| 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 |  *      Fabian 'x3n' Landau | 
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| 24 |  *   Co-authors: | 
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| 25 |  *      Damian 'Mozork' Frick | 
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| 26 |  * | 
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| 27 |  */ | 
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| 28 |  | 
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| 29 | /** | 
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| 30 |     @file LevelManager.cc | 
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| 31 |     @brief Implementation of the LevelManager singleton. | 
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| 32 | */ | 
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| 33 |  | 
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| 34 | #include "LevelManager.h" | 
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| 35 |  | 
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| 36 | #include <map> | 
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| 37 |  | 
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| 38 | #include "util/ScopedSingletonManager.h" | 
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| 39 | #include "core/ClassTreeMask.h" | 
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| 40 | #include "core/CommandLineParser.h" | 
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| 41 | #include "core/ConfigValueIncludes.h" | 
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| 42 | #include "core/CoreIncludes.h" | 
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| 43 | #include "core/Loader.h" | 
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| 44 | #include "core/Resource.h" | 
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| 45 | #include "core/XMLFile.h" | 
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| 46 | #include "Level.h" | 
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| 47 | #include "PlayerManager.h" | 
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| 48 |  | 
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| 49 | namespace orxonox | 
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| 50 | { | 
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| 51 |     SetCommandLineArgument(level, "").shortcut("l").information("Default level file (overrides LevelManager::defaultLevelName_ configValue)"); | 
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| 52 |  | 
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| 53 |     ManageScopedSingleton(LevelManager, ScopeID::Root, false); | 
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| 54 |  | 
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| 55 |     /** | 
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| 56 |     @brief | 
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| 57 |         Constructor. Registers the object, sets config values and initializes variables. | 
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| 58 |     */ | 
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| 59 |     LevelManager::LevelManager() | 
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| 60 |     { | 
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| 61 |         RegisterRootObject(LevelManager); | 
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| 62 |         this->setConfigValues(); | 
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| 63 |  | 
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| 64 |         // check override | 
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| 65 |         if (!CommandLineParser::getArgument("level")->hasDefaultValue()) | 
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| 66 |         { | 
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| 67 |             ModifyConfigValue(defaultLevelName_, tset, CommandLineParser::getValue("level").getString()); | 
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| 68 |         } | 
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| 69 |  | 
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| 70 |         this->compileAvailableLevelList(); | 
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| 71 |         this->nextIndex_ = 0; | 
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| 72 |         this->nextLevel_ = this->availableLevels_.begin(); | 
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| 73 |     } | 
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| 74 |  | 
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| 75 |     LevelManager::~LevelManager() | 
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| 76 |     { | 
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| 77 |     } | 
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| 78 |  | 
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| 79 |     /** | 
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| 80 |     @brief | 
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| 81 |         Set the config values for this object. | 
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| 82 |     */ | 
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| 83 |     void LevelManager::setConfigValues() | 
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| 84 |     { | 
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| 85 |         SetConfigValue(defaultLevelName_, "presentationDM.oxw") | 
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| 86 |             .description("Sets the pre selection of the level in the main menu."); | 
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| 87 |     } | 
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| 88 |  | 
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| 89 |     /** | 
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| 90 |     @brief | 
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| 91 |         Request activity for the input Level. | 
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| 92 |         The Level will be added to the list of Levels whose activity is requested. The list is accessed in a FIFO manner. | 
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| 93 |         If the Level is the only Level in the list it will be immediately activated. If not it will be activated as soon as it reaches the front of the list. | 
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| 94 |     @param level | 
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| 95 |         A pointer to the Level whose activity is requested. | 
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| 96 |     */ | 
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| 97 |     void LevelManager::requestActivity(Level* level) | 
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| 98 |     { | 
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| 99 |         assert( std::find(this->levels_.begin(), this->levels_.end(), level)==this->levels_.end() ); | 
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| 100 |         // If the level is already in list. | 
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| 101 |         if( std::find(this->levels_.begin(), this->levels_.end(), level)!=this->levels_.end() ) | 
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| 102 |             return; | 
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| 103 |         // If it isn't insert it at the back. | 
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| 104 |         this->levels_.push_back(level); | 
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| 105 |         // If it is the only level in the list activate it. | 
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| 106 |         if (this->levels_.size() == 1) | 
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| 107 |             this->activateNextLevel(); | 
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| 108 |     } | 
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| 109 |  | 
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| 110 |     /** | 
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| 111 |     @brief | 
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| 112 |         Release activity for the input Level. | 
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| 113 |         Removes the Level from the list. If the Level was the one currently active, it is deactivated and the next Level in line is activated. | 
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| 114 |     @param level | 
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| 115 |         A pointer to the Level whose activity is to be released. | 
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| 116 |     */ | 
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| 117 |     void LevelManager::releaseActivity(Level* level) | 
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| 118 |     { | 
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| 119 |         if (this->levels_.size() > 0) | 
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| 120 |         { | 
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| 121 |             // If the level is the active level in the front of the list. | 
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| 122 |             if (this->levels_.front() == level) | 
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| 123 |             { | 
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| 124 |                 // Deactivate it, remove it from the list and activate the next level in line. | 
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| 125 |                 level->setActive(false); | 
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| 126 |                 this->levels_.pop_front(); | 
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| 127 |                 this->activateNextLevel(); | 
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| 128 |             } | 
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| 129 |             else // Else just remove it from the list. | 
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| 130 |                 this->levels_.erase(std::find(this->levels_.begin(), this->levels_.end(), level)); | 
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| 131 |         } | 
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| 132 |     } | 
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| 133 |  | 
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| 134 |     /** | 
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| 135 |     @brief | 
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| 136 |         Get the currently active Level. | 
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| 137 |     @return | 
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| 138 |         Returns a pointer to the currently active level or NULL if there currently are no active Levels. | 
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| 139 |     */ | 
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| 140 |     Level* LevelManager::getActiveLevel() | 
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| 141 |     { | 
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| 142 |         if (this->levels_.size() > 0) | 
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| 143 |             return this->levels_.front(); | 
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| 144 |         else | 
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| 145 |             return 0; | 
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| 146 |     } | 
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| 147 |  | 
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| 148 |     /** | 
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| 149 |     @brief | 
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| 150 |         Activate the next Level. | 
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| 151 |     */ | 
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| 152 |     void LevelManager::activateNextLevel() | 
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| 153 |     { | 
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| 154 |         if (this->levels_.size() > 0) | 
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| 155 |         { | 
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| 156 |             // Activate the level that is the first in the list of levels whose activity has been requested.  | 
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| 157 |             this->levels_.front()->setActive(true); | 
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| 158 |             // Make every player enter the newly activated level. | 
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| 159 |             for (std::map<unsigned int, PlayerInfo*>::const_iterator it = PlayerManager::getInstance().getClients().begin(); it != PlayerManager::getInstance().getClients().end(); ++it) | 
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| 160 |                 this->levels_.front()->playerEntered(it->second); | 
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| 161 |         } | 
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| 162 |     } | 
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| 163 |  | 
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| 164 |     /** | 
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| 165 |     @brief | 
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| 166 |         Set the default Level. | 
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| 167 |     @param levelName | 
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| 168 |         The filename of the default Level. | 
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| 169 |     */ | 
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| 170 |     void LevelManager::setDefaultLevel(const std::string& levelName) | 
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| 171 |     { | 
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| 172 |         ModifyConfigValue(defaultLevelName_, set, levelName); | 
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| 173 |     } | 
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| 174 |  | 
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| 175 |     /** | 
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| 176 |     @brief | 
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| 177 |         Get the number of available Levels. | 
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| 178 |         Also updates the list of available Levels. | 
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| 179 |     @return | 
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| 180 |         Returns the number of available Levels. | 
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| 181 |     */ | 
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| 182 |     unsigned int LevelManager::getNumberOfLevels() | 
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| 183 |     { | 
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| 184 |         this->updateAvailableLevelList(); | 
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| 185 |  | 
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| 186 |         return this->availableLevels_.size(); | 
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| 187 |     } | 
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| 188 |  | 
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| 189 |     /** | 
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| 190 |     @brief | 
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| 191 |         Get the LevelInfoItem at the given index in the list of available Levels. | 
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| 192 |         The LevelInfoItems are sorted in alphabetical order accoridng to the name of the Level. | 
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| 193 |         This method is most efficiently called with consecutive indices (or at least ascending indices). | 
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| 194 |     @param index | 
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| 195 |         The index of the item that should be returned. | 
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| 196 |     @return | 
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| 197 |         Returns a pointer to the LevelInfoItem at the given index. | 
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| 198 |     */ | 
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| 199 |     LevelInfoItem* LevelManager::getAvailableLevelListItem(unsigned int index) | 
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| 200 |     { | 
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| 201 |         if(index >= this->availableLevels_.size()) | 
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| 202 |             return NULL; | 
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| 203 |  | 
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| 204 |         // If this index directly follows the last we can optimize a lot. | 
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| 205 |         if(index == this->nextIndex_) | 
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| 206 |         { | 
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| 207 |             this->nextIndex_++; | 
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| 208 |             std::set<LevelInfoItem*, LevelInfoCompare>::iterator it = this->nextLevel_; | 
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| 209 |             this->nextLevel_++; | 
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| 210 |             return *it; | 
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| 211 |         } | 
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| 212 |         else | 
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| 213 |         { | 
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| 214 |             // If this index is bigger than the last, we can optimize a little. | 
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| 215 |             if(index < this->nextIndex_) | 
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| 216 |             { | 
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| 217 |                 this->nextIndex_ = 0; | 
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| 218 |                 this->nextLevel_ = this->availableLevels_.begin(); | 
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| 219 |             } | 
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| 220 |  | 
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| 221 |             while(this->nextIndex_ != index) | 
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| 222 |             { | 
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| 223 |                 this->nextIndex_++; | 
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| 224 |                 this->nextLevel_++; | 
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| 225 |             } | 
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| 226 |             this->nextIndex_++; | 
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| 227 |             std::set<LevelInfoItem*, LevelInfoCompare>::iterator it = this->nextLevel_; | 
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| 228 |             this->nextLevel_++; | 
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| 229 |             return *it; | 
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| 230 |         } | 
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| 231 |     } | 
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| 232 |  | 
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| 233 |     /** | 
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| 234 |     @brief | 
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| 235 |         Compile the list of available Levels. | 
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| 236 |         Iterates over all *.oxw files, loads the LevelInfo objects in them and from that it creates the LevelInfoItems which are inserted in a list. | 
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| 237 |     */ | 
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| 238 |     void LevelManager::compileAvailableLevelList() | 
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| 239 |     { | 
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| 240 |         Ogre::StringVectorPtr levels = Resource::findResourceNames("*.oxw"); | 
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| 241 |         // Iterate over all *.oxw level files. | 
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| 242 |         COUT(3) << "Loading LevelInfos..." << std::endl; | 
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| 243 |         for (Ogre::StringVector::const_iterator it = levels->begin(); it != levels->end(); ++it) | 
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| 244 |         { | 
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| 245 |             //TODO: Replace with tag? | 
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| 246 |             if (it->find("old/") != 0) | 
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| 247 |             { | 
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| 248 |                 size_t pos = it->find(".oxw"); | 
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| 249 |  | 
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| 250 |                 // Load the LevelInfo object from the level file. | 
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| 251 |                 bool infoExists = false; | 
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| 252 |                 XMLFile file = XMLFile(*it); | 
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| 253 |                 ClassTreeMask mask = ClassTreeMask(); | 
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| 254 |                 mask.exclude(ClassIdentifier<BaseObject>::getIdentifier()); | 
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| 255 |                 mask.include(ClassIdentifier<LevelInfo>::getIdentifier()); | 
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| 256 |                 Loader::load(&file, mask, false); | 
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| 257 |                 // Iterate over all LevelInfos. | 
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| 258 |                 for(ObjectList<LevelInfo>::iterator item = ObjectList<LevelInfo>::begin(); item != ObjectList<LevelInfo>::end(); ++item) | 
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| 259 |                 { | 
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| 260 |                     LevelInfoItem* info = item->copy(); | 
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| 261 |                     if(info->getXMLFilename() == *it) // If the LevelInfo for this level exists we insert it into the list of available levels. | 
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| 262 |                     { | 
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| 263 |                         this->availableLevels_.insert(info); | 
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| 264 |                         infoExists = true; | 
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| 265 |                     } | 
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| 266 |                 } | 
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| 267 |                 Loader::unload(&file, mask); | 
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| 268 |                 if(!infoExists) // If the LevelInfo for this level doesn't exist, we create a new one and insert it into the list of available levels. | 
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| 269 |                     this->availableLevels_.insert(new LevelInfoItem(it->substr(0, pos), *it)); | 
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| 270 |             } | 
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| 271 |         } | 
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| 272 |     } | 
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| 273 |  | 
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| 274 |     /** | 
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| 275 |     @brief | 
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| 276 |         Update the list of available Levels. | 
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| 277 |     */ | 
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| 278 |     void LevelManager::updateAvailableLevelList(void) | 
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| 279 |     { | 
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| 280 |         //TODO: Implement some kind of update? | 
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| 281 |     } | 
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| 282 | } | 
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