[2805] | 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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| 25 | * ... |
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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 |
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| 31 | @brief |
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| 32 | Implementation of the Game class. |
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| 33 | */ |
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| 34 | |
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| 35 | #include "Game.h" |
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| 36 | |
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| 37 | #include <exception> |
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| 38 | #include <cassert> |
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| 39 | |
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| 40 | #include "util/Debug.h" |
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| 41 | #include "util/Exception.h" |
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[2850] | 42 | #include "util/SubString.h" |
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[2844] | 43 | #include "Clock.h" |
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| 44 | #include "CommandLine.h" |
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| 45 | #include "ConsoleCommand.h" |
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| 46 | #include "Core.h" |
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| 47 | #include "CoreIncludes.h" |
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| 48 | #include "ConfigValueIncludes.h" |
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| 49 | #include "GameState.h" |
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[2805] | 50 | |
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| 51 | namespace orxonox |
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| 52 | { |
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[2845] | 53 | static void stop_game() |
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| 54 | { Game::getInstance().stop(); } |
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| 55 | SetConsoleCommandShortcutExternAlias(stop_game, "exit"); |
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[2805] | 56 | |
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[2844] | 57 | struct _CoreExport GameStateTreeNode |
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| 58 | { |
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| 59 | GameState* state_; |
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| 60 | GameStateTreeNode* parent_; |
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| 61 | std::vector<GameStateTreeNode*> children_; |
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| 62 | }; |
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| 63 | |
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| 64 | std::map<std::string, GameState*> Game::allStates_s; |
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[2805] | 65 | Game* Game::singletonRef_s = 0; |
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| 66 | |
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| 67 | /** |
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| 68 | @brief |
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| 69 | Non-initialising constructor. |
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| 70 | */ |
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| 71 | Game::Game(int argc, char** argv) |
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| 72 | { |
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| 73 | assert(singletonRef_s == 0); |
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| 74 | singletonRef_s = this; |
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| 75 | |
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[2844] | 76 | this->rootStateNode_ = 0; |
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| 77 | this->activeStateNode_ = 0; |
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| 78 | |
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[2805] | 79 | this->abort_ = false; |
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| 80 | |
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[2817] | 81 | // reset statistics |
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| 82 | this->statisticsStartTime_ = 0; |
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| 83 | this->statisticsTickTimes_.clear(); |
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| 84 | this->periodTickTime_ = 0; |
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| 85 | this->periodTime_ = 0; |
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| 86 | this->avgFPS_ = 0.0f; |
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| 87 | this->avgTickTime_ = 0.0f; |
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| 88 | |
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[2846] | 89 | |
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| 90 | // Set up a basic clock to keep time |
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| 91 | this->gameClock_ = new Clock(); |
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| 92 | |
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[2807] | 93 | this->core_ = new orxonox::Core(); |
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[2846] | 94 | this->core_->initialise(argc, argv); |
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[2817] | 95 | |
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| 96 | RegisterRootObject(Game); |
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| 97 | this->setConfigValues(); |
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[2805] | 98 | } |
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| 99 | |
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| 100 | /** |
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| 101 | @brief |
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| 102 | */ |
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| 103 | Game::~Game() |
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| 104 | { |
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| 105 | // Destroy pretty much everyhting left |
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| 106 | delete this->core_; |
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| 107 | |
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[2927] | 108 | // Delete all the created nodes |
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| 109 | for (std::vector<GameStateTreeNode*>::const_iterator it = this->allStateNodes_.begin(); it != this->allStateNodes_.end(); ++it) |
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| 110 | delete *it; |
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[2844] | 111 | |
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[2846] | 112 | delete this->gameClock_; |
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| 113 | |
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[2805] | 114 | assert(singletonRef_s); |
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| 115 | singletonRef_s = 0; |
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| 116 | } |
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| 117 | |
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[2817] | 118 | void Game::setConfigValues() |
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| 119 | { |
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| 120 | SetConfigValue(statisticsRefreshCycle_, 250000) |
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| 121 | .description("Sets the time in microseconds interval at which average fps, etc. get updated."); |
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| 122 | SetConfigValue(statisticsAvgLength_, 1000000) |
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| 123 | .description("Sets the time in microseconds interval at which average fps, etc. gets calculated."); |
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[3036] | 124 | SetConfigValue(levelName_, "presentation_dm.oxw") |
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| 125 | .description("Sets the preselection of the level in the main menu."); |
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[2817] | 126 | } |
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| 127 | |
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[3036] | 128 | void Game::setLevel(std::string levelName) |
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| 129 | { |
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| 130 | ModifyConfigValue(levelName_, set, levelName); |
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| 131 | } |
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| 132 | |
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[3037] | 133 | std::string Game::getLevel() |
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[3036] | 134 | { |
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| 135 | std::string levelName; |
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| 136 | CommandLine::getValue("level", &levelName); |
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| 137 | if (levelName == "") |
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| 138 | return levelName_; |
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| 139 | else |
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| 140 | return levelName; |
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| 141 | } |
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| 142 | |
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[2805] | 143 | /** |
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| 144 | @brief |
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| 145 | Main loop of the orxonox game. |
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| 146 | @note |
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| 147 | We use the Ogre::Timer to measure time since it uses the most precise |
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| 148 | method an any platform (however the windows timer lacks time when under |
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| 149 | heavy kernel load!). |
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| 150 | */ |
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| 151 | void Game::run() |
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| 152 | { |
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[2845] | 153 | // Always start with the ROOT state |
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[2844] | 154 | this->requestedStateNodes_.push_back(this->rootStateNode_); |
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| 155 | this->activeStateNode_ = this->rootStateNode_; |
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| 156 | this->loadState(this->rootStateNode_->state_); |
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[2805] | 157 | |
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[2845] | 158 | // START GAME |
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[2817] | 159 | this->gameClock_->capture(); // first delta time should be about 0 seconds |
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[2844] | 160 | while (!this->abort_ && !this->activeStates_.empty()) |
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[2805] | 161 | { |
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[2807] | 162 | this->gameClock_->capture(); |
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[2817] | 163 | uint64_t currentTime = this->gameClock_->getMicroseconds(); |
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[2805] | 164 | |
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[2817] | 165 | // STATISTICS |
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| 166 | statisticsTickInfo tickInfo = {currentTime, 0}; |
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| 167 | statisticsTickTimes_.push_back(tickInfo); |
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| 168 | this->periodTime_ += this->gameClock_->getDeltaTimeMicroseconds(); |
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| 169 | |
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[2844] | 170 | // UPDATE STATE STACK |
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| 171 | while (this->requestedStateNodes_.size() > 1) |
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| 172 | { |
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| 173 | // Note: this->requestedStateNodes_.front() is the currently active state node |
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| 174 | std::vector<GameStateTreeNode*>::iterator it = this->requestedStateNodes_.begin() + 1; |
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| 175 | if (*it == this->activeStateNode_->parent_) |
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| 176 | this->unloadState(this->activeStateNode_->state_); |
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| 177 | else // has to be child |
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| 178 | this->loadState((*it)->state_); |
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| 179 | this->activeStateNode_ = *it; |
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| 180 | this->requestedStateNodes_.erase(this->requestedStateNodes_.begin()); |
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| 181 | } |
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[2805] | 182 | |
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[2844] | 183 | // UPDATE, bottom to top in the stack |
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[2846] | 184 | this->core_->update(*this->gameClock_); |
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[2844] | 185 | for (std::vector<GameState*>::const_iterator it = this->activeStates_.begin(); |
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| 186 | it != this->activeStates_.end(); ++it) |
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| 187 | (*it)->update(*this->gameClock_); |
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| 188 | |
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[2817] | 189 | // STATISTICS |
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| 190 | if (this->periodTime_ > statisticsRefreshCycle_) |
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| 191 | { |
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| 192 | std::list<statisticsTickInfo>::iterator it = this->statisticsTickTimes_.begin(); |
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| 193 | assert(it != this->statisticsTickTimes_.end()); |
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| 194 | int64_t lastTime = currentTime - this->statisticsAvgLength_; |
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| 195 | if ((int64_t)it->tickTime < lastTime) |
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| 196 | { |
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| 197 | do |
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| 198 | { |
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| 199 | assert(this->periodTickTime_ > it->tickLength); |
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| 200 | this->periodTickTime_ -= it->tickLength; |
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| 201 | ++it; |
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| 202 | assert(it != this->statisticsTickTimes_.end()); |
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| 203 | } while ((int64_t)it->tickTime < lastTime); |
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| 204 | this->statisticsTickTimes_.erase(this->statisticsTickTimes_.begin(), it); |
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| 205 | } |
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| 206 | |
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| 207 | uint32_t framesPerPeriod = this->statisticsTickTimes_.size(); |
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| 208 | this->avgFPS_ = (float)framesPerPeriod / (currentTime - this->statisticsTickTimes_.front().tickTime) * 1000000.0; |
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| 209 | this->avgTickTime_ = (float)this->periodTickTime_ / framesPerPeriod / 1000.0; |
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| 210 | |
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| 211 | this->periodTime_ -= this->statisticsRefreshCycle_; |
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| 212 | } |
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[2805] | 213 | } |
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| 214 | |
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[2845] | 215 | // UNLOAD all remaining states |
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[2844] | 216 | while (!this->activeStates_.empty()) |
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| 217 | this->unloadState(this->activeStates_.back()); |
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| 218 | this->activeStateNode_ = 0; |
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| 219 | this->requestedStateNodes_.clear(); |
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[2805] | 220 | } |
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| 221 | |
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| 222 | void Game::stop() |
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| 223 | { |
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| 224 | this->abort_ = true; |
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| 225 | } |
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[2817] | 226 | |
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| 227 | void Game::addTickTime(uint32_t length) |
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| 228 | { |
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| 229 | assert(!this->statisticsTickTimes_.empty()); |
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| 230 | this->statisticsTickTimes_.back().tickLength += length; |
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| 231 | this->periodTickTime_+=length; |
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| 232 | } |
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[2844] | 233 | |
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| 234 | |
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| 235 | /***** GameState related *****/ |
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| 236 | |
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| 237 | void Game::requestState(const std::string& name) |
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| 238 | { |
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| 239 | GameState* state = this->getState(name); |
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| 240 | if (state == NULL || this->activeStateNode_ == NULL) |
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| 241 | return; |
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| 242 | |
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| 243 | GameStateTreeNode* requestedNode = 0; |
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| 244 | |
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| 245 | // this->requestedStateNodes_.back() is the currently active state |
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| 246 | GameStateTreeNode* lastRequestedNode = this->requestedStateNodes_.back(); |
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| 247 | |
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| 248 | // Already the active node? |
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| 249 | if (state == lastRequestedNode->state_) |
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| 250 | { |
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| 251 | COUT(2) << "Warning: Requesting the currently active state! Ignoring." << std::endl; |
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| 252 | return; |
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| 253 | } |
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| 254 | |
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| 255 | // Check children first |
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| 256 | for (unsigned int i = 0; i < lastRequestedNode->children_.size(); ++i) |
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| 257 | { |
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| 258 | if (lastRequestedNode->children_[i]->state_ == state) |
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| 259 | { |
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| 260 | requestedNode = lastRequestedNode->children_[i]; |
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| 261 | break; |
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| 262 | } |
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| 263 | } |
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| 264 | |
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| 265 | // Check parent and all its grand parents |
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| 266 | GameStateTreeNode* currentNode = lastRequestedNode; |
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[2850] | 267 | while (requestedNode == NULL && currentNode != NULL) |
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[2844] | 268 | { |
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| 269 | if (currentNode->state_ == state) |
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| 270 | requestedNode = currentNode; |
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| 271 | currentNode = currentNode->parent_; |
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| 272 | } |
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| 273 | |
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| 274 | if (requestedNode == NULL) |
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| 275 | COUT(1) << "Error: Requested GameState transition is not allowed. Ignoring." << std::endl; |
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| 276 | else |
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| 277 | this->requestedStateNodes_.push_back(requestedNode); |
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| 278 | } |
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| 279 | |
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[2850] | 280 | void Game::requestStates(const std::string& names) |
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| 281 | { |
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| 282 | SubString tokens(names, ",;", " "); |
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| 283 | for (unsigned int i = 0; i < tokens.size(); ++i) |
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| 284 | this->requestState(tokens[i]); |
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| 285 | } |
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| 286 | |
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[2844] | 287 | void Game::popState() |
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| 288 | { |
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| 289 | if (this->activeStateNode_ != NULL && this->requestedStateNodes_.back()->parent_) |
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| 290 | this->requestState(this->requestedStateNodes_.back()->parent_->state_->getName()); |
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| 291 | else |
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| 292 | COUT(2) << "Warning: Could not pop GameState. Ignoring." << std::endl; |
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| 293 | } |
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| 294 | |
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| 295 | GameState* Game::getState(const std::string& name) |
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| 296 | { |
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[2850] | 297 | std::map<std::string, GameState*>::const_iterator it = allStates_s.find(getLowercase(name)); |
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[2844] | 298 | if (it != allStates_s.end()) |
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| 299 | return it->second; |
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| 300 | else |
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| 301 | { |
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| 302 | COUT(1) << "Error: Could not find GameState '" << name << "'. Ignoring." << std::endl; |
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| 303 | return 0; |
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| 304 | } |
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| 305 | } |
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| 306 | |
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| 307 | void Game::setStateHierarchy(const std::string& str) |
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| 308 | { |
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| 309 | // Split string into pieces of the form whitespacesText |
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| 310 | std::vector<std::pair<std::string, unsigned> > stateStrings; |
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| 311 | size_t pos = 0; |
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| 312 | size_t startPos = 0; |
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| 313 | while (pos < str.size()) |
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| 314 | { |
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| 315 | unsigned indentation = 0; |
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| 316 | while(pos < str.size() && str[pos] == ' ') |
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| 317 | ++indentation, ++pos; |
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| 318 | startPos = pos; |
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| 319 | while(pos < str.size() && str[pos] != ' ') |
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| 320 | ++pos; |
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| 321 | stateStrings.push_back(std::pair<std::string, unsigned>( |
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| 322 | str.substr(startPos, pos - startPos), indentation)); |
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| 323 | } |
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| 324 | unsigned int currentLevel = 0; |
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| 325 | GameStateTreeNode* currentNode = 0; |
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| 326 | for (std::vector<std::pair<std::string, unsigned> >::const_iterator it = stateStrings.begin(); it != stateStrings.end(); ++it) |
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| 327 | { |
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| 328 | std::string newStateName = it->first; |
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| 329 | unsigned newLevel = it->second; |
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| 330 | GameState* newState = this->getState(newStateName); |
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| 331 | if (!newState) |
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| 332 | ThrowException(GameState, std::string("GameState with name '") + newStateName + "' not found!"); |
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| 333 | if (newLevel == 0) |
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| 334 | { |
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| 335 | // root |
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| 336 | if (this->rootStateNode_ != NULL) |
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| 337 | ThrowException(GameState, "No two root GameStates are allowed!"); |
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| 338 | GameStateTreeNode* newNode = new GameStateTreeNode; |
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[2927] | 339 | this->allStateNodes_.push_back(newNode); |
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[2844] | 340 | newNode->state_ = newState; |
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| 341 | newNode->parent_ = 0; |
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| 342 | this->rootStateNode_ = newNode; |
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| 343 | currentNode = this->rootStateNode_; |
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| 344 | } |
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| 345 | else if (currentNode) |
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| 346 | { |
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| 347 | GameStateTreeNode* newNode = new GameStateTreeNode; |
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[2927] | 348 | this->allStateNodes_.push_back(newNode); |
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[2844] | 349 | newNode->state_ = newState; |
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| 350 | if (newLevel < currentLevel) |
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| 351 | { |
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| 352 | // Get down the hierarchy |
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| 353 | do |
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| 354 | currentNode = currentNode->parent_; |
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| 355 | while (newLevel < --currentLevel); |
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| 356 | } |
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| 357 | if (newLevel == currentLevel) |
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| 358 | { |
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| 359 | // same level |
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| 360 | newNode->parent_ = currentNode->parent_; |
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| 361 | newNode->parent_->children_.push_back(newNode); |
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| 362 | } |
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| 363 | else if (newLevel == currentLevel + 1) |
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| 364 | { |
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| 365 | // child |
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| 366 | newNode->parent_ = currentNode; |
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| 367 | currentNode->children_.push_back(newNode); |
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| 368 | } |
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| 369 | else |
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| 370 | ThrowException(GameState, "Indentation error while parsing the hierarchy."); |
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| 371 | currentNode = newNode; |
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| 372 | currentLevel = newLevel; |
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| 373 | } |
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| 374 | else |
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| 375 | { |
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| 376 | ThrowException(GameState, "No root GameState specified!"); |
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| 377 | } |
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| 378 | } |
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| 379 | } |
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| 380 | |
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| 381 | /*** Internal ***/ |
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| 382 | |
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| 383 | void Game::loadState(GameState* state) |
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| 384 | { |
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[2850] | 385 | if (!this->activeStates_.empty()) |
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| 386 | this->activeStates_.back()->activity_.topState = false; |
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[2844] | 387 | state->activate(); |
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[2850] | 388 | state->activity_.topState = true; |
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[2844] | 389 | this->activeStates_.push_back(state); |
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| 390 | } |
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| 391 | |
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| 392 | void Game::unloadState(orxonox::GameState* state) |
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| 393 | { |
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[2850] | 394 | state->activity_.topState = false; |
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[2844] | 395 | state->deactivate(); |
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| 396 | this->activeStates_.pop_back(); |
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[2850] | 397 | if (!this->activeStates_.empty()) |
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| 398 | this->activeStates_.back()->activity_.topState = true; |
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[2844] | 399 | } |
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| 400 | |
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| 401 | /*static*/ bool Game::addGameState(GameState* state) |
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| 402 | { |
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[2850] | 403 | std::map<std::string, GameState*>::const_iterator it = allStates_s.find(getLowercase(state->getName())); |
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[2844] | 404 | if (it == allStates_s.end()) |
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[2850] | 405 | allStates_s[getLowercase(state->getName())] = state; |
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[2844] | 406 | else |
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| 407 | ThrowException(GameState, "Cannot add two GameStates with the same name to 'Game'."); |
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| 408 | |
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| 409 | // just a required dummy return value |
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| 410 | return true; |
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| 411 | } |
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[2927] | 412 | |
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| 413 | /*static*/ void Game::destroyStates() |
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| 414 | { |
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| 415 | // Delete all GameStates created by the macros |
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| 416 | for (std::map<std::string, GameState*>::const_iterator it = allStates_s.begin(); it != allStates_s.end(); ++it) |
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| 417 | delete it->second; |
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| 418 | allStates_s.clear(); |
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| 419 | } |
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[2805] | 420 | } |
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