[1661] | 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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[1662] | 25 | * Fabian 'x3n' Landau |
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[2875] | 26 | * Benjamin Knecht |
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[1661] | 27 | * |
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| 28 | */ |
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| 29 | |
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| 30 | #include "OrxonoxStableHeaders.h" |
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| 31 | #include "GSLevel.h" |
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| 32 | |
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| 33 | #include "core/input/InputManager.h" |
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| 34 | #include "core/input/SimpleInputState.h" |
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| 35 | #include "core/input/KeyBinder.h" |
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[1662] | 36 | #include "core/Loader.h" |
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[2087] | 37 | #include "core/XMLFile.h" |
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[1887] | 38 | #include "core/CommandExecutor.h" |
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| 39 | #include "core/ConsoleCommand.h" |
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[1934] | 40 | #include "core/CommandLine.h" |
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[1887] | 41 | #include "core/ConfigValueIncludes.h" |
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[2848] | 42 | #include "core/Core.h" |
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[1887] | 43 | #include "core/CoreIncludes.h" |
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[2848] | 44 | #include "core/Game.h" |
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| 45 | #include "core/GameMode.h" |
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[1694] | 46 | #include "objects/Tickable.h" |
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[1819] | 47 | #include "objects/Radar.h" |
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[2087] | 48 | #include "CameraManager.h" |
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[2801] | 49 | #include "GraphicsManager.h" |
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[2087] | 50 | #include "LevelManager.h" |
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[2662] | 51 | #include "PlayerManager.h" |
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[2850] | 52 | #include "gui/GUIManager.h" |
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[1661] | 53 | |
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| 54 | namespace orxonox |
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| 55 | { |
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[2844] | 56 | AddGameState(GSLevel, "level"); |
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| 57 | |
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[2662] | 58 | SetCommandLineArgument(level, "presentation.oxw").shortcut("l"); |
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[2875] | 59 | SetConsoleCommand(GSLevel, showIngameGUI, true); |
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[1934] | 60 | |
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[2844] | 61 | GSLevel::GSLevel(const std::string& name) |
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| 62 | : GameState(name) |
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| 63 | , keyBinder_(0) |
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[2869] | 64 | , gameInputState_(0) |
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| 65 | , guiMouseOnlyInputState_(0) |
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| 66 | , guiKeysOnlyInputState_(0) |
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[1662] | 67 | , radar_(0) |
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[2087] | 68 | , startFile_(0) |
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| 69 | , cameraManager_(0) |
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| 70 | , levelManager_(0) |
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[1661] | 71 | { |
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[1887] | 72 | RegisterObject(GSLevel); |
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[2662] | 73 | |
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| 74 | this->ccKeybind_ = 0; |
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| 75 | this->ccTkeybind_ = 0; |
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[1661] | 76 | } |
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| 77 | |
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| 78 | GSLevel::~GSLevel() |
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| 79 | { |
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| 80 | } |
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| 81 | |
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[1887] | 82 | void GSLevel::setConfigValues() |
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| 83 | { |
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| 84 | SetConfigValue(keyDetectorCallbackCode_, "KeybindBindingStringKeyName="); |
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| 85 | } |
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| 86 | |
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[2844] | 87 | void GSLevel::activate() |
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[1661] | 88 | { |
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[2844] | 89 | setConfigValues(); |
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| 90 | |
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[2848] | 91 | if (GameMode::showsGraphics()) |
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[2087] | 92 | { |
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[2869] | 93 | gameInputState_ = InputManager::getInstance().createInputState<SimpleInputState>("game"); |
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[2087] | 94 | keyBinder_ = new KeyBinder(); |
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[2710] | 95 | keyBinder_->loadBindings("keybindings.ini"); |
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[2869] | 96 | gameInputState_->setHandler(keyBinder_); |
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[1661] | 97 | |
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[2869] | 98 | guiMouseOnlyInputState_ = InputManager::getInstance().createInputState<SimpleInputState>("guiMouseOnly"); |
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| 99 | guiMouseOnlyInputState_->setMouseHandler(GUIManager::getInstancePtr()); |
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| 100 | |
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| 101 | guiKeysOnlyInputState_ = InputManager::getInstance().createInputState<SimpleInputState>("guiKeysOnly"); |
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| 102 | guiKeysOnlyInputState_->setKeyHandler(GUIManager::getInstancePtr()); |
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| 103 | |
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[2087] | 104 | // create the global CameraManager |
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[2801] | 105 | this->cameraManager_ = new CameraManager(GraphicsManager::getInstance().getViewport()); |
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[1688] | 106 | |
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[2087] | 107 | // Start the Radar |
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| 108 | this->radar_ = new Radar(); |
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| 109 | } |
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[1662] | 110 | |
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[2662] | 111 | this->playerManager_ = new PlayerManager(); |
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| 112 | |
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[2848] | 113 | if (GameMode::isMaster()) |
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[2087] | 114 | { |
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| 115 | // create the global LevelManager |
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| 116 | this->levelManager_ = new LevelManager(); |
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[1662] | 117 | |
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[2087] | 118 | this->loadLevel(); |
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| 119 | } |
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[1755] | 120 | |
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[2848] | 121 | if (GameMode::showsGraphics()) |
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[2087] | 122 | { |
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| 123 | // keybind console command |
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| 124 | FunctorMember<GSLevel>* functor1 = createFunctor(&GSLevel::keybind); |
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| 125 | functor1->setObject(this); |
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[2662] | 126 | ccKeybind_ = createConsoleCommand(functor1, "keybind"); |
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| 127 | CommandExecutor::addConsoleCommandShortcut(ccKeybind_); |
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[2087] | 128 | FunctorMember<GSLevel>* functor2 = createFunctor(&GSLevel::tkeybind); |
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| 129 | functor2->setObject(this); |
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[2662] | 130 | ccTkeybind_ = createConsoleCommand(functor2, "tkeybind"); |
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| 131 | CommandExecutor::addConsoleCommandShortcut(ccTkeybind_); |
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[2087] | 132 | // set our console command as callback for the key detector |
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| 133 | InputManager::getInstance().setKeyDetectorCallback(std::string("keybind ") + keyDetectorCallbackCode_); |
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| 134 | |
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| 135 | // level is loaded: we can start capturing the input |
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| 136 | InputManager::getInstance().requestEnterState("game"); |
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| 137 | } |
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[2662] | 138 | } |
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[2087] | 139 | |
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[2869] | 140 | void GSLevel::showIngameGUI(bool show) |
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| 141 | { |
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| 142 | if (show) |
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| 143 | { |
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| 144 | GUIManager::getInstancePtr()->showGUI("inGameTest"); |
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[2887] | 145 | GUIManager::getInstancePtr()->executeCode("showCursor()"); |
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[2869] | 146 | InputManager::getInstance().requestEnterState("guiMouseOnly"); |
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| 147 | } |
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| 148 | else |
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| 149 | { |
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[2887] | 150 | GUIManager::getInstancePtr()->executeCode("hideGUI(\"inGameTest\")"); |
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| 151 | GUIManager::getInstancePtr()->executeCode("hideCursor()"); |
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[2869] | 152 | InputManager::getInstance().requestLeaveState("guiMouseOnly"); |
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| 153 | } |
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| 154 | } |
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| 155 | |
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[2844] | 156 | void GSLevel::deactivate() |
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[2662] | 157 | { |
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| 158 | // destroy console commands |
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| 159 | if (this->ccKeybind_) |
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[2087] | 160 | { |
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[2662] | 161 | delete this->ccKeybind_; |
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| 162 | this->ccKeybind_ = 0; |
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[2087] | 163 | } |
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[2662] | 164 | if (this->ccTkeybind_) |
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| 165 | { |
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| 166 | delete this->ccTkeybind_; |
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| 167 | this->ccTkeybind_ = 0; |
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| 168 | } |
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[1661] | 169 | |
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[2850] | 170 | |
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[1662] | 171 | // this call will delete every BaseObject! |
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| 172 | // But currently this will call methods of objects that exist no more |
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| 173 | // The only 'memory leak' is the ParticleSpawer. They would be deleted here |
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| 174 | // and call a sceneNode method that has already been destroy by the corresponding space ship. |
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| 175 | //Loader::close(); |
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| 176 | |
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[2848] | 177 | if (GameMode::showsGraphics()) |
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[2087] | 178 | InputManager::getInstance().requestLeaveState("game"); |
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[1662] | 179 | |
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[2848] | 180 | if (GameMode::isMaster()) |
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[2087] | 181 | this->unloadLevel(); |
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[1662] | 182 | |
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[2087] | 183 | if (this->radar_) |
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[2662] | 184 | { |
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[2087] | 185 | delete this->radar_; |
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[2662] | 186 | this->radar_ = 0; |
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| 187 | } |
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[2087] | 188 | |
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| 189 | if (this->cameraManager_) |
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[2662] | 190 | { |
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[2087] | 191 | delete this->cameraManager_; |
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[2662] | 192 | this->cameraManager_ = 0; |
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| 193 | } |
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[2087] | 194 | |
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| 195 | if (this->levelManager_) |
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[2662] | 196 | { |
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[2087] | 197 | delete this->levelManager_; |
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[2662] | 198 | this->levelManager_ = 0; |
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| 199 | } |
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[2087] | 200 | |
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[2662] | 201 | if (this->playerManager_) |
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| 202 | { |
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| 203 | delete this->playerManager_; |
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| 204 | this->playerManager_ = 0; |
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| 205 | } |
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| 206 | |
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[2848] | 207 | if (GameMode::showsGraphics()) |
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[2087] | 208 | { |
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[2869] | 209 | gameInputState_->setHandler(0); |
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| 210 | guiMouseOnlyInputState_->setHandler(0); |
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| 211 | guiKeysOnlyInputState_->setHandler(0); |
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[2087] | 212 | InputManager::getInstance().requestDestroyState("game"); |
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| 213 | if (this->keyBinder_) |
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[2662] | 214 | { |
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[2087] | 215 | delete this->keyBinder_; |
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[2662] | 216 | this->keyBinder_ = 0; |
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| 217 | } |
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[2087] | 218 | } |
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[1661] | 219 | } |
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| 220 | |
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[2844] | 221 | void GSLevel::update(const Clock& time) |
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[1661] | 222 | { |
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[2844] | 223 | // Note: Temporarily moved to GSGraphics. |
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[2087] | 224 | //// Call the scene objects |
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| 225 | //for (ObjectList<Tickable>::iterator it = ObjectList<Tickable>::begin(); it; ++it) |
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| 226 | // it->tick(time.getDeltaTime() * this->timeFactor_); |
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[1661] | 227 | } |
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| 228 | |
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[1670] | 229 | void GSLevel::loadLevel() |
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| 230 | { |
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| 231 | // call the loader |
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| 232 | COUT(0) << "Loading level..." << std::endl; |
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[1934] | 233 | std::string levelName; |
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| 234 | CommandLine::getValue("level", &levelName); |
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[2759] | 235 | startFile_ = new XMLFile(Core::getMediaPathString() + "levels" + '/' + levelName); |
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[2087] | 236 | Loader::open(startFile_); |
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[1670] | 237 | } |
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| 238 | |
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| 239 | void GSLevel::unloadLevel() |
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| 240 | { |
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[2087] | 241 | ////////////////////////////////////////////////////////////////////////////////////////// |
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| 242 | // TODO // TODO // TODO // TODO // TODO // TODO // TODO // TODO // TODO // TODO // TODO // |
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| 243 | ////////////////////////////////////////////////////////////////////////////////////////// |
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| 244 | // Loader::unload(startFile_); // TODO: REACTIVATE THIS IF LOADER::UNLOAD WORKS PROPERLY / |
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| 245 | ////////////////////////////////////////////////////////////////////////////////////////// |
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| 246 | |
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| 247 | delete this->startFile_; |
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[1670] | 248 | } |
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[1887] | 249 | |
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| 250 | void GSLevel::keybind(const std::string &command) |
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| 251 | { |
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| 252 | this->keybindInternal(command, false); |
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| 253 | } |
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| 254 | |
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| 255 | void GSLevel::tkeybind(const std::string &command) |
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| 256 | { |
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| 257 | this->keybindInternal(command, true); |
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| 258 | } |
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| 259 | |
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| 260 | /** |
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| 261 | @brief |
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| 262 | Assigns a command string to a key/button/axis. The name is determined via KeyDetector. |
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| 263 | @param command |
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| 264 | Command string that can be executed by the CommandExecutor |
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| 265 | OR: Internal string "KeybindBindingStringKeyName=" used for the second call to identify |
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[2844] | 266 | the key/button/axis that has been activated. This is configured above in activate(). |
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[1887] | 267 | */ |
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| 268 | void GSLevel::keybindInternal(const std::string& command, bool bTemporary) |
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| 269 | { |
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[2848] | 270 | if (GameMode::showsGraphics()) |
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[1887] | 271 | { |
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[2087] | 272 | static std::string bindingString = ""; |
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| 273 | static bool bTemporarySaved = false; |
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| 274 | static bool bound = true; |
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| 275 | // note: We use a long name to make 'sure' that the user doesn't use it accidentally. |
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| 276 | // Howerver there will be no real issue if it happens anyway. |
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| 277 | if (command.find(keyDetectorCallbackCode_) != 0) |
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[1887] | 278 | { |
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[2087] | 279 | if (bound) |
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| 280 | { |
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| 281 | COUT(0) << "Press any button/key or move a mouse/joystick axis" << std::endl; |
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| 282 | InputManager::getInstance().requestEnterState("detector"); |
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| 283 | bindingString = command; |
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| 284 | bTemporarySaved = bTemporary; |
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| 285 | bound = false; |
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| 286 | } |
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| 287 | //else: We're still in a keybind command. ignore this call. |
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[1887] | 288 | } |
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[2087] | 289 | else |
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[1887] | 290 | { |
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[2087] | 291 | if (!bound) |
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| 292 | { |
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| 293 | // user has pressed the key |
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| 294 | std::string name = command.substr(this->keyDetectorCallbackCode_.size()); |
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| 295 | COUT(0) << "Binding string \"" << bindingString << "\" on key '" << name << "'" << std::endl; |
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| 296 | this->keyBinder_->setBinding(bindingString, name, bTemporarySaved); |
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| 297 | InputManager::getInstance().requestLeaveState("detector"); |
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| 298 | bound = true; |
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| 299 | } |
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| 300 | // else: A key was pressed within the same tick, ignore it. |
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[1887] | 301 | } |
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| 302 | } |
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| 303 | } |
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[1661] | 304 | } |
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