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source: code/branches/questsystem5/src/orxonox/gamestates/GSLevel.cc @ 2893

Last change on this file since 2893 was 2788, checked in by dafrick, 16 years ago

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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 *      Reto Grieder
24 *   Co-authors:
25 *      Fabian 'x3n' Landau
26 *
27 */
28
29#include "OrxonoxStableHeaders.h"
30#include "GSLevel.h"
31
32#include "core/input/InputManager.h"
33#include "core/input/SimpleInputState.h"
34#include "core/input/KeyBinder.h"
35#include "core/Loader.h"
36#include "core/XMLFile.h"
37#include "core/CommandExecutor.h"
38#include "core/ConsoleCommand.h"
39#include "core/CommandLine.h"
40#include "core/ConfigValueIncludes.h"
41#include "core/CoreIncludes.h"
42#include "core/Core.h"
43#include "objects/Tickable.h"
44#include "objects/Radar.h"
45#include "CameraManager.h"
46#include "LevelManager.h"
47#include "PlayerManager.h"
48#include "objects/quest/QuestManager.h"
49#include "overlays/notifications/NotificationManager.h"
50
51namespace orxonox
52{
53    SetCommandLineArgument(level, "presentation.oxw").shortcut("l");
54
55    GSLevel::GSLevel()
56//        : GameState<GSGraphics>(name)
57        : keyBinder_(0)
58        , inputState_(0)
59        , radar_(0)
60        , startFile_(0)
61        , cameraManager_(0)
62        , levelManager_(0)
63    {
64        RegisterObject(GSLevel);
65
66        this->ccKeybind_ = 0;
67        this->ccTkeybind_ = 0;
68
69        setConfigValues();
70    }
71
72    GSLevel::~GSLevel()
73    {
74    }
75
76    void GSLevel::setConfigValues()
77    {
78        SetConfigValue(keyDetectorCallbackCode_, "KeybindBindingStringKeyName=");
79    }
80
81    void GSLevel::enter(Ogre::Viewport* viewport)
82    {
83        if (Core::showsGraphics())
84        {
85            inputState_ = InputManager::getInstance().createInputState<SimpleInputState>("game", 20);
86            keyBinder_ = new KeyBinder();
87            keyBinder_->loadBindings("keybindings.ini");
88            inputState_->setHandler(keyBinder_);
89
90            // create the global CameraManager
91            assert(viewport);
92            this->cameraManager_ = new CameraManager(viewport);
93
94            // Start the Radar
95            this->radar_ = new Radar();
96        }
97
98        this->playerManager_ = new PlayerManager();
99
100        this->questManager_ = new QuestManager();
101
102        this->notificationManager_ = new NotificationManager();
103
104        if (Core::isMaster())
105        {
106            // create the global LevelManager
107            this->levelManager_ = new LevelManager();
108
109            this->loadLevel();
110        }
111
112        if (Core::showsGraphics())
113        {
114            // TODO: insert slomo console command with
115            // .accessLevel(AccessLevel::Offline).defaultValue(0, 1.0).axisParamIndex(0).isAxisRelative(false);
116
117            // keybind console command
118            FunctorMember<GSLevel>* functor1 = createFunctor(&GSLevel::keybind);
119            functor1->setObject(this);
120            ccKeybind_ = createConsoleCommand(functor1, "keybind");
121            CommandExecutor::addConsoleCommandShortcut(ccKeybind_);
122            FunctorMember<GSLevel>* functor2 = createFunctor(&GSLevel::tkeybind);
123            functor2->setObject(this);
124            ccTkeybind_ = createConsoleCommand(functor2, "tkeybind");
125            CommandExecutor::addConsoleCommandShortcut(ccTkeybind_);
126            // set our console command as callback for the key detector
127            InputManager::getInstance().setKeyDetectorCallback(std::string("keybind ") + keyDetectorCallbackCode_);
128
129            // level is loaded: we can start capturing the input
130            InputManager::getInstance().requestEnterState("game");
131        }
132    }
133
134    void GSLevel::leave()
135    {
136        // destroy console commands
137        if (this->ccKeybind_)
138        {
139            delete this->ccKeybind_;
140            this->ccKeybind_ = 0;
141        }
142        if (this->ccTkeybind_)
143        {
144            delete this->ccTkeybind_;
145            this->ccTkeybind_ = 0;
146        }
147
148        // this call will delete every BaseObject!
149        // But currently this will call methods of objects that exist no more
150        // The only 'memory leak' is the ParticleSpawer. They would be deleted here
151        // and call a sceneNode method that has already been destroy by the corresponding space ship.
152        //Loader::close();
153
154        if (Core::showsGraphics())
155            InputManager::getInstance().requestLeaveState("game");
156
157        if (Core::isMaster())
158            this->unloadLevel();
159
160        if (this->radar_)
161        {
162            delete this->radar_;
163            this->radar_ = 0;
164        }
165
166        if (this->cameraManager_)
167        {
168            delete this->cameraManager_;
169            this->cameraManager_ = 0;
170        }
171
172        if (this->levelManager_)
173        {
174            delete this->levelManager_;
175            this->levelManager_ = 0;
176        }
177
178        if (this->playerManager_)
179        {
180            delete this->playerManager_;
181            this->playerManager_ = 0;
182        }
183
184        if (this->questManager_)
185        {
186            delete this->questManager_;
187            this->questManager_ = NULL;
188        }
189
190        if (this->notificationManager_)
191        {
192            delete this->notificationManager_;
193            this->notificationManager_ = NULL;
194        }
195
196        if (Core::showsGraphics())
197        {
198            inputState_->setHandler(0);
199            InputManager::getInstance().requestDestroyState("game");
200            if (this->keyBinder_)
201            {
202                delete this->keyBinder_;
203                this->keyBinder_ = 0;
204            }
205        }
206    }
207
208    void GSLevel::ticked(const Clock& time)
209    {
210        // Commented by 1337: Temporarily moved to GSGraphics.
211        //// Call the scene objects
212        //for (ObjectList<Tickable>::iterator it = ObjectList<Tickable>::begin(); it; ++it)
213        //    it->tick(time.getDeltaTime() * this->timeFactor_);
214    }
215
216    void GSLevel::loadLevel()
217    {
218        // call the loader
219        COUT(0) << "Loading level..." << std::endl;
220        std::string levelName;
221        CommandLine::getValue("level", &levelName);
222        startFile_ = new XMLFile(Core::getMediaPathString() + "levels" + '/' + levelName);
223        Loader::open(startFile_);
224    }
225
226    void GSLevel::unloadLevel()
227    {
228        //////////////////////////////////////////////////////////////////////////////////////////
229        // TODO // TODO // TODO // TODO // TODO // TODO // TODO // TODO // TODO // TODO // TODO //
230        //////////////////////////////////////////////////////////////////////////////////////////
231        // Loader::unload(startFile_); // TODO: REACTIVATE THIS IF LOADER::UNLOAD WORKS PROPERLY /
232        //////////////////////////////////////////////////////////////////////////////////////////
233
234        delete this->startFile_;
235    }
236
237    void GSLevel::keybind(const std::string &command)
238    {
239        this->keybindInternal(command, false);
240    }
241
242    void GSLevel::tkeybind(const std::string &command)
243    {
244        this->keybindInternal(command, true);
245    }
246
247    /**
248    @brief
249        Assigns a command string to a key/button/axis. The name is determined via KeyDetector.
250    @param command
251        Command string that can be executed by the CommandExecutor
252        OR: Internal string "KeybindBindingStringKeyName=" used for the second call to identify
253        the key/button/axis that has been activated. This is configured above in enter().
254    */
255    void GSLevel::keybindInternal(const std::string& command, bool bTemporary)
256    {
257        if (Core::showsGraphics())
258        {
259            static std::string bindingString = "";
260            static bool bTemporarySaved = false;
261            static bool bound = true;
262            // note: We use a long name to make 'sure' that the user doesn't use it accidentally.
263            // Howerver there will be no real issue if it happens anyway.
264            if (command.find(keyDetectorCallbackCode_) != 0)
265            {
266                if (bound)
267                {
268                    COUT(0) << "Press any button/key or move a mouse/joystick axis" << std::endl;
269                    InputManager::getInstance().requestEnterState("detector");
270                    bindingString = command;
271                    bTemporarySaved = bTemporary;
272                    bound = false;
273                }
274                //else:  We're still in a keybind command. ignore this call.
275            }
276            else
277            {
278                if (!bound)
279                {
280                    // user has pressed the key
281                    std::string name = command.substr(this->keyDetectorCallbackCode_.size());
282                    COUT(0) << "Binding string \"" << bindingString << "\" on key '" << name << "'" << std::endl;
283                    this->keyBinder_->setBinding(bindingString, name, bTemporarySaved);
284                    InputManager::getInstance().requestLeaveState("detector");
285                    bound = true;
286                }
287                // else: A key was pressed within the same tick, ignore it.
288            }
289        }
290    }
291}
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