1 | /* |
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2 | * ORXONOX - the hottest 3D action shooter ever to exist |
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3 | * > www.orxonox.net < |
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4 | * |
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5 | * |
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6 | * License notice: |
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7 | * |
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8 | * This program is free software; you can redistribute it and/or |
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9 | * modify it under the terms of the GNU General Public License |
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10 | * as published by the Free Software Foundation; either version 2 |
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11 | * of the License, or (at your option) any later version. |
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12 | * |
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13 | * This program is distributed in the hope that it will be useful, |
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14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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16 | * GNU General Public License for more details. |
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17 | * |
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18 | * You should have received a copy of the GNU General Public License |
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19 | * along with this program; if not, write to the Free Software |
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20 | * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. |
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21 | * |
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22 | * Author: |
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23 | * Fabian 'x3n' Landau |
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24 | * Co-authors: |
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25 | * Damian 'Mozork' Frick |
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26 | * Matthias Binder |
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27 | * |
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28 | */ |
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29 | |
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30 | /** |
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31 | @file LevelManager.cc |
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32 | @brief Implementation of the LevelManager singleton. |
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33 | */ |
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34 | |
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35 | #include "LevelManager.h" |
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36 | #include "LevelStatus.h" |
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37 | |
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38 | #include <map> |
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39 | |
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40 | #include "core/singleton/ScopedSingletonIncludes.h" |
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41 | #include "core/commandline/CommandLineIncludes.h" |
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42 | #include "core/config/ConfigValueIncludes.h" |
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43 | #include "core/CoreIncludes.h" |
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44 | #include "core/ClassTreeMask.h" |
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45 | #include "core/Loader.h" |
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46 | #include "core/Resource.h" |
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47 | #include "core/XMLFile.h" |
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48 | #include "Level.h" |
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49 | #include "PlayerManager.h" |
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50 | |
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51 | |
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52 | namespace orxonox |
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53 | { |
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54 | |
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55 | |
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56 | |
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57 | |
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58 | SetCommandLineArgument(level, "").shortcut("l").information("Default level file (overrides LevelManager::defaultLevelName_ configValue)"); |
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59 | |
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60 | ManageScopedSingleton(LevelManager, ScopeID::ROOT, false); |
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61 | |
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62 | RegisterAbstractClass(LevelManager).inheritsFrom<Configurable>(); |
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63 | |
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64 | /** |
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65 | @brief |
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66 | Constructor. Registers the object, sets config values and initializes variables. |
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67 | */ |
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68 | LevelManager::LevelManager() |
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69 | { |
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70 | RegisterObject(LevelManager); |
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71 | this->setConfigValues(); |
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72 | |
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73 | |
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74 | |
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75 | // check override |
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76 | if (!CommandLineParser::getArgument("level")->hasDefaultValue()) |
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77 | { |
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78 | ModifyConfigValue(defaultLevelName_, tset, CommandLineParser::getValue("level").get<std::string>()); |
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79 | } |
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80 | |
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81 | this->compileAvailableLevelList(); |
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82 | this->nextIndex_ = 0; |
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83 | this->nextLevel_ = this->availableLevels_.begin(); |
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84 | |
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85 | buildallLevelStatus(); |
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86 | } |
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87 | |
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88 | |
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89 | LevelManager::~LevelManager() |
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90 | { |
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91 | // Delete all the LevelInfoItem objects because the LevelManager created them |
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92 | for (LevelInfoItem* info : availableLevels_) |
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93 | info->destroy(); |
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94 | for(unsigned int i = 0; i<allLevelStatus_.size();++i) |
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95 | { |
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96 | allLevelStatus_[i]->destroy(); |
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97 | } |
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98 | } |
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99 | |
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100 | /** |
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101 | @brief |
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102 | Set the config values for this object. |
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103 | */ |
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104 | void LevelManager::setConfigValues() |
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105 | { |
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106 | |
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107 | SetConfigValue(defaultLevelName_, "missionOne.oxw") |
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108 | .description("Sets the pre selection of the level in the main menu."); |
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109 | SetConfigValue(lastWonMission_, "") |
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110 | .description("The last finished mission of a campaign"); |
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111 | SetConfigValue(campaignMissions_, std::vector<std::string>()) |
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112 | .description("The list of missions in the campaign"); |
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113 | } |
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114 | |
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115 | |
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116 | /** |
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117 | @brief |
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118 | Request activity for the input Level. |
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119 | The Level will be added to the list of Levels whose activity is requested. The list is accessed in a FIFO manner. |
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120 | If the Level is the only Level in the list it will be immediately activated. If not it will be activated as soon as it reaches the front of the list. |
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121 | @param level |
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122 | A pointer to the Level whose activity is requested. |
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123 | */ |
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124 | void LevelManager::requestActivity(Level* level) |
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125 | { |
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126 | assert( std::find(this->levels_.begin(), this->levels_.end(), level)==this->levels_.end() ); |
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127 | // If the level is already in list. |
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128 | if( std::find(this->levels_.begin(), this->levels_.end(), level)!=this->levels_.end() ) |
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129 | return; |
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130 | // If it isn't insert it at the back. |
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131 | this->levels_.push_back(level); |
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132 | // If it is the only level in the list activate it. |
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133 | if (this->levels_.size() == 1) |
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134 | this->activateNextLevel(); |
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135 | } |
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136 | |
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137 | /** |
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138 | @brief |
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139 | Release activity for the input Level. |
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140 | Removes the Level from the list. If the Level was the one currently active, it is deactivated and the next Level in line is activated. |
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141 | @param level |
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142 | A pointer to the Level whose activity is to be released. |
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143 | */ |
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144 | void LevelManager::releaseActivity(Level* level) |
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145 | { |
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146 | if (this->levels_.size() > 0) |
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147 | { |
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148 | // If the level is the active level in the front of the list. |
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149 | if (this->levels_.front() == level) |
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150 | { |
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151 | // Deactivate it, remove it from the list and activate the next level in line. |
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152 | level->setActive(false); |
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153 | this->levels_.pop_front(); |
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154 | this->activateNextLevel(); |
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155 | } |
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156 | else // Else just remove it from the list. |
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157 | this->levels_.erase(std::find(this->levels_.begin(), this->levels_.end(), level)); |
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158 | } |
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159 | } |
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160 | |
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161 | /** |
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162 | @brief |
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163 | Get the currently active Level. |
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164 | @return |
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165 | Returns a pointer to the currently active level or nullptr if there currently are no active Levels. |
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166 | */ |
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167 | Level* LevelManager::getActiveLevel() |
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168 | { |
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169 | if (this->levels_.size() > 0) |
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170 | return this->levels_.front(); |
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171 | else |
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172 | return nullptr; |
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173 | } |
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174 | |
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175 | /** |
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176 | @brief |
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177 | Activate the next Level. |
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178 | */ |
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179 | void LevelManager::activateNextLevel() |
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180 | { |
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181 | |
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182 | if (this->levels_.size() > 0) |
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183 | { |
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184 | // Activate the level that is the first in the list of levels whose activity has been requested. |
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185 | this->levels_.front()->setActive(true); |
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186 | // Make every player enter the newly activated level. |
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187 | for (const auto& mapEntry : PlayerManager::getInstance().getClients()) |
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188 | this->levels_.front()->playerEntered(mapEntry.second); |
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189 | } |
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190 | } |
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191 | |
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192 | /** |
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193 | @brief |
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194 | Set the default Level. |
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195 | @param levelName |
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196 | The filename of the default Level. |
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197 | */ |
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198 | void LevelManager::setDefaultLevel(const std::string& levelName) |
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199 | { |
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200 | ModifyConfigValue(defaultLevelName_, set, levelName); |
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201 | } |
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202 | |
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203 | /** |
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204 | @brief |
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205 | Get the number of available Levels. |
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206 | Also updates the list of available Levels. |
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207 | @return |
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208 | Returns the number of available Levels. |
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209 | */ |
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210 | unsigned int LevelManager::getNumberOfLevels() |
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211 | { |
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212 | this->updateAvailableLevelList(); |
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213 | |
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214 | return this->availableLevels_.size(); |
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215 | } |
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216 | |
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217 | /** |
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218 | @brief |
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219 | Get the LevelInfoItem at the given index in the list of available Levels. |
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220 | The LevelInfoItems are sorted in alphabetical order accoridng to the name of the Level. |
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221 | This method is most efficiently called with consecutive indices (or at least ascending indices). |
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222 | @param index |
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223 | The index of the item that should be returned. |
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224 | @return |
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225 | Returns a pointer to the LevelInfoItem at the given index. |
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226 | */ |
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227 | LevelInfoItem* LevelManager::getAvailableLevelListItem(unsigned int index) |
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228 | { |
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229 | if(index >= this->availableLevels_.size()) |
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230 | return nullptr; |
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231 | |
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232 | // If this index directly follows the last we can optimize a lot. |
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233 | if(index == this->nextIndex_) |
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234 | { |
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235 | this->nextIndex_++; |
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236 | std::set<LevelInfoItem*, LevelInfoCompare>::iterator it = this->nextLevel_; |
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237 | this->nextLevel_++; |
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238 | return *it; |
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239 | } |
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240 | else |
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241 | { |
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242 | // If this index is bigger than the last, we can optimize a little. |
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243 | if(index < this->nextIndex_) |
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244 | { |
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245 | this->nextIndex_ = 0; |
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246 | this->nextLevel_ = this->availableLevels_.begin(); |
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247 | } |
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248 | |
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249 | while(this->nextIndex_ != index) |
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250 | { |
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251 | this->nextIndex_++; |
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252 | this->nextLevel_++; |
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253 | } |
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254 | this->nextIndex_++; |
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255 | std::set<LevelInfoItem*, LevelInfoCompare>::iterator it = this->nextLevel_; |
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256 | this->nextLevel_++; |
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257 | return *it; |
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258 | } |
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259 | } |
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260 | |
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261 | /** |
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262 | @brief |
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263 | Compile the list of available Levels. |
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264 | Iterates over all *.oxw files, loads the LevelInfo objects in them and from that it creates the LevelInfoItems which are inserted in a list. |
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265 | */ |
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266 | void LevelManager::compileAvailableLevelList() |
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267 | { |
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268 | // Get all files matching the level criteria |
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269 | Ogre::StringVectorPtr levels = Resource::findResourceNames("*.oxw"); |
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270 | |
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271 | // We only want to load as little as possible |
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272 | ClassTreeMask mask; |
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273 | mask.exclude(Class(BaseObject)); |
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274 | mask.include(Class(LevelInfo)); |
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275 | |
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276 | // Iterate over all the found *.oxw files |
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277 | orxout(internal_info) << "Loading LevelInfos..." << endl; |
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278 | std::set<std::string> names; |
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279 | for (Ogre::StringVector::const_iterator it = levels->begin(); it != levels->end(); ++it) |
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280 | { |
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281 | // TODO: Replace with tag? |
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282 | if (it->find("old/") != 0) |
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283 | { |
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284 | LevelInfoItem* info = nullptr; |
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285 | |
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286 | // Load the LevelInfo object from the level file. |
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287 | XMLFile file = XMLFile(*it); |
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288 | Loader::getInstance().load(&file, mask, false, true); |
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289 | |
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290 | // Find the LevelInfo object we've just loaded (if there was one) |
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291 | for(LevelInfo* levelInfo : ObjectList<LevelInfo>()) |
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292 | if(levelInfo->getXMLFilename() == *it) |
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293 | info = levelInfo->copy(); |
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294 | |
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295 | // We don't need the loaded stuff anymore |
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296 | Loader::getInstance().unload(&file); |
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297 | |
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298 | if(info == nullptr) |
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299 | { |
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300 | // Create a default LevelInfoItem object that merely contains the name |
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301 | std::string filenameWOExtension = it->substr(0, it->find(".oxw")); |
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302 | info = new LevelInfoItem(filenameWOExtension, *it); |
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303 | } |
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304 | |
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305 | // Warn about levels with the same name. |
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306 | if(!names.insert(info->getName()).second) |
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307 | orxout(internal_warning) << "Multiple levels (" << info->getXMLFilename() << ") with name '" << info->getName() << "' found!" << endl; |
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308 | |
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309 | // Warn about multiple items so that it gets fixed quickly |
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310 | if(availableLevels_.find(info) != availableLevels_.end()) |
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311 | { |
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312 | orxout(internal_warning) << "Multiple levels (" << info->getXMLFilename() << ") with same name '" << info->getName() << "' and filename found! Exluding..." << endl; |
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313 | // Delete LevelInfoItem to avoid a dangling pointer |
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314 | delete info; |
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315 | } |
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316 | else |
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317 | this->availableLevels_.insert(info); |
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318 | } |
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319 | } |
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320 | } |
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321 | |
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322 | /** |
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323 | @brief |
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324 | Update the list of available Levels. |
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325 | */ |
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326 | void LevelManager::updateAvailableLevelList(void) |
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327 | { |
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328 | //TODO: Implement some kind of update? |
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329 | } |
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330 | |
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331 | |
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332 | |
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333 | /** |
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334 | @brief |
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335 | first updates allLevelStatus and then check if the level with index i is activated |
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336 | */ |
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337 | int LevelManager::missionactivate(int index) |
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338 | { |
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339 | updateAllLevelStatus(); |
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340 | int activated = allLevelStatus_[index]->activated; |
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341 | return activated; |
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342 | } |
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343 | /** |
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344 | @brief |
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345 | update the last won mission to won=true |
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346 | */ |
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347 | |
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348 | void LevelManager::updatewon(int lastwon) |
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349 | { |
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350 | allLevelStatus_[lastwon]->won=true; |
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351 | |
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352 | } |
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353 | |
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354 | /** |
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355 | @brief |
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356 | checks if a level is won |
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357 | if a level is won, the other levels should be shown as saved in 'nextLevels' of the won level |
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358 | therefore 'activated' of all other levels will be updated to the correct value |
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359 | if more than one level is won, the level with the highes index decides which other levels will be shown, activated or not activated |
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360 | */ |
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361 | |
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362 | void LevelManager::updateAllLevelStatus() |
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363 | { |
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364 | for(unsigned int i =0;i<allLevelStatus_.size();i++) |
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365 | { |
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366 | if(allLevelStatus_[i]->won) |
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367 | { |
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368 | allLevelStatus_[i]->activated=1; |
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369 | std::vector<int> nextLevels=allLevelStatus_[i]->nextLevels; |
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370 | for(unsigned int j=0;j<allLevelStatus_.size();j++) |
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371 | { |
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372 | allLevelStatus_[j]->activated=nextLevels[j]; |
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373 | } |
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374 | } |
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375 | } |
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376 | } |
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377 | |
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378 | /** |
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379 | @brief |
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380 | the name of the last won mission is saved in the config file |
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381 | */ |
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382 | |
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383 | void LevelManager::setLevelStatus(const std::string& LevelWon) |
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384 | { |
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385 | |
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386 | |
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387 | ModifyConfigValue(lastWonMission_, set, LevelWon); |
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388 | |
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389 | /** |
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390 | TODO: save allLevelWon_ into the config file |
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391 | */ |
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392 | } |
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393 | |
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394 | |
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395 | /** |
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396 | @brief |
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397 | build up allLevelStatus_ |
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398 | has to be done once per game (not per level) |
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399 | all connections between the levels are saved in the allLevelStatus_ |
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400 | also the won variable of the LevelStatus have to be set to the corresponding allLevelWon_ values |
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401 | */ |
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402 | void LevelManager::buildallLevelStatus() |
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403 | { |
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404 | for(unsigned int i =0;i<campaignMissions_.size();++i) |
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405 | { |
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406 | LevelStatus* level= new LevelStatus(this->getContext()); |
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407 | allLevelStatus_.push_back(level); |
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408 | } |
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409 | |
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410 | /** |
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411 | TODO: allLevelWon_ should be loaded into the allLevelSatus_ such that the progress of the campaign can be saved |
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412 | */ |
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413 | |
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414 | allLevelStatus_[0]->activated=1; |
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415 | |
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416 | |
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417 | std::vector<int> v={1,1,1,0,0,0,0,0,0}; |
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418 | allLevelStatus_[0]->nextLevels=v; |
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419 | |
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420 | v={1,1,2,1,0,0,0,0,0}; |
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421 | allLevelStatus_[1]->nextLevels=v; |
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422 | |
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423 | v={1,2,1,0,1,0,0,0,0}; |
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424 | allLevelStatus_[2]->nextLevels=v; |
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425 | |
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426 | v={1,1,2,1,0,1,1,0,0}; |
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427 | allLevelStatus_[3]->nextLevels=v; |
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428 | |
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429 | v={1,2,1,0,1,0,0,1,1}; |
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430 | allLevelStatus_[4]->nextLevels=v; |
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431 | |
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432 | v={1,1,2,1,0,1,2,0,0}; |
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433 | allLevelStatus_[5]->nextLevels=v; |
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434 | |
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435 | v={1,1,2,1,0,2,1,0,0}; |
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436 | allLevelStatus_[6]->nextLevels=v; |
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437 | |
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438 | v={1,2,1,0,1,0,0,1,2}; |
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439 | allLevelStatus_[7]->nextLevels=v; |
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440 | |
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441 | v={1,2,1,0,1,0,0,2,1}; |
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442 | allLevelStatus_[8]->nextLevels=v; |
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443 | |
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444 | } |
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445 | } |
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