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source: code/branches/cegui0.8_ogre1.9/src/orxonox/gamestates/GSLevel.cc @ 12206

Last change on this file since 12206 was 11355, checked in by patricwi, 8 years ago

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1/*
2 *   ORXONOX - the hottest 3D action shooter ever to exist
3 *                    > www.orxonox.net <
4 *
5 *
6 *   License notice:
7 *
8 *   This program is free software; you can redistribute it and/or
9 *   modify it under the terms of the GNU General Public License
10 *   as published by the Free Software Foundation; either version 2
11 *   of the License, or (at your option) any later version.
12 *
13 *   This program is distributed in the hope that it will be useful,
14 *   but WITHOUT ANY WARRANTY; without even the implied warranty of
15 *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
16 *   GNU General Public License for more details.
17 *
18 *   You should have received a copy of the GNU General Public License
19 *   along with this program; if not, write to the Free Software
20 *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
21 *
22 *   Author:
23 *      Reto Grieder
24 *   Co-authors:
25 *      Fabian 'x3n' Landau
26 *      Benjamin Knecht
27 *
28 */
29
30#include "GSLevel.h"
31#include "GSLevelMemento.h"
32
33#include <OgreCompositorManager.h>
34
35#include "util/Clock.h"
36#include "core/input/InputManager.h"
37#include "core/input/InputState.h"
38#include "core/input/KeyBinderManager.h"
39#include "core/Core.h"
40#include "core/CoreIncludes.h"
41#include "core/Game.h"
42#include "core/GameMode.h"
43#include "core/GUIManager.h"
44#include "core/Loader.h"
45#include "core/XMLFile.h"
46#include "core/command/ConsoleCommandIncludes.h"
47
48#include "LevelManager.h"
49#include "Level.h"
50#include "PlayerManager.h"
51#include "GSRoot.h"
52
53namespace orxonox
54{
55    DeclareGameState(GSLevel, "level", false, false);
56
57    static const std::string __CC_startMainMenu_name = "startMainMenu";
58    static const std::string __CC_changeGame_name = "changeGame";
59    static const std::string __CC_reloadLevel_name = "reloadLevel";
60
61    SetConsoleCommand(__CC_startMainMenu_name, &GSLevel::startMainMenu).deactivate();
62    SetConsoleCommand(__CC_changeGame_name, &GSLevel::changeGame).defaultValues("").deactivate();
63    SetConsoleCommand(__CC_reloadLevel_name, &GSLevel::reloadLevel).deactivate();
64
65    GSLevel::GSLevel(const GameStateInfo& info)
66        : GameState(info)
67        , gameInputState_(nullptr)
68        , guiMouseOnlyInputState_(nullptr)
69        , guiKeysOnlyInputState_(nullptr)
70        , startFile_(nullptr)
71        , bShowIngameGUI_(false)
72    {
73    }
74
75    GSLevel::~GSLevel()
76    {
77    }
78
79    void GSLevel::activate()
80    {
81        orxout(user_status) << "Loading level" << endl;
82
83        if (GameMode::showsGraphics())
84        {
85            gameInputState_ = InputManager::getInstance().createInputState("game");
86            gameInputState_->setMouseExclusive(true);
87            gameInputState_->setHandler(KeyBinderManager::getInstance().getDefaultAsHandler());
88            KeyBinderManager::getInstance().setToDefault();
89
90            guiMouseOnlyInputState_ = InputManager::getInstance().createInputState("guiMouseOnly");
91            guiMouseOnlyInputState_->setMouseExclusive(true);
92            guiMouseOnlyInputState_->setMouseHandler(&GUIManager::getInstance());
93
94            guiKeysOnlyInputState_ = InputManager::getInstance().createInputState("guiKeysOnly");
95            guiKeysOnlyInputState_->setKeyHandler(&GUIManager::getInstance());
96        }
97
98        this->prepareObjectTracking();
99
100        if (GameMode::isMaster())
101        {
102            this->loadLevel();
103        }
104
105        if (GameMode::showsGraphics())
106        {
107            // level is loaded: we can start capturing the input
108            InputManager::getInstance().enterState("game");
109
110            // connect the HumanPlayer to the game
111            PlayerManager::getInstance().clientConnected(0);
112
113            ModifyConsoleCommand(__CC_startMainMenu_name).activate();
114        }
115
116        if (GameMode::isStandalone())
117        {
118            ModifyConsoleCommand(__CC_changeGame_name).activate();
119            ModifyConsoleCommand(__CC_reloadLevel_name).setObject(this).activate();
120        }
121    }
122
123    void GSLevel::deactivate()
124    {
125        if (GameMode::showsGraphics())
126            InputManager::getInstance().leaveState("game");
127
128        // disconnect all HumanPlayers
129        PlayerManager::getInstance().disconnectAllClients();
130
131        if (GameMode::isMaster())
132            this->unloadLevel();
133        else
134            this->unloadLevelAsClient();
135
136        this->performObjectTracking();
137
138        if (GameMode::showsGraphics())
139        {
140#if OGRE_VERSION < 0x010700
141            // unload all compositors (this is only necessary because we don't yet destroy all resources!)
142            Ogre::CompositorManager::getSingleton().removeAll();
143#endif
144
145            gameInputState_->setHandler(nullptr);
146            guiMouseOnlyInputState_->setHandler(nullptr);
147            guiKeysOnlyInputState_->setHandler(nullptr);
148            InputManager::getInstance().destroyState("game");
149            InputManager::getInstance().destroyState("guiKeysOnly");
150            InputManager::getInstance().destroyState("guiMouseOnly");
151
152            ModifyConsoleCommand(__CC_startMainMenu_name  ).deactivate();
153        }
154
155        if (GameMode::isStandalone())
156        {
157            ModifyConsoleCommand(__CC_changeGame_name).deactivate();
158            ModifyConsoleCommand(__CC_reloadLevel_name).setObject(nullptr).deactivate();
159        }
160    }
161
162    void GSLevel::update(const Clock& time)
163    {
164        // Note: Temporarily moved to GSRoot.
165        //// Call the scene objects
166        //for (Tickable* tickable : ObjectList<Tickable>())
167        //    tickable->tick(time.getDeltaTime() * this->timeFactor_);
168    }
169
170    void GSLevel::prepareObjectTracking()
171    {
172        for (BaseObject* baseObject : ObjectList<BaseObject>())
173            this->staticObjects_.insert(baseObject);
174    }
175
176    void GSLevel::performObjectTracking()
177    {
178        orxout(internal_info) << "Remaining objects:" << endl;
179        unsigned int i = 0;
180        for (BaseObject* baseObject : ObjectList<BaseObject>())
181        {
182            std::set<BaseObject*>::const_iterator find = this->staticObjects_.find(baseObject);
183            if (find == this->staticObjects_.end())
184            {
185                orxout(internal_warning) << ++i << ": " << baseObject->getIdentifier()->getName() << " (" << baseObject << "), references: " << baseObject->getReferenceCount() << endl;
186            }
187        }
188        if (i == 0)
189            orxout(internal_info) << i << " objects remaining. Well done!" << endl;
190        else
191            orxout(internal_warning) << i << " objects remaining. Try harder!" << endl;
192    }
193
194    void GSLevel::loadLevel()
195    {
196        // call the loader
197        startFile_ = new XMLFile(LevelManager::getInstance().getDefaultLevel());
198        bool loaded = Loader::getInstance().load(startFile_);
199
200        Core::getInstance().getConfig()->updateLastLevelTimestamp();
201        if(!loaded)
202            GSRoot::delayedStartMainMenu();
203    }
204
205    void GSLevel::unloadLevel()
206    {
207        Loader::getInstance().unload(startFile_);
208        delete startFile_;
209    }
210
211    /**
212     * Unloads a level when the game instance is (or was) a client in a multiplayer session.
213     * In this case, cleanup after unloading a level is done differently because certain things (e.g. the xml file) are unknown.
214     */
215    void GSLevel::unloadLevelAsClient()
216    {
217        ObjectList<Level> listLevel;
218        for (ObjectList<Level>::iterator it = listLevel.begin(); it != listLevel.end(); )
219        {
220            StrongPtr<Level> level = *(it++); // StrongPtr prevents that the Level gets destroyed while we loop over it
221            ObjectList<BaseObject> listBaseObject(level);
222            for (ObjectList<BaseObject>::iterator it = listBaseObject.begin(); it != listBaseObject.end(); )
223                (it++)->destroy();
224        }
225
226        ObjectList<Synchronisable> listSynchronisable;
227        for (ObjectList<Synchronisable>::iterator it = listSynchronisable.begin(); it != listSynchronisable.end(); )
228        {
229            if (it->getSyncMode() != 0x0)
230                (it++)->destroy();
231            else
232                ++it;
233        }
234    }
235
236    void GSLevel::reloadLevel()
237    {
238        // export all states
239        std::vector<GSLevelMementoState*> states;
240        for (GSLevelMemento* memento : ObjectList<GSLevelMemento>())
241        {
242            GSLevelMementoState* state = memento->exportMementoState();
243            if (state)
244                states.push_back(state);
245        }
246
247        // reload level (or better: reload the whole gamestate)
248        this->deactivate();
249        this->activate();
250
251        // import all states
252        for (GSLevelMemento* memento : ObjectList<GSLevelMemento>())
253            memento->importMementoState(states);
254
255        // delete states
256        for (GSLevelMementoState* state : states)
257            delete state;
258    }
259
260    /**
261    @brief
262        Starts the MainMenu.
263    */
264    /*static*/ void GSLevel::startMainMenu(void)
265    {
266        // HACK
267        Game::getInstance().popState();
268        Game::getInstance().popState();
269    }
270
271    /**
272    @brief
273        Terminates the current game and starts a new game.
274    @param level
275        The filename of the level to be started.
276    */
277    /*static*/ void GSLevel::changeGame(const std::string& level)
278    {
279        if(level != "")
280            LevelManager::getInstance().setDefaultLevel(level);
281
282        // HACK
283        Game::getInstance().popState();
284        Game::getInstance().popState();
285        Game::getInstance().requestStates("standalone, level");
286    }
287
288
289
290    ///////////////////////////////////////////////////////////////////////////
291
292    RegisterAbstractClass(GSLevelMemento).inheritsFrom<OrxonoxInterface>();
293
294    GSLevelMemento::GSLevelMemento()
295    {
296        RegisterObject(GSLevelMemento);
297    }
298}
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