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 | * Reto Grieder |
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24 | * Co-authors: |
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25 | * ... |
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26 | * |
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27 | */ |
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28 | |
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29 | #include "RootGameState.h" |
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30 | |
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31 | #include "util/Debug.h" |
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32 | #include "util/Exception.h" |
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33 | #include "Clock.h" |
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34 | |
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35 | namespace orxonox |
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36 | { |
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37 | RootGameState::RootGameState(const std::string& name) |
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38 | : GameState(name) |
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39 | , stateRequest_("") |
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40 | { |
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41 | } |
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42 | |
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43 | RootGameState::~RootGameState() |
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44 | { |
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45 | } |
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46 | |
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47 | /** |
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48 | @brief |
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49 | Internal method that actually makes the state transition. Since it is internal, |
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50 | the method can assume certain things to be granted (like 'this' is always active). |
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51 | */ |
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52 | void RootGameState::makeTransition(GameState* source, GameState* destination) |
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53 | { |
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54 | if (source != 0) |
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55 | { |
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56 | // transition was not initiated by root itself |
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57 | this->activeChild_ = 0; |
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58 | } |
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59 | |
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60 | if (destination == this) |
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61 | { |
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62 | // this marks the end of the game. |
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63 | return; |
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64 | } |
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65 | |
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66 | // Check for 'destination' in the children map first |
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67 | std::map<GameState*, GameState*>::const_iterator it |
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68 | = this->grandchildrenToChildren_.find(destination); |
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69 | if (it != this->grandchildrenToChildren_.end()) |
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70 | { |
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71 | OrxAssert(static_cast<GameState*>(it->second) != 0, |
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72 | "There was a mix with RootGameState and GameState, could not cast."); |
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73 | GameState* child = static_cast<GameState*>(it->second); |
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74 | // child state. Don't use 'state', might be a grandchild! |
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75 | this->activeChild_ = child; |
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76 | child->makeTransition(this, destination); |
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77 | } |
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78 | else |
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79 | { |
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80 | // root doesn't have a parent.. |
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81 | OrxAssert(false, "GameState '" + destination->getName() + "' not found in children list of Root."); |
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82 | } |
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83 | } |
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84 | |
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85 | void RootGameState::gotoState(const std::string& name) |
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86 | { |
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87 | GameState* request = getState(name); |
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88 | if (request) |
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89 | { |
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90 | GameState* current = getCurrentState(); |
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91 | if (current) |
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92 | { |
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93 | current->makeTransition(0, request); |
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94 | } |
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95 | else |
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96 | { |
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97 | // Root is not yet active. This is a violation. |
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98 | ThrowException(GameState, "Activate Root before requesting a state."); |
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99 | } |
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100 | } |
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101 | else |
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102 | { |
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103 | COUT(2) << "Warning: GameState '" << name << "' doesn't exist." << std::endl; |
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104 | } |
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105 | } |
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106 | |
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107 | /** |
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108 | @brief |
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109 | Makes a state transition according to the state tree. You can choose any state |
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110 | in the tree to do the call. The function finds the current state on its own. |
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111 | @param state |
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112 | The state to be entered, has to exist in the tree. |
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113 | */ |
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114 | void RootGameState::requestState(const std::string& name) |
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115 | { |
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116 | this->stateRequest_ = name; |
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117 | } |
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118 | } |
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