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source: code/branches/weaponsystem/src/core/RootGameState.cc @ 2984

Last change on this file since 2984 was 2710, checked in by rgrieder, 16 years ago

Merged buildsystem3 containing buildsystem2 containing Adi's buildsystem branch back to the trunk.
Please update the media directory if you were not using buildsystem3 before.

  • Property svn:eol-style set to native
File size: 5.4 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 *      Reto Grieder
24 *   Co-authors:
25 *      ...
26 *
27 */
28
29#include "RootGameState.h"
30
31#include "util/Debug.h"
32#include "util/Exception.h"
33#include "Clock.h"
34#include "CommandLine.h"
35
36namespace orxonox
37{
38    SetCommandLineArgument(state, "gui").shortcut("s");
39
40    RootGameState::RootGameState(const std::string& name)
41        : GameState<GameStateBase>(name)
42        , stateRequest_("")
43    {
44    }
45
46    RootGameState::~RootGameState()
47    {
48    }
49
50    /**
51    @brief
52        Internal method that actually makes the state transition. Since it is internal,
53        the method can assume certain things to be granted (like 'this' is always active).
54    */
55    void RootGameState::makeTransition(GameStateBase* source, GameStateBase* destination)
56    {
57        if (source != 0)
58        {
59            // transition was not initiated by root itself
60            this->activeChild_ = 0;
61        }
62
63        if (destination == this)
64        {
65            // this marks the end of the game.
66            return;
67        }
68
69        // Check for 'destination' in the children map first
70        std::map<GameStateBase*, GameStateBase*>::const_iterator it
71            = this->grandchildrenToChildren_.find(destination);
72        if (it != this->grandchildrenToChildren_.end())
73        {
74            OrxAssert(dynamic_cast<GameStateBase*>(it->second) != 0,
75                "There was a mix with RootGameState and GameState, could not cast.");
76            GameStateBase* child = static_cast<GameStateBase*>(it->second);
77            // child state. Don't use 'state', might be a grandchild!
78            this->activeChild_ = child;
79            child->makeTransition(this, destination);
80        }
81        else
82        {
83            // root doesn't have a parent..
84            OrxAssert(false, "GameState '" + destination->getName() + "' not found in children list of Root.");
85        }
86    }
87
88    void RootGameState::gotoState(const std::string& name)
89    {
90        GameStateBase* request = getState(name);
91        if (request)
92        {
93            GameStateBase* current = getCurrentState();
94            if (current)
95            {
96                current->makeTransition(0, request);
97            }
98            else
99            {
100                // Root is not yet active. This is a violation.
101                ThrowException(GameState, "Activate Root before requesting a state.");
102            }
103        }
104        else
105        {
106            COUT(2) << "Warning: GameState '" << name << "' doesn't exist." << std::endl;
107        }
108    }
109
110    /**
111    @brief
112        Makes a state transition according to the state tree. You can choose any state
113        in the tree to do the call. The function finds the current state on its own.
114    @param state
115        The state to be entered, has to exist in the tree.
116    */
117    void RootGameState::requestState(const std::string& name)
118    {
119        this->stateRequest_ = name;
120    }
121
122    /**
123    @brief
124        Main loop of the orxonox game.
125        Starts the game. The little 'while' denotes the main loop.
126        Whenever the root state is selected, the game ends.
127    @param name
128        State to start with (usually main menu or specified by command line)
129    @note
130        We use the Ogre::Timer to measure time since it uses the most precise
131        method an a platform (however the windows timer lacks time when under
132        heavy kernel load!).
133    */
134    void RootGameState::start()
135    {
136        // Don't catch errors when having a debugger in msvc
137#if !defined(ORXONOX_COMPILER_MSVC) || defined(NDEBUG)
138        try
139        {
140#endif
141            // start global orxonox time
142            Clock clock;
143
144            this->activate();
145
146            // get initial state from command line
147            gotoState(CommandLine::getValue("state"));
148
149            while (this->activeChild_)
150            {
151                clock.capture();
152
153                this->tick(clock);
154
155                if (this->stateRequest_ != "")
156                    gotoState(stateRequest_);
157            }
158
159            this->deactivate();
160#if !defined(ORXONOX_COMPILER_MSVC) || defined(NDEBUG)
161        }
162        // Note: These are all unhandled exceptions that should not have made its way here!
163        // almost complete game catch block to display the messages appropriately.
164        catch (std::exception& ex)
165        {
166            COUT(0) << ex.what() << std::endl;
167            COUT(0) << "Program aborted." << std::endl;
168            abort();
169        }
170        // anything that doesn't inherit from std::exception
171        catch (...)
172        {
173            COUT(0) << "An unidentifiable exception has occured. Program aborted." << std::endl;
174            abort();
175        }
176#endif
177    }
178}
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