1 | /* |
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2 | orxonox - the future of 3D-vertical-scrollers |
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3 | |
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4 | Copyright (C) 2004 orx |
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5 | |
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6 | This program is free software; you can redistribute it and/or modify |
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7 | it under the terms of the GNU General Public License as published by |
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8 | the Free Software Foundation; either version 2, or (at your option) |
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9 | any later version. |
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10 | |
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11 | ### File Specific: |
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12 | main-programmer: Patrick Boenzli |
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13 | co-programmer: Christian Meyer |
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14 | co-programmer: Benjamin Grauer |
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15 | */ |
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16 | |
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17 | #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WORLD |
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18 | |
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19 | #include "world.h" |
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20 | |
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21 | #include "shell_command.h" |
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22 | #include "resource_manager.h" |
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23 | #include "state.h" |
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24 | |
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25 | #include "p_node.h" |
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26 | #include "world_entity.h" |
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27 | #include "player.h" |
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28 | #include "camera.h" |
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29 | #include "environment.h" |
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30 | #include "terrain.h" |
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31 | |
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32 | #include "test_entity.h" |
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33 | #include "terrain.h" |
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34 | #include "light.h" |
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35 | #include "load_param.h" |
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36 | #include "shell.h" |
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37 | |
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38 | #include "fast_factory.h" |
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39 | #include "animation_player.h" |
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40 | #include "particle_engine.h" |
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41 | #include "graphics_engine.h" |
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42 | #include "physics_engine.h" |
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43 | #include "fields.h" |
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44 | |
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45 | #include "md2Model.h" |
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46 | |
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47 | #include "glmenu_imagescreen.h" |
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48 | #include "game_loader.h" |
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49 | |
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50 | #include "animation3d.h" |
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51 | |
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52 | #include "substring.h" |
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53 | |
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54 | #include "factory.h" |
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55 | |
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56 | #include "weapons/projectile.h" |
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57 | #include "event_handler.h" |
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58 | #include "sound_engine.h" |
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59 | #include "ogg_player.h" |
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60 | |
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61 | #include "class_list.h" |
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62 | |
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63 | #include "cd_engine.h" |
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64 | #include "npcs/npc_test1.h" |
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65 | #include "shader.h" |
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66 | |
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67 | #include "playable.h" |
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68 | #include "network_manager.h" |
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69 | #include "playable.h" |
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70 | |
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71 | |
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72 | SHELL_COMMAND(speed, World, setSpeed); |
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73 | SHELL_COMMAND(togglePNodeVisibility, World, togglePNodeVisibility); |
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74 | SHELL_COMMAND(toggleBVVisibility, World, toggleBVVisibility); |
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75 | |
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76 | using namespace std; |
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77 | |
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78 | //! This creates a Factory to fabricate a World |
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79 | CREATE_FACTORY(World, CL_WORLD); |
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80 | |
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81 | World::World(const TiXmlElement* root) |
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82 | { |
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83 | this->constuctorInit("", -1); |
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84 | this->path = NULL; |
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85 | |
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86 | this->loadParams(root); |
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87 | } |
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88 | |
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89 | /** |
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90 | * remove the World from memory |
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91 | * |
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92 | * delete everything explicitly, that isn't contained in the parenting tree! |
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93 | * things contained in the tree are deleted automaticaly |
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94 | */ |
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95 | World::~World () |
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96 | { |
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97 | delete this->shell; |
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98 | PRINTF(3)("World::~World() - deleting current world\n"); |
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99 | |
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100 | delete this->localPlayer; |
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101 | |
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102 | // delete all the initialized Engines. |
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103 | FastFactory::flushAll(true); |
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104 | delete LightManager::getInstance(); |
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105 | delete ParticleEngine::getInstance(); |
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106 | delete AnimationPlayer::getInstance(); |
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107 | delete PhysicsEngine::getInstance(); |
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108 | |
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109 | // external engines initialized by the orxonox-class get deleted |
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110 | SoundEngine::getInstance()->flushAllBuffers(); |
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111 | SoundEngine::getInstance()->flushAllSources(); |
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112 | |
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113 | if (State::getObjectManager() == &this->objectManager) |
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114 | State::setObjectManager(NULL); |
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115 | // erease everything that is left. |
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116 | delete PNode::getNullParent(); |
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117 | |
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118 | //secondary cleanup of PNodes; |
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119 | const std::list<BaseObject*>* nodeList = ClassList::getList(CL_PARENT_NODE); |
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120 | if (nodeList != NULL) |
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121 | while (!nodeList->empty()) |
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122 | delete nodeList->front(); |
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123 | |
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124 | Shader::suspendShader(); |
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125 | |
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126 | // unload the resources !! |
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127 | ResourceManager::getInstance()->unloadAllByPriority(RP_LEVEL); |
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128 | } |
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129 | |
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130 | /** |
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131 | * initializes the world. |
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132 | * @param name the name of the world |
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133 | * @param worldID the ID of this world |
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134 | * |
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135 | * set all stuff here that is world generic and does not use to much memory |
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136 | * because the real init() function StoryEntity::init() will be called |
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137 | * shortly before start of the game. |
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138 | * since all worlds are initiated/referenced before they will be started. |
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139 | * NO LEVEL LOADING HERE - NEVER! |
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140 | */ |
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141 | void World::constuctorInit(const char* name, int worldID) |
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142 | { |
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143 | this->setClassID(CL_WORLD, "World"); |
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144 | |
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145 | this->setName(name); |
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146 | this->gameTime = 0.0f; |
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147 | this->setSpeed(1.0); |
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148 | this->music = NULL; |
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149 | this->shell = NULL; |
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150 | this->localPlayer = NULL; |
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151 | this->localCamera = NULL; |
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152 | |
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153 | this->showPNodes = false; |
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154 | this->showBV = false; |
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155 | } |
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156 | |
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157 | /** |
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158 | * loads the parameters of a World from an XML-element |
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159 | * @param root the XML-element to load from |
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160 | */ |
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161 | void World::loadParams(const TiXmlElement* root) |
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162 | { |
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163 | PRINTF(4)("Creating a World\n"); |
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164 | |
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165 | LoadParam(root, "identifier", this, World, setStoryID) |
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166 | .describe("Sets the StoryID of this world"); |
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167 | |
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168 | LoadParam(root, "nextid", this, World, setNextStoryID) |
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169 | .describe("Sets the ID of the next world"); |
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170 | |
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171 | LoadParam(root, "path", this, World, setPath) |
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172 | .describe("The Filename of this World (relative from the data-dir)"); |
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173 | } |
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174 | |
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175 | /** |
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176 | * this is executed just before load |
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177 | * |
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178 | * since the load function sometimes needs data, that has been initialized |
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179 | * before the load and after the proceeding storyentity has finished |
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180 | */ |
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181 | ErrorMessage World::preLoad() |
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182 | { |
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183 | State::setObjectManager(&this->objectManager); |
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184 | this->cycle = 0; |
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185 | |
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186 | /* init the world interface */ |
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187 | this->shell = new Shell(); |
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188 | |
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189 | LightManager::getInstance(); |
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190 | PNode::getNullParent(); |
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191 | |
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192 | AnimationPlayer::getInstance(); // initializes the animationPlayer |
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193 | ParticleEngine::getInstance(); |
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194 | PhysicsEngine::getInstance(); |
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195 | |
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196 | this->localCamera = new Camera(); |
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197 | this->localCamera->setName ("World-Camera"); |
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198 | |
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199 | State::setCamera(this->localCamera, this->localCamera->getTarget()); |
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200 | |
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201 | GraphicsEngine::getInstance()->displayFPS(true); |
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202 | this->displayLoadScreen(); |
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203 | } |
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204 | |
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205 | |
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206 | /** |
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207 | * loads the World by initializing all resources, and set their default values. |
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208 | */ |
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209 | ErrorMessage World::load() |
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210 | { |
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211 | PRINTF(3)("> Loading world: '%s'\n", getPath()); |
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212 | TiXmlElement* element; |
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213 | GameLoader* loader = GameLoader::getInstance(); |
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214 | |
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215 | if( getPath() == NULL) |
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216 | { |
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217 | PRINTF(1)("World has no path specified for loading"); |
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218 | return (ErrorMessage){213,"Path not specified","World::load()"}; |
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219 | } |
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220 | |
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221 | TiXmlDocument* XMLDoc = new TiXmlDocument( getPath()); |
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222 | // load the campaign document |
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223 | if( !XMLDoc->LoadFile()) |
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224 | { |
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225 | // report an error |
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226 | PRINTF(1)("loading XML File: %s @ %s:l%d:c%d\n", XMLDoc->ErrorDesc(), this->getPath(), XMLDoc->ErrorRow(), XMLDoc->ErrorCol()); |
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227 | delete XMLDoc; |
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228 | return (ErrorMessage){213,"XML File parsing error","World::load()"}; |
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229 | } |
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230 | |
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231 | // check basic validity |
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232 | TiXmlElement* root = XMLDoc->RootElement(); |
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233 | assert( root != NULL); |
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234 | |
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235 | if( root == NULL || root->Value() == NULL || strcmp( root->Value(), "WorldDataFile")) |
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236 | { |
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237 | // report an error |
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238 | PRINTF(1)("Specified XML File is not an orxonox world data file (WorldDataFile element missing)\n"); |
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239 | delete XMLDoc; |
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240 | return (ErrorMessage){213,"Path not a WorldDataFile","World::load()"}; |
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241 | } |
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242 | |
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243 | // load the parameters |
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244 | // name |
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245 | const char* string = grabParameter( root, "name"); |
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246 | if( string == NULL) |
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247 | { |
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248 | PRINTF(2)("World is missing a proper 'name'\n"); |
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249 | this->setName("Unknown"); |
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250 | } |
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251 | else |
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252 | { |
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253 | this->setName(string); |
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254 | } |
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255 | |
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256 | //////////////// |
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257 | // LOADSCREEN // |
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258 | //////////////// |
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259 | element = root->FirstChildElement("LoadScreen"); |
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260 | if (element == NULL) |
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261 | { |
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262 | PRINTF(2)("no LoadScreen specified, loading default\n"); |
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263 | |
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264 | glmis->setBackgroundImage("pictures/load_screen.jpg"); |
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265 | this->glmis->setMaximum(8); |
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266 | this->glmis->draw(); |
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267 | } |
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268 | else |
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269 | { |
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270 | this->glmis->loadParams(element); |
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271 | this->glmis->draw(); |
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272 | } |
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273 | this->glmis->draw(); |
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274 | |
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275 | //////////////////////// |
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276 | // find WorldEntities // |
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277 | //////////////////////// |
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278 | |
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279 | element = root->FirstChildElement("WorldEntities"); |
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280 | |
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281 | if( element == NULL) |
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282 | { |
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283 | PRINTF(1)("World is missing 'WorldEntities'\n"); |
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284 | } |
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285 | else |
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286 | { |
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287 | element = element->FirstChildElement(); |
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288 | // load Players/Objects/Whatever |
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289 | PRINTF(4)("Loading WorldEntities\n"); |
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290 | while( element != NULL) |
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291 | { |
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292 | BaseObject* created = Factory::fabricate(element); |
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293 | if( created != NULL ) |
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294 | { |
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295 | if(created->isA(CL_WORLD_ENTITY)) |
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296 | this->spawn(dynamic_cast<WorldEntity*>(created)); |
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297 | printf("Created a %s: %s\n", created->getClassName(), created->getName()); |
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298 | } |
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299 | |
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300 | // if we load a 'Player' we use it as localPlayer |
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301 | |
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302 | |
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303 | //todo do this more elegant |
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304 | if( element->Value() != NULL && !strcmp( element->Value(), "SkyBox")) |
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305 | this->sky = dynamic_cast<WorldEntity*>(created); |
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306 | if( element->Value() != NULL && !strcmp( element->Value(), "Terrain")) |
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307 | { |
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308 | terrain = dynamic_cast<Terrain*>(created); |
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309 | CDEngine::getInstance()->setTerrain(terrain); |
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310 | } |
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311 | element = element->NextSiblingElement(); |
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312 | glmis->step(); //! @todo temporary |
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313 | } |
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314 | PRINTF(4)("Done loading WorldEntities\n"); |
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315 | } |
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316 | |
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317 | ////////////////////////////// |
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318 | // LOADING ADDITIONAL STUFF // |
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319 | ////////////////////////////// |
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320 | |
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321 | LoadParamXML(root, "LightManager", LightManager::getInstance(), LightManager, loadParams); |
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322 | |
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323 | LoadParamXML(root, "ParticleEngine", ParticleEngine::getInstance(), ParticleEngine, loadParams); |
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324 | // LoadParamXML(root, "PhysicsEngine", PhysicsEngine::getInstance(), PhysicsEngine, loadParams); |
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325 | |
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326 | // free the XML data |
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327 | |
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328 | delete XMLDoc; |
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329 | /* GENERIC LOADING PROCESS FINISHED */ |
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330 | |
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331 | |
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332 | // Create a Player |
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333 | this->localPlayer = new Player(); |
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334 | |
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335 | Playable* playable; |
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336 | const list<BaseObject*>* playableList = ClassList::getList(CL_PLAYABLE); |
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337 | if (playableList != NULL) |
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338 | { |
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339 | playable = dynamic_cast<Playable*>(playableList->front()); |
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340 | this->localPlayer->setControllable(playable); |
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341 | } |
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342 | |
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343 | |
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344 | // //localCamera->setParent(TrackNode::getInstance()); |
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345 | // tn->addChild(this->localCamera); |
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346 | localCamera->setClipRegion(1, 10000.0); |
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347 | // localCamera->lookAt(playable); |
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348 | // this->localPlayer->setParentMode(PNODE_ALL); |
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349 | if (this->sky != NULL) |
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350 | { |
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351 | this->localCamera->addChild(sky); |
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352 | } |
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353 | SoundEngine::getInstance()->setListener(this->localCamera); |
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354 | |
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355 | |
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356 | |
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357 | //////////// |
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358 | // STATIC // |
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359 | //////////// |
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360 | |
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361 | |
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362 | // TestEntity* testEntity = new TestEntity(); |
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363 | // testEntity->setRelCoor(Vector(570, 10, -15)); |
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364 | // testEntity->setRelDir(Quaternion(M_PI, Vector(0, 1, 0))); |
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365 | // this->spawn(testEntity); |
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366 | |
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367 | for(int i = 0; i < 100; i++) |
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368 | { |
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369 | WorldEntity* tmp = new NPCTest1(); |
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370 | char npcChar[10]; |
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371 | sprintf (npcChar, "NPC_%d", i); |
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372 | tmp->setName(npcChar); |
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373 | tmp->setAbsCoor(((float)rand()/RAND_MAX) * 5000, 50/*+ (float)rand()/RAND_MAX*20*/, ((float)rand()/RAND_MAX -.5) *30); |
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374 | this->spawn(tmp); |
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375 | } |
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376 | |
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377 | this->music = NULL; |
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378 | //(OggPlayer*)ResourceManager::getInstance()->load("sound/00-luke_grey_-_hypermode.ogg", OGG, RP_LEVEL); |
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379 | //music->playback(); |
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380 | } |
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381 | |
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382 | ErrorMessage World::postLoad() |
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383 | { |
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384 | this->releaseLoadScreen(); |
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385 | } |
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386 | |
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387 | |
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388 | /** |
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389 | * initializes a new World shortly before start |
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390 | * |
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391 | * this is the function, that will be loaded shortly before the world is |
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392 | * started |
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393 | */ |
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394 | ErrorMessage World::preStart() |
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395 | { |
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396 | this->bPause = false; |
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397 | |
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398 | /* update the object position before game start - so there are no wrong coordinates used in the first processing */ |
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399 | PNode::getNullParent()->updateNode (0.001f); |
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400 | PNode::getNullParent()->updateNode (0.001f); |
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401 | } |
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402 | |
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403 | |
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404 | /** |
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405 | * starts the World |
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406 | */ |
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407 | ErrorMessage World::start() |
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408 | { |
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409 | this->bQuitWorld = false; |
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410 | this->mainLoop(); |
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411 | } |
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412 | |
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413 | /** |
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414 | * stops the world. |
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415 | |
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416 | This happens, when the player decides to end the Level. |
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417 | */ |
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418 | ErrorMessage World::stop() |
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419 | { |
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420 | PRINTF(3)("World::stop() - got stop signal\n"); |
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421 | this->bQuitWorld= true; |
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422 | } |
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423 | |
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424 | /** |
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425 | * pauses the Game |
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426 | */ |
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427 | ErrorMessage World::pause() |
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428 | { |
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429 | this->isPaused = true; |
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430 | } |
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431 | |
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432 | /** |
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433 | * ends the pause Phase |
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434 | */ |
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435 | ErrorMessage World::resume() |
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436 | { |
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437 | this->isPaused = false; |
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438 | } |
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439 | |
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440 | /** |
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441 | * destroys the World |
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442 | */ |
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443 | ErrorMessage World::destroy() |
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444 | { |
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445 | |
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446 | } |
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447 | |
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448 | /** |
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449 | * shows the loading screen |
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450 | */ |
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451 | void World::displayLoadScreen () |
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452 | { |
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453 | PRINTF(3)("World::displayLoadScreen - start\n"); |
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454 | |
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455 | //GLMenuImageScreen* |
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456 | this->glmis = new GLMenuImageScreen(); |
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457 | this->glmis->setMaximum(8); |
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458 | |
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459 | PRINTF(3)("World::displayLoadScreen - end\n"); |
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460 | } |
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461 | |
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462 | /** |
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463 | * @brief removes the loadscreen, and changes over to the game |
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464 | * |
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465 | * @todo take out the delay |
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466 | */ |
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467 | void World::releaseLoadScreen () |
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468 | { |
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469 | PRINTF(3)("World::releaseLoadScreen - start\n"); |
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470 | this->glmis->setValue(this->glmis->getMaximum()); |
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471 | PRINTF(3)("World::releaseLoadScreen - end\n"); |
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472 | delete this->glmis; |
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473 | } |
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474 | |
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475 | |
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476 | /** |
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477 | * this returns the current game time |
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478 | * @returns elapsed game time |
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479 | */ |
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480 | double World::getGameTime() |
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481 | { |
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482 | return this->gameTime; |
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483 | } |
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484 | |
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485 | |
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486 | |
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487 | /** |
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488 | * synchronize local data with remote data |
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489 | */ |
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490 | void World::synchronize () |
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491 | { |
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492 | // Get remote input |
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493 | // Update synchronizables |
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494 | /* NetworkManager::getInstance()->synchronize();*/ |
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495 | } |
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496 | |
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497 | |
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498 | /** |
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499 | * run all input processing |
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500 | |
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501 | the command node is the central input event dispatcher. the node uses the even-queue from |
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502 | sdl and has its own event-passing-queue. |
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503 | */ |
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504 | void World::handleInput () |
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505 | { |
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506 | EventHandler::getInstance()->process(); |
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507 | |
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508 | // remoteinput |
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509 | } |
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510 | |
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511 | void World::tick(std::list<WorldEntity*> entityList, float dt) |
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512 | { |
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513 | std::list<WorldEntity*>::iterator entity; |
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514 | for (entity = entityList.begin(); entity != entityList.end(); entity++) |
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515 | (*entity)->tick(dt); |
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516 | |
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517 | } |
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518 | |
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519 | /** |
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520 | * advance the timeline |
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521 | |
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522 | this calculates the time used to process one frame (with all input handling, drawing, etc) |
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523 | the time is mesured in ms and passed to all world-entities and other classes that need |
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524 | a heart-beat. |
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525 | */ |
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526 | void World::tick () |
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527 | { |
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528 | Uint32 currentFrame = SDL_GetTicks(); |
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529 | if(!this->bPause) |
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530 | { |
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531 | this->dt = currentFrame - this->lastFrame; |
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532 | |
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533 | if( this->dt > 10) |
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534 | { |
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535 | float fps = 1000/dt; |
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536 | |
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537 | // temporary, only for showing how fast the text-engine is |
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538 | char tmpChar[20]; |
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539 | sprintf(tmpChar, "fps: %4.0f", fps); |
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540 | } |
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541 | else |
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542 | { |
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543 | /* the frame-rate is limited to 100 frames per second, all other things are for |
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544 | nothing. |
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545 | */ |
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546 | PRINTF(3)("fps = 1000 - frame rate is adjusted\n"); |
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547 | SDL_Delay(10-dt); |
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548 | this->dt = 10; |
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549 | } |
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550 | |
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551 | this->dtS = (float)this->dt / 1000.0 * this->speed; |
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552 | this->gameTime += this->dtS; |
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553 | |
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554 | this->tick(this->objectManager.getObjectList(OM_DEAD_TICK), this->dtS); |
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555 | this->tick(this->objectManager.getObjectList(OM_COMMON), this->dtS); |
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556 | this->tick(this->objectManager.getObjectList(OM_GROUP_00), this->dtS); |
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557 | this->tick(this->objectManager.getObjectList(OM_GROUP_01), this->dtS); |
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558 | this->tick(this->objectManager.getObjectList(OM_GROUP_01_PROJ), this->dtS); |
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559 | |
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560 | /* update tick the rest */ |
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561 | this->localCamera->tick(this->dtS); |
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562 | // tick the engines |
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563 | AnimationPlayer::getInstance()->tick(this->dtS); |
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564 | // if (this->cycle > 5) |
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565 | PhysicsEngine::getInstance()->tick(this->dtS); |
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566 | |
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567 | ParticleEngine::getInstance()->tick(this->dtS); |
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568 | |
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569 | |
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570 | /** actualy the Graphics Engine should tick the world not the other way around... |
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571 | but since we like the things not too complicated we got it this way around |
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572 | until there is need or time to do it the other way around. |
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573 | @todo: GraphicsEngine ticks world: separation of processes and data... |
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574 | |
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575 | bensch: in my opinion the GraphicsEngine could draw the world, but not tick it, |
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576 | beceause graphics have nothing(or at least not much) to do with Motion. |
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577 | */ |
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578 | GraphicsEngine::getInstance()->tick(this->dtS); |
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579 | } |
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580 | this->lastFrame = currentFrame; |
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581 | } |
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582 | |
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583 | |
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584 | /** |
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585 | * this function gives the world a consistant state |
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586 | |
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587 | after ticking (updating the world state) this will give a constistant |
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588 | state to the whole system. |
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589 | */ |
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590 | void World::update() |
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591 | { |
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592 | GraphicsEngine::getInstance()->update(this->dtS); |
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593 | PNode::getNullParent()->updateNode (this->dtS); |
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594 | SoundEngine::getInstance()->update(); |
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595 | //music->update(); |
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596 | } |
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597 | |
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598 | |
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599 | void World::collide() |
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600 | { |
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601 | CDEngine::getInstance()->checkCollisions(this->objectManager.getObjectList(OM_GROUP_00), |
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602 | this->objectManager.getObjectList(OM_GROUP_01_PROJ)); |
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603 | CDEngine::getInstance()->checkCollisions(this->objectManager.getObjectList(OM_GROUP_01), |
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604 | this->objectManager.getObjectList(OM_COMMON)); |
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605 | } |
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606 | |
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607 | /** |
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608 | * render the current frame |
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609 | |
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610 | clear all buffers and draw the world |
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611 | */ |
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612 | void World::display () |
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613 | { |
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614 | // clear buffer |
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615 | glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); |
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616 | // set camera |
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617 | this->localCamera->apply (); |
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618 | // draw world |
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619 | this->draw(); |
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620 | // draw HUD |
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621 | /** @todo draw HUD */ |
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622 | // flip buffers |
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623 | GraphicsEngine::swapBuffers(); |
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624 | //SDL_Surface* screen = Orxonox::getInstance()->getScreen (); |
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625 | //SDL_Flip (screen); |
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626 | } |
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627 | |
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628 | |
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629 | /** |
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630 | * runs through all entities calling their draw() methods |
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631 | */ |
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632 | void World::draw () |
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633 | { |
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634 | GraphicsEngine* engine = GraphicsEngine::getInstance(); |
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635 | engine->draw(State::getObjectManager()->getObjectList(OM_ENVIRON_NOTICK)); |
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636 | engine->draw(State::getObjectManager()->getObjectList(OM_ENVIRON)); |
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637 | engine->draw(State::getObjectManager()->getObjectList(OM_COMMON)); |
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638 | engine->draw(State::getObjectManager()->getObjectList(OM_GROUP_00)); |
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639 | engine->draw(State::getObjectManager()->getObjectList(OM_GROUP_01)); |
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640 | engine->draw(State::getObjectManager()->getObjectList(OM_GROUP_01_PROJ)); |
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641 | |
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642 | if( unlikely( this->showBV)) // to draw the bounding boxes of the objects at level 2 for debug purp |
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643 | { |
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644 | CDEngine* engine = CDEngine::getInstance(); |
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645 | engine->drawBV(State::getObjectManager()->getObjectList(OM_ENVIRON_NOTICK)); |
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646 | engine->drawBV(State::getObjectManager()->getObjectList(OM_ENVIRON)); |
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647 | engine->drawBV(State::getObjectManager()->getObjectList(OM_COMMON)); |
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648 | engine->drawBV(State::getObjectManager()->getObjectList(OM_GROUP_00)); |
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649 | engine->drawBV(State::getObjectManager()->getObjectList(OM_GROUP_01)); |
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650 | engine->drawBV(State::getObjectManager()->getObjectList(OM_GROUP_01_PROJ)); |
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651 | } |
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652 | |
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653 | // { |
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654 | // if( entity->isVisible() ) entity->draw(); |
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655 | //FIXME |
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656 | // entity = iterator->nextElement(); |
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657 | // } |
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658 | |
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659 | ParticleEngine::getInstance()->draw(); |
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660 | |
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661 | if (unlikely(this->showPNodes)) |
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662 | PNode::getNullParent()->debugDraw(0); |
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663 | |
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664 | engine->draw(); |
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665 | //TextEngine::getInstance()->draw(); |
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666 | } |
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667 | |
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668 | |
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669 | /** |
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670 | * \brief main loop of the world: executing all world relevant function |
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671 | * |
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672 | * in this loop we synchronize (if networked), handle input events, give the heart-beat to |
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673 | * all other member-entities of the world (tick to player, enemies etc.), checking for |
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674 | * collisions drawing everything to the screen. |
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675 | */ |
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676 | void World::mainLoop() |
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677 | { |
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678 | this->lastFrame = SDL_GetTicks (); |
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679 | PRINTF(3)("World::mainLoop() - Entering main loop\n"); |
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680 | |
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681 | while(!this->bQuitWorld) /* @todo implement pause */ |
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682 | { |
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683 | ++this->cycle; |
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684 | // Network |
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685 | this->synchronize (); |
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686 | // Process input |
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687 | this->handleInput (); |
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688 | if( this->bQuitWorld) |
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689 | break; |
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690 | // Process time |
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691 | this->tick (); |
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692 | // Process collision |
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693 | this->collide (); |
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694 | // Update the state |
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695 | this->update (); |
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696 | // Draw |
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697 | this->display (); |
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698 | } |
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699 | |
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700 | PRINTF(3)("World::mainLoop() - Exiting the main loop\n"); |
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701 | } |
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702 | |
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703 | |
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704 | |
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705 | /** |
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706 | * add and spawn a new entity to this world |
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707 | * @param entity to be added |
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708 | */ |
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709 | void World::spawn(WorldEntity* entity) |
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710 | { |
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711 | // this->entities->add (entity); |
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712 | entity->postSpawn (); |
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713 | } |
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714 | |
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715 | void World::setPath( const char* name) |
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716 | { |
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717 | if (this->path) |
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718 | delete this->path; |
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719 | if (ResourceManager::isFile(name)) |
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720 | { |
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721 | this->path = new char[strlen(name)+1]; |
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722 | strcpy(this->path, name); |
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723 | } |
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724 | else |
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725 | { |
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726 | this->path = new char[strlen(ResourceManager::getInstance()->getDataDir()) + strlen(name) +1]; |
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727 | sprintf(this->path, "%s%s", ResourceManager::getInstance()->getDataDir(), name); |
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728 | } |
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729 | } |
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730 | |
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731 | const char* World::getPath( void) |
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732 | { |
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733 | return path; |
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734 | } |
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