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source: code/branches/presentation3/src/orxonox/Level.cc @ 7010

Last change on this file since 7010 was 6961, checked in by scheusso, 15 years ago

fixed to make everything network-compliant again

  • Property svn:eol-style set to native
File size: 5.4 KB
Line 
1/*
2 *   ORXONOX - the hottest 3D action shooter ever to exist
3 *                    > www.orxonox.net <
4 *
5 *
6 *   License notice:
7 *
8 *   This program is free software; you can redistribute it and/or
9 *   modify it under the terms of the GNU General Public License
10 *   as published by the Free Software Foundation; either version 2
11 *   of the License, or (at your option) any later version.
12 *
13 *   This program is distributed in the hope that it will be useful,
14 *   but WITHOUT ANY WARRANTY; without even the implied warranty of
15 *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
16 *   GNU General Public License for more details.
17 *
18 *   You should have received a copy of the GNU General Public License
19 *   along with this program; if not, write to the Free Software
20 *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
21 *
22 *   Author:
23 *      Fabian 'x3n' Landau
24 *   Co-authors:
25 *      ...
26 *
27 */
28
29#include "Level.h"
30
31#include "util/Math.h"
32#include "core/CoreIncludes.h"
33#include "core/Loader.h"
34#include "core/Template.h"
35#include "core/XMLFile.h"
36#include "core/XMLPort.h"
37
38#include "infos/PlayerInfo.h"
39#include "gametypes/Gametype.h"
40#include "overlays/OverlayGroup.h"
41#include "LevelManager.h"
42
43namespace orxonox
44{
45    CreateFactory(Level);
46
47    Level::Level(BaseObject* creator) : BaseObject(creator), Synchronisable(creator)
48    {
49        RegisterObject(Level);
50
51       
52        this->registerVariables();
53        this->xmlfilename_ = this->getFilename();
54        this->xmlfile_ = 0;
55    }
56
57    Level::~Level()
58    {
59        if (this->isInitialized())
60        {
61            if (LevelManager::exists())
62                LevelManager::getInstance().releaseActivity(this);
63
64            if (this->xmlfile_)
65                Loader::unload(this->xmlfile_);
66        }
67    }
68
69    void Level::XMLPort(Element& xmlelement, XMLPort::Mode mode)
70    {
71        SUPER(Level, XMLPort, xmlelement, mode);
72
73        XMLPortParam(Level, "description", setDescription, getDescription, xmlelement, mode);
74        XMLPortParam(Level, "gametype", setGametypeString, getGametypeString, xmlelement, mode).defaultValues("Gametype");
75           
76        XMLPortObject(Level, MeshLodInformation, "lodinformation", addLodInfo, getLodInfo, xmlelement, mode);
77        XMLPortObjectExtended(Level, BaseObject, "", addObject, getObject, xmlelement, mode, true, false);
78}
79
80    void Level::registerVariables()
81    {
82        registerVariable(this->xmlfilename_, VariableDirection::ToClient, new NetworkCallback<Level>(this, &Level::networkcallback_applyXMLFile));
83        registerVariable(this->name_,        VariableDirection::ToClient, new NetworkCallback<Level>(this, &Level::changedName));
84        registerVariable(this->description_, VariableDirection::ToClient);
85    }
86
87    void Level::networkcallback_applyXMLFile()
88    {
89        COUT(0) << "Loading level \"" << this->xmlfilename_ << "\"..." << std::endl;
90
91        ClassTreeMask mask;
92        mask.exclude(Class(BaseObject));
93        mask.include(Class(Template));
94        mask.include(Class(OverlayGroup)); // HACK to include the ChatOverlay
95
96        this->xmlfile_ = new XMLFile(mask, this->xmlfilename_);
97
98        Loader::open(this->xmlfile_);
99    }
100
101    void Level::setGametypeString(const std::string& gametype)
102    {
103        Identifier* identifier = ClassByString(gametype);
104
105        if (!identifier || !identifier->isA(Class(Gametype)))
106        {
107            COUT(0) << "Error: \"" << gametype << "\" is not a valid gametype." << std::endl;
108            identifier = Class(Gametype);
109            this->gametype_ = "Gametype";
110        }
111        else
112            this->gametype_ = gametype;
113
114        Gametype* rootgametype = orxonox_cast<Gametype*>(identifier->fabricate(this));
115        this->setGametype(rootgametype);
116
117        for (std::list<BaseObject*>::iterator it = this->objects_.begin(); it != this->objects_.end(); ++it)
118            (*it)->setGametype(rootgametype);
119
120        if (LevelManager::exists())
121            LevelManager::getInstance().requestActivity(this);
122    }
123
124
125    void Level::addObject(BaseObject* object)
126    {
127        this->objects_.push_back(object);
128        object->setGametype(this->getGametype());
129        object->setLevel(this);
130    }
131
132    BaseObject* Level::getObject(unsigned int index) const
133    {
134        unsigned int i = 0;
135        for (std::list<BaseObject*>::const_iterator it = this->objects_.begin(); it != this->objects_.end(); ++it)
136        {
137            if (i == index)
138                return (*it);
139            ++i;
140        }
141        return 0;
142    }
143   
144    void Level::addLodInfo(MeshLodInformation* lodInformation)
145    {
146        std::string meshName = lodInformation->getMeshName();
147        this->lodInformation_.insert(std::make_pair(meshName,lodInformation));
148    }
149
150    MeshLodInformation* Level::getLodInfo(std::string meshName) const
151    {
152        if(this->lodInformation_.find(meshName)!=this->lodInformation_.end())
153            return this->lodInformation_.find(meshName)->second;
154       
155        return 0;
156    }
157
158    void Level::playerEntered(PlayerInfo* player)
159    {
160        COUT(3) << "player entered level (id: " << player->getClientID() << ", name: " << player->getName() << ')' << std::endl;
161        player->setGametype(this->getGametype());
162    }
163
164    void Level::playerLeft(PlayerInfo* player)
165    {
166        COUT(3) << "player left level (id: " << player->getClientID() << ", name: " << player->getName() << ')' << std::endl;
167        player->setGametype(0);
168    }
169}
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