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 | * ... |
---|
26 | * |
---|
27 | */ |
---|
28 | |
---|
29 | /** |
---|
30 | @file |
---|
31 | @brief |
---|
32 | Implementation of GameState class. |
---|
33 | */ |
---|
34 | |
---|
35 | #include "GameState.h" |
---|
36 | #include <cassert> |
---|
37 | #include "Debug.h" |
---|
38 | #include "Exception.h" |
---|
39 | |
---|
40 | namespace orxonox |
---|
41 | { |
---|
42 | /** |
---|
43 | @brief |
---|
44 | Constructor only initialises variables and sets the name permanently. |
---|
45 | */ |
---|
46 | GameState::GameState(const std::string& name) |
---|
47 | : name_(name) |
---|
48 | , bPauseParent_(false) |
---|
49 | , bActive_(false) |
---|
50 | , bSuspended_(false) |
---|
51 | , parent_(0) |
---|
52 | , activeChild_(0) |
---|
53 | { |
---|
54 | } |
---|
55 | |
---|
56 | /** |
---|
57 | @brief |
---|
58 | Destructor only checks that we don't delete an active state. |
---|
59 | */ |
---|
60 | GameState::~GameState() |
---|
61 | { |
---|
62 | if (this->bActive_) |
---|
63 | { |
---|
64 | if (this->parent_) |
---|
65 | this->requestState(this->parent_->getName()); |
---|
66 | else |
---|
67 | this->requestState(""); |
---|
68 | } |
---|
69 | } |
---|
70 | |
---|
71 | /** |
---|
72 | @brief |
---|
73 | Adds a child to the current tree. The Child can contain children of its own. |
---|
74 | But you cannot a state tree that already has an active state. |
---|
75 | @param state |
---|
76 | The state to be added. |
---|
77 | */ |
---|
78 | void GameState::addChild(GameState* state) |
---|
79 | { |
---|
80 | if (!state) |
---|
81 | return; |
---|
82 | // check if the state/tree to be added has states in it that already exist in this tree. |
---|
83 | for (std::map<std::string, GameState*>::const_iterator it = state->allChildren_.begin(); |
---|
84 | it != state->allChildren_.end(); ++it) |
---|
85 | { |
---|
86 | if (this->checkState(it->second->getName())) |
---|
87 | { |
---|
88 | ThrowException(GameState, "Cannot add a GameState to the hierarchy twice."); |
---|
89 | return; |
---|
90 | } |
---|
91 | } |
---|
92 | if (this->checkState(state->name_)) |
---|
93 | { |
---|
94 | ThrowException(GameState, "Cannot add a GameState to the hierarchy twice."); |
---|
95 | return; |
---|
96 | } |
---|
97 | // Make sure we don't add a tree that already has an active state. |
---|
98 | if (state->getCurrentState()) |
---|
99 | { |
---|
100 | ThrowException(GameState, "Cannot merge a tree that is already active."); |
---|
101 | return; |
---|
102 | } |
---|
103 | |
---|
104 | // merge the child's children into this tree |
---|
105 | for (std::map<std::string, GameState*>::const_iterator it = state->allChildren_.begin(); |
---|
106 | it != state->allChildren_.end(); ++it) |
---|
107 | { |
---|
108 | this->allChildren_[it->second->getName()] = it->second; |
---|
109 | this->grandchildrenToChildren_[it->second] = state; |
---|
110 | if (this->parent_) |
---|
111 | this->parent_->grandchildAdded(this, it->second); |
---|
112 | } |
---|
113 | // merge 'state' into this tree |
---|
114 | this->allChildren_[state->name_] = state; |
---|
115 | this->grandchildrenToChildren_[state] = state; |
---|
116 | if (this->parent_) |
---|
117 | this->parent_->grandchildAdded(this, state); |
---|
118 | |
---|
119 | // mark us as parent |
---|
120 | state->parent_ = this; |
---|
121 | } |
---|
122 | |
---|
123 | /** |
---|
124 | @brief |
---|
125 | Removes a child by instance. This splits the tree in two parts, |
---|
126 | each of them functional on its own. |
---|
127 | @param state |
---|
128 | GameState by instance pointer |
---|
129 | */ |
---|
130 | void GameState::removeChild(GameState* state) |
---|
131 | { |
---|
132 | std::map<GameState*, GameState*>::iterator it = this->grandchildrenToChildren_.find(state); |
---|
133 | if (it != this->grandchildrenToChildren_.end()) |
---|
134 | { |
---|
135 | if (state->isActive()) |
---|
136 | { |
---|
137 | ThrowException(GameState, "Cannot remove active game state child '" |
---|
138 | + state->getName() + "' from '" + name_ + "'."); |
---|
139 | //COUT(2) << "Warning: Cannot remove active game state child '" << state->getName() |
---|
140 | // << "' from '" << name_ << "'." << std::endl; |
---|
141 | } |
---|
142 | else |
---|
143 | { |
---|
144 | for (std::map<GameState*, GameState*>::const_iterator it = state->grandchildrenToChildren_.begin(); |
---|
145 | it != state->grandchildrenToChildren_.end(); ++it) |
---|
146 | { |
---|
147 | this->grandchildRemoved(it->first); |
---|
148 | } |
---|
149 | this->grandchildRemoved(state); |
---|
150 | } |
---|
151 | } |
---|
152 | else |
---|
153 | { |
---|
154 | ThrowException(GameState, "Game state '" + name_ + "' doesn't have a child named '" |
---|
155 | + state->getName() + "'. Removal skipped."); |
---|
156 | //COUT(2) << "Warning: Game state '" << name_ << "' doesn't have a child named '" |
---|
157 | // << state->getName() << "'. Removal skipped." << std::endl; |
---|
158 | } |
---|
159 | } |
---|
160 | |
---|
161 | /** |
---|
162 | @brief |
---|
163 | Removes a child by name. This splits the tree in two parts, |
---|
164 | each of them functional on its own. |
---|
165 | @param state |
---|
166 | GameState by name |
---|
167 | */ |
---|
168 | |
---|
169 | void GameState::removeChild(const std::string& name) |
---|
170 | { |
---|
171 | GameState* state = checkState(name); |
---|
172 | if (state) |
---|
173 | { |
---|
174 | removeChild(state); |
---|
175 | } |
---|
176 | else |
---|
177 | { |
---|
178 | ThrowException(GameState, "GameState '" + name + "' doesn't exist."); |
---|
179 | //COUT(2) << "Warning: GameState '" << name << "' doesn't exist." << std::endl; |
---|
180 | } |
---|
181 | } |
---|
182 | |
---|
183 | /** |
---|
184 | @brief |
---|
185 | Tells a state that one of its children has added a child. This is necessary |
---|
186 | to fill the internal maps correctly. |
---|
187 | @param child |
---|
188 | The child who notices this state. |
---|
189 | @param grandchild |
---|
190 | The child that has been added. |
---|
191 | */ |
---|
192 | void GameState::grandchildAdded(GameState* child, GameState* grandchild) |
---|
193 | { |
---|
194 | // fill the two maps correctly. |
---|
195 | this->allChildren_[grandchild->getName()] = grandchild; |
---|
196 | this->grandchildrenToChildren_[grandchild] = child; |
---|
197 | if (this->parent_) |
---|
198 | this->parent_->grandchildAdded(this, grandchild); |
---|
199 | } |
---|
200 | |
---|
201 | /** |
---|
202 | @brief |
---|
203 | Tells a state that one of its children has removed a child. This is necessary |
---|
204 | to fill the internal maps correctly. |
---|
205 | @param child |
---|
206 | The child who notices this state. |
---|
207 | @param grandchild |
---|
208 | The child that has been removed. |
---|
209 | */ |
---|
210 | void GameState::grandchildRemoved(GameState* grandchild) |
---|
211 | { |
---|
212 | // adjust the two maps correctly. |
---|
213 | this->allChildren_.erase(grandchild->getName()); |
---|
214 | this->grandchildrenToChildren_.erase(grandchild); |
---|
215 | if (this->parent_) |
---|
216 | this->parent_->grandchildRemoved(grandchild); |
---|
217 | } |
---|
218 | |
---|
219 | /** |
---|
220 | @brief |
---|
221 | Checks whether a specific game states exists in the hierarchy. |
---|
222 | @remarks |
---|
223 | Remember that the every node has a map with all its child nodes. |
---|
224 | */ |
---|
225 | GameState* GameState::checkState(const std::string& name) |
---|
226 | { |
---|
227 | if (this->parent_) |
---|
228 | return this->parent_->checkState(name); |
---|
229 | else |
---|
230 | { |
---|
231 | // The map only contains children, so check ourself first |
---|
232 | if (name == this->name_) |
---|
233 | return this; |
---|
234 | // Search in the map. If there is no entry, we can be sure the state doesn't exist. |
---|
235 | std::map<std::string, GameState*>::const_iterator it = this->allChildren_.find(name); |
---|
236 | return (it!= this->allChildren_.end() ? it->second : 0); |
---|
237 | } |
---|
238 | } |
---|
239 | |
---|
240 | /** |
---|
241 | @brief |
---|
242 | Returns the current active state. |
---|
243 | @remarks |
---|
244 | Remember that the current active state is the one that does not |
---|
245 | have active children itself. Many states can be active at once. |
---|
246 | */ |
---|
247 | GameState* GameState::getCurrentState() |
---|
248 | { |
---|
249 | if (this->bActive_) |
---|
250 | { |
---|
251 | if (this->activeChild_) |
---|
252 | return this->activeChild_->getCurrentState(); |
---|
253 | else |
---|
254 | return this; |
---|
255 | } |
---|
256 | else |
---|
257 | { |
---|
258 | if (this->parent_) |
---|
259 | return this->parent_->getCurrentState(); |
---|
260 | else |
---|
261 | return 0; |
---|
262 | } |
---|
263 | } |
---|
264 | |
---|
265 | /** |
---|
266 | @brief |
---|
267 | Returns the root node of the tree. |
---|
268 | */ |
---|
269 | GameState* GameState::getRootNode() |
---|
270 | { |
---|
271 | if (this->parent_) |
---|
272 | return this->parent_->getRootNode(); |
---|
273 | else |
---|
274 | return this; |
---|
275 | } |
---|
276 | |
---|
277 | /** |
---|
278 | @brief |
---|
279 | Makes a state transition according to the state tree. You can choose any state |
---|
280 | in the tree to do the call. The function finds the current state on its own. |
---|
281 | @param state |
---|
282 | The state to be entered, has to exist in the tree. |
---|
283 | */ |
---|
284 | void GameState::requestState(const std::string& name) |
---|
285 | { |
---|
286 | if (name == "") |
---|
287 | { |
---|
288 | // user would like to leave every state. |
---|
289 | GameState* current = getCurrentState(); |
---|
290 | if (current) |
---|
291 | { |
---|
292 | // Deactivate all states but root |
---|
293 | GameState* root = getRootNode(); |
---|
294 | current->makeTransition(root); |
---|
295 | // Kick root too |
---|
296 | root->deactivate(); |
---|
297 | } |
---|
298 | } |
---|
299 | else |
---|
300 | { |
---|
301 | GameState* request = checkState(name); |
---|
302 | GameState* current = getCurrentState(); |
---|
303 | if (request) |
---|
304 | { |
---|
305 | if (current) |
---|
306 | { |
---|
307 | // There is already an active state |
---|
308 | current->makeTransition(request); |
---|
309 | } |
---|
310 | else |
---|
311 | { |
---|
312 | // no active state --> we have to activate the root node first. |
---|
313 | GameState* root = getRootNode(); |
---|
314 | root->activate(); |
---|
315 | root->makeTransition(request); |
---|
316 | } |
---|
317 | } |
---|
318 | else |
---|
319 | { |
---|
320 | COUT(2) << "Warning: GameState '" << name << "' doesn't exist." << std::endl; |
---|
321 | } |
---|
322 | } |
---|
323 | } |
---|
324 | |
---|
325 | /** |
---|
326 | @brief |
---|
327 | Internal method that actually makes the state transition. Since it is internal, |
---|
328 | the method can assume certain things to be granted (like 'this' is always active). |
---|
329 | */ |
---|
330 | void GameState::makeTransition(GameState* state) |
---|
331 | { |
---|
332 | // we're always already active |
---|
333 | assert(this->bActive_); |
---|
334 | |
---|
335 | if (state == this) |
---|
336 | return; |
---|
337 | |
---|
338 | // Check for 'state' in the children map first |
---|
339 | std::map<GameState*, GameState*>::const_iterator it = this->grandchildrenToChildren_.find(state); |
---|
340 | if (it != this->grandchildrenToChildren_.end()) |
---|
341 | { |
---|
342 | // child state. Don't use 'state', might be a grandchild! |
---|
343 | it->second->activate(); |
---|
344 | it->second->makeTransition(state); |
---|
345 | } |
---|
346 | else |
---|
347 | { |
---|
348 | // parent. We can be sure of this. |
---|
349 | assert(this->parent_ != 0); |
---|
350 | |
---|
351 | // first, leave this state. |
---|
352 | this->deactivate(); |
---|
353 | this->parent_->makeTransition(state); |
---|
354 | } |
---|
355 | } |
---|
356 | |
---|
357 | /** |
---|
358 | @brief |
---|
359 | Activates the state. Only sets bActive_ to true and notifies the parent. |
---|
360 | */ |
---|
361 | void GameState::activate() |
---|
362 | { |
---|
363 | this->bActive_ = true; |
---|
364 | if (this->parent_) |
---|
365 | this->parent_->activeChild_ = this; |
---|
366 | this->enter(); |
---|
367 | } |
---|
368 | |
---|
369 | /** |
---|
370 | Activates the state. Only sets bActive_ to false and notifies the parent. |
---|
371 | */ |
---|
372 | void GameState::deactivate() |
---|
373 | { |
---|
374 | this->leave(); |
---|
375 | this->bActive_ = false; |
---|
376 | if (this->parent_) |
---|
377 | this->parent_->activeChild_ = 0; |
---|
378 | } |
---|
379 | |
---|
380 | } |
---|