/* * ORXONOX - the hottest 3D action shooter ever to exist * > www.orxonox.net < * * * License notice: * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * Author: * Fabian 'x3n' Landau * Co-authors: * ... * */ #include "Level.h" #include "util/Math.h" #include "core/CoreIncludes.h" #include "core/Loader.h" #include "core/Template.h" #include "core/XMLFile.h" #include "core/XMLPort.h" #include "infos/PlayerInfo.h" #include "gametypes/Gametype.h" #include "overlays/OverlayGroup.h" #include "LevelManager.h" namespace orxonox { CreateFactory(Level); Level::Level(BaseObject* creator) : BaseObject(creator), Synchronisable(creator) { RegisterObject(Level); this->registerVariables(); this->xmlfilename_ = this->getFilename(); this->xmlfile_ = 0; } Level::~Level() { if (this->isInitialized()) { if (LevelManager::getInstancePtr()) LevelManager::getInstance().releaseActivity(this); if (this->xmlfile_) Loader::unload(this->xmlfile_); } } void Level::XMLPort(Element& xmlelement, XMLPort::Mode mode) { SUPER(Level, XMLPort, xmlelement, mode); XMLPortParam(Level, "description", setDescription, getDescription, xmlelement, mode); XMLPortParam(Level, "gametype", setGametypeString, getGametypeString, xmlelement, mode).defaultValues("Gametype"); XMLPortObject(Level, MeshLodInformation, "lodinformation", addLodInfo, getLodInfo, xmlelement, mode); XMLPortObjectExtended(Level, BaseObject, "", addObject, getObject, xmlelement, mode, true, false); } void Level::registerVariables() { registerVariable(this->xmlfilename_, VariableDirection::ToClient, new NetworkCallback(this, &Level::networkcallback_applyXMLFile)); registerVariable(this->name_, VariableDirection::ToClient, new NetworkCallback(this, &Level::changedName)); registerVariable(this->description_, VariableDirection::ToClient); } void Level::networkcallback_applyXMLFile() { COUT(0) << "Loading level \"" << this->xmlfilename_ << "\"..." << std::endl; ClassTreeMask mask; mask.exclude(Class(BaseObject)); mask.include(Class(Template)); mask.include(Class(OverlayGroup)); // HACK to include the ChatOverlay this->xmlfile_ = new XMLFile(mask, this->xmlfilename_); Loader::open(this->xmlfile_); } void Level::setGametypeString(const std::string& gametype) { Identifier* identifier = ClassByString(gametype); if (!identifier || !identifier->isA(Class(Gametype))) { COUT(0) << "Error: \"" << gametype << "\" is not a valid gametype." << std::endl; identifier = Class(Gametype); this->gametype_ = "Gametype"; } else this->gametype_ = gametype; Gametype* rootgametype = orxonox_cast(identifier->fabricate(this)); this->setGametype(rootgametype); for (std::list::iterator it = this->objects_.begin(); it != this->objects_.end(); ++it) (*it)->setGametype(rootgametype); if (LevelManager::getInstancePtr()) LevelManager::getInstance().requestActivity(this); } void Level::addObject(BaseObject* object) { this->objects_.push_back(object); object->setGametype(this->getGametype()); object->setLevel(this); } BaseObject* Level::getObject(unsigned int index) const { unsigned int i = 0; for (std::list::const_iterator it = this->objects_.begin(); it != this->objects_.end(); ++it) { if (i == index) return (*it); ++i; } return 0; } void Level::addLodInfo(MeshLodInformation* lodInformation) { std::string meshName = lodInformation->getMeshName(); this->lodInformation_.insert(std::make_pair(meshName,lodInformation)); } MeshLodInformation* Level::getLodInfo(std::string meshName) const { if(this->lodInformation_.find(meshName)!=this->lodInformation_.end()) return this->lodInformation_.find(meshName)->second; return 0; } void Level::playerEntered(PlayerInfo* player) { COUT(3) << "player entered level (id: " << player->getClientID() << ", name: " << player->getName() << ')' << std::endl; player->setGametype(this->getGametype()); } void Level::playerLeft(PlayerInfo* player) { COUT(3) << "player left level (id: " << player->getClientID() << ", name: " << player->getName() << ')' << std::endl; player->setGametype(0); } }