[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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[2896] | 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 "GSLevel.h" |
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| 31 | |
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[3173] | 32 | #include "util/Debug.h" |
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[1661] | 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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[3173] | 36 | #include "core/Clock.h" |
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| 37 | #include "core/CommandLine.h" |
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[1887] | 38 | #include "core/ConsoleCommand.h" |
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| 39 | #include "core/ConfigValueIncludes.h" |
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[3180] | 40 | #include "core/CoreIncludes.h" |
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[2896] | 41 | #include "core/Game.h" |
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| 42 | #include "core/GameMode.h" |
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[3180] | 43 | #include "core/Core.h" |
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[3173] | 44 | #include "core/Loader.h" |
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| 45 | #include "core/ObjectList.h" |
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| 46 | #include "core/XMLFile.h" |
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| 47 | |
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[3177] | 48 | #include "interfaces/Tickable.h" |
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[3173] | 49 | #include "objects/Radar.h" |
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| 50 | #include "objects/quest/QuestManager.h" |
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| 51 | #include "overlays/notifications/NotificationManager.h" |
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| 52 | #include "gui/GUIManager.h" |
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[2087] | 53 | #include "CameraManager.h" |
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[2896] | 54 | #include "GraphicsManager.h" |
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[2087] | 55 | #include "LevelManager.h" |
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[2662] | 56 | #include "PlayerManager.h" |
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[1661] | 57 | |
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| 58 | namespace orxonox |
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| 59 | { |
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[2896] | 60 | AddGameState(GSLevel, "level"); |
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| 61 | |
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[3036] | 62 | SetCommandLineArgument(level, "").shortcut("l"); |
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[2896] | 63 | SetConsoleCommand(GSLevel, showIngameGUI, true); |
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[1934] | 64 | |
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[3008] | 65 | XMLFile* GSLevel::startFile_s = NULL; |
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| 66 | |
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[2896] | 67 | GSLevel::GSLevel(const std::string& name) |
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| 68 | : GameState(name) |
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| 69 | , keyBinder_(0) |
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| 70 | , gameInputState_(0) |
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| 71 | , guiMouseOnlyInputState_(0) |
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| 72 | , guiKeysOnlyInputState_(0) |
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[1662] | 73 | , radar_(0) |
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[2087] | 74 | , cameraManager_(0) |
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| 75 | , levelManager_(0) |
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[1661] | 76 | { |
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[1887] | 77 | RegisterObject(GSLevel); |
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[2662] | 78 | |
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| 79 | this->ccKeybind_ = 0; |
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| 80 | this->ccTkeybind_ = 0; |
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[1661] | 81 | } |
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| 82 | |
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| 83 | GSLevel::~GSLevel() |
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| 84 | { |
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| 85 | } |
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| 86 | |
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[1887] | 87 | void GSLevel::setConfigValues() |
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| 88 | { |
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| 89 | SetConfigValue(keyDetectorCallbackCode_, "KeybindBindingStringKeyName="); |
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| 90 | } |
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| 91 | |
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[2896] | 92 | void GSLevel::activate() |
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[1661] | 93 | { |
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[2896] | 94 | setConfigValues(); |
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| 95 | |
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| 96 | if (GameMode::showsGraphics()) |
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[2087] | 97 | { |
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[2896] | 98 | gameInputState_ = InputManager::getInstance().createInputState<SimpleInputState>("game"); |
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[2087] | 99 | keyBinder_ = new KeyBinder(); |
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[2710] | 100 | keyBinder_->loadBindings("keybindings.ini"); |
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[2896] | 101 | gameInputState_->setHandler(keyBinder_); |
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[1661] | 102 | |
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[2896] | 103 | guiMouseOnlyInputState_ = InputManager::getInstance().createInputState<SimpleInputState>("guiMouseOnly"); |
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| 104 | guiMouseOnlyInputState_->setMouseHandler(GUIManager::getInstancePtr()); |
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| 105 | |
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| 106 | guiKeysOnlyInputState_ = InputManager::getInstance().createInputState<SimpleInputState>("guiKeysOnly"); |
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| 107 | guiKeysOnlyInputState_->setKeyHandler(GUIManager::getInstancePtr()); |
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| 108 | |
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[2087] | 109 | // create the global CameraManager |
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[2896] | 110 | this->cameraManager_ = new CameraManager(GraphicsManager::getInstance().getViewport()); |
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[1688] | 111 | |
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[2087] | 112 | // Start the Radar |
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| 113 | this->radar_ = new Radar(); |
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| 114 | } |
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[1662] | 115 | |
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[2662] | 116 | this->playerManager_ = new PlayerManager(); |
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| 117 | |
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[2911] | 118 | this->questManager_ = new QuestManager(); |
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| 119 | |
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| 120 | this->notificationManager_ = new NotificationManager(); |
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| 121 | |
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[2896] | 122 | if (GameMode::isMaster()) |
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[2087] | 123 | { |
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| 124 | // create the global LevelManager |
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| 125 | this->levelManager_ = new LevelManager(); |
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[1662] | 126 | |
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[2087] | 127 | this->loadLevel(); |
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| 128 | } |
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[1755] | 129 | |
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[2896] | 130 | if (GameMode::showsGraphics()) |
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[2087] | 131 | { |
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| 132 | // keybind console command |
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| 133 | FunctorMember<GSLevel>* functor1 = createFunctor(&GSLevel::keybind); |
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| 134 | functor1->setObject(this); |
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[2662] | 135 | ccKeybind_ = createConsoleCommand(functor1, "keybind"); |
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| 136 | CommandExecutor::addConsoleCommandShortcut(ccKeybind_); |
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[2087] | 137 | FunctorMember<GSLevel>* functor2 = createFunctor(&GSLevel::tkeybind); |
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| 138 | functor2->setObject(this); |
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[2662] | 139 | ccTkeybind_ = createConsoleCommand(functor2, "tkeybind"); |
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| 140 | CommandExecutor::addConsoleCommandShortcut(ccTkeybind_); |
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[2087] | 141 | // set our console command as callback for the key detector |
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| 142 | InputManager::getInstance().setKeyDetectorCallback(std::string("keybind ") + keyDetectorCallbackCode_); |
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| 143 | |
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| 144 | // level is loaded: we can start capturing the input |
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| 145 | InputManager::getInstance().requestEnterState("game"); |
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| 146 | } |
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[2662] | 147 | } |
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[2087] | 148 | |
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[2896] | 149 | void GSLevel::showIngameGUI(bool show) |
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[2662] | 150 | { |
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[2896] | 151 | if (show) |
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| 152 | { |
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[3154] | 153 | GUIManager::getInstance().showGUI("inGameTest"); |
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| 154 | GUIManager::getInstance().executeCode("showCursor()"); |
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[2896] | 155 | InputManager::getInstance().requestEnterState("guiMouseOnly"); |
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| 156 | } |
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| 157 | else |
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| 158 | { |
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[3154] | 159 | GUIManager::getInstance().executeCode("hideGUI(\"inGameTest\")"); |
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| 160 | GUIManager::getInstance().executeCode("hideCursor()"); |
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[2896] | 161 | InputManager::getInstance().requestLeaveState("guiMouseOnly"); |
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| 162 | } |
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| 163 | } |
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| 164 | |
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| 165 | void GSLevel::deactivate() |
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| 166 | { |
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[2928] | 167 | /* |
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[2662] | 168 | // destroy console commands |
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| 169 | if (this->ccKeybind_) |
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[2087] | 170 | { |
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[2662] | 171 | delete this->ccKeybind_; |
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| 172 | this->ccKeybind_ = 0; |
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[2087] | 173 | } |
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[2662] | 174 | if (this->ccTkeybind_) |
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| 175 | { |
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| 176 | delete this->ccTkeybind_; |
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| 177 | this->ccTkeybind_ = 0; |
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| 178 | } |
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[2928] | 179 | */ |
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[1661] | 180 | |
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[2896] | 181 | |
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[1662] | 182 | // this call will delete every BaseObject! |
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| 183 | // But currently this will call methods of objects that exist no more |
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| 184 | // The only 'memory leak' is the ParticleSpawer. They would be deleted here |
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| 185 | // and call a sceneNode method that has already been destroy by the corresponding space ship. |
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| 186 | //Loader::close(); |
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| 187 | |
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[2896] | 188 | if (GameMode::showsGraphics()) |
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[2087] | 189 | InputManager::getInstance().requestLeaveState("game"); |
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[1662] | 190 | |
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[2896] | 191 | if (GameMode::isMaster()) |
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[2087] | 192 | this->unloadLevel(); |
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[1662] | 193 | |
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[2087] | 194 | if (this->radar_) |
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[2662] | 195 | { |
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[2087] | 196 | delete this->radar_; |
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[2662] | 197 | this->radar_ = 0; |
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| 198 | } |
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[2087] | 199 | |
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| 200 | if (this->cameraManager_) |
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[2662] | 201 | { |
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[2087] | 202 | delete this->cameraManager_; |
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[2662] | 203 | this->cameraManager_ = 0; |
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| 204 | } |
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[2087] | 205 | |
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| 206 | if (this->levelManager_) |
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[2662] | 207 | { |
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[2087] | 208 | delete this->levelManager_; |
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[2662] | 209 | this->levelManager_ = 0; |
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| 210 | } |
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[2087] | 211 | |
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[2662] | 212 | if (this->playerManager_) |
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| 213 | { |
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| 214 | delete this->playerManager_; |
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| 215 | this->playerManager_ = 0; |
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| 216 | } |
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| 217 | |
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[2911] | 218 | if (this->questManager_) |
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| 219 | { |
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| 220 | delete this->questManager_; |
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| 221 | this->questManager_ = NULL; |
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| 222 | } |
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| 223 | |
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| 224 | if (this->notificationManager_) |
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| 225 | { |
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| 226 | delete this->notificationManager_; |
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| 227 | this->notificationManager_ = NULL; |
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| 228 | } |
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| 229 | |
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[2896] | 230 | if (GameMode::showsGraphics()) |
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[2087] | 231 | { |
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[2896] | 232 | gameInputState_->setHandler(0); |
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| 233 | guiMouseOnlyInputState_->setHandler(0); |
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| 234 | guiKeysOnlyInputState_->setHandler(0); |
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[2087] | 235 | InputManager::getInstance().requestDestroyState("game"); |
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| 236 | if (this->keyBinder_) |
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[2662] | 237 | { |
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[2087] | 238 | delete this->keyBinder_; |
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[2662] | 239 | this->keyBinder_ = 0; |
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| 240 | } |
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[2087] | 241 | } |
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[1661] | 242 | } |
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| 243 | |
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[2896] | 244 | void GSLevel::update(const Clock& time) |
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[1661] | 245 | { |
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[2896] | 246 | // Note: Temporarily moved to GSGraphics. |
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[2087] | 247 | //// Call the scene objects |
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| 248 | //for (ObjectList<Tickable>::iterator it = ObjectList<Tickable>::begin(); it; ++it) |
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| 249 | // it->tick(time.getDeltaTime() * this->timeFactor_); |
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[1661] | 250 | } |
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| 251 | |
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[1670] | 252 | void GSLevel::loadLevel() |
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| 253 | { |
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| 254 | // call the loader |
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| 255 | COUT(0) << "Loading level..." << std::endl; |
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[1934] | 256 | std::string levelName; |
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[3036] | 257 | CommandLine::getValue("level", &levelName); |
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| 258 | if (levelName == "") |
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| 259 | startFile_s = new XMLFile(Core::getMediaPathString() + "levels" + '/' + Game::getInstance().getLevel()); |
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| 260 | else |
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[3008] | 261 | startFile_s = new XMLFile(Core::getMediaPathString() + "levels" + '/' + levelName); |
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| 262 | Loader::open(startFile_s); |
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[1670] | 263 | } |
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| 264 | |
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| 265 | void GSLevel::unloadLevel() |
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| 266 | { |
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[2087] | 267 | ////////////////////////////////////////////////////////////////////////////////////////// |
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| 268 | // TODO // TODO // TODO // TODO // TODO // TODO // TODO // TODO // TODO // TODO // TODO // |
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| 269 | ////////////////////////////////////////////////////////////////////////////////////////// |
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| 270 | // Loader::unload(startFile_); // TODO: REACTIVATE THIS IF LOADER::UNLOAD WORKS PROPERLY / |
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| 271 | ////////////////////////////////////////////////////////////////////////////////////////// |
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| 272 | |
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[3008] | 273 | delete startFile_s; |
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[1670] | 274 | } |
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[1887] | 275 | |
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| 276 | void GSLevel::keybind(const std::string &command) |
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| 277 | { |
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| 278 | this->keybindInternal(command, false); |
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| 279 | } |
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| 280 | |
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| 281 | void GSLevel::tkeybind(const std::string &command) |
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| 282 | { |
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| 283 | this->keybindInternal(command, true); |
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| 284 | } |
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| 285 | |
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| 286 | /** |
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| 287 | @brief |
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| 288 | Assigns a command string to a key/button/axis. The name is determined via KeyDetector. |
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| 289 | @param command |
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| 290 | Command string that can be executed by the CommandExecutor |
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| 291 | OR: Internal string "KeybindBindingStringKeyName=" used for the second call to identify |
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[2896] | 292 | the key/button/axis that has been activated. This is configured above in activate(). |
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[1887] | 293 | */ |
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| 294 | void GSLevel::keybindInternal(const std::string& command, bool bTemporary) |
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| 295 | { |
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[2896] | 296 | if (GameMode::showsGraphics()) |
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[1887] | 297 | { |
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[2087] | 298 | static std::string bindingString = ""; |
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| 299 | static bool bTemporarySaved = false; |
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| 300 | static bool bound = true; |
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| 301 | // note: We use a long name to make 'sure' that the user doesn't use it accidentally. |
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| 302 | // Howerver there will be no real issue if it happens anyway. |
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| 303 | if (command.find(keyDetectorCallbackCode_) != 0) |
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[1887] | 304 | { |
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[2087] | 305 | if (bound) |
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| 306 | { |
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| 307 | COUT(0) << "Press any button/key or move a mouse/joystick axis" << std::endl; |
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| 308 | InputManager::getInstance().requestEnterState("detector"); |
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| 309 | bindingString = command; |
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| 310 | bTemporarySaved = bTemporary; |
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| 311 | bound = false; |
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| 312 | } |
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| 313 | //else: We're still in a keybind command. ignore this call. |
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[1887] | 314 | } |
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[2087] | 315 | else |
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[1887] | 316 | { |
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[2087] | 317 | if (!bound) |
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| 318 | { |
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| 319 | // user has pressed the key |
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| 320 | std::string name = command.substr(this->keyDetectorCallbackCode_.size()); |
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| 321 | COUT(0) << "Binding string \"" << bindingString << "\" on key '" << name << "'" << std::endl; |
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| 322 | this->keyBinder_->setBinding(bindingString, name, bTemporarySaved); |
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| 323 | InputManager::getInstance().requestLeaveState("detector"); |
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| 324 | bound = true; |
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| 325 | } |
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| 326 | // else: A key was pressed within the same tick, ignore it. |
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[1887] | 327 | } |
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| 328 | } |
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| 329 | } |
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[1661] | 330 | } |
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