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source: code/branches/core4/src/orxonox/gamestates/GSLevel.cc @ 3247

Last change on this file since 3247 was 3245, checked in by rgrieder, 15 years ago

Moved Game::getLevel to LevelManager::getStartLevel and Game::setLevel to LevelManager::setStartLevel.

  • Property svn:eol-style set to native
File size: 10.5 KB
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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
32#include "core/input/InputManager.h"
33#include "core/input/SimpleInputState.h"
34#include "core/input/KeyBinder.h"
35#include "core/Clock.h"
36#include "core/CommandLine.h"
37#include "core/ConsoleCommand.h"
38#include "core/ConfigValueIncludes.h"
39#include "core/CoreIncludes.h"
40#include "core/Game.h"
41#include "core/GameMode.h"
42#include "core/Core.h"
43#include "core/Loader.h"
44#include "core/XMLFile.h"
45
46#include "interfaces/Tickable.h"
47#include "objects/Radar.h"
48#include "objects/quest/QuestManager.h"
49#include "overlays/notifications/NotificationManager.h"
50#include "gui/GUIManager.h"
51#include "CameraManager.h"
52#include "GraphicsManager.h"
53#include "LevelManager.h"
54#include "PlayerManager.h"
55
56namespace orxonox
57{
58    DeclareGameState(GSLevel, "level", false, true);
59
60    SetCommandLineArgument(level, "").shortcut("l");
61    SetConsoleCommand(GSLevel, showIngameGUI, true);
62
63    XMLFile* GSLevel::startFile_s = NULL;
64
65    GSLevel::GSLevel(const GameStateConstrParams& params)
66        : GameState(params)
67        , keyBinder_(0)
68        , gameInputState_(0)
69        , guiMouseOnlyInputState_(0)
70        , guiKeysOnlyInputState_(0)
71        , radar_(0)
72        , cameraManager_(0)
73    {
74        RegisterObject(GSLevel);
75
76        this->ccKeybind_ = 0;
77        this->ccTkeybind_ = 0;
78    }
79
80    GSLevel::~GSLevel()
81    {
82    }
83
84    void GSLevel::setConfigValues()
85    {
86        SetConfigValue(keyDetectorCallbackCode_, "KeybindBindingStringKeyName=");
87    }
88
89    void GSLevel::activate()
90    {
91        setConfigValues();
92
93        if (GameMode::showsGraphics())
94        {
95            gameInputState_ = InputManager::getInstance().createInputState<SimpleInputState>("game");
96            keyBinder_ = new KeyBinder();
97            keyBinder_->loadBindings("keybindings.ini");
98            gameInputState_->setHandler(keyBinder_);
99
100            guiMouseOnlyInputState_ = InputManager::getInstance().createInputState<SimpleInputState>("guiMouseOnly");
101            guiMouseOnlyInputState_->setMouseHandler(GUIManager::getInstancePtr());
102
103            guiKeysOnlyInputState_ = InputManager::getInstance().createInputState<SimpleInputState>("guiKeysOnly");
104            guiKeysOnlyInputState_->setKeyHandler(GUIManager::getInstancePtr());
105
106            // create the global CameraManager
107            this->cameraManager_ = new CameraManager(GraphicsManager::getInstance().getViewport());
108
109            // Start the Radar
110            this->radar_ = new Radar();
111        }
112
113        this->playerManager_ = new PlayerManager();
114
115        this->questManager_ = new QuestManager();
116
117        this->notificationManager_ = new NotificationManager();
118
119        if (GameMode::isMaster())
120        {
121            this->loadLevel();
122        }
123
124        if (GameMode::showsGraphics())
125        {
126            // keybind console command
127            FunctorMember<GSLevel>* functor1 = createFunctor(&GSLevel::keybind);
128            functor1->setObject(this);
129            ccKeybind_ = createConsoleCommand(functor1, "keybind");
130            CommandExecutor::addConsoleCommandShortcut(ccKeybind_);
131            FunctorMember<GSLevel>* functor2 = createFunctor(&GSLevel::tkeybind);
132            functor2->setObject(this);
133            ccTkeybind_ = createConsoleCommand(functor2, "tkeybind");
134            CommandExecutor::addConsoleCommandShortcut(ccTkeybind_);
135            // set our console command as callback for the key detector
136            InputManager::getInstance().setKeyDetectorCallback(std::string("keybind ") + keyDetectorCallbackCode_);
137
138            // level is loaded: we can start capturing the input
139            InputManager::getInstance().requestEnterState("game");
140        }
141    }
142
143    void GSLevel::showIngameGUI(bool show)
144    {
145        if (show)
146        {
147            GUIManager::getInstance().showGUI("inGameTest");
148            GUIManager::getInstance().executeCode("showCursor()");
149            InputManager::getInstance().requestEnterState("guiMouseOnly");
150        }
151        else
152        {
153            GUIManager::getInstance().executeCode("hideGUI(\"inGameTest\")");
154            GUIManager::getInstance().executeCode("hideCursor()");
155            InputManager::getInstance().requestLeaveState("guiMouseOnly");
156        }
157    }
158
159    void GSLevel::deactivate()
160    {
161/*
162        // destroy console commands
163        if (this->ccKeybind_)
164        {
165            delete this->ccKeybind_;
166            this->ccKeybind_ = 0;
167        }
168        if (this->ccTkeybind_)
169        {
170            delete this->ccTkeybind_;
171            this->ccTkeybind_ = 0;
172        }
173*/
174
175
176        // this call will delete every BaseObject!
177        // But currently this will call methods of objects that exist no more
178        // The only 'memory leak' is the ParticleSpawer. They would be deleted here
179        // and call a sceneNode method that has already been destroy by the corresponding space ship.
180        //Loader::close();
181
182        if (GameMode::showsGraphics())
183            InputManager::getInstance().requestLeaveState("game");
184
185        if (GameMode::isMaster())
186            this->unloadLevel();
187
188        if (this->radar_)
189        {
190            delete this->radar_;
191            this->radar_ = 0;
192        }
193
194        if (this->cameraManager_)
195        {
196            delete this->cameraManager_;
197            this->cameraManager_ = 0;
198        }
199
200        if (this->playerManager_)
201        {
202            delete this->playerManager_;
203            this->playerManager_ = 0;
204        }
205
206        if (this->questManager_)
207        {
208            delete this->questManager_;
209            this->questManager_ = NULL;
210        }
211
212        if (this->notificationManager_)
213        {
214            delete this->notificationManager_;
215            this->notificationManager_ = NULL;
216        }
217
218        if (GameMode::showsGraphics())
219        {
220            gameInputState_->setHandler(0);
221            guiMouseOnlyInputState_->setHandler(0);
222            guiKeysOnlyInputState_->setHandler(0);
223            InputManager::getInstance().requestDestroyState("game");
224            if (this->keyBinder_)
225            {
226                delete this->keyBinder_;
227                this->keyBinder_ = 0;
228            }
229        }
230    }
231
232    void GSLevel::update(const Clock& time)
233    {
234        // Note: Temporarily moved to GSGraphics.
235        //// Call the scene objects
236        //for (ObjectList<Tickable>::iterator it = ObjectList<Tickable>::begin(); it; ++it)
237        //    it->tick(time.getDeltaTime() * this->timeFactor_);
238    }
239
240    void GSLevel::loadLevel()
241    {
242        // call the loader
243        COUT(0) << "Loading level..." << std::endl;
244        std::string levelName;
245        CommandLine::getValue("level", &levelName);
246        if (levelName == "")
247            startFile_s = new XMLFile(Core::getMediaPathString() + "levels" + '/' + LevelManager::getInstance().getStartLevel());
248        else
249            startFile_s = new XMLFile(Core::getMediaPathString() + "levels" + '/' + levelName);
250        Loader::open(startFile_s);
251    }
252
253    void GSLevel::unloadLevel()
254    {
255        //////////////////////////////////////////////////////////////////////////////////////////
256        // TODO // TODO // TODO // TODO // TODO // TODO // TODO // TODO // TODO // TODO // TODO //
257        //////////////////////////////////////////////////////////////////////////////////////////
258        // Loader::unload(startFile_); // TODO: REACTIVATE THIS IF LOADER::UNLOAD WORKS PROPERLY /
259        //////////////////////////////////////////////////////////////////////////////////////////
260
261        delete startFile_s;
262    }
263
264    void GSLevel::keybind(const std::string &command)
265    {
266        this->keybindInternal(command, false);
267    }
268
269    void GSLevel::tkeybind(const std::string &command)
270    {
271        this->keybindInternal(command, true);
272    }
273
274    /**
275    @brief
276        Assigns a command string to a key/button/axis. The name is determined via KeyDetector.
277    @param command
278        Command string that can be executed by the CommandExecutor
279        OR: Internal string "KeybindBindingStringKeyName=" used for the second call to identify
280        the key/button/axis that has been activated. This is configured above in activate().
281    */
282    void GSLevel::keybindInternal(const std::string& command, bool bTemporary)
283    {
284        if (GameMode::showsGraphics())
285        {
286            static std::string bindingString = "";
287            static bool bTemporarySaved = false;
288            static bool bound = true;
289            // note: We use a long name to make 'sure' that the user doesn't use it accidentally.
290            // Howerver there will be no real issue if it happens anyway.
291            if (command.find(keyDetectorCallbackCode_) != 0)
292            {
293                if (bound)
294                {
295                    COUT(0) << "Press any button/key or move a mouse/joystick axis" << std::endl;
296                    InputManager::getInstance().requestEnterState("detector");
297                    bindingString = command;
298                    bTemporarySaved = bTemporary;
299                    bound = false;
300                }
301                //else:  We're still in a keybind command. ignore this call.
302            }
303            else
304            {
305                if (!bound)
306                {
307                    // user has pressed the key
308                    std::string name = command.substr(this->keyDetectorCallbackCode_.size());
309                    COUT(0) << "Binding string \"" << bindingString << "\" on key '" << name << "'" << std::endl;
310                    this->keyBinder_->setBinding(bindingString, name, bTemporarySaved);
311                    InputManager::getInstance().requestLeaveState("detector");
312                    bound = true;
313                }
314                // else: A key was pressed within the same tick, ignore it.
315            }
316        }
317    }
318}
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