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source: code/branches/weapons/src/orxonox/MoodManager.cc @ 8395

Last change on this file since 8395 was 7284, checked in by landauf, 14 years ago

merged consolecommands3 branch back to trunk.

note: the console command interface has changed completely, but the documentation is not yet up to date. just copy an existing command and change it to your needs, it's pretty self-explanatory. also the include files related to console commands are now located in core/command/. in the game it should work exactly like before, except for some changes in the auto-completion.

  • Property svn:eol-style set to native
File size: 3.2 KB
Line 
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 *      Kevin 'youngk' Young
24 *   Co-authors:
25 *      ...
26 *
27 */
28
29#include "MoodManager.h"
30
31#include "util/ScopedSingletonManager.h"
32#include "core/ConfigValueIncludes.h"
33#include "core/CoreIncludes.h"
34#include "core/Resource.h"
35
36namespace orxonox
37{
38    ManageScopedSingleton(MoodManager, ScopeID::Root, false);
39
40    // Note: I'm (Kevin Young) not entirely sure whether that's good code style:
41    const std::string MoodManager::defaultMood_ = "default";
42
43    MoodManager::MoodManager()
44    {
45        RegisterRootObject(MoodManager);
46        this->setConfigValues();
47
48        // Need to use a variable to store old data because ResetConfigValues() doesn't seem to work.
49        oldMood_ = MoodManager::defaultMood_;
50
51        // Checking for the existence of the folder for the default mood
52        const std::string& path = "ambient/" + MoodManager::defaultMood_ + "/.";
53        if (!Resource::exists(path))
54        {
55            // TODO: Non-fatal error handling (non-critical resource missing)
56            COUT(2) << "Mood Warning: Folder for default mood (" << MoodManager::defaultMood_ << ") does not exist!" << std::endl;
57        }
58    }
59
60    void MoodManager::setConfigValues()
61    {
62        SetConfigValue(mood_, MoodManager::defaultMood_)
63            .description("Sets the mood for the current level.")
64            .callback(this, &MoodManager::checkMoodValidity);
65    }
66
67    /** Set a new mood
68     */
69    void MoodManager::setMood(const std::string& mood)
70    {
71        oldMood_ = mood_;
72        ModifyConfigValue(mood_, set, mood);
73    }
74
75    void MoodManager::checkMoodValidity()
76    {
77        //  Generic mood validation
78        const std::string& path = "ambient/" + mood_ + "/.";
79        if (!Resource::exists(path))
80        {
81            COUT(3) << "Mood " << mood_ << " does not exist. Will not change." << std::endl;
82            this->setMood(oldMood_);
83        }
84        else
85        {
86            COUT(3) << "Mood changed to " << mood_ << std::endl;
87            MoodListener::changedMood(mood_);
88        }
89    }
90
91
92    std::string MoodListener::mood_s;
93
94    MoodListener::MoodListener()
95    {
96        RegisterRootObject(MoodListener);
97    }
98
99    /*static*/ void MoodListener::changedMood(const std::string& mood)
100    {
101        mood_s = mood;
102        for (ObjectList<MoodListener>::iterator it = ObjectList<MoodListener>::begin(); it; ++it)
103            it->moodChanged(mood_s);
104    }
105}
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