[1661] | 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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[1662] | 25 | * Fabian 'x3n' Landau |
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[2896] | 26 | * Benjamin Knecht |
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[1661] | 27 | * |
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| 28 | */ |
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| 29 | |
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| 30 | #include "GSLevel.h" |
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| 31 | |
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| 32 | #include "core/input/InputManager.h" |
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[3327] | 33 | #include "core/input/InputState.h" |
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[1661] | 34 | #include "core/input/KeyBinder.h" |
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[3196] | 35 | #include "core/Clock.h" |
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[1887] | 36 | #include "core/ConsoleCommand.h" |
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| 37 | #include "core/ConfigValueIncludes.h" |
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| 38 | #include "core/CoreIncludes.h" |
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[2896] | 39 | #include "core/Game.h" |
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| 40 | #include "core/GameMode.h" |
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[3196] | 41 | #include "core/Core.h" |
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[3346] | 42 | #include "core/GraphicsManager.h" |
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| 43 | #include "core/GUIManager.h" |
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[3196] | 44 | #include "core/Loader.h" |
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| 45 | #include "core/XMLFile.h" |
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| 46 | |
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| 47 | #include "interfaces/Tickable.h" |
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[1819] | 48 | #include "objects/Radar.h" |
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[3196] | 49 | #include "objects/quest/QuestManager.h" |
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| 50 | #include "overlays/notifications/NotificationManager.h" |
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[2087] | 51 | #include "CameraManager.h" |
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| 52 | #include "LevelManager.h" |
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[2662] | 53 | #include "PlayerManager.h" |
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[1661] | 54 | |
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| 55 | namespace orxonox |
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| 56 | { |
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[3356] | 57 | DeclareGameState(GSLevel, "level", false, false); |
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[2896] | 58 | SetConsoleCommand(GSLevel, showIngameGUI, true); |
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[1934] | 59 | |
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[3008] | 60 | XMLFile* GSLevel::startFile_s = NULL; |
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| 61 | |
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[3355] | 62 | GSLevel::GSLevel(const GameStateInfo& info) |
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| 63 | : GameState(info) |
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[2896] | 64 | , keyBinder_(0) |
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| 65 | , gameInputState_(0) |
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| 66 | , guiMouseOnlyInputState_(0) |
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| 67 | , guiKeysOnlyInputState_(0) |
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[1662] | 68 | , radar_(0) |
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[2087] | 69 | , cameraManager_(0) |
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[1661] | 70 | { |
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[1887] | 71 | RegisterObject(GSLevel); |
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[2662] | 72 | |
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| 73 | this->ccKeybind_ = 0; |
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| 74 | this->ccTkeybind_ = 0; |
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[1661] | 75 | } |
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| 76 | |
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| 77 | GSLevel::~GSLevel() |
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| 78 | { |
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| 79 | } |
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| 80 | |
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[1887] | 81 | void GSLevel::setConfigValues() |
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| 82 | { |
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| 83 | SetConfigValue(keyDetectorCallbackCode_, "KeybindBindingStringKeyName="); |
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| 84 | } |
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| 85 | |
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[2896] | 86 | void GSLevel::activate() |
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[1661] | 87 | { |
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[2896] | 88 | setConfigValues(); |
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| 89 | |
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| 90 | if (GameMode::showsGraphics()) |
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[2087] | 91 | { |
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[3327] | 92 | gameInputState_ = InputManager::getInstance().createInputState("game"); |
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[2087] | 93 | keyBinder_ = new KeyBinder(); |
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[2710] | 94 | keyBinder_->loadBindings("keybindings.ini"); |
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[2896] | 95 | gameInputState_->setHandler(keyBinder_); |
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[1661] | 96 | |
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[3327] | 97 | guiMouseOnlyInputState_ = InputManager::getInstance().createInputState("guiMouseOnly"); |
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[2896] | 98 | guiMouseOnlyInputState_->setMouseHandler(GUIManager::getInstancePtr()); |
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| 99 | |
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[3327] | 100 | guiKeysOnlyInputState_ = InputManager::getInstance().createInputState("guiKeysOnly"); |
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[2896] | 101 | guiKeysOnlyInputState_->setKeyHandler(GUIManager::getInstancePtr()); |
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| 102 | |
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[2087] | 103 | // create the global CameraManager |
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[2896] | 104 | this->cameraManager_ = new CameraManager(GraphicsManager::getInstance().getViewport()); |
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[1688] | 105 | |
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[2087] | 106 | // Start the Radar |
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| 107 | this->radar_ = new Radar(); |
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| 108 | } |
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[1662] | 109 | |
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[2662] | 110 | this->playerManager_ = new PlayerManager(); |
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| 111 | |
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[2911] | 112 | this->questManager_ = new QuestManager(); |
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| 113 | |
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| 114 | this->notificationManager_ = new NotificationManager(); |
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| 115 | |
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[2896] | 116 | if (GameMode::isMaster()) |
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[2087] | 117 | { |
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| 118 | this->loadLevel(); |
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| 119 | } |
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[1755] | 120 | |
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[2896] | 121 | if (GameMode::showsGraphics()) |
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[2087] | 122 | { |
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| 123 | // keybind console command |
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| 124 | FunctorMember<GSLevel>* functor1 = createFunctor(&GSLevel::keybind); |
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| 125 | functor1->setObject(this); |
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[2662] | 126 | ccKeybind_ = createConsoleCommand(functor1, "keybind"); |
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| 127 | CommandExecutor::addConsoleCommandShortcut(ccKeybind_); |
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[2087] | 128 | FunctorMember<GSLevel>* functor2 = createFunctor(&GSLevel::tkeybind); |
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| 129 | functor2->setObject(this); |
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[2662] | 130 | ccTkeybind_ = createConsoleCommand(functor2, "tkeybind"); |
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| 131 | CommandExecutor::addConsoleCommandShortcut(ccTkeybind_); |
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[2087] | 132 | // set our console command as callback for the key detector |
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| 133 | InputManager::getInstance().setKeyDetectorCallback(std::string("keybind ") + keyDetectorCallbackCode_); |
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| 134 | |
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| 135 | // level is loaded: we can start capturing the input |
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[3327] | 136 | InputManager::getInstance().enterState("game"); |
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[2087] | 137 | } |
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[2662] | 138 | } |
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[2087] | 139 | |
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[2896] | 140 | void GSLevel::showIngameGUI(bool show) |
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[2662] | 141 | { |
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[2896] | 142 | if (show) |
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| 143 | { |
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[3196] | 144 | GUIManager::getInstance().showGUI("inGameTest"); |
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| 145 | GUIManager::getInstance().executeCode("showCursor()"); |
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[3327] | 146 | InputManager::getInstance().enterState("guiMouseOnly"); |
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[2896] | 147 | } |
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| 148 | else |
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| 149 | { |
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[3196] | 150 | GUIManager::getInstance().executeCode("hideGUI(\"inGameTest\")"); |
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| 151 | GUIManager::getInstance().executeCode("hideCursor()"); |
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[3327] | 152 | InputManager::getInstance().leaveState("guiMouseOnly"); |
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[2896] | 153 | } |
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| 154 | } |
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| 155 | |
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| 156 | void GSLevel::deactivate() |
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| 157 | { |
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[2928] | 158 | /* |
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[2662] | 159 | // destroy console commands |
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| 160 | if (this->ccKeybind_) |
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[2087] | 161 | { |
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[2662] | 162 | delete this->ccKeybind_; |
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| 163 | this->ccKeybind_ = 0; |
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[2087] | 164 | } |
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[2662] | 165 | if (this->ccTkeybind_) |
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| 166 | { |
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| 167 | delete this->ccTkeybind_; |
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| 168 | this->ccTkeybind_ = 0; |
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| 169 | } |
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[2928] | 170 | */ |
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[1661] | 171 | |
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[2896] | 172 | |
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[1662] | 173 | // this call will delete every BaseObject! |
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| 174 | // But currently this will call methods of objects that exist no more |
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| 175 | // The only 'memory leak' is the ParticleSpawer. They would be deleted here |
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| 176 | // and call a sceneNode method that has already been destroy by the corresponding space ship. |
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| 177 | //Loader::close(); |
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| 178 | |
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[2896] | 179 | if (GameMode::showsGraphics()) |
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[3327] | 180 | InputManager::getInstance().leaveState("game"); |
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[1662] | 181 | |
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[2896] | 182 | if (GameMode::isMaster()) |
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[2087] | 183 | this->unloadLevel(); |
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[1662] | 184 | |
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[2087] | 185 | if (this->radar_) |
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[2662] | 186 | { |
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[2087] | 187 | delete this->radar_; |
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[2662] | 188 | this->radar_ = 0; |
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| 189 | } |
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[2087] | 190 | |
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| 191 | if (this->cameraManager_) |
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[2662] | 192 | { |
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[2087] | 193 | delete this->cameraManager_; |
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[2662] | 194 | this->cameraManager_ = 0; |
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| 195 | } |
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[2087] | 196 | |
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[2662] | 197 | if (this->playerManager_) |
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| 198 | { |
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| 199 | delete this->playerManager_; |
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| 200 | this->playerManager_ = 0; |
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| 201 | } |
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| 202 | |
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[2911] | 203 | if (this->questManager_) |
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| 204 | { |
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| 205 | delete this->questManager_; |
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| 206 | this->questManager_ = NULL; |
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| 207 | } |
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| 208 | |
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| 209 | if (this->notificationManager_) |
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| 210 | { |
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| 211 | delete this->notificationManager_; |
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| 212 | this->notificationManager_ = NULL; |
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| 213 | } |
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| 214 | |
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[2896] | 215 | if (GameMode::showsGraphics()) |
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[2087] | 216 | { |
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[2896] | 217 | gameInputState_->setHandler(0); |
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| 218 | guiMouseOnlyInputState_->setHandler(0); |
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| 219 | guiKeysOnlyInputState_->setHandler(0); |
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[3327] | 220 | InputManager::getInstance().destroyState("game"); |
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[2087] | 221 | if (this->keyBinder_) |
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[2662] | 222 | { |
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[2087] | 223 | delete this->keyBinder_; |
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[2662] | 224 | this->keyBinder_ = 0; |
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| 225 | } |
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[2087] | 226 | } |
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[1661] | 227 | } |
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| 228 | |
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[2896] | 229 | void GSLevel::update(const Clock& time) |
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[1661] | 230 | { |
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[2896] | 231 | // Note: Temporarily moved to GSGraphics. |
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[2087] | 232 | //// Call the scene objects |
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| 233 | //for (ObjectList<Tickable>::iterator it = ObjectList<Tickable>::begin(); it; ++it) |
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| 234 | // it->tick(time.getDeltaTime() * this->timeFactor_); |
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[1661] | 235 | } |
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| 236 | |
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[1670] | 237 | void GSLevel::loadLevel() |
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| 238 | { |
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| 239 | // call the loader |
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| 240 | COUT(0) << "Loading level..." << std::endl; |
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[3280] | 241 | startFile_s = new XMLFile(Core::getMediaPathString() + "levels" + '/' + LevelManager::getInstance().getDefaultLevel()); |
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[3008] | 242 | Loader::open(startFile_s); |
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[1670] | 243 | } |
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| 244 | |
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| 245 | void GSLevel::unloadLevel() |
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| 246 | { |
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[2087] | 247 | ////////////////////////////////////////////////////////////////////////////////////////// |
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| 248 | // TODO // TODO // TODO // TODO // TODO // TODO // TODO // TODO // TODO // TODO // TODO // |
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| 249 | ////////////////////////////////////////////////////////////////////////////////////////// |
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| 250 | // Loader::unload(startFile_); // TODO: REACTIVATE THIS IF LOADER::UNLOAD WORKS PROPERLY / |
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| 251 | ////////////////////////////////////////////////////////////////////////////////////////// |
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| 252 | |
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[3008] | 253 | delete startFile_s; |
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[1670] | 254 | } |
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[1887] | 255 | |
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| 256 | void GSLevel::keybind(const std::string &command) |
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| 257 | { |
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| 258 | this->keybindInternal(command, false); |
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| 259 | } |
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| 260 | |
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| 261 | void GSLevel::tkeybind(const std::string &command) |
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| 262 | { |
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| 263 | this->keybindInternal(command, true); |
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| 264 | } |
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| 265 | |
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| 266 | /** |
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| 267 | @brief |
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| 268 | Assigns a command string to a key/button/axis. The name is determined via KeyDetector. |
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| 269 | @param command |
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| 270 | Command string that can be executed by the CommandExecutor |
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| 271 | OR: Internal string "KeybindBindingStringKeyName=" used for the second call to identify |
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[2896] | 272 | the key/button/axis that has been activated. This is configured above in activate(). |
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[1887] | 273 | */ |
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| 274 | void GSLevel::keybindInternal(const std::string& command, bool bTemporary) |
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| 275 | { |
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[2896] | 276 | if (GameMode::showsGraphics()) |
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[1887] | 277 | { |
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[2087] | 278 | static std::string bindingString = ""; |
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| 279 | static bool bTemporarySaved = false; |
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| 280 | static bool bound = true; |
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| 281 | // note: We use a long name to make 'sure' that the user doesn't use it accidentally. |
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| 282 | // Howerver there will be no real issue if it happens anyway. |
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| 283 | if (command.find(keyDetectorCallbackCode_) != 0) |
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[1887] | 284 | { |
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[2087] | 285 | if (bound) |
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| 286 | { |
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| 287 | COUT(0) << "Press any button/key or move a mouse/joystick axis" << std::endl; |
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[3327] | 288 | InputManager::getInstance().enterState("detector"); |
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[2087] | 289 | bindingString = command; |
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| 290 | bTemporarySaved = bTemporary; |
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| 291 | bound = false; |
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| 292 | } |
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| 293 | //else: We're still in a keybind command. ignore this call. |
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[1887] | 294 | } |
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[2087] | 295 | else |
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[1887] | 296 | { |
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[2087] | 297 | if (!bound) |
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| 298 | { |
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| 299 | // user has pressed the key |
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| 300 | std::string name = command.substr(this->keyDetectorCallbackCode_.size()); |
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| 301 | COUT(0) << "Binding string \"" << bindingString << "\" on key '" << name << "'" << std::endl; |
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| 302 | this->keyBinder_->setBinding(bindingString, name, bTemporarySaved); |
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[3327] | 303 | InputManager::getInstance().leaveState("detector"); |
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[2087] | 304 | bound = true; |
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| 305 | } |
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| 306 | // else: A key was pressed within the same tick, ignore it. |
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[1887] | 307 | } |
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| 308 | } |
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| 309 | } |
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[1661] | 310 | } |
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