/usr/src/castle-game-engine-6.4/game/castlelevels.pas is in castle-game-engine-src 6.4+dfsg1-2.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
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1222 1223 1224 1225 1226 1227 1228 1229 1230 1231 1232 1233 1234 1235 1236 1237 1238 1239 1240 1241 1242 1243 1244 1245 1246 1247 1248 1249 1250 1251 1252 1253 1254 1255 1256 1257 1258 1259 1260 1261 1262 1263 1264 1265 1266 1267 1268 1269 1270 1271 1272 1273 1274 1275 1276 1277 1278 1279 1280 1281 1282 1283 1284 1285 1286 1287 1288 1289 1290 1291 1292 1293 1294 1295 1296 1297 1298 1299 1300 1301 1302 1303 1304 1305 1306 1307 1308 1309 1310 1311 1312 1313 1314 1315 1316 1317 1318 1319 | {
Copyright 2006-2017 Michalis Kamburelis.
This file is part of "Castle Game Engine".
"Castle Game Engine" is free software; see the file COPYING.txt,
included in this distribution, for details about the copyright.
"Castle Game Engine" is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
----------------------------------------------------------------------------
}
{ Scene manager that can easily load game levels (TGameSceneManager),
management of available game levels (TLevelInfo, @link(Levels)). }
unit CastleLevels;
{$I castleconf.inc}
interface
uses Classes, DOM, Generics.Collections,
CastleVectors, CastleSceneCore, CastleScene, CastleBoxes, X3DNodes,
X3DFields, CastleCameras, CastleSectors, CastleUtils, CastleClassUtils,
CastlePlayer, CastleResources, CastleProgress,
CastleSoundEngine, CastleTransform, CastleShapes, CastleXMLConfig, CastleImages,
CastleTimeUtils, CastleSceneManager, CastleFindFiles;
type
TLevelLogic = class;
TLevelLogicClass = class of TLevelLogic;
TCastleSceneClass = class of TCastleScene;
TGameSceneManager = class;
TLevelInfo = class
private
FLogicClass: TLevelLogicClass;
FName: string;
FSceneURL: string;
FTitle: string;
FTitleHint: string;
FNumber: Integer;
FDemo: boolean;
FPlayed: boolean;
FDefaultPlayed: boolean;
FLoadingImage: TRGBImage;
FLoadingBarYPosition: Single;
FPlaceholderName: TPlaceholderName;
FPlaceholderReferenceDirection: TVector3;
FMusicSound: TSoundType;
{ We keep XML Document reference through the lifetime of this object,
to allow the particular level logic (TLevelLogic descendant)
to read some level-logic-specific variables from it. }
Document: TXMLDocument;
DocumentBaseURL: string;
LevelResources: T3DResourceList;
procedure LoadFromDocument;
protected
Element: TDOMElement;
public
constructor Create;
destructor Destroy; override;
(*Level logic class. This is indicated by the "type" attribute in level.xml
file. By default level logic uses a base TLevelLogic class,
which corresponds to using @code(type="Level") in level.xml file.
Changing this allows to use a different ObjectPascal class to implement
the level behavior.
You can create your own TLevelLogic descendants and register them
like
@longCode(#
type
TMyLevelLogic = class(TLevelLogic)
{ ... override whatever you want ... }
end;
...
LevelLogicClasses['MyLevel'] := TMyLevelLogic;
#)
And then you can use @code(type="MyLevel") inside level.xml
to use your class.
Many advanced tricks are possible by implementing your own TLevelLogic
descendant. See Castle1 GameLevelSpecific.pas unit for some examples.
*)
property LogicClass: TLevelLogicClass read FLogicClass write FLogicClass;
{ Unique identifier of this level. This name may be useful in scripts,
as TGameSceneManager.LoadLevel parameter and such.
For all (current and future) uses it should be a valid VRML/X3D
and ObjectPascal identifier, so use only (English) letters,
underscores and digits (and don't start with a digit). }
property Name: string read FName write FName;
{ Main level 3D model. When the level is loaded, this scene will be set
as TCastleSceneManager.MainScene,
so it determines the default viewpoint, background and such.
Usually it also contains the most (if not all) of the visible level geometry,
scripts and such. Although level logic (TLevelLogic descendant determined
by LevelClass) may also add any number of additional objects
(TCastleTransform instances) to the world. }
property SceneURL: string read FSceneURL write FSceneURL;
{ @deprecated Deprecated name for SceneURL. }
property SceneFileName: string read FSceneURL write FSceneURL; deprecated;
{ Nice name of the level for user. This should be user-friendly,
so it can use spaces, non-English letters and such.
The core engine (like this CastleLevels unit) doesn't use this title
much, it's only for progress bars and log messages.
It is up to the final game code to use this title in more interesting
ways. For example to show a choice of starting level to the user.
The core engine doesn't make such "New Game" menus automatically
(because various games may have widly different ideas how to make it
and how to show it). But we give the developer tools to make such
menus easily, for example you can use TCastleOnScreenMenu for this. }
property Title: string read FTitle write FTitle;
{ Additional text that may be displayed near level title.
The engine doesn't use this property at all, it's only loaded from level.xml
file. It is available for your "New Game" (or similar screen) implementation
(see @link(Title) for more comments about this). }
property TitleHint: string read FTitleHint write FTitleHint;
{ Level number.
The engine doesn't use this property at all, it's only loaded from level.xml
file. It is available for your "New Game" (or similar screen) implementation
(see @link(Title) for more comments about this).
For example level number may be used to order levels in the menu.
This @italic(does not) determine the order in which levels are played,
as levels do not have to be played in a linear order. }
property Number: Integer read FNumber write FNumber default 0;
{ Is it a demo level.
The engine doesn't use this property at all, it's only loaded from level.xml
file. It is available for your "New Game" (or similar screen) implementation
(see @link(Title) for more comments about this). }
property Demo: boolean read FDemo write FDemo default false;
{ Was the level played.
This is automatically managed. Basically, we set it to @true
when the level is played, and we save it to user preferences.
Details:
@unorderedList(
@item(It is set to @true when loading level.)
@item(It is saved to disk (user preferences file) when game exits,
and loaded when game starts. As long as you call @code(Config.Load),
@code(Config.Save) from CastleConfig unit. To load, you must
also call explicitly @link(TLevelInfoList.LoadFromConfig Levels.LoadFromConfig) now.)
@item(The default value comes from DefaultPlayed property,
which in turn is loaded from level.xml file, and by default is @false.
To allows you to artificially mark some levels as "Played" on
the first game run, which may be helpful if you use this property
e.g. to filter the levels in "New Game" menu.)
)
The engine doesn't look at this property for anything,
whether the level is played or not has no influence over how we work.
It is just available for your game, for example to use in your
"New Game" (or similar screen) implementation
(see @link(Title) for more comments about this). }
property Played: boolean read FPlayed write FPlayed;
{ Should the level be initially considered "played".
This determines the initial value of @link(Played) property
(if nothing was stored in user preferences about this level,
see TLevelInfoList.LoadFromConfig; or if TLevelInfoList.LoadFromConfig
is not called by the game).
How is this information useful, depends on a particular game.
For example, some games may decide to show in the "New Game"
menu levels only with Played=true. Some games may simply ignore it. }
property DefaultPlayed: boolean read FDefaultPlayed write FDefaultPlayed;
{ Background image shown when loading the level, @nil if none.
This is loaded from URL indicated by attribute loading_image
in level.xml. }
property LoadingImage: TRGBImage read FLoadingImage write FLoadingImage;
{ Vertical position of progress bar when loading the level.
Between 0 and 1, default value 0.5 means "middle of the screen".
Should be synchronized with how LoadingImage looks (if you set it),
to make the progress when loading level look nice.
Technically, this is used for TProgressUserInterface.BarYPosition. }
property LoadingBarYPosition: Single
read FLoadingBarYPosition write FLoadingBarYPosition
default TProgressUserInterface.DefaultBarYPosition;
{ Placeholder detection method. See TPlaceholderName, and see
TGameSceneManager.LoadLevel for a description when we use placeholders.
Default value is @code(PlaceholderNames['x3dshape']). }
property PlaceholderName: TPlaceholderName
read FPlaceholderName write FPlaceholderName;
{ How to interpret the placeholders direction (like the initial
creature direction on the level).
Some placeholders (currently, only creatures) may be used to determine
initial direction of the resource. For example, the direction
the creature is initially facing.
This direction is calculated as the transformation
of given placeholder applied to this 3D vector.
The correct value may depend on the exporter you used to create 3D models,
and on the exporter settings (how and if it rotates the model when exporting,
and is this rotation recorded in placeholder transformation
or applied directly to mesh coordinates). It may also depend on personal
preference, as it determines how you set resources in your 3D modelling tool
(like Blender).
Fortunately, the default value (+X vector) is suitable for at least
2 common situations:
@orderedList(
@item(If your exporter rotates the world to turn +Z up into +Y up.
(This is the case of default Blender X3D exporter with default settings.))
@item(If your exporter doesn't rotate the world.
(You can configure Blender exporter to behave like this.
You may also then configure engine to use +Z as up vector for everything,
see "Which way is up?" on [http://castle-engine.sourceforge.net/tutorial_up.php].))
)
In Blender it's useful to enable the "Display -> Wire" option for placeholder
objects, then Blender will show arrows inside the placeholder.
+X of the arrow determines the default direction understood by our engine. }
property PlaceholderReferenceDirection: TVector3
read FPlaceholderReferenceDirection write FPlaceholderReferenceDirection;
{ Music played when entering the level.
None (stNone) by default. }
property MusicSound: TSoundType read FMusicSound write FMusicSound;
end;
TLevelInfoList = class(specialize TObjectList<TLevelInfo>)
private
{ How many TGameSceneManager have references to our children by
TGameSceneManager.Info? }
References: Cardinal;
procedure AddFromInfo(const Info: TFileInfo; var StopSearch: boolean);
public
{ raises Exception if such Name is not on the list. }
function FindName(const AName: string): TLevelInfo;
{ Add all available levels found by scanning for level.xml inside data
directory.
Overloaded version without parameter just looks inside ApplicationData.
For the specification of level.xml format see
[http://castle-engine.sourceforge.net/creating_data_levels.php] .
This should be called after resources (creatures and items) are known,
as they may be referenced by level.xml files.
So call @link(T3DResourceList.LoadFromFiles Resources.LoadFromFiles)
@italic(before) calling this (if you
want to use any creatures / items at all, of course).
All TLevelInfo.Played values are initially set to @false.
You must call LoadFromConfig @italic(after) calling this
to read TLevelInfo.Played values from user preferences file.
Note that on Android, searching the Android asset filesystem
recursively is not possible (this is a fault of Android NDK API...).
So instead of this method, you should use AddFromFile repeatedly
to explicitly list all level.xml locations.
@groupBegin }
procedure LoadFromFiles(const LevelsPath: string);
procedure LoadFromFiles;
{ @groupEnd }
{ Add a single level information from the XML file at given location.
The given XML file must have <level> root element and be written
according to
http://castle-engine.sourceforge.net/creating_data_levels.php . }
procedure AddFromFile(const URL: string);
{ Sort by @link(TLevelInfo.Number).
Done automatically at the end of @link(LoadFromFiles),
you may want to call it explicitly after doing @link(AddFromFile). }
procedure SortByNumber;
{ For all available levels, read their TLevelInfo.Played
from config file (like @link(UserConfig)).
This is useful only if you actually look at
TLevelInfo.Played for any purpose (for example,
to decide which levels are displayed in the menu). By default,
our engine doesn't look at TLevelInfo.Played for anything. }
procedure LoadFromConfig(const Config: TCastleConfig);
{ Save Played properties of every level
to a config file (like @link(UserConfig)). }
procedure SaveToConfig(const Config: TCastleConfig);
end;
{ Scene manager that can comfortably load and manage a 3D game level.
It really adds only one new method to TCastleSceneManager:
@link(LoadLevel), see it's documentation to know what it gives you.
It also exposes @link(Logic) and @link(Info) properties
corresponding to the currently loaded level. }
TGameSceneManager = class(TCastleSceneManager)
private
FLogic: TLevelLogic;
FInfo: TLevelInfo;
LevelResourcesPrepared: boolean;
{ Like LoadLevel, but doesn't care about AInfo.LoadingImage. }
procedure LoadLevelCore(const AInfo: TLevelInfo);
{ Unload Items from previous level, keeps only Player on Items.
Returns previous resources. You have to call Release and free them. }
function UnloadLevelCore: T3DResourceList;
function Placeholder(Shape: TShape; PlaceholderName: string): boolean;
public
destructor Destroy; override;
{ Load game level.
@unorderedList(
@item(@bold(Set scene manager 3D items):
Clear all 3D items from @link(TCastleSceneManager.Items)
list (except @link(TCastleSceneManager.Player)), clear
@link(TCastleAbstractViewport.Camera Camera)
and @link(TCastleSceneManager.MainScene) as well.
Then load a new main scene and camera, adding to
@link(TCastleSceneManager.Items) all 3D resources (creatures and items)
defined by placeholders named CasRes* in the main level 3D file.)
@item(@bold(Make sure 3D resources are ready:)
Resources are T3DResource instances on @link(Resources) list.
They are heavy (in terms of memory use and preparation time),
so you don't want to just load everything for every level.
This method makes sure that all resources required by this level
are prepared. All resources requested in level.xml file
(in <resources> element in level.xml),
as well as resources requested in player.xml file,
as well as resources with AlwaysPrepared (usually: all possible items
that can be dropped from player inventory on any level)
will be prepared.)
@item(@bold(Initialize move limits and water volume from placeholders).
Special object names CasMoveLimit and CasWater (in the future:
CasWater* with any suffix) in the main scene 3D model
determine the places where player can go and where water is.
When CasMoveLimit object is missing,
we calculate it to include the level bounding box, with some
additional space above (to allow flying).)
@item(@bold(Initialize sectors and waypoints from placeholders).
Special shape names CasSector* and CasWaypoint* can be used
in level 3D model to help creature AI.
You can add and name such shapes in 3D modeler, like Blender,
and they will be automatically understood by the engine when loading level.
Objects named CasSector<index>[_<ignored>] define sectors.
The geometry of a sector with given <index> is set to be the sum
of all CasSector<index>* boxes.
Sectors are numbered from 0.
Objects named CasWaypoint[<ignored>] define waypoints.
Each waypoint is stored as a 3D point, this point is the middle of the
bounding box of the object named CasWaypoint[<ignored>].
After extracting from level 3D model,
sectors and waypoints are then connected together by
TSectorList.LinkToWaypoints. The idea is that you can go from
one sector to the other through the waypoint that is placed on
the border of both of them.)
@item(@bold(Prepare everything possible for rendering and collision
detection) to avoid later preparing things on-demand (which would cause
unpleasant delay during gameplay).
E.g. prepares octree and OpenGL resources.)
)
The overloaded version with a LevelName string searches the @link(Levels)
list for a level with given name (and raises exception if it cannot
be found). It makes sense if you filled the @link(Levels) list before,
usually by @link(TLevelInfoList.LoadFromFiles Levels.LoadFromFiles)
call. So you can easily define a level in your data with @code(name="xxx")
in the @code(level.xml) file, and then you can load it
by @code(LoadLevel('xxx')) call.
It's important to note that @bold(you do not have to use
this method to make a 3D game). You may as well just load the 3D scene
yourself, and add things to TCastleSceneManager.Items and
TCastleSceneManager.MainScene directly.
This method is just a very comfortable way to set your 3D world in one call
--- but it's not the only way.
@groupBegin }
procedure LoadLevel(const LevelName: string);
procedure LoadLevel(const AInfo: TLevelInfo);
{ @groupEnd }
{ Level logic and state. }
property Logic: TLevelLogic read FLogic;
{ Level information, independent from current level state. }
property Info: TLevelInfo read FInfo;
{ Release everything loaded by LoadLevel, clearing the 3D world
(only Player is left).
You do not have to call this in normal circumstances,
as each LoadLevel automatically clears previous 3D world. If fact,
you should not call this in normal circumstances:
calling this prevents the next LoadLevel to reuse resources
that were needed by both old and new level.
Call this only if you really want to conserve memory @italic(right now).
Or when you want to force reload of resources at next LoadLevel
call (for example, if you changed BakedAnimationSmoothness, it is useful
--- otherwise the old animations will remain loaded with old BakedAnimationSmoothness
setting). }
procedure UnloadLevel;
end;
{ Level logic. We use T3D descendant, since this is the comfortable
way to add any behavior to the 3D world (it doesn't matter that
"level logic" is not a usual 3D object --- it doesn't have to collide
or be visible). }
TLevelLogic = class(TCastleTransform)
private
FTime: TFloatTime;
protected
{ Load 3D scene from file, doing common tasks.
@unorderedList(
@item optionally create triangle octree
@item(call PrepareResources, with prRender, prBoundingBox, prShadowVolume
(if shadow volumes possible at all in this OpenGL context),)
@item Free texture data, since they will not be needed anymore
)
@groupBegin }
function LoadLevelScene(const URL: string;
const PrepareForCollisions: boolean;
const SceneClass: TCastleSceneClass): TCastleScene;
function LoadLevelScene(const URL: string;
const PrepareForCollisions: boolean): TCastleScene;
{ @groupEnd }
{ Handle a placeholder named in external modeler.
Return @true if this is indeed a recognized placeholder name,
and it was handled and relevant shape should be removed from level
geometry (to not be rendered). }
function Placeholder(const Shape: TShape; const PlaceholderName: string): boolean; virtual;
{ Called after all placeholders have been processed,
that is after TGameSceneManager.LoadLevel placed initial creatures,
items and other stuff on the level.
Override it to do anything you want. }
procedure PlaceholdersEnd; virtual;
public
{ Create new level instance. Called before resources (creatures and items)
are initialized (override PlaceholdersEnd if you need to do something
after creatures and items are added).
You can modify MainScene contents here.
@param(AWorld
3D world items. We provide AWorld instance at construction,
and the created TLevelLogic instance will be added to this AWorld,
and you cannot change it later. This is necessary,
as TLevelLogic descendants at construction may actually modify your world,
and depend on it later.)
@param(DOMElement
An XML tree of level.xml file. You can read it
however you want, to handle additional attributes in level.xml.
You can use standard FPC DOM unit and classes,
and add a handful of simple comfortable routines in CastleXMLUtils unit,
for example you can use this to read a string attribute:
@longCode(#
MyAttribute := DOMElement.AttributeStringDef('my_attribute', 'default value');
MyRequiredAttribute := DOMElement.AttributeString('my_required_attribute');
#)
)
}
constructor Create(AOwner: TComponent; AWorld: TSceneManagerWorld;
MainScene: TCastleScene; DOMElement: TDOMElement); reintroduce; virtual;
function LocalBoundingBox: TBox3D; override;
{ Called when new player starts new game on this level.
This may be used to equip the player with some basic weapon / items.
This is never called or used by the engine itself.
This does nothing in the default TLevelLogic class implementation.
Your particular game, where you can best decide when the player
"starts a new game" and when the player merely "continues the previous
game", may call it. And you may override this in your TLevelLogic descendants
to equip the player. }
procedure PrepareNewPlayer(NewPlayer: TPlayer); virtual;
{ Time of the level, in seconds. Time 0 when level is created.
This is updated in our @link(Update). }
property Time: TFloatTime read FTime;
procedure Update(const SecondsPassed: Single; var RemoveMe: TRemoveType); override;
end;
TLevelLogicClasses = class(specialize TDictionary<string, TLevelLogicClass>)
strict private
function GetItems(const AKey: string): TLevelLogicClass;
procedure SetItems(const AKey: string; const AValue: TLevelLogicClass);
public
{ Access dictionary items.
Setting this is allowed regardless if the key previously existed or not,
in other words: setting this does AddOrSetValue, contrary to the ancestor TDictionary
that only allows setting when the key already exists. }
property Items [const AKey: string]: TLevelLogicClass read GetItems write SetItems; default;
end;
function LevelLogicClasses: TLevelLogicClasses;
{ All known levels. You can use this to show a list of available levels to user.
You can also search it and use TGameSceneManager.LoadLevel to load
a given TLevelInfo instance. }
function Levels: TLevelInfoList;
implementation
uses SysUtils, Generics.Defaults, Math,
CastleGLUtils, CastleFilesUtils, CastleStringUtils,
CastleGLImages, CastleUIControls, XMLRead, CastleInputs, CastleXMLUtils,
CastleLog, X3DCameraUtils,
CastleGLVersion, CastleURIUtils, CastleDownload;
{ globals -------------------------------------------------------------------- }
var
FLevelLogicClasses: TLevelLogicClasses;
function LevelLogicClasses: TLevelLogicClasses;
begin
if FLevelLogicClasses = nil then
begin
FLevelLogicClasses := TLevelLogicClasses.Create;
FLevelLogicClasses['Level'] := TLevelLogic;
end;
Result := FLevelLogicClasses;
end;
var
{ Created in initialization of this unit, destroyed in finalization
(or when the last TGameSceneManager referring to TLevelInfo is destroyed).
Owns it's Items. }
FLevels: TLevelInfoList;
function Levels: TLevelInfoList;
begin
Result := FLevels;
end;
{ TGameSceneManager ---------------------------------------------------------- }
function TGameSceneManager.Placeholder(Shape: TShape;
PlaceholderName: string): boolean;
const
{ Prefix of all placeholders that we seek on 3D models. }
PlaceholderPrefix = 'Cas';
ResourcePrefix = PlaceholderPrefix + 'Res';
MoveLimitName = PlaceholderPrefix + 'MoveLimit';
WaterName = PlaceholderPrefix + 'Water';
SectorPrefix = PlaceholderPrefix + 'Sector';
WaypointPrefix = PlaceholderPrefix + 'Waypoint';
procedure PlaceholderResource(Shape: TShape; PlaceholderName: string);
var
ResourceName: string;
ResourceNumberPresent: boolean;
Resource: T3DResource;
Box: TBox3D;
Position, Direction: TVector3;
IgnoredBegin, NumberBegin: Integer;
ResourceNumber: Int64;
begin
{ PlaceholderName is now <resource_name>[<resource_number>][_<ignored>] }
{ cut off optional [_<ignored>] suffix }
IgnoredBegin := Pos('_', PlaceholderName);
if IgnoredBegin <> 0 then
PlaceholderName := Copy(PlaceholderName, 1, IgnoredBegin - 1);
{ calculate ResourceName, ResourceNumber, ResourceNumberPresent }
NumberBegin := CharsPos(['0'..'9'], PlaceholderName);
ResourceNumberPresent := NumberBegin <> 0;
if ResourceNumberPresent then
begin
ResourceName := Copy(PlaceholderName, 1, NumberBegin - 1);
ResourceNumber := StrToInt(SEnding(PlaceholderName, NumberBegin));
end else
begin
ResourceName := PlaceholderName;
ResourceNumber := 0;
end;
Resource := Resources.FindName(ResourceName);
if not Resource.Prepared then
WritelnWarning('Resource', 'Resource "%s" is initially present on the level, but was not prepared yet --- which probably means you did not add it to <resources> inside level level.xml file. This causes loading on-demand, which is less comfortable for player.',
[Resource.Name]);
Box := Shape.BoundingBox;
Position := Box.Center;
Position[Items.GravityCoordinate] := Box.Data[0].Data[Items.GravityCoordinate];
Direction := Info.PlaceholderReferenceDirection;
Direction := Shape.State.Transform.MultDirection(Direction);
Resource.InstantiatePlaceholder(Items, Position, Direction,
ResourceNumberPresent, ResourceNumber);
end;
{ Shapes placed under the name CasWaypoint[_<ignored>]
are removed from the Scene, and are added as new waypoint.
Waypoint's Position is set to the middle point of shape's bounding box. }
procedure PlaceholderWaypoint(Shape: TShape);
var
Waypoint: TWaypoint;
begin
Waypoint := TWaypoint.Create;
Waypoint.Box := Shape.BoundingBox;
Waypoint.Position := Waypoint.Box.Center;
Waypoints.Add(Waypoint);
{ Tests:
Writeln('Waypoint ', Waypoints.Count - 1, ': at position ',
Waypoint.Position.ToString);}
end;
{ Shapes placed under the name CasSector<index>[_<ignored>]
are removed from the Scene, and are added to sector <index> BoundingBoxes.
Count of the Sectors list is enlarged, if necessary,
to include all sectors indicated in the Scene. }
procedure PlaceholderSector(Shape: TShape; const SectorNodeName: string);
var
IgnoredBegin, SectorIndex: Integer;
begin
{ Calculate SectorIndex }
IgnoredBegin := Pos('_', SectorNodeName);
if IgnoredBegin = 0 then
SectorIndex := StrToInt(SectorNodeName) else
SectorIndex := StrToInt(Copy(SectorNodeName, 1, IgnoredBegin - 1));
Sectors.Count := Max(Sectors.Count, SectorIndex + 1);
if Sectors[SectorIndex] = nil then
Sectors[SectorIndex] := TSector.Create;
Sectors[SectorIndex].Boxes.Add(Shape.BoundingBox);
{ Tests:
Writeln('Sector ', SectorIndex, ': added box ',
SectorBoundingBox.ToNiceStr); }
end;
begin
Result := true;
if IsPrefix(ResourcePrefix, PlaceholderName) then
PlaceholderResource(Shape, SEnding(PlaceholderName, Length(ResourcePrefix) + 1)) else
if PlaceholderName = MoveLimitName then
MoveLimit := Shape.BoundingBox else
if PlaceholderName = WaterName then
Water := Shape.BoundingBox else
if IsPrefix(SectorPrefix, PlaceholderName) then
PlaceholderSector(Shape, SEnding(PlaceholderName, Length(SectorPrefix) + 1)) else
if IsPrefix(WaypointPrefix, PlaceholderName) then
PlaceholderWaypoint(Shape) else
Result := Logic.Placeholder(Shape, PlaceholderName);
end;
function TGameSceneManager.UnloadLevelCore: T3DResourceList;
var
I: Integer;
begin
{ release stuff from previous level. Our items must be clean.
This releases previous Level (logic), MainScene,
and our creatures and items --- the ones added in TraverseForResources,
but also the ones created dynamically (when creature is added to scene manager,
e.g. because player/creature shoots a missile, or when player drops an item).
The only thing that can (and should) remain is Player. }
I := 0;
while I < Items.Count do
if Items[I] <> Player then
Items[I].Free else
Inc(I);
FLogic := nil; { we freed FLogic above, since it was on Items list }
{ save PreviousResources, before Info is overridden with new level.
This allows us to keep PreviousResources while new resources are required,
and this means that resources already loaded for previous level
don't need to be reloaded for new. }
Result := T3DResourceList.Create(false);
if Info <> nil then
begin
Result.Clear;
Result.AddRange(Info.LevelResources);
Dec(Levels.References);
FInfo := nil;
end;
end;
procedure TGameSceneManager.UnloadLevel;
var
PreviousResources: T3DResourceList;
begin
PreviousResources := UnloadLevelCore;
PreviousResources.Release;
FreeAndNil(PreviousResources);
end;
procedure TGameSceneManager.LoadLevelCore(const AInfo: TLevelInfo);
var
{ Sometimes it's not comfortable
to remove the items while traversing --- so we will instead
put them on this list.
Be careful: never add here two nodes such that one may be parent
of another, otherwise freeing one could free the other one too
early. }
ItemsToRemove: TX3DNodeList;
procedure TraverseForPlaceholders(Shape: TShape);
var
PlaceholderName: string;
begin
PlaceholderName := Info.PlaceholderName(Shape);
if (PlaceholderName <> '') and Placeholder(Shape, PlaceholderName) then
begin
{ Don't remove OriginalGeometry node now --- will be removed later.
This avoids problems with removing nodes while traversing. }
if ItemsToRemove.IndexOf(Shape.OriginalGeometry) = -1 then
ItemsToRemove.Add(Shape.OriginalGeometry);
end;
end;
procedure RemoveItemsToRemove;
var
I: Integer;
begin
MainScene.BeforeNodesFree;
for I := 0 to ItemsToRemove.Count - 1 do
ItemsToRemove.Items[I].FreeRemovingFromAllParents;
MainScene.ChangedAll;
end;
{ After placeholders are processed, finish some stuff. }
procedure PlaceholdersEnd;
var
NewMoveLimit: TBox3D;
begin
if MoveLimit.IsEmpty then
begin
{ Set MoveLimit to MainScene.BoundingBox, and make maximum up larger. }
NewMoveLimit := MainScene.BoundingBox;
NewMoveLimit.Data[1].Data[Items.GravityCoordinate] +=
4 * (NewMoveLimit.Data[1].Data[Items.GravityCoordinate] -
NewMoveLimit.Data[0].Data[Items.GravityCoordinate]);
MoveLimit := NewMoveLimit;
end;
Sectors.LinkToWaypoints(Waypoints);
Logic.PlaceholdersEnd;
end;
{ Assign Camera, knowing MainScene and Player.
We need to assign Camera early, as initial Camera also is used
when placing initial resources on the level (to determine their
initial direciton, World.GravityUp etc.) }
procedure InitializeCamera;
var
InitialPosition: TVector3;
InitialDirection: TVector3;
InitialUp: TVector3;
GravityUp: TVector3;
CameraRadius, PreferredHeight: Single;
NavigationNode: TNavigationInfoNode;
WalkCamera: TWalkCamera;
begin
if MainScene.ViewpointStack.Top <> nil then
MainScene.ViewpointStack.Top.GetView(InitialPosition,
InitialDirection, InitialUp, GravityUp) else
begin
InitialPosition := DefaultX3DCameraPosition[cvVrml2_X3d];
InitialDirection := DefaultX3DCameraDirection;
InitialUp := DefaultX3DCameraUp;
GravityUp := DefaultX3DGravityUp;
end;
NavigationNode := MainScene.NavigationInfoStack.Top;
if (NavigationNode <> nil) and (NavigationNode.FdAvatarSize.Count >= 1) then
CameraRadius := NavigationNode.FdAvatarSize.Items[0] else
CameraRadius := MainScene.BoundingBox.AverageSize(false, 1) * 0.007;
if (NavigationNode <> nil) and (NavigationNode.FdAvatarSize.Count >= 2) then
PreferredHeight := NavigationNode.FdAvatarSize.Items[1] else
PreferredHeight := CameraRadius * 5;
CorrectPreferredHeight(PreferredHeight, CameraRadius,
TWalkCamera.DefaultCrouchHeight, TWalkCamera.DefaultHeadBobbing);
if Player <> nil then
WalkCamera := Player.Camera
else
{ If you don't initialize Player (like for castle1 background level
or castle-view-level or lets_take_a_walk) then just create a camera. }
WalkCamera := TWalkCamera.Create(Self);
{ initialize some navigation settings of player }
if Player <> nil then
begin
Player.DefaultPreferredHeight := PreferredHeight;
if NavigationNode <> nil then
Player.DefaultMoveHorizontalSpeed := NavigationNode.FdSpeed.Value else
Player.DefaultMoveHorizontalSpeed := 1.0;
Player.DefaultMoveVerticalSpeed := 20;
end else
begin
{ if you use Player with TGameSceneManager, then Player will automatically
update camera's speed properties. But if not, we have to set them
here. }
WalkCamera.PreferredHeight := PreferredHeight;
if NavigationNode <> nil then
WalkCamera.MoveHorizontalSpeed := NavigationNode.FdSpeed.Value else
WalkCamera.MoveHorizontalSpeed := 1.0;
WalkCamera.MoveVerticalSpeed := 20;
end;
Camera := WalkCamera;
WalkCamera.Init(InitialPosition, InitialDirection,
InitialUp, GravityUp, PreferredHeight, CameraRadius);
WalkCamera.CancelFalling;
end;
var
Options: TPrepareResourcesOptions;
SI: TShapeTreeIterator;
PreviousResources: T3DResourceList;
begin
{ We want OpenGL context, but we don't want to require that this scene manager
is actually added to Window.Controls yet. This would prevent taking a screenshot
from previous 3D contents as a background when loading level, which is actually
used by castle1.
So we do not check field "not GLInitialized", instead we look at global
GLVersion. }
if GLVersion = nil then
raise Exception.Create('OpenGL context is not initialized yet. You have to initialize OpenGL (for example by calling TCastleWindow.Open, or by waiting for TCastleControl.OnGLContextOpen) before using TGameSceneManager.LoadLevel.');
PreviousResources := UnloadLevelCore;
FInfo := AInfo;
Inc(Levels.References);
Info.Played := true;
LevelResourcesPrepared := false;
Progress.Init(1, 'Loading level "' + Info.Title + '"');
try
{ disconnect previous Camera from SceneManager.
Otherwise, it would be updated by MainScene loading binding new
NavigationInfo (with it's speed) and Viewpoint.
We prefer to do it ourselves in InitializeCamera. }
Camera := nil;
MainScene := TCastleScene.Create(Self);
Inc(MainScene.InternalDirty);
MainScene.Load(Info.SceneURL);
{ Scene must be the first one on Items, this way Items.MoveCollision will
use Scene for wall-sliding (see T3DList.MoveCollision implementation). }
Items.Insert(0, MainScene);
InitializeCamera;
Progress.Step;
finally
Progress.Fini;
end;
{ load new resources (and release old unused). This must be done after
InitializeCamera (because it uses GravityUp), which in turn must
be after loading MainScene (because initial camera looks at MainScene
contents).
It will show it's own progress bar. }
Info.LevelResources.Prepare(PrepareParams);
LevelResourcesPrepared := true;
PreviousResources.Release;
FreeAndNil(PreviousResources);
Progress.Init(1, 'Loading level "' + Info.Title + '"');
try
{ create new Logic }
FLogic := Info.LogicClass.Create(Self, Items, MainScene, Info.Element);
Items.Add(Logic);
{ We will calculate new Sectors and Waypoints and other stuff
based on placeholders. Initialize them now to be empty. }
FreeAndNil(FSectors);
FreeAndNil(Waypoints);
FSectors := TSectorList.Create(true);
Waypoints := TWaypointList.Create(true);
MoveLimit := TBox3D.Empty;
Water := TBox3D.Empty;
ItemsToRemove := TX3DNodeList.Create(false);
try
SI := TShapeTreeIterator.Create(MainScene.Shapes, { OnlyActive } true);
try
while SI.GetNext do TraverseForPlaceholders(SI.Current);
finally SysUtils.FreeAndNil(SI) end;
RemoveItemsToRemove;
finally ItemsToRemove.Free end;
PlaceholdersEnd;
{ calculate Options for PrepareResources }
Options := [prRender, prBackground, prBoundingBox];
if (GLFeatures <> nil) and GLFeatures.ShadowVolumesPossible then
Include(Options, prShadowVolume);
MainScene.PrepareResources(Options, false, PrepareParams);
MainScene.FreeResources([frTextureDataInNodes]);
Progress.Step;
finally
Progress.Fini;
end;
{ Loading octree have their own Progress, so we load them outside our
progress. }
MainScene.TriangleOctreeProgressTitle := 'Loading level (triangle octree)';
MainScene.ShapeOctreeProgressTitle := 'Loading level (Shape octree)';
MainScene.Spatial := [ssRendering, ssDynamicCollisions];
MainScene.PrepareResources([prSpatial], false, PrepareParams);
if (Player <> nil) then
Player.LevelChanged;
SoundEngine.MusicPlayer.Sound := Info.MusicSound;
{ Initialize SoundEngine if we're sure that this game uses sounds.
Doing this now is good to avoid making a delay later in the middle
of the game when 1st sound is playing. }
if (not SoundEngine.ALInitialized) and (SoundEngine.Sounds.Count > 1) then
SoundEngine.ALContextOpen;
MainScene.ProcessEvents := true;
Dec(MainScene.InternalDirty);
end;
procedure TGameSceneManager.LoadLevel(const AInfo: TLevelInfo);
var
SavedImage: TObject;
SavedBarYPosition: Single;
SavedOwnsImage: boolean;
begin
SavedOwnsImage := Progress.UserInterface.OwnsImage;
SavedImage := Progress.UserInterface.Image;
SavedBarYPosition := Progress.UserInterface.BarYPosition;
try
Progress.UserInterface.OwnsImage := false; // never free Image at next assignment
Progress.UserInterface.Image := AInfo.LoadingImage;
Progress.UserInterface.BarYPosition := AInfo.LoadingBarYPosition;
LoadLevelCore(AInfo);
finally
Progress.UserInterface.Image := nil; // unassign AInfo.LoadingImage, while OwnsImage = false
Progress.UserInterface.OwnsImage := SavedOwnsImage;
Progress.UserInterface.Image := SavedImage;
Progress.UserInterface.BarYPosition := SavedBarYPosition;
end;
end;
procedure TGameSceneManager.LoadLevel(const LevelName: string);
begin
LoadLevel(Levels.FindName(LevelName));
end;
destructor TGameSceneManager.Destroy;
begin
if Info <> nil then
begin
{ we check LevelResourcesPrepared, to avoid calling
Info.LevelResources.Release when Info.LevelResources.Prepare
was not called (which may happen if there was an exception if LoadLevelCore
at MainScene.Load(SceneURL). }
if (Info.LevelResources <> nil) and LevelResourcesPrepared then
Info.LevelResources.Release;
Dec(FLevels.References);
if FLevels.References = 0 then
FreeAndNil(FLevels);
end;
inherited;
end;
{ TLevelLogic ---------------------------------------------------------------- }
constructor TLevelLogic.Create(AOwner: TComponent; AWorld: TSceneManagerWorld;
MainScene: TCastleScene; DOMElement: TDOMElement);
begin
inherited Create(AOwner);
Assert(AWorld <> nil, 'TLevelLogic.World should never be nil, you have to provide World at TLevelLogic constructor');
AddToWorld(AWorld);
{ Actually, the fact that our BoundingBox is empty also prevents collisions.
But for some methods, knowing that Collides = false allows them to exit
faster. }
Collides := false;
end;
function TLevelLogic.LocalBoundingBox: TBox3D;
begin
{ This object is invisible and non-colliding. }
Result := TBox3D.Empty;
end;
procedure TLevelLogic.PrepareNewPlayer(NewPlayer: TPlayer);
begin
{ Nothing to do in this class. }
end;
function TLevelLogic.LoadLevelScene(
const URL: string;
const PrepareForCollisions: boolean;
const SceneClass: TCastleSceneClass): TCastleScene;
var
Options: TPrepareResourcesOptions;
begin
Result := SceneClass.Create(Self);
Result.Load(URL);
{ calculate Options for PrepareResources }
Options := [prRender, prBoundingBox { always needed }];
if (GLFeatures <> nil) and GLFeatures.ShadowVolumesPossible then
Include(Options, prShadowVolume);
Result.PrepareResources(Options, false, World.PrepareParams);
if PrepareForCollisions then
Result.Spatial := [ssDynamicCollisions];
Result.FreeResources([frTextureDataInNodes]);
Result.ProcessEvents := true;
end;
function TLevelLogic.LoadLevelScene(
const URL: string;
const PrepareForCollisions: boolean): TCastleScene;
begin
Result := LoadLevelScene(URL, PrepareForCollisions, TCastleScene);
end;
procedure TLevelLogic.Update(const SecondsPassed: Single; var RemoveMe: TRemoveType);
begin
inherited;
FTime += SecondsPassed;
end;
function TLevelLogic.Placeholder(const Shape: TShape;
const PlaceholderName: string): boolean;
begin
Result := false;
end;
procedure TLevelLogic.PlaceholdersEnd;
begin
{ Nothing to do in this class. }
end;
{ TLevelInfo ------------------------------------------------------------ }
constructor TLevelInfo.Create;
begin
inherited;
LevelResources := T3DResourceList.Create(false);
end;
destructor TLevelInfo.Destroy;
begin
FreeAndNil(Document);
FreeAndNil(LevelResources);
FreeAndNil(FLoadingImage);
inherited;
end;
procedure TLevelInfo.LoadFromDocument;
procedure MissingRequiredAttribute(const AttrName: string);
begin
raise Exception.CreateFmt(
'Missing required attribute "%s" of <level> element', [AttrName]);
end;
{ Like DOMGetAttribute, but reads TLevelLogicClass value. }
function DOMGetLevelLogicClassAttribute(const Element: TDOMElement;
const AttrName: string; var Value: TLevelLogicClass): boolean;
var
ValueStr: string;
begin
Result := Element.AttributeString(AttrName, ValueStr);
if not LevelLogicClasses.TryGetValue(ValueStr, Value) then
raise Exception.CreateFmt('Unknown level type "%s"', [ValueStr]);
end;
{ Add all resources with AlwaysPrepared = true to the LevelResources. }
procedure AddAlwaysPreparedResources;
var
I: Integer;
begin
for I := 0 to Resources.Count - 1 do
if Resources[I].AlwaysPrepared and
(LevelResources.IndexOf(Resources[I]) = -1) then
LevelResources.Add(Resources[I]);
end;
const
DefaultPlaceholderReferenceDirection: TVector3 = (Data: (1, 0, 0));
var
LoadingImageURL: string;
SoundName: string;
PlaceholdersKey: string;
S: string;
begin
Element := Document.DocumentElement;
if Element.TagName <> 'level' then
raise Exception.CreateFmt('Root node of level.xml file must be <level>, but is "%s", in "%s"',
[Element.TagName, DocumentBaseURL]);
{ Required atttributes }
if not Element.AttributeString('name', FName) then
MissingRequiredAttribute('name');
if not Element.AttributeString('scene', FSceneURL) then
MissingRequiredAttribute('scene');
SceneURL := CombineURI(DocumentBaseURL, SceneURL);
if not Element.AttributeString('title', FTitle) then
MissingRequiredAttribute('title');
{ Optional attributes }
if not Element.AttributeInteger('number', FNumber) then
Number := 0;
if not Element.AttributeBoolean('demo', FDemo) then
Demo := false;
if not Element.AttributeString('title_hint', FTitleHint) then
TitleHint := '';
if not Element.AttributeBoolean('default_played', FDefaultPlayed) then
DefaultPlayed := false;
if not DOMGetLevelLogicClassAttribute(Element, 'type', FLogicClass) then
LogicClass := TLevelLogic;
PlaceholderName := PlaceholderNames['x3dshape'];
if Element.AttributeString('placeholders', PlaceholdersKey) then
PlaceholderName := PlaceholderNames[PlaceholdersKey];
FreeAndNil(FLoadingImage); { make sure LoadingImage is clear first }
if Element.AttributeString('loading_image', LoadingImageURL) then
begin
LoadingImageURL := CombineURI(DocumentBaseURL, LoadingImageURL);
LoadingImage := LoadImage(LoadingImageURL, [TRGBImage]) as TRGBImage;
end;
if (not Element.AttributeSingle('loading_bar_y_position',
FLoadingBarYPosition)) and
{ handle loading_image_bar_y_position for backward compatibility }
(not Element.AttributeSingle('loading_image_bar_y_position',
FLoadingBarYPosition)) then
LoadingBarYPosition := TProgressUserInterface.DefaultBarYPosition;
if Element.AttributeString('placeholder_reference_direction', S) then
PlaceholderReferenceDirection := Vector3FromStr(S) else
PlaceholderReferenceDirection := DefaultPlaceholderReferenceDirection;
LevelResources.LoadResources(Element);
AddAlwaysPreparedResources;
if Element.AttributeString('music_sound', SoundName) then
MusicSound := SoundEngine.SoundFromName(SoundName) else
MusicSound := stNone;
end;
{ TLevelInfoList ------------------------------------------------------- }
function TLevelInfoList.FindName(const AName: string): TLevelInfo;
var
I: Integer;
S: string;
begin
for I := 0 to Count - 1 do
if Items[I].Name = AName then
Exit(Items[I]);
S := Format('Level name "%s" is not found on the Levels list', [AName]);
if Count = 0 then
S += '.' + NL + NL + 'Warning: there are no levels available on the list at all. This means that the game data was not correctly installed (as we did not find any level.xml files defining any levels). Or the developer forgot to call Levels.LoadFromFiles.';
raise Exception.Create(S);
end;
function IsSmallerByNumber(constref A, B: TLevelInfo): Integer;
begin
Result := A.Number - B.Number;
end;
procedure TLevelInfoList.LoadFromConfig(const Config: TCastleConfig);
var
I: Integer;
begin
for I := 0 to Count - 1 do
Items[I].Played := Config.GetValue(
'levels_available/' + Items[I].Name + '/played',
Items[I].DefaultPlayed);
end;
procedure TLevelInfoList.SaveToConfig(const Config: TCastleConfig);
var
I: Integer;
begin
for I := 0 to Count - 1 do
Config.SetDeleteValue(
'levels_available/' + Items[I].Name + '/played',
Items[I].Played,
Items[I].DefaultPlayed);
end;
procedure TLevelInfoList.AddFromInfo(const Info: TFileInfo; var StopSearch: boolean);
begin
AddFromFile(Info.URL);
end;
procedure TLevelInfoList.AddFromFile(const URL: string);
var
NewLevelInfo: TLevelInfo;
begin
NewLevelInfo := TLevelInfo.Create;
Add(NewLevelInfo);
NewLevelInfo.Played := false;
URLReadXML(NewLevelInfo.Document, URL);
NewLevelInfo.DocumentBaseURL := URL;
NewLevelInfo.LoadFromDocument;
end;
procedure TLevelInfoList.LoadFromFiles(const LevelsPath: string);
begin
FindFiles(LevelsPath, 'level.xml', false, @AddFromInfo, [ffRecursive]);
end;
procedure TLevelInfoList.LoadFromFiles;
begin
LoadFromFiles(ApplicationData(''));
SortByNumber;
end;
procedure TLevelInfoList.SortByNumber;
type
TLevelInfoComparer = specialize TComparer<TLevelInfo>;
begin
Sort(TLevelInfoComparer.Construct(@IsSmallerByNumber));
end;
{ TLevelLogicClasses --------------------------------------------------------- }
function TLevelLogicClasses.GetItems(const AKey: string): TLevelLogicClass;
begin
Result := inherited Items[AKey];
end;
procedure TLevelLogicClasses.SetItems(const AKey: string; const AValue: TLevelLogicClass);
begin
AddOrSetValue(AKey, AValue);
end;
{ initialization / finalization ---------------------------------------------- }
initialization
FLevels := TLevelInfoList.Create(true);
Inc(FLevels.References);
finalization
FreeAndNil(FLevelLogicClasses);
{ there may still exist TGameSceneManager instances that refer to our
TLevelInfo instances. So we don't always free Levels below. }
if FLevels <> nil then
begin
Dec(FLevels.References);
if FLevels.References = 0 then
FreeAndNil(FLevels);
end;
end.
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