/* * 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: * Reto Grieder * Co-authors: * Fabian 'x3n' Landau * Benjamin Knecht * */ #include "GSLevel.h" #include #include "util/Clock.h" #include "core/input/InputManager.h" #include "core/input/InputState.h" #include "core/input/KeyBinderManager.h" #include "core/ConsoleCommand.h" #include "core/Game.h" #include "core/GameMode.h" #include "core/GUIManager.h" #include "core/Loader.h" #include "core/XMLFile.h" #include "LevelManager.h" #include "PlayerManager.h" namespace orxonox { DeclareGameState(GSLevel, "level", false, false); GSLevel::GSLevel(const GameStateInfo& info) : GameState(info) , gameInputState_(0) , guiMouseOnlyInputState_(0) , guiKeysOnlyInputState_(0) , startFile_(0) , bShowIngameGUI_(false) { } GSLevel::~GSLevel() { } void GSLevel::activate() { if (GameMode::showsGraphics()) { gameInputState_ = InputManager::getInstance().createInputState("game"); gameInputState_->setMouseMode(MouseMode::Exclusive); gameInputState_->setHandler(KeyBinderManager::getInstance().getDefaultAsHandler()); KeyBinderManager::getInstance().setToDefault(); guiMouseOnlyInputState_ = InputManager::getInstance().createInputState("guiMouseOnly"); guiMouseOnlyInputState_->setMouseMode(MouseMode::Exclusive); guiMouseOnlyInputState_->setMouseHandler(GUIManager::getInstancePtr()); guiKeysOnlyInputState_ = InputManager::getInstance().createInputState("guiKeysOnly"); guiKeysOnlyInputState_->setKeyHandler(GUIManager::getInstancePtr()); } if (GameMode::isMaster()) { this->loadLevel(); } if (GameMode::showsGraphics()) { // level is loaded: we can start capturing the input InputManager::getInstance().enterState("game"); // connect the HumanPlayer to the game PlayerManager::getInstance().clientConnected(0); } } void GSLevel::deactivate() { if (GameMode::showsGraphics()) { // disconnect the HumanPlayer PlayerManager::getInstance().clientDisconnected(0); // unload all compositors (this is only necessary because we don't yet destroy all resources!) Ogre::CompositorManager::getSingleton().removeAll(); InputManager::getInstance().leaveState("game"); } if (GameMode::isMaster()) this->unloadLevel(); if (GameMode::showsGraphics()) { gameInputState_->setHandler(0); guiMouseOnlyInputState_->setHandler(0); guiKeysOnlyInputState_->setHandler(0); InputManager::getInstance().destroyState("game"); InputManager::getInstance().destroyState("guiKeysOnly"); InputManager::getInstance().destroyState("guiMouseOnly"); } } void GSLevel::update(const Clock& time) { // Note: Temporarily moved to GSRoot. //// Call the scene objects //for (ObjectList::iterator it = ObjectList::begin(); it; ++it) // it->tick(time.getDeltaTime() * this->timeFactor_); } void GSLevel::loadLevel() { for (ObjectList::iterator it = ObjectList::begin(); it != ObjectList::end(); ++it) this->staticObjects_.insert(*it); // call the loader COUT(0) << "Loading level..." << std::endl; startFile_ = new XMLFile(LevelManager::getInstance().getDefaultLevel()); Loader::open(startFile_); } void GSLevel::unloadLevel() { Loader::unload(startFile_); delete startFile_; COUT(3) << "Unloaded level. Remaining objects:" << std::endl; unsigned int i = 0; for (ObjectList::iterator it = ObjectList::begin(); it != ObjectList::end(); ++it) { std::set::const_iterator find = this->staticObjects_.find(*it); if (find == this->staticObjects_.end()) { COUT(3) << ++i << ": " << it->getIdentifier()->getName() << " (" << *it << ")" << std::endl; } } COUT(3) << i << " objects remaining."; if (i == 0) COUT(3) << " Well done!" << std::endl; else COUT(3) << " Try harder!" << std::endl; } }