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source: code/branches/consolecommands2/src/orxonox/gamestates/GSLevel.cc @ 7361

Last change on this file since 7361 was 6417, checked in by rgrieder, 15 years ago

Merged presentation2 branch back to trunk.
Major new features:

  • Actual GUI with settings, etc.
  • Improved space ship steering (human interaction)
  • Rocket fire and more particle effects
  • Advanced sound framework
  • Property svn:eol-style set to native
File size: 5.3 KB
Line 
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
32#include <OgreCompositorManager.h>
33
34#include "util/Clock.h"
35#include "core/input/InputManager.h"
36#include "core/input/InputState.h"
37#include "core/input/KeyBinderManager.h"
38#include "core/ConsoleCommand.h"
39#include "core/Game.h"
40#include "core/GameMode.h"
41#include "core/GUIManager.h"
42#include "core/Loader.h"
43#include "core/XMLFile.h"
44
45#include "LevelManager.h"
46#include "PlayerManager.h"
47
48namespace orxonox
49{
50    DeclareGameState(GSLevel, "level", false, false);
51
52    GSLevel::GSLevel(const GameStateInfo& info)
53        : GameState(info)
54        , gameInputState_(0)
55        , guiMouseOnlyInputState_(0)
56        , guiKeysOnlyInputState_(0)
57        , startFile_(0)
58        , bShowIngameGUI_(false)
59    {
60    }
61
62    GSLevel::~GSLevel()
63    {
64    }
65
66    void GSLevel::activate()
67    {
68        if (GameMode::showsGraphics())
69        {
70            gameInputState_ = InputManager::getInstance().createInputState("game");
71            gameInputState_->setMouseMode(MouseMode::Exclusive);
72            gameInputState_->setHandler(KeyBinderManager::getInstance().getDefaultAsHandler());
73            KeyBinderManager::getInstance().setToDefault();
74
75            guiMouseOnlyInputState_ = InputManager::getInstance().createInputState("guiMouseOnly");
76            guiMouseOnlyInputState_->setMouseMode(MouseMode::Exclusive);
77            guiMouseOnlyInputState_->setMouseHandler(GUIManager::getInstancePtr());
78
79            guiKeysOnlyInputState_ = InputManager::getInstance().createInputState("guiKeysOnly");
80            guiKeysOnlyInputState_->setKeyHandler(GUIManager::getInstancePtr());
81        }
82
83        if (GameMode::isMaster())
84        {
85            this->loadLevel();
86        }
87
88        if (GameMode::showsGraphics())
89        {
90            // level is loaded: we can start capturing the input
91            InputManager::getInstance().enterState("game");
92
93            // connect the HumanPlayer to the game
94            PlayerManager::getInstance().clientConnected(0);
95        }
96    }
97
98    void GSLevel::deactivate()
99    {
100        if (GameMode::showsGraphics())
101        {
102            // unload all compositors (this is only necessary because we don't yet destroy all resources!)
103            Ogre::CompositorManager::getSingleton().removeAll();
104
105            InputManager::getInstance().leaveState("game");
106        }
107
108        // disconnect all HumanPlayers
109        PlayerManager::getInstance().disconnectAllClients();
110
111        if (GameMode::isMaster())
112            this->unloadLevel();
113
114        if (GameMode::showsGraphics())
115        {
116            gameInputState_->setHandler(0);
117            guiMouseOnlyInputState_->setHandler(0);
118            guiKeysOnlyInputState_->setHandler(0);
119            InputManager::getInstance().destroyState("game");
120            InputManager::getInstance().destroyState("guiKeysOnly");
121            InputManager::getInstance().destroyState("guiMouseOnly");
122        }
123    }
124
125    void GSLevel::update(const Clock& time)
126    {
127        // Note: Temporarily moved to GSRoot.
128        //// Call the scene objects
129        //for (ObjectList<Tickable>::iterator it = ObjectList<Tickable>::begin(); it; ++it)
130        //    it->tick(time.getDeltaTime() * this->timeFactor_);
131    }
132
133    void GSLevel::loadLevel()
134    {
135        for (ObjectList<BaseObject>::iterator it = ObjectList<BaseObject>::begin(); it != ObjectList<BaseObject>::end(); ++it)
136            this->staticObjects_.insert(*it);
137
138        // call the loader
139        COUT(0) << "Loading level..." << std::endl;
140        startFile_ = new XMLFile(LevelManager::getInstance().getDefaultLevel());
141        Loader::open(startFile_);
142    }
143
144    void GSLevel::unloadLevel()
145    {
146        Loader::unload(startFile_);
147        delete startFile_;
148
149        COUT(3) << "Unloaded level. Remaining objects:" << std::endl;
150        unsigned int i = 0;
151        for (ObjectList<BaseObject>::iterator it = ObjectList<BaseObject>::begin(); it != ObjectList<BaseObject>::end(); ++it)
152        {
153            std::set<BaseObject*>::const_iterator find = this->staticObjects_.find(*it);
154            if (find == this->staticObjects_.end())
155            {
156                COUT(3) << ++i << ": " << it->getIdentifier()->getName() << " (" << *it << ')' << std::endl;
157            }
158        }
159        COUT(3) << i << " objects remaining.";
160        if (i == 0)
161            COUT(3) << " Well done!" << std::endl;
162        else
163            COUT(3) << " Try harder!" << std::endl;
164    }
165}
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