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source: code/branches/gui/src/orxonox/gamestates/GSLevel.cc @ 1694

Last change on this file since 1694 was 1694, checked in by rgrieder, 16 years ago

Added Dedicated game state (name: "dedicated", class: GSDedicated).
It doesn't work at all yet, mainly because of our very poorly designed /objects folder. I tried adding a few "if (Settings::showsGraphics())", but I ran into some serious issues.
I will simply leave this topic up to an eager orxonox developer who wants a dedicated server :D There is A LOT of work to be done…

  • Property svn:eol-style set to native
File size: 4.5 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 *
27 */
28
29#include "OrxonoxStableHeaders.h"
30#include "GSLevel.h"
31
32#include <OgreSceneManager.h>
33#include <OgreRoot.h>
34#include "core/input/InputManager.h"
35#include "core/input/SimpleInputState.h"
36#include "core/input/KeyBinder.h"
37#include "core/Loader.h"
38#include "objects/Backlight.h"
39#include "objects/Tickable.h"
40#include "tools/ParticleInterface.h"
41#include "Settings.h"
42#include "Radar.h"
43#include "GraphicsEngine.h"
44
45namespace orxonox
46{
47    GSLevel::GSLevel(const std::string& name)
48        : GameState<GSGraphics>(name)
49        , timeFactor_(1.0f)
50        , sceneManager_(0)
51        , keyBinder_(0)
52        , inputState_(0)
53        , radar_(0)
54        , startLevel_(0)
55        , hud_(0)
56    {
57    }
58
59    GSLevel::~GSLevel()
60    {
61    }
62
63    void GSLevel::enter()
64    {
65        inputState_ = InputManager::getInstance().createInputState<SimpleInputState>("game", 20);
66        keyBinder_ = new KeyBinder();
67        keyBinder_->loadBindings();
68        inputState_->setHandler(keyBinder_);
69
70        // create Ogre SceneManager for the level
71        this->sceneManager_ = Ogre::Root::getSingleton().createSceneManager(Ogre::ST_GENERIC, "LevelSceneManager");
72        COUT(4) << "Created SceneManager: " << sceneManager_->getName() << std::endl;
73
74        // temporary hack
75        GraphicsEngine::getInstance().setLevelSceneManager(this->sceneManager_);
76
77        // Start the Radar
78        this->radar_ = new Radar();
79
80        // Load the HUD
81        COUT(3) << "Orxonox: Loading HUD" << std::endl;
82        hud_ = new Level(Settings::getDataPath() + "overlay/hud.oxo");
83        Loader::load(hud_);
84
85        // reset game speed to normal
86        timeFactor_ = 1.0f;
87    }
88
89    void GSLevel::leave()
90    {
91        Loader::unload(hud_);
92        delete this->hud_;
93
94        // this call will delete every BaseObject!
95        // But currently this will call methods of objects that exist no more
96        // The only 'memory leak' is the ParticleSpawer. They would be deleted here
97        // and call a sceneNode method that has already been destroy by the corresponding space ship.
98        //Loader::close();
99
100        delete this->radar_;
101
102        Ogre::Root::getSingleton().destroySceneManager(this->sceneManager_);
103
104        inputState_->setHandler(0);
105        InputManager::getInstance().requestDestroyState("game");
106        delete this->keyBinder_;
107    }
108
109    void GSLevel::ticked(const Clock& time)
110    {
111        // Call those objects that need the real time
112        for (Iterator<TickableReal> it = ObjectList<TickableReal>::start(); it; ++it)
113            it->tick(time.getDeltaTime());
114        // Call the scene objects
115        for (Iterator<Tickable> it = ObjectList<Tickable>::start(); it; ++it)
116            it->tick(time.getDeltaTime() * this->timeFactor_);
117    }
118
119    /**
120    @brief
121        Changes the speed of Orxonox
122    */
123    void GSLevel::setTimeFactor(float factor)
124    {
125        float change = factor / this->timeFactor_;
126        this->timeFactor_ = factor;
127        for (Iterator<ParticleInterface> it = ObjectList<ParticleInterface>::begin(); it; ++it)
128            it->setSpeedFactor(it->getSpeedFactor() * change);
129
130        for (Iterator<Backlight> it = ObjectList<Backlight>::begin(); it; ++it)
131            it->setTimeFactor(timeFactor_);
132    }
133
134    void GSLevel::loadLevel()
135    {
136        // call the loader
137        COUT(0) << "Loading level..." << std::endl;
138        startLevel_ = new Level(Settings::getDataPath() + "levels/sample.oxw");
139        Loader::open(startLevel_);
140    }
141
142    void GSLevel::unloadLevel()
143    {
144        Loader::unload(startLevel_);
145        delete this->startLevel_;
146    }
147}
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