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source: code/branches/questsystem5/src/orxonox/gamestates/GSLevel.cc @ 2907

Last change on this file since 2907 was 2907, checked in by dafrick, 16 years ago

Merging of the current QuestSystem branch.

  • Property svn:eol-style set to native
File size: 10.6 KB
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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 *      Benjamin Knecht
27 *
28 */
29
30#include "OrxonoxStableHeaders.h"
31#include "GSLevel.h"
32
33#include "core/input/InputManager.h"
34#include "core/input/SimpleInputState.h"
35#include "core/input/KeyBinder.h"
36#include "core/Loader.h"
37#include "core/XMLFile.h"
38#include "core/CommandExecutor.h"
39#include "core/ConsoleCommand.h"
40#include "core/CommandLine.h"
41#include "core/ConfigValueIncludes.h"
42#include "core/Core.h"
43#include "core/CoreIncludes.h"
44#include "core/Game.h"
45#include "core/GameMode.h"
46#include "objects/Tickable.h"
47#include "objects/Radar.h"
48#include "CameraManager.h"
49#include "GraphicsManager.h"
50#include "LevelManager.h"
51#include "PlayerManager.h"
52#include "orxonox/objects/quest/QuestManager.h"
53#include "orxonox/overlays/notifications/NotificationManager.h"
54#include "gui/GUIManager.h"
55
56namespace orxonox
57{
58    AddGameState(GSLevel, "level");
59
60    SetCommandLineArgument(level, "presentation_dm.oxw").shortcut("l");
61    SetConsoleCommand(GSLevel, showIngameGUI, true);
62
63    GSLevel::GSLevel(const std::string& name)
64        : GameState(name)
65        , keyBinder_(0)
66        , gameInputState_(0)
67        , guiMouseOnlyInputState_(0)
68        , guiKeysOnlyInputState_(0)
69        , radar_(0)
70        , startFile_(0)
71        , cameraManager_(0)
72        , levelManager_(0)
73    {
74        RegisterObject(GSLevel);
75
76        this->ccKeybind_ = 0;
77        this->ccTkeybind_ = 0;
78    }
79
80    GSLevel::~GSLevel()
81    {
82    }
83
84    void GSLevel::setConfigValues()
85    {
86        SetConfigValue(keyDetectorCallbackCode_, "KeybindBindingStringKeyName=");
87    }
88
89    void GSLevel::activate()
90    {
91        setConfigValues();
92
93        if (GameMode::showsGraphics())
94        {
95            gameInputState_ = InputManager::getInstance().createInputState<SimpleInputState>("game");
96            keyBinder_ = new KeyBinder();
97            keyBinder_->loadBindings("keybindings.ini");
98            gameInputState_->setHandler(keyBinder_);
99
100            guiMouseOnlyInputState_ = InputManager::getInstance().createInputState<SimpleInputState>("guiMouseOnly");
101            guiMouseOnlyInputState_->setMouseHandler(GUIManager::getInstancePtr());
102
103            guiKeysOnlyInputState_ = InputManager::getInstance().createInputState<SimpleInputState>("guiKeysOnly");
104            guiKeysOnlyInputState_->setKeyHandler(GUIManager::getInstancePtr());
105
106            // create the global CameraManager
107            this->cameraManager_ = new CameraManager(GraphicsManager::getInstance().getViewport());
108
109            // Start the Radar
110            this->radar_ = new Radar();
111        }
112
113        this->playerManager_ = new PlayerManager();
114
115        this->questManager_ = new QuestManager();
116
117        this->notificationManager_ = new NotificationManager();
118
119        if (GameMode::isMaster())
120        {
121            // create the global LevelManager
122            this->levelManager_ = new LevelManager();
123
124            this->loadLevel();
125        }
126
127        if (GameMode::showsGraphics())
128        {
129            // keybind console command
130            FunctorMember<GSLevel>* functor1 = createFunctor(&GSLevel::keybind);
131            functor1->setObject(this);
132            ccKeybind_ = createConsoleCommand(functor1, "keybind");
133            CommandExecutor::addConsoleCommandShortcut(ccKeybind_);
134            FunctorMember<GSLevel>* functor2 = createFunctor(&GSLevel::tkeybind);
135            functor2->setObject(this);
136            ccTkeybind_ = createConsoleCommand(functor2, "tkeybind");
137            CommandExecutor::addConsoleCommandShortcut(ccTkeybind_);
138            // set our console command as callback for the key detector
139            InputManager::getInstance().setKeyDetectorCallback(std::string("keybind ") + keyDetectorCallbackCode_);
140
141            // level is loaded: we can start capturing the input
142            InputManager::getInstance().requestEnterState("game");
143        }
144    }
145
146    void GSLevel::showIngameGUI(bool show)
147    {
148        if (show)
149        {
150            GUIManager::getInstancePtr()->showGUI("inGameTest");
151            GUIManager::getInstancePtr()->executeCode("showCursor()");
152            InputManager::getInstance().requestEnterState("guiMouseOnly");
153        }
154        else
155        {
156            GUIManager::getInstancePtr()->executeCode("hideGUI(\"inGameTest\")");
157            GUIManager::getInstancePtr()->executeCode("hideCursor()");
158            InputManager::getInstance().requestLeaveState("guiMouseOnly");
159        }
160    }
161
162    void GSLevel::deactivate()
163    {
164        // destroy console commands
165        if (this->ccKeybind_)
166        {
167            delete this->ccKeybind_;
168            this->ccKeybind_ = 0;
169        }
170        if (this->ccTkeybind_)
171        {
172            delete this->ccTkeybind_;
173            this->ccTkeybind_ = 0;
174        }
175
176
177        // this call will delete every BaseObject!
178        // But currently this will call methods of objects that exist no more
179        // The only 'memory leak' is the ParticleSpawer. They would be deleted here
180        // and call a sceneNode method that has already been destroy by the corresponding space ship.
181        //Loader::close();
182
183        if (GameMode::showsGraphics())
184            InputManager::getInstance().requestLeaveState("game");
185
186        if (GameMode::isMaster())
187            this->unloadLevel();
188
189        if (this->radar_)
190        {
191            delete this->radar_;
192            this->radar_ = 0;
193        }
194
195        if (this->cameraManager_)
196        {
197            delete this->cameraManager_;
198            this->cameraManager_ = 0;
199        }
200
201        if (this->levelManager_)
202        {
203            delete this->levelManager_;
204            this->levelManager_ = 0;
205        }
206
207        if (this->playerManager_)
208        {
209            delete this->playerManager_;
210            this->playerManager_ = 0;
211        }
212
213        if (this->questManager_)
214        {
215            delete this->questManager_;
216            this->questManager_ = NULL;
217        }
218
219        if (this->notificationManager_)
220        {
221            delete this->notificationManager_;
222            this->notificationManager_ = NULL;
223        }
224
225        if (GameMode::showsGraphics())
226        {
227            gameInputState_->setHandler(0);
228            guiMouseOnlyInputState_->setHandler(0);
229            guiKeysOnlyInputState_->setHandler(0);
230            InputManager::getInstance().requestDestroyState("game");
231            if (this->keyBinder_)
232            {
233                delete this->keyBinder_;
234                this->keyBinder_ = 0;
235            }
236        }
237    }
238
239    void GSLevel::update(const Clock& time)
240    {
241        // Note: Temporarily moved to GSGraphics.
242        //// Call the scene objects
243        //for (ObjectList<Tickable>::iterator it = ObjectList<Tickable>::begin(); it; ++it)
244        //    it->tick(time.getDeltaTime() * this->timeFactor_);
245    }
246
247    void GSLevel::loadLevel()
248    {
249        // call the loader
250        COUT(0) << "Loading level..." << std::endl;
251        std::string levelName;
252        CommandLine::getValue("level", &levelName);
253        startFile_ = new XMLFile(Core::getMediaPathString() + "levels" + '/' + levelName);
254        Loader::open(startFile_);
255    }
256
257    void GSLevel::unloadLevel()
258    {
259        //////////////////////////////////////////////////////////////////////////////////////////
260        // TODO // TODO // TODO // TODO // TODO // TODO // TODO // TODO // TODO // TODO // TODO //
261        //////////////////////////////////////////////////////////////////////////////////////////
262        // Loader::unload(startFile_); // TODO: REACTIVATE THIS IF LOADER::UNLOAD WORKS PROPERLY /
263        //////////////////////////////////////////////////////////////////////////////////////////
264
265        delete this->startFile_;
266    }
267
268    void GSLevel::keybind(const std::string &command)
269    {
270        this->keybindInternal(command, false);
271    }
272
273    void GSLevel::tkeybind(const std::string &command)
274    {
275        this->keybindInternal(command, true);
276    }
277
278    /**
279    @brief
280        Assigns a command string to a key/button/axis. The name is determined via KeyDetector.
281    @param command
282        Command string that can be executed by the CommandExecutor
283        OR: Internal string "KeybindBindingStringKeyName=" used for the second call to identify
284        the key/button/axis that has been activated. This is configured above in activate().
285    */
286    void GSLevel::keybindInternal(const std::string& command, bool bTemporary)
287    {
288        if (GameMode::showsGraphics())
289        {
290            static std::string bindingString = "";
291            static bool bTemporarySaved = false;
292            static bool bound = true;
293            // note: We use a long name to make 'sure' that the user doesn't use it accidentally.
294            // Howerver there will be no real issue if it happens anyway.
295            if (command.find(keyDetectorCallbackCode_) != 0)
296            {
297                if (bound)
298                {
299                    COUT(0) << "Press any button/key or move a mouse/joystick axis" << std::endl;
300                    InputManager::getInstance().requestEnterState("detector");
301                    bindingString = command;
302                    bTemporarySaved = bTemporary;
303                    bound = false;
304                }
305                //else:  We're still in a keybind command. ignore this call.
306            }
307            else
308            {
309                if (!bound)
310                {
311                    // user has pressed the key
312                    std::string name = command.substr(this->keyDetectorCallbackCode_.size());
313                    COUT(0) << "Binding string \"" << bindingString << "\" on key '" << name << "'" << std::endl;
314                    this->keyBinder_->setBinding(bindingString, name, bTemporarySaved);
315                    InputManager::getInstance().requestLeaveState("detector");
316                    bound = true;
317                }
318                // else: A key was pressed within the same tick, ignore it.
319            }
320        }
321    }
322}
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