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 <boost/weak_ptr.hpp> |
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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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42 | #include "util/SubString.h" |
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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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50 | |
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51 | namespace orxonox |
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52 | { |
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53 | using boost::shared_ptr; |
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54 | using boost::weak_ptr; |
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55 | |
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56 | static void stop_game() |
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57 | { Game::getInstance().stop(); } |
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58 | SetConsoleCommandShortcutExternAlias(stop_game, "exit"); |
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59 | |
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60 | struct _CoreExport GameStateTreeNode |
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61 | { |
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62 | GameState* state_; |
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63 | weak_ptr<GameStateTreeNode> parent_; |
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64 | std::vector<shared_ptr<GameStateTreeNode> > children_; |
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65 | }; |
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66 | |
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67 | std::map<std::string, GameState*> Game::allStates_s; |
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68 | Game* Game::singletonRef_s = 0; |
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69 | |
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70 | /** |
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71 | @brief |
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72 | Non-initialising constructor. |
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73 | */ |
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74 | Game::Game(int argc, char** argv) |
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75 | { |
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76 | assert(singletonRef_s == 0); |
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77 | singletonRef_s = this; |
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78 | |
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79 | this->abort_ = false; |
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80 | |
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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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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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93 | this->core_ = new orxonox::Core(); |
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94 | this->core_->initialise(argc, argv); |
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95 | |
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96 | RegisterRootObject(Game); |
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97 | this->setConfigValues(); |
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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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108 | delete this->gameClock_; |
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109 | |
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110 | assert(singletonRef_s); |
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111 | singletonRef_s = 0; |
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112 | } |
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113 | |
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114 | void Game::setConfigValues() |
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115 | { |
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116 | SetConfigValue(statisticsRefreshCycle_, 250000) |
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117 | .description("Sets the time in microseconds interval at which average fps, etc. get updated."); |
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118 | SetConfigValue(statisticsAvgLength_, 1000000) |
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119 | .description("Sets the time in microseconds interval at which average fps, etc. gets calculated."); |
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120 | SetConfigValue(levelName_, "presentation_dm.oxw") |
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121 | .description("Sets the preselection of the level in the main menu."); |
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122 | } |
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123 | |
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124 | void Game::setLevel(std::string levelName) |
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125 | { |
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126 | ModifyConfigValue(levelName_, set, levelName); |
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127 | } |
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128 | |
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129 | std::string Game::getLevel() |
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130 | { |
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131 | std::string levelName; |
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132 | CommandLine::getValue("level", &levelName); |
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133 | if (levelName == "") |
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134 | return levelName_; |
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135 | else |
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136 | return levelName; |
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137 | } |
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138 | |
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139 | /** |
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140 | @brief |
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141 | Main loop of the orxonox game. |
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142 | @note |
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143 | We use the Ogre::Timer to measure time since it uses the most precise |
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144 | method an any platform (however the windows timer lacks time when under |
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145 | heavy kernel load!). |
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146 | */ |
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147 | void Game::run() |
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148 | { |
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149 | // Always start with the ROOT state |
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150 | this->requestedStateNodes_.push_back(this->rootStateNode_); |
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151 | this->activeStateNode_ = this->rootStateNode_; |
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152 | this->loadState(this->rootStateNode_->state_); |
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153 | |
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154 | // START GAME |
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155 | this->gameClock_->capture(); // first delta time should be about 0 seconds |
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156 | while (!this->abort_ && !this->activeStates_.empty()) |
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157 | { |
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158 | this->gameClock_->capture(); |
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159 | uint64_t currentTime = this->gameClock_->getMicroseconds(); |
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160 | |
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161 | // STATISTICS |
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162 | statisticsTickInfo tickInfo = {currentTime, 0}; |
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163 | statisticsTickTimes_.push_back(tickInfo); |
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164 | this->periodTime_ += this->gameClock_->getDeltaTimeMicroseconds(); |
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165 | |
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166 | // UPDATE STATE STACK |
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167 | while (this->requestedStateNodes_.size() > 1) |
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168 | { |
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169 | // Note: this->requestedStateNodes_.front() is the currently active state node |
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170 | std::vector<shared_ptr<GameStateTreeNode> >::iterator it = this->requestedStateNodes_.begin() + 1; |
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171 | if (*it == this->activeStateNode_->parent_.lock()) |
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172 | this->unloadState(this->activeStateNode_->state_); |
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173 | else // has to be child |
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174 | this->loadState((*it)->state_); |
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175 | this->activeStateNode_ = *it; |
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176 | this->requestedStateNodes_.erase(this->requestedStateNodes_.begin()); |
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177 | } |
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178 | |
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179 | // UPDATE, bottom to top in the stack |
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180 | this->core_->update(*this->gameClock_); |
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181 | for (std::vector<GameState*>::const_iterator it = this->activeStates_.begin(); |
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182 | it != this->activeStates_.end(); ++it) |
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183 | { |
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184 | // Add tick time for most of the states |
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185 | uint64_t timeBeforeTick; |
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186 | if ((*it)->getCountTickTime()) |
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187 | timeBeforeTick = this->gameClock_->getRealMicroseconds(); |
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188 | |
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189 | (*it)->update(*this->gameClock_); |
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190 | |
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191 | if ((*it)->getCountTickTime()) |
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192 | this->addTickTime(static_cast<uint32_t>(this->gameClock_->getRealMicroseconds() - timeBeforeTick)); |
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193 | } |
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194 | |
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195 | // STATISTICS |
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196 | if (this->periodTime_ > statisticsRefreshCycle_) |
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197 | { |
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198 | std::list<statisticsTickInfo>::iterator it = this->statisticsTickTimes_.begin(); |
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199 | assert(it != this->statisticsTickTimes_.end()); |
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200 | int64_t lastTime = currentTime - this->statisticsAvgLength_; |
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201 | if ((int64_t)it->tickTime < lastTime) |
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202 | { |
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203 | do |
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204 | { |
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205 | assert(this->periodTickTime_ > it->tickLength); |
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206 | this->periodTickTime_ -= it->tickLength; |
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207 | ++it; |
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208 | assert(it != this->statisticsTickTimes_.end()); |
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209 | } while ((int64_t)it->tickTime < lastTime); |
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210 | this->statisticsTickTimes_.erase(this->statisticsTickTimes_.begin(), it); |
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211 | } |
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212 | |
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213 | uint32_t framesPerPeriod = this->statisticsTickTimes_.size(); |
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214 | this->avgFPS_ = static_cast<float>(framesPerPeriod) / (currentTime - this->statisticsTickTimes_.front().tickTime) * 1000000.0f; |
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215 | this->avgTickTime_ = static_cast<float>(this->periodTickTime_) / framesPerPeriod / 1000.0f; |
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216 | |
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217 | this->periodTime_ -= this->statisticsRefreshCycle_; |
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218 | } |
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219 | } |
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220 | |
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221 | // UNLOAD all remaining states |
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222 | while (!this->activeStates_.empty()) |
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223 | this->unloadState(this->activeStates_.back()); |
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224 | this->activeStateNode_.reset(); |
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225 | this->requestedStateNodes_.clear(); |
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226 | } |
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227 | |
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228 | void Game::stop() |
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229 | { |
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230 | this->abort_ = true; |
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231 | } |
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232 | |
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233 | void Game::addTickTime(uint32_t length) |
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234 | { |
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235 | assert(!this->statisticsTickTimes_.empty()); |
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236 | this->statisticsTickTimes_.back().tickLength += length; |
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237 | this->periodTickTime_+=length; |
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238 | } |
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239 | |
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240 | |
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241 | /***** GameState related *****/ |
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242 | |
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243 | void Game::requestState(const std::string& name) |
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244 | { |
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245 | GameState* state = this->getState(name); |
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246 | if (state == NULL || this->activeStateNode_ == NULL) |
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247 | return; |
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248 | |
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249 | shared_ptr<GameStateTreeNode> requestedNode; |
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250 | |
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251 | // this->requestedStateNodes_.back() is the currently active state |
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252 | shared_ptr<GameStateTreeNode> lastRequestedNode = this->requestedStateNodes_.back(); |
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253 | |
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254 | // Already the active node? |
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255 | if (state == lastRequestedNode->state_) |
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256 | { |
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257 | COUT(2) << "Warning: Requesting the currently active state! Ignoring." << std::endl; |
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258 | return; |
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259 | } |
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260 | |
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261 | // Check children first |
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262 | for (unsigned int i = 0; i < lastRequestedNode->children_.size(); ++i) |
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263 | { |
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264 | if (lastRequestedNode->children_[i]->state_ == state) |
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265 | { |
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266 | requestedNode = lastRequestedNode->children_[i]; |
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267 | break; |
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268 | } |
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269 | } |
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270 | |
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271 | // Check parent and all its grand parents |
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272 | shared_ptr<GameStateTreeNode> currentNode = lastRequestedNode; |
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273 | while (requestedNode == NULL && currentNode != NULL) |
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274 | { |
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275 | if (currentNode->state_ == state) |
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276 | requestedNode = currentNode; |
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277 | currentNode = currentNode->parent_.lock(); |
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278 | } |
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279 | |
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280 | if (requestedNode == NULL) |
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281 | COUT(1) << "Error: Requested GameState transition is not allowed. Ignoring." << std::endl; |
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282 | else |
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283 | this->requestedStateNodes_.push_back(requestedNode); |
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284 | } |
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285 | |
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286 | void Game::requestStates(const std::string& names) |
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287 | { |
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288 | SubString tokens(names, ",;", " "); |
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289 | for (unsigned int i = 0; i < tokens.size(); ++i) |
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290 | this->requestState(tokens[i]); |
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291 | } |
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292 | |
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293 | void Game::popState() |
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294 | { |
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295 | if (this->activeStateNode_ != NULL && this->requestedStateNodes_.back()->parent_.lock()) |
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296 | this->requestState(this->requestedStateNodes_.back()->parent_.lock()->state_->getName()); |
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297 | else |
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298 | COUT(2) << "Warning: Could not pop GameState. Ignoring." << std::endl; |
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299 | } |
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300 | |
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301 | GameState* Game::getState(const std::string& name) |
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302 | { |
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303 | std::map<std::string, GameState*>::const_iterator it = allStates_s.find(getLowercase(name)); |
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304 | if (it != allStates_s.end()) |
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305 | return it->second; |
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306 | else |
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307 | { |
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308 | COUT(1) << "Error: Could not find GameState '" << name << "'. Ignoring." << std::endl; |
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309 | return 0; |
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310 | } |
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311 | } |
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312 | |
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313 | void Game::setStateHierarchy(const std::string& str) |
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314 | { |
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315 | // Split string into pieces of the form whitespacesText |
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316 | std::vector<std::pair<std::string, unsigned> > stateStrings; |
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317 | size_t pos = 0; |
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318 | size_t startPos = 0; |
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319 | while (pos < str.size()) |
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320 | { |
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321 | unsigned indentation = 0; |
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322 | while(pos < str.size() && str[pos] == ' ') |
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323 | ++indentation, ++pos; |
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324 | startPos = pos; |
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325 | while(pos < str.size() && str[pos] != ' ') |
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326 | ++pos; |
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327 | stateStrings.push_back(std::pair<std::string, unsigned>( |
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328 | str.substr(startPos, pos - startPos), indentation)); |
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329 | } |
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330 | unsigned int currentLevel = 0; |
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331 | shared_ptr<GameStateTreeNode> currentNode; |
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332 | for (std::vector<std::pair<std::string, unsigned> >::const_iterator it = stateStrings.begin(); it != stateStrings.end(); ++it) |
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333 | { |
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334 | std::string newStateName = it->first; |
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335 | unsigned newLevel = it->second; |
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336 | GameState* newState = this->getState(newStateName); |
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337 | if (!newState) |
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338 | ThrowException(GameState, std::string("GameState with name '") + newStateName + "' not found!"); |
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339 | if (newLevel == 0) |
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340 | { |
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341 | // root |
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342 | if (this->rootStateNode_ != NULL) |
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343 | ThrowException(GameState, "No two root GameStates are allowed!"); |
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344 | shared_ptr<GameStateTreeNode> newNode(new GameStateTreeNode); |
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345 | newNode->state_ = newState; |
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346 | this->rootStateNode_ = newNode; |
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347 | currentNode = this->rootStateNode_; |
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348 | } |
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349 | else if (currentNode) |
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350 | { |
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351 | shared_ptr<GameStateTreeNode> newNode(new GameStateTreeNode); |
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352 | newNode->state_ = newState; |
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353 | if (newLevel < currentLevel) |
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354 | { |
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355 | // Get down the hierarchy |
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356 | do |
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357 | currentNode = currentNode->parent_.lock(); |
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358 | while (newLevel < --currentLevel); |
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359 | } |
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360 | if (newLevel == currentLevel) |
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361 | { |
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362 | // same level |
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363 | newNode->parent_ = currentNode->parent_; |
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364 | newNode->parent_.lock()->children_.push_back(newNode); |
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365 | } |
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366 | else if (newLevel == currentLevel + 1) |
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367 | { |
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368 | // child |
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369 | newNode->parent_ = currentNode; |
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370 | currentNode->children_.push_back(newNode); |
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371 | } |
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372 | else |
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373 | ThrowException(GameState, "Indentation error while parsing the hierarchy."); |
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374 | currentNode = newNode; |
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375 | currentLevel = newLevel; |
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376 | } |
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377 | else |
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378 | { |
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379 | ThrowException(GameState, "No root GameState specified!"); |
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380 | } |
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381 | } |
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382 | } |
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383 | |
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384 | /*** Internal ***/ |
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385 | |
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386 | void Game::loadState(GameState* state) |
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387 | { |
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388 | if (!this->activeStates_.empty()) |
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389 | this->activeStates_.back()->activity_.topState = false; |
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390 | state->activate(); |
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391 | state->activity_.topState = true; |
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392 | this->activeStates_.push_back(state); |
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393 | } |
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394 | |
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395 | void Game::unloadState(orxonox::GameState* state) |
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396 | { |
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397 | state->activity_.topState = false; |
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398 | state->deactivate(); |
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399 | this->activeStates_.pop_back(); |
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400 | if (!this->activeStates_.empty()) |
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401 | this->activeStates_.back()->activity_.topState = true; |
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402 | } |
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403 | |
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404 | /*static*/ bool Game::addGameState(GameState* state) |
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405 | { |
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406 | std::map<std::string, GameState*>::const_iterator it = allStates_s.find(getLowercase(state->getName())); |
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407 | if (it == allStates_s.end()) |
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408 | allStates_s[getLowercase(state->getName())] = state; |
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409 | else |
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410 | ThrowException(GameState, "Cannot add two GameStates with the same name to 'Game'."); |
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411 | |
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412 | // just a required dummy return value |
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413 | return true; |
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414 | } |
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415 | |
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416 | /*static*/ void Game::destroyStates() |
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417 | { |
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418 | // Delete all GameStates created by the macros |
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419 | for (std::map<std::string, GameState*>::const_iterator it = allStates_s.begin(); it != allStates_s.end(); ++it) |
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420 | delete it->second; |
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421 | allStates_s.clear(); |
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422 | } |
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423 | } |
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