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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25 | * ... |
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26 | * |
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27 | */ |
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28 | |
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29 | /** |
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30 | @file |
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31 | @brief |
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32 | Implementation of GameStateBase class. |
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33 | */ |
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34 | |
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35 | #include "GameState.h" |
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36 | #include "util/Debug.h" |
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37 | #include "util/Exception.h" |
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38 | |
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39 | namespace orxonox |
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40 | { |
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41 | /** |
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42 | @brief |
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43 | Constructor only initialises variables and sets the name permanently. |
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44 | */ |
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45 | GameStateBase::GameStateBase(const std::string& name) |
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46 | : name_(name) |
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47 | //, parent_(0) |
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48 | , activeChild_(0) |
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49 | //, bPausegetParent()(false) |
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50 | { |
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51 | Operations temp = {false, false, false, false, false}; |
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52 | this->operation_ = temp; |
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53 | } |
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54 | |
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55 | /** |
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56 | @brief |
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57 | Destructor only checks that we don't delete an active state. |
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58 | */ |
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59 | GameStateBase::~GameStateBase() |
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60 | { |
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61 | OrxAssert(this->operation_.active == false, "Deleting an active GameState is a very bad idea.."); |
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62 | } |
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63 | |
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64 | /** |
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65 | @brief |
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66 | Adds a child to the current tree. The Child can contain children of its own. |
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67 | But you cannot a state tree that already has an active state. |
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68 | @param state |
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69 | The state to be added. |
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70 | */ |
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71 | void GameStateBase::addChild(GameStateBase* state) |
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72 | { |
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73 | if (!state) |
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74 | return; |
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75 | // check if the state/tree to be added has states in it that already exist in this tree. |
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76 | for (std::map<std::string, GameStateBase*>::const_iterator it = state->allChildren_.begin(); |
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77 | it != state->allChildren_.end(); ++it) |
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78 | { |
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79 | if (this->getState(it->second->getName())) |
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80 | { |
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81 | ThrowException(GameState, "Cannot add a GameState to the hierarchy twice."); |
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82 | return; |
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83 | } |
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84 | } |
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85 | if (this->getState(state->name_)) |
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86 | { |
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87 | ThrowException(GameState, "Cannot add a GameState to the hierarchy twice."); |
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88 | return; |
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89 | } |
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90 | // Make sure we don't add a tree that already has an active state. |
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91 | if (state->getCurrentState()) |
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92 | { |
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93 | ThrowException(GameState, "Cannot merge a tree that is already active."); |
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94 | return; |
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95 | } |
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96 | |
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97 | // merge the child's children into this tree |
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98 | for (std::map<std::string, GameStateBase*>::const_iterator it = state->allChildren_.begin(); |
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99 | it != state->allChildren_.end(); ++it) |
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100 | this->grandchildAdded(state, it->second); |
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101 | // merge 'state' into this tree |
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102 | this->grandchildAdded(state, state); |
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103 | |
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104 | // mark us as parent |
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105 | state->setParent(this); |
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106 | } |
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107 | |
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108 | /** |
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109 | @brief |
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110 | Removes a child by instance. This splits the tree in two parts, |
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111 | each of them functional on its own. |
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112 | @param state |
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113 | GameState by instance pointer |
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114 | */ |
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115 | void GameStateBase::removeChild(GameStateBase* state) |
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116 | { |
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117 | std::map<GameStateBase*, GameStateBase*>::iterator it = this->grandchildrenToChildren_.find(state); |
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118 | if (it != this->grandchildrenToChildren_.end()) |
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119 | { |
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120 | if (state->isInSubtree(getCurrentState())) |
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121 | { |
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122 | ThrowException(GameState, "Cannot remove an active game state child '" |
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123 | + state->getName() + "' from '" + name_ + "'."); |
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124 | //COUT(2) << "Warning: Cannot remove an active game state child '" << state->getName() |
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125 | // << "' from '" << name_ << "'." << std::endl; |
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126 | } |
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127 | else |
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128 | { |
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129 | for (std::map<GameStateBase*, GameStateBase*>::const_iterator it = state->grandchildrenToChildren_.begin(); |
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130 | it != state->grandchildrenToChildren_.end(); ++it) |
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131 | this->grandchildRemoved(it->first); |
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132 | this->grandchildRemoved(state); |
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133 | } |
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134 | } |
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135 | else |
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136 | { |
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137 | ThrowException(GameState, "Game state '" + name_ + "' doesn't have a child named '" |
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138 | + state->getName() + "'."); |
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139 | //COUT(2) << "Warning: Game state '" << name_ << "' doesn't have a child named '" |
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140 | // << state->getName() << "'. Removal skipped." << std::endl; |
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141 | } |
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142 | } |
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143 | |
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144 | /** |
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145 | @brief |
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146 | Removes a child by name. This splits the tree in two parts, |
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147 | each of them functional on its own. |
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148 | @param state |
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149 | GameState by name |
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150 | */ |
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151 | |
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152 | void GameStateBase::removeChild(const std::string& name) |
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153 | { |
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154 | GameStateBase* state = getState(name); |
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155 | if (state) |
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156 | { |
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157 | removeChild(state); |
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158 | } |
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159 | else |
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160 | { |
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161 | ThrowException(GameState, "GameState '" + name + "' doesn't exist."); |
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162 | //COUT(2) << "Warning: GameState '" << name << "' doesn't exist." << std::endl; |
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163 | } |
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164 | } |
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165 | |
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166 | /** |
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167 | @brief |
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168 | Tells a state that one of its children has added a child. This is necessary |
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169 | to fill the internal maps correctly. |
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170 | @param child |
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171 | The child who notices this state. |
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172 | @param grandchild |
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173 | The child that has been added. |
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174 | */ |
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175 | inline void GameStateBase::grandchildAdded(GameStateBase* child, GameStateBase* grandchild) |
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176 | { |
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177 | // fill the two maps correctly. |
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178 | this->allChildren_[grandchild->getName()] = grandchild; |
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179 | this->grandchildrenToChildren_[grandchild] = child; |
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180 | if (this->getParent()) |
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181 | this->getParent()->grandchildAdded(this, grandchild); |
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182 | } |
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183 | |
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184 | /** |
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185 | @brief |
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186 | Tells a state that one of its children has removed a child. This is necessary |
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187 | to fill the internal maps correctly. |
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188 | @param child |
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189 | The child who notices this state. |
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190 | @param grandchild |
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191 | The child that has been removed. |
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192 | */ |
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193 | inline void GameStateBase::grandchildRemoved(GameStateBase* grandchild) |
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194 | { |
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195 | // adjust the two maps correctly. |
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196 | this->allChildren_.erase(grandchild->getName()); |
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197 | this->grandchildrenToChildren_.erase(grandchild); |
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198 | if (this->getParent()) |
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199 | this->getParent()->grandchildRemoved(grandchild); |
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200 | } |
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201 | |
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202 | /** |
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203 | @brief |
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204 | Checks whether a specific game states exists in the hierarchy. |
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205 | @remarks |
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206 | Remember that the every node has a map with all its child nodes. |
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207 | */ |
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208 | GameStateBase* GameStateBase::getState(const std::string& name) |
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209 | { |
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210 | if (this->getParent()) |
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211 | return this->getParent()->getState(name); |
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212 | else |
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213 | { |
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214 | // The map only contains children, so check ourself first |
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215 | if (name == this->name_) |
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216 | return this; |
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217 | // Search in the map. If there is no entry, we can be sure the state doesn't exist. |
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218 | std::map<std::string, GameStateBase*>::const_iterator it = this->allChildren_.find(name); |
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219 | return (it!= this->allChildren_.end() ? it->second : 0); |
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220 | } |
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221 | } |
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222 | |
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223 | /** |
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224 | @brief |
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225 | Returns the root node of the tree. |
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226 | */ |
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227 | GameStateBase* GameStateBase::getRoot() |
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228 | { |
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229 | if (this->getParent()) |
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230 | return this->getParent()->getRoot(); |
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231 | else |
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232 | return this; |
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233 | } |
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234 | |
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235 | /** |
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236 | @brief |
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237 | Returns the current active state. |
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238 | @remarks |
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239 | Remember that the current active state is the one that does not |
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240 | have active children itself. Many states can be active at once. |
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241 | */ |
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242 | GameStateBase* GameStateBase::getCurrentState() |
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243 | { |
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244 | if (this->operation_.active) |
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245 | { |
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246 | if (this->activeChild_) |
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247 | return this->activeChild_->getCurrentState(); |
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248 | else |
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249 | return this; |
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250 | } |
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251 | else |
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252 | { |
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253 | if (this->getParent()) |
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254 | return this->getParent()->getCurrentState(); |
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255 | else |
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256 | return 0; |
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257 | } |
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258 | } |
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259 | |
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260 | /** |
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261 | @brief |
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262 | Determines whether 'state' is in this subtree, including this node. |
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263 | */ |
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264 | bool GameStateBase::isInSubtree(GameStateBase* state) const |
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265 | { |
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266 | return (grandchildrenToChildren_.find(state) != grandchildrenToChildren_.end() |
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267 | || state == this); |
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268 | } |
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269 | |
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270 | /** |
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271 | @brief |
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272 | Makes a state transition according to the state tree. You can choose any state |
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273 | in the tree to do the call. The function finds the current state on its own. |
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274 | @param state |
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275 | The state to be entered, has to exist in the tree. |
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276 | */ |
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277 | void GameStateBase::requestState(const std::string& name) |
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278 | { |
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279 | assert(getRoot()); |
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280 | getRoot()->requestState(name); |
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281 | } |
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282 | |
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283 | /** |
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284 | @brief |
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285 | Internal method that actually makes the state transition. Since it is internal, |
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286 | the method can assume certain things to be granted (like 'this' is always active). |
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287 | */ |
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288 | void GameStateBase::makeTransition(GameStateBase* source, GameStateBase* destination) |
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289 | { |
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290 | if (source == this->getParent()) |
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291 | { |
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292 | // call is from the parent |
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293 | this->activate(); |
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294 | } |
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295 | else if (source == 0) |
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296 | { |
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297 | // call was just started by root |
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298 | // don't do anyting yet |
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299 | } |
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300 | else |
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301 | { |
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302 | // call is from a child |
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303 | this->activeChild_ = 0; |
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304 | } |
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305 | |
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306 | if (destination == this) |
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307 | return; |
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308 | |
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309 | // Check for 'destination' in the children map first |
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310 | std::map<GameStateBase*, GameStateBase*>::const_iterator it |
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311 | = this->grandchildrenToChildren_.find(destination); |
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312 | if (it != this->grandchildrenToChildren_.end()) |
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313 | { |
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314 | // child state. Don't use 'state', might be a grandchild! |
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315 | this->activeChild_ = it->second; |
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316 | it->second->makeTransition(this, destination); |
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317 | } |
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318 | else |
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319 | { |
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320 | // parent. We can be sure of this. |
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321 | assert(this->getParent() != 0); |
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322 | |
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323 | this->deactivate(); |
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324 | this->getParent()->makeTransition(this, destination); |
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325 | } |
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326 | } |
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327 | |
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328 | /** |
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329 | @brief |
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330 | Activates the state. Only sets bActive_ to true and notifies the parent. |
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331 | */ |
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332 | void GameStateBase::activate() |
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333 | { |
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334 | this->operation_.active = true; |
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335 | this->operation_.entering = true; |
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336 | this->enter(); |
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337 | this->operation_.entering = false; |
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338 | } |
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339 | |
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340 | /** |
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341 | Activates the state. Only sets bActive_ to false and notifies the parent. |
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342 | */ |
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343 | void GameStateBase::deactivate() |
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344 | { |
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345 | this->operation_.leaving = true; |
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346 | this->leave(); |
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347 | this->operation_.leaving = false; |
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348 | this->operation_.active = false; |
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349 | } |
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350 | |
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351 | /** |
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352 | @brief |
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353 | Update method that calls ticked() with enclosed bRunning_ = true |
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354 | If there was a state transition request within ticked() then this |
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355 | method will transition in the end. |
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356 | @param dt Delta time |
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357 | @note |
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358 | This method is not virtual! You cannot override it therefore. |
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359 | */ |
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360 | void GameStateBase::tick(const Clock& time) |
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361 | { |
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362 | this->operation_.running = true; |
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363 | this->ticked(time); |
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364 | this->operation_.running = false; |
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365 | } |
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366 | } |
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