Exemple #1
0
/** This function is called after instanciating. The code here can't be moved
 *  to the contructor as child classes must be instanciated, otherwise
 *  polymorphism will fail and the results will be incorrect . Also in init()
 *  functions can be called that use World::getWorld().
 */
void World::init()
{
    m_faster_music_active = false;
    m_fastest_kart        = 0;
    m_eliminated_karts    = 0;
    m_eliminated_players  = 0;
    m_num_players         = 0;
    unsigned int gk       = 0;
    if (race_manager->hasGhostKarts())
        gk = ReplayPlay::get()->getNumGhostKart();

    // Create the race gui before anything else is attached to the scene node
    // (which happens when the track is loaded). This allows the race gui to
    // do any rendering on texture. Note that this function can NOT be called
    // in the World constuctor, since it might be overwritten by a the game
    // mode class, which would not have been constructed at the time that this
    // constructor is called, so the wrong race gui would be created.
    createRaceGUI();

    RewindManager::create();

    // Grab the track file
    Track *track = track_manager->getTrack(race_manager->getTrackName());
    Scripting::ScriptEngine::getInstance<Scripting::ScriptEngine>();
    if(!track)
    {
        std::ostringstream msg;
        msg << "Track '" << race_manager->getTrackName()
            << "' not found.\n";
        throw std::runtime_error(msg.str());
    }

    std::string script_path = track->getTrackFile("scripting.as");
    Scripting::ScriptEngine::getInstance()->loadScript(script_path, true);

    // Create the physics
    Physics::getInstance<Physics>();

    unsigned int num_karts = race_manager->getNumberOfKarts();
    //assert(num_karts > 0);

    // Load the track models - this must be done before the karts so that the
    // karts can be positioned properly on (and not in) the tracks.
    // This also defines the static Track::getCurrentTrack function.
    track->loadTrackModel(race_manager->getReverseTrack());

    if (gk > 0)
    {
        ReplayPlay::get()->load();
        for (unsigned int k = 0; k < gk; k++)
            m_karts.push_back(ReplayPlay::get()->getGhostKart(k));
    }

    // Assign team of AIs for soccer mode before createKart
    SoccerWorld* sw = dynamic_cast<SoccerWorld*>(this);
    if (sw)
        sw->setAITeam();

    for(unsigned int i=0; i<num_karts; i++)
    {
        if (race_manager->getKartType(i) == RaceManager::KT_GHOST) continue;
        std::string kart_ident = history->replayHistory()
                               ? history->getKartIdent(i)
                               : race_manager->getKartIdent(i);
        int local_player_id  = race_manager->getKartLocalPlayerId(i);
        int global_player_id = race_manager->getKartGlobalPlayerId(i);
        AbstractKart* newkart = createKart(kart_ident, i, local_player_id,
                                   global_player_id,
                                   race_manager->getKartType(i),
                                   race_manager->getPlayerDifficulty(i));
        m_karts.push_back(newkart);
        track->adjustForFog(newkart->getNode());

    }  // for i

    // Load other custom models if needed
    loadCustomModels();

#ifndef SERVER_ONLY
    // Now that all models are loaded, apply the overrides
    irr_driver->applyObjectPassShader();
#endif

    // Must be called after all karts are created
    m_race_gui->init();

    powerup_manager->updateWeightsForRace(race_manager->getNumberOfKarts());

    if (UserConfigParams::m_weather_effects)
    {
        Weather::getInstance<Weather>();   // create Weather instance
    }
}   // init
Exemple #2
0
/** This function is called after instanciating. The code here can't be moved
 *  to the contructor as child classes must be instanciated, otherwise
 *  polymorphism will fail and the results will be incorrect . Also in init()
 *  functions can be called that use World::getWorld().
 */
void World::init()
{
    m_faster_music_active = false;
    m_fastest_kart        = 0;
    m_eliminated_karts    = 0;
    m_eliminated_players  = 0;
    m_num_players         = 0;

    // Create the race gui before anything else is attached to the scene node
    // (which happens when the track is loaded). This allows the race gui to
    // do any rendering on texture. Note that this function can NOT be called
    // in the World constuctor, since it might be overwritten by a the game
    // mode class, which would not have been constructed at the time that this
    // constructor is called, so the wrong race gui would be created.
    createRaceGUI();

    // Grab the track file
    m_track = track_manager->getTrack(race_manager->getTrackName());
	m_script_engine = new Scripting::ScriptEngine();
    if(!m_track)
    {
        std::ostringstream msg;
        msg << "Track '" << race_manager->getTrackName()
            << "' not found.\n";
        throw std::runtime_error(msg.str());
    }

    std::string script_path = World::getWorld()->getTrack()->getTrackFile("scripting.as");
    m_script_engine->loadScript(script_path, true);

    // Create the physics
    m_physics = new Physics();

    unsigned int num_karts = race_manager->getNumberOfKarts();
    //assert(num_karts > 0);

    // Load the track models - this must be done before the karts so that the
    // karts can be positioned properly on (and not in) the tracks.
    m_track->loadTrackModel(race_manager->getReverseTrack());

    for(unsigned int i=0; i<num_karts; i++)
    {
        std::string kart_ident = history->replayHistory()
                               ? history->getKartIdent(i)
                               : race_manager->getKartIdent(i);
        int local_player_id  = race_manager->getKartLocalPlayerId(i);
        int global_player_id = race_manager->getKartGlobalPlayerId(i);
        const PlayerDifficulty *player_difficulty =
            stk_config->getPlayerDifficulty(race_manager->getPlayerDifficulty(i));
        AbstractKart* newkart = createKart(kart_ident, i, local_player_id,
                                   global_player_id,
                                   race_manager->getKartType(i),
                                   player_difficulty);
        m_karts.push_back(newkart);
        m_track->adjustForFog(newkart->getNode());

    }  // for i

    // Now that all models are loaded, apply the overrides
    irr_driver->applyObjectPassShader();

    // Must be called after all karts are created
    m_race_gui->init();

    if(ReplayPlay::get())
        ReplayPlay::get()->Load();

    powerup_manager->updateWeightsForRace(num_karts);
    
    if (UserConfigParams::m_weather_effects)
    {
        m_weather = new Weather(m_track->getWeatherLightning(),
                          m_track->getWeatherSound());
    }

    m_script_engine->compileLoadedScripts();
}   // init
/** This function is called after instanciating. This can't be moved to the 
 *  contructor as child classes must be instanciated, otherwise polymorphism 
 *  will fail and the results will be incorrect . Also in init() functions
 *  can be called that use World::getWorld(). 
 */
void World::init()
{
    race_state            = new RaceState();
    m_faster_music_active = false;
    m_fastest_kart        = 0;
    m_eliminated_karts    = 0;
    m_eliminated_players  = 0;
    m_num_players         = 0;
    
    // Create the race gui before anything else is attached to the scene node
    // (which happens when the track is loaded). This allows the race gui to
    // do any rendering on texture.
    createRaceGUI();

    // Grab the track file
    m_track = track_manager->getTrack(race_manager->getTrackName());
    if(!m_track)
    {
        std::ostringstream msg;
        msg << "Track '" << race_manager->getTrackName() 
            << "' not found.\n";
        throw std::runtime_error(msg.str());
    }

    // Create the physics
    m_physics = new Physics();

    unsigned int num_karts = race_manager->getNumberOfKarts();
    //assert(num_karts > 0);

    // Load the track models - this must be done before the karts so that the
    // karts can be positioned properly on (and not in) the tracks.
    m_track->loadTrackModel(this, race_manager->getReverseTrack());

    for(unsigned int i=0; i<num_karts; i++)
    {
        std::string kart_ident = history->replayHistory() 
                               ? history->getKartIdent(i)
                               : race_manager->getKartIdent(i);
        int local_player_id  = race_manager->getKartLocalPlayerId(i);
        int global_player_id = race_manager->getKartGlobalPlayerId(i);
        AbstractKart* newkart = createKart(kart_ident, i, local_player_id,  
                                   global_player_id, 
                                   race_manager->getKartType(i));
        m_karts.push_back(newkart);
        m_track->adjustForFog(newkart->getNode());
        
    }  // for i
    
    if(ReplayPlay::get())
        ReplayPlay::get()->Load();

    resetAllKarts();
    // Note: track reset must be called after all karts exist, since check
    // objects need to allocate data structures depending on the number
    // of karts.
    m_track->reset();

    if(!history->replayHistory()) history->initRecording();
    if(ReplayRecorder::get()) ReplayRecorder::get()->init();
    network_manager->worldLoaded();
    
    powerup_manager->updateWeightsForRace(num_karts);
    // erase messages left over
    RaceGUIBase* rg = getRaceGUI();
    if (rg)
    {
        rg->init();
        rg->clearAllMessages();
    }
}   // init