this world");
168
169  LoadParam(root, "nextid", this, World, setNextStoryID)
170    .describe("Sets the ID of the next world");
171
172  LoadParam(root, "path", this, World, setPath)
173    .describe("The Filename of this World (relative from the data-dir)");
174}
175
176/**
177 * this is executed just before load
178 *
179 * since the load function sometimes needs data, that has been initialized
180 * before the load and after the proceeding storyentity has finished
181*/
182ErrorMessage World::preLoad()
183{
184  State::setObjectManager(&this->objectManager);
185  this->cycle = 0;
186
187  /* init the world interface */
188  this->shell = new Shell();
189
190  LightManager::getInstance();
191  PNode::getNullParent();
192
193  AnimationPlayer::getInstance(); // initializes the animationPlayer
194  ParticleEngine::getInstance();
195  PhysicsEngine::getInstance();
196
197  this->localCamera = new Camera();
198  this->localCamera->setName ("World-Camera");
199
200  State::setCamera(this->localCamera, this->localCamera->getTarget());
201
202  GraphicsEngine::getInstance()->displayFPS(true);
203}
204
205
206/**
207 *  loads the World by initializing all resources, and set their default values.
208 */
209ErrorMessage World::load()
210{
211  PRINTF(3)("> Loading world: '%s'\n", getPath());
212  TiXmlElement* element;
213  GameLoader* loader = GameLoader::getInstance();
214
215  if( getPath() == NULL)
216    {
217      PRINTF(1)("World has no path specified for loading");
218      return (ErrorMessage){213,"Path not specified","World::load()"};
219    }
220
221  TiXmlDocument* XMLDoc = new TiXmlDocument( getPath());
222  // load the campaign document
223  if( !XMLDoc->LoadFile())
224  {
225    // report an error
226    PRINTF(1)("loading XML File: %s @ %s:l%d:c%d\n", XMLDoc->ErrorDesc(), this->getPath(), XMLDoc->ErrorRow(), XMLDoc->ErrorCol());
227    delete XMLDoc;
228    return (ErrorMessage){213,"XML File parsing error","World::load()"};
229  }
230
231  // check basic validity
232  TiXmlElement* root = XMLDoc->RootElement();
233  assert( root != NULL);
234
235  if( root == NULL || root->Value() == NULL || strcmp( root->Value(), "WorldDataFile"))
236    {
237      // report an error
238      PRINTF(1)("Specified XML File is not an orxonox world data file (WorldDataFile element missing)\n");
239      delete XMLDoc;
240      return (ErrorMessage){213,"Path not a WorldDataFile","World::load()"};
241    }
242
243  // load the parameters
244  // name
245  const char* string = grabParameter( root, "name");
246  if( string == NULL)
247    {
248      PRINTF(2)("World is missing a proper 'name'\n");
249      this->setName("Unknown");
250    }
251  else
252    {
253      this->setName(string);
254    }
255
256  ////////////////
257  // LOADSCREEN //
258  ////////////////
259  element = root->FirstChildElement("LoadScreen");
260  if (element == NULL)
261    {
262      PRINTF(2)("no LoadScreen specified, loading default\n");
263
264      glmis->setBackgroundImage("pictures/load_screen.jpg");
265      this->glmis->setMaximum(8);
266      this->glmis->draw();
267    }
268  else
269    {
270      this->glmis->loadParams(element);
271      this->glmis->draw();
272    }
273  this->glmis->draw();
274
275  ////////////////////////
276  // find WorldEntities //
277  ////////////////////////
278
279  element = root->FirstChildElement("WorldEntities");
280
281  if( element == NULL)
282    {
283      PRINTF(1)("World is missing 'WorldEntities'\n");
284    }
285  else
286    {
287      element = element->FirstChildElement();
288      // load Players/Objects/Whatever
289      PRINTF(4)("Loading WorldEntities\n");
290      while( element != NULL)
291        {
292          BaseObject* created = Factory::fabricate(element);
293          if( created != NULL )
294          {
295            if(created->isA(CL_WORLD_ENTITY))
296              this->spawn(dynamic_cast<WorldEntity*>(created));
297            printf("Created a %s: %s\n", created->getClassName(), created->getName());
298          }
299
300          // if we load a 'Player' we use it as localPlayer
301
302
303          //todo do this more elegant
304          if( element->Value() != NULL && !strcmp( element->Value(), "SkyBox"))
305            this->sky = dynamic_cast<WorldEntity*>(created);
306          if( element->Value() != NULL && !strcmp( element->Value(), "Terrain"))
307          {
308            terrain = dynamic_cast<Terrain*>(created);
309            CDEngine::getInstance()->setTerrain(terrain);
310          }
311          element = element->NextSiblingElement();
312          glmis->step(); //! @todo temporary
313        }
314      PRINTF(4)("Done loading WorldEntities\n");
315    }
316
317    //////////////////////////////
318    // LOADING ADDITIONAL STUFF //
319    //////////////////////////////
320
321    LoadParamXML(root, "LightManager", LightManager::getInstance(), LightManager, loadParams);
322
323   LoadParamXML(root, "ParticleEngine", ParticleEngine::getInstance(), ParticleEngine, loadParams);
324//   LoadParamXML(root, "PhysicsEngine", PhysicsEngine::getInstance(), PhysicsEngine, loadParams);
325
326  // free the XML data
327
328  delete XMLDoc;
329  /* GENERIC LOADING PROCESS FINISHED */
330
331
332  // Create a Player
333  this->localPlayer = new Player();
334
335  Playable* playable;
336  const list<BaseObject*>* playableList = ClassList::getList(CL_PLAYABLE);
337  if (playableList != NULL)
338  {
339    playable = dynamic_cast<Playable*>(playableList->front());
340    this->localPlayer->setControllable(playable);
341  }
342
343  // bind camera
344  playable->addChild (this->localCamera);
345
346//   //localCamera->setParent(TrackNode::getInstance());
347//  tn->addChild(this->localCamera);
348  localCamera->setClipRegion(1, 10000.0);
349  localCamera->lookAt(playable);
350//  this->localPlayer->setParentMode(PNODE_ALL);
351  if (sky != NULL)
352  {
353    this->sky->setParent(this->localCamera);
354    this->sky->setParentMode(PNODE_MOVEMENT);
355  }
356
357  SoundEngine::getInstance()->setListener(this->localCamera);
358
359
360
361  ////////////
362  // STATIC //
363  ////////////
364
365
366//   TestEntity* testEntity = new TestEntity();
367//   testEntity->setRelCoor(Vector(570, 10, -15));
368//   testEntity->setRelDir(Quaternion(M_PI, Vector(0, 1, 0)));
369//   this->spawn(testEntity);
370
371  for(int i = 0; i < 100; i++)
372  {
373    WorldEntity* tmp = new NPCTest1();
374    char npcChar[10];
375    sprintf (npcChar, "NPC_%d", i);
376        tmp->setName(npcChar);
377    tmp->setAbsCoor(((float)rand()/RAND_MAX) * 5000, 50/*+ (float)rand()/RAND_MAX*20*/, ((float)rand()/RAND_MAX -.5) *30);
378    this->spawn(tmp);
379  }
380
381  this->music = NULL;
382  //(OggPlayer*)ResourceManager::getInstance()->load("sound/00-luke_grey_-_hypermode.ogg", OGG, RP_LEVEL);
383  //music->playback();
384}
385
386
387/**
388 *  initializes a new World shortly before start
389 *
390 * this is the function, that will be loaded shortly before the world is
391 * started
392*/
393ErrorMessage World::init()
394{
395  this->bPause = false;
396
397  /* update the object position before game start - so there are no wrong coordinates used in the first processing */
398  PNode::getNullParent()->updateNode (0.001f);
399  PNode::getNullParent()->updateNode (0.001f);
400}
401
402
403/**
404 *  starts the World
405 */
406ErrorMessage World::start()
407{
408  this->bQuitWorld = false;
409  this->mainLoop();
410}
411
412/**
413 *  stops the world.
414
415   This happens, when the player decides to end the Level.
416*/
417ErrorMessage World::stop()
418{
419  PRINTF(3)("World::stop() - got stop signal\n");
420  this->bQuitWorld= true;
421}
422
423/**
424 *  pauses the Game
425*/
426ErrorMessage World::pause()
427{
428  this->isPaused = true;
429}
430
431/**
432 *  ends the pause Phase
433*/
434ErrorMessage World::resume()
435{
436  this->isPaused = false;
437}
438
439/**
440 *  destroys the World
441*/
442ErrorMessage World::destroy()
443{
444
445}
446
447/**
448 *  shows the loading screen
449*/
450void World::displayLoadScreen ()
451{
452  PRINTF(3)("World::displayLoadScreen - start\n");
453
454  //GLMenuImageScreen*
455  this->glmis = new GLMenuImageScreen();
456  this->glmis->setMaximum(8);
457
458  PRINTF(3)("World::displayLoadScreen - end\n");
459}
460
461/**
462 * @brief removes the loadscreen, and changes over to the game
463 *
464 * @todo take out the delay
465*/
466void World::releaseLoadScreen ()
467{
468  PRINTF(3)("World::releaseLoadScreen - start\n");
469  this->glmis->setValue(this->glmis->getMaximum());
470  PRINTF(3)("World::releaseLoadScreen - end\n");
471  delete this->glmis;
472}
473
474
475/**
476 *  this returns the current game time
477 * @returns elapsed game time
478*/
479double World::getGameTime()
480{
481  return this->gameTime;
482}
483
484
485
486/**
487 *  synchronize local data with remote data
488*/
489void World::synchronize ()
490{
491  // Get remote input
492  // Update synchronizables
493/*  NetworkManager::getInstance()->synchronize();*/
494}
495
496
497/**
498 *  run all input processing
499
500   the command node is the central input event dispatcher. the node uses the even-queue from
501   sdl and has its own event-passing-queue.
502*/
503void World::handleInput ()
504{
505  EventHandler::getInstance()->process();
506
507  // remoteinput
508}
509
510void World::tick(std::list<WorldEntity*> entityList, float dt)
511{
512  std::list<WorldEntity*>::iterator entity;
513  for (entity = entityList.begin(); entity != entityList.end(); entity++)
514    (*entity)->tick(dt);
515
516}
517
518/**
519 *  advance the timeline
520
521   this calculates the time used to process one frame (with all input handling, drawing, etc)
522   the time is mesured in ms and passed to all world-entities and other classes that need
523   a heart-beat.
524*/
525void World::tick ()
526{
527  Uint32 currentFrame = SDL_GetTicks();
528  if(!this->bPause)
529    {
530      this->dt = currentFrame - this->lastFrame;
531
532      if( this->dt > 10)
533        {
534          float fps = 1000/dt;
535
536          // temporary, only for showing how fast the text-engine is
537          char tmpChar[20];
538          sprintf(tmpChar, "fps: %4.0f", fps);
539        }
540      else
541        {
542          /* the frame-rate is limited to 100 frames per second, all other things are for
543             nothing.
544          */
545          PRINTF(3)("fps = 1000 - frame rate is adjusted\n");
546          SDL_Delay(10-dt);
547          this->dt = 10;
548        }
549
550      this->dtS = (float)this->dt / 1000.0 * this->speed;
551      this->gameTime += this->dtS;
552
553/*      this->tick(this->objectManager.getObjectList(OM_DEAD_TICK), this->dtS);
554      this->tick(this->objectManager.getObjectList(OM_COMMON), this->dtS);
555      this->tick(this->objectManager.getObjectList(OM_GROUP_00), this->dtS);*/
556      this->tick(this->objectManager.getObjectList(OM_GROUP_01), this->dtS);
557      this->tick(this->objectManager.getObjectList(OM_GROUP_01_PROJ), this->dtS);
558
559      /* update tick the rest */
560      this->localCamera->tick(this->dtS);
561      // tick the engines
562      AnimationPlayer::getInstance()->tick(this->dtS);
563//      if (this->cycle > 5)
564        PhysicsEngine::getInstance()->tick(this->dtS);
565
566      ParticleEngine::getInstance()->tick(this->dtS);
567
568
569      /** actualy the Graphics Engine should tick the world not the other way around...
570         but since we like the things not too complicated we got it this way around
571         until there is need or time to do it the other way around.
572         @todo: GraphicsEngine ticks world: separation of processes and data...
573
574        bensch: in my opinion the GraphicsEngine could draw the world, but not tick it,
575         beceause graphics have nothing(or at least not much) to do with Motion.
576      */
577      GraphicsEngine::getInstance()->tick(this->dtS);
578    }
579  this->lastFrame = currentFrame;
580}
581
582
583/**
584 *  this function gives the world a consistant state
585
586   after ticking (updating the world state) this will give a constistant
587   state to the whole system.
588*/
589void World::update()
590{
591  GraphicsEngine::getInstance()->update(this->dtS);
592  PNode::getNullParent()->updateNode (this->dtS);
593
594  SoundEngine::getInstance()->update();
595  //music->update();
596}
597
598
599void World::collide()
600{
601  CDEngine::getInstance()->checkCollisions(this->objectManager.getObjectList(OM_GROUP_00),
602                                            this->objectManager.getObjectList(OM_GROUP_01_PROJ));
603  CDEngine::getInstance()->checkCollisions(this->objectManager.getObjectList(OM_GROUP_01),
604                                            this->objectManager.getObjectList(OM_COMMON));
605}
606
607/**
608 *  render the current frame
609
610   clear all buffers and draw the world
611*/
612void World::display ()
613{
614  // clear buffer
615  glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
616  // set camera
617  this->localCamera->apply ();
618  // draw world
619  this->draw();
620  // draw HUD
621  /** @todo draw HUD */
622  // flip buffers
623  GraphicsEngine::swapBuffers();
624  //SDL_Surface* screen = Orxonox::getInstance()->getScreen ();
625  //SDL_Flip (screen);
626}
627
628
629/**
630 *  runs through all entities calling their draw() methods
631 */
632void World::draw ()
633{
634  GraphicsEngine* engine = GraphicsEngine::getInstance();
635  engine->draw(State::getObjectManager()->getObjectList(OM_ENVIRON_NOTICK));
636  engine->draw(State::getObjectManager()->getObjectList(OM_ENVIRON));
637  engine->draw(State::getObjectManager()->getObjectList(OM_COMMON));
638  engine->draw(State::getObjectManager()->getObjectList(OM_GROUP_00));
639  engine->draw(State::getObjectManager()->getObjectList(OM_GROUP_01));
640  engine->draw(State::getObjectManager()->getObjectList(OM_GROUP_01_PROJ));
641
642//   {
643//     if( entity->isVisible() ) entity->draw();
644  //FIXME
645//     if( unlikely( this->showBV)) entity->drawBVTree(3, 226);  // to draw the bounding boxes of the objects at level 2 for debug purp
646//     entity = iterator->nextElement();
647//   }
648
649  ParticleEngine::getInstance()->draw();
650
651  if (unlikely(this->showPNodes))
652    PNode::getNullParent()->debugDraw(0);
653
654  engine->draw();
655  //TextEngine::getInstance()->draw();
656}
657
658
659/**
660 * \brief main loop of the world: executing all world relevant function
661 *
662 * in this loop we synchronize (if networked), handle input events, give the heart-beat to
663 * all other member-entities of the world (tick to player, enemies etc.), checking for
664 * collisions drawing everything to the screen.
665 */
666void World::mainLoop()
667{
668  this->lastFrame = SDL_GetTicks ();
669  PRINTF(3)("World::mainLoop() - Entering main loop\n");
670
671  while(!this->bQuitWorld) /* @todo implement pause */
672  {
673    ++this->cycle;
674      // Network
675    this->synchronize ();
676      // Process input
677    this->handleInput ();
678    if( this->bQuitWorld)
679      break;
680      // Process time
681    this->tick ();
682      // Process collision
683    this->collide ();
684      // Update the state
685    this->update ();
686      // Draw
687    this->display ();
688  }
689
690  PRINTF(3)("World::mainLoop() - Exiting the main loop\n");
691}
692
693
694
695/**
696 *  add and spawn a new entity to this world
697 * @param entity to be added
698*/
699void World::spawn(WorldEntity* entity)
700{
701//   this->entities->add (entity);
702  entity->postSpawn ();
703}
704
705void World::setPath( const char* name)
706{
707  if (this->path)
708    delete this->path;
709  if (ResourceManager::isFile(name))
710  {
711    this->path = new char[strlen(name)+1];
712    strcpy(this->path, name);
713  }
714  else
715    {
716      this->path = new char[strlen(ResourceManager::getInstance()->getDataDir()) + strlen(name) +1];
717      sprintf(this->path, "%s%s", ResourceManager::getInstance()->getDataDir(), name);
718    }
719}
720
721const char* World::getPath( void)
722{
723  return path;
724}
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