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source: code/branches/questsystem5/src/orxonox/gamestates/GSLevel.cc @ 3003

Last change on this file since 3003 was 2908, checked in by dafrick, 16 years ago

Reverted to revision 2906 (because I'm too stupid to merge correctly, 2nd try will follow shortly. ;))

  • Property svn:eol-style set to native
File size: 9.4 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 *
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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