/* * 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: * Kevin 'youngk' Young * Co-authors: * ... * */ #include "MoodManager.h" #include "util/ScopedSingletonManager.h" #include "core/ConfigValueIncludes.h" #include "core/CoreIncludes.h" #include "core/Resource.h" namespace orxonox { ManageScopedSingleton(MoodManager, ScopeID::Root, false); // Note: I'm (Kevin Young) not entirely sure whether that's good code style: const std::string MoodManager::defaultMood_ = "default"; MoodManager::MoodManager() { RegisterRootObject(MoodManager); this->setConfigValues(); // Need to use a variable to store old data because ResetConfigValues() doesn't seem to work. oldMood_ = MoodManager::defaultMood_; // Checking for the existence of the folder for the default mood const std::string& patha = "ambient/" + MoodManager::defaultMood_ + "/."; if (!Resource::exists(patha)) { // TODO: Non-fatal error handling (non-critical resource missing) COUT(2) << "Mood Warning: Folder for default mood (" << MoodManager::defaultMood_ << ") does not exist!" << std::endl; } // @TODO // Creating a vector of the available moods to enable easy mood selection by Lua/CEGUI } void MoodManager::setConfigValues() { SetConfigValue(mood_, MoodManager::defaultMood_) .description("Sets the mood for the current level.") .callback(this, &MoodManager::checkMoodValidity); } /** Set a new mood */ void MoodManager::setMood(const std::string& mood) { oldMood_ = mood_; ModifyConfigValue(mood_, set, mood); } void MoodManager::checkMoodValidity() { // Generic mood validation const std::string& path = "ambient/" + mood_ + "/."; if (!Resource::exists(path)) { COUT(3) << "Mood " << mood_ << " does not exist. Will not change." << std::endl; this->setMood(oldMood_); } else { COUT(3) << "Mood changed to " << mood_ << std::endl; MoodListener::changedMood(mood_); } } std::string MoodListener::mood_s; MoodListener::MoodListener() { RegisterRootObject(MoodListener); } /*static*/ void MoodListener::changedMood(const std::string& mood) { mood_s = mood; for (ObjectList::iterator it = ObjectList::begin(); it; ++it) it->moodChanged(mood_s); } }