[1660] | 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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[1689] | 32 | Implementation of GameStateBase class. |
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[1660] | 33 | */ |
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| 34 | |
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| 35 | #include "GameState.h" |
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[1755] | 36 | #include "util/Debug.h" |
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[1764] | 37 | #include "util/Exception.h" |
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[1660] | 38 | |
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| 39 | namespace orxonox |
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| 40 | { |
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| 41 | /** |
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| 42 | @brief |
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| 43 | Constructor only initialises variables and sets the name permanently. |
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| 44 | */ |
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[1689] | 45 | GameStateBase::GameStateBase(const std::string& name) |
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[1660] | 46 | : name_(name) |
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[1688] | 47 | //, parent_(0) |
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[1660] | 48 | , activeChild_(0) |
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[1688] | 49 | //, bPausegetParent()(false) |
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[1660] | 50 | { |
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[1670] | 51 | Operations temp = {false, false, false, false, false}; |
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| 52 | this->operation_ = temp; |
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[1660] | 53 | } |
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| 54 | |
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| 55 | /** |
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| 56 | @brief |
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[1661] | 57 | Destructor only checks that we don't delete an active state. |
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| 58 | */ |
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[1689] | 59 | GameStateBase::~GameStateBase() |
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[1661] | 60 | { |
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[1690] | 61 | OrxAssert(this->operation_.active == false, "Deleting an active GameState is a very bad idea.."); |
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[1661] | 62 | } |
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| 63 | |
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| 64 | /** |
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| 65 | @brief |
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[1660] | 66 | Adds a child to the current tree. The Child can contain children of its own. |
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| 67 | But you cannot a state tree that already has an active state. |
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| 68 | @param state |
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| 69 | The state to be added. |
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| 70 | */ |
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[1689] | 71 | void GameStateBase::addChild(GameStateBase* state) |
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[1660] | 72 | { |
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| 73 | if (!state) |
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| 74 | return; |
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| 75 | // check if the state/tree to be added has states in it that already exist in this tree. |
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[1689] | 76 | for (std::map<std::string, GameStateBase*>::const_iterator it = state->allChildren_.begin(); |
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[1660] | 77 | it != state->allChildren_.end(); ++it) |
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| 78 | { |
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[1672] | 79 | if (this->getState(it->second->getName())) |
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[1660] | 80 | { |
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| 81 | ThrowException(GameState, "Cannot add a GameState to the hierarchy twice."); |
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| 82 | return; |
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| 83 | } |
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| 84 | } |
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[1672] | 85 | if (this->getState(state->name_)) |
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[1660] | 86 | { |
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| 87 | ThrowException(GameState, "Cannot add a GameState to the hierarchy twice."); |
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| 88 | return; |
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| 89 | } |
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| 90 | // Make sure we don't add a tree that already has an active state. |
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| 91 | if (state->getCurrentState()) |
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| 92 | { |
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| 93 | ThrowException(GameState, "Cannot merge a tree that is already active."); |
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| 94 | return; |
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| 95 | } |
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| 96 | |
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| 97 | // merge the child's children into this tree |
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[1689] | 98 | for (std::map<std::string, GameStateBase*>::const_iterator it = state->allChildren_.begin(); |
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[1660] | 99 | it != state->allChildren_.end(); ++it) |
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[1672] | 100 | this->grandchildAdded(state, it->second); |
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[1660] | 101 | // merge 'state' into this tree |
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[1672] | 102 | this->grandchildAdded(state, state); |
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[1660] | 103 | |
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| 104 | // mark us as parent |
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[1688] | 105 | state->setParent(this); |
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[1660] | 106 | } |
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| 107 | |
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| 108 | /** |
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| 109 | @brief |
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[1661] | 110 | Removes a child by instance. This splits the tree in two parts, |
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| 111 | each of them functional on its own. |
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| 112 | @param state |
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| 113 | GameState by instance pointer |
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| 114 | */ |
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[1689] | 115 | void GameStateBase::removeChild(GameStateBase* state) |
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[1661] | 116 | { |
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[1689] | 117 | std::map<GameStateBase*, GameStateBase*>::iterator it = this->grandchildrenToChildren_.find(state); |
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[1661] | 118 | if (it != this->grandchildrenToChildren_.end()) |
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| 119 | { |
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[1672] | 120 | if (state->isInSubtree(getCurrentState())) |
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[1661] | 121 | { |
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[1672] | 122 | ThrowException(GameState, "Cannot remove an active game state child '" |
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[1661] | 123 | + state->getName() + "' from '" + name_ + "'."); |
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[1672] | 124 | //COUT(2) << "Warning: Cannot remove an active game state child '" << state->getName() |
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[1661] | 125 | // << "' from '" << name_ << "'." << std::endl; |
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| 126 | } |
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| 127 | else |
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| 128 | { |
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[1689] | 129 | for (std::map<GameStateBase*, GameStateBase*>::const_iterator it = state->grandchildrenToChildren_.begin(); |
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[1661] | 130 | it != state->grandchildrenToChildren_.end(); ++it) |
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| 131 | this->grandchildRemoved(it->first); |
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| 132 | this->grandchildRemoved(state); |
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| 133 | } |
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| 134 | } |
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| 135 | else |
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| 136 | { |
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| 137 | ThrowException(GameState, "Game state '" + name_ + "' doesn't have a child named '" |
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[1672] | 138 | + state->getName() + "'."); |
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[1661] | 139 | //COUT(2) << "Warning: Game state '" << name_ << "' doesn't have a child named '" |
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| 140 | // << state->getName() << "'. Removal skipped." << std::endl; |
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| 141 | } |
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| 142 | } |
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| 143 | |
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| 144 | /** |
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| 145 | @brief |
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| 146 | Removes a child by name. This splits the tree in two parts, |
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| 147 | each of them functional on its own. |
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| 148 | @param state |
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| 149 | GameState by name |
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| 150 | */ |
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| 151 | |
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[1689] | 152 | void GameStateBase::removeChild(const std::string& name) |
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[1661] | 153 | { |
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[1689] | 154 | GameStateBase* state = getState(name); |
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[1661] | 155 | if (state) |
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| 156 | { |
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| 157 | removeChild(state); |
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| 158 | } |
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| 159 | else |
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| 160 | { |
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| 161 | ThrowException(GameState, "GameState '" + name + "' doesn't exist."); |
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| 162 | //COUT(2) << "Warning: GameState '" << name << "' doesn't exist." << std::endl; |
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| 163 | } |
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| 164 | } |
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| 165 | |
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| 166 | /** |
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| 167 | @brief |
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[1660] | 168 | Tells a state that one of its children has added a child. This is necessary |
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| 169 | to fill the internal maps correctly. |
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| 170 | @param child |
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| 171 | The child who notices this state. |
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| 172 | @param grandchild |
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| 173 | The child that has been added. |
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| 174 | */ |
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[1689] | 175 | inline void GameStateBase::grandchildAdded(GameStateBase* child, GameStateBase* grandchild) |
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[1660] | 176 | { |
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| 177 | // fill the two maps correctly. |
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| 178 | this->allChildren_[grandchild->getName()] = grandchild; |
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| 179 | this->grandchildrenToChildren_[grandchild] = child; |
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[1688] | 180 | if (this->getParent()) |
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| 181 | this->getParent()->grandchildAdded(this, grandchild); |
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[1660] | 182 | } |
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| 183 | |
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| 184 | /** |
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| 185 | @brief |
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[1661] | 186 | Tells a state that one of its children has removed a child. This is necessary |
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| 187 | to fill the internal maps correctly. |
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| 188 | @param child |
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| 189 | The child who notices this state. |
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| 190 | @param grandchild |
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| 191 | The child that has been removed. |
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| 192 | */ |
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[1689] | 193 | inline void GameStateBase::grandchildRemoved(GameStateBase* grandchild) |
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[1661] | 194 | { |
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| 195 | // adjust the two maps correctly. |
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| 196 | this->allChildren_.erase(grandchild->getName()); |
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| 197 | this->grandchildrenToChildren_.erase(grandchild); |
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[1688] | 198 | if (this->getParent()) |
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| 199 | this->getParent()->grandchildRemoved(grandchild); |
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[1661] | 200 | } |
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| 201 | |
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| 202 | /** |
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| 203 | @brief |
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[1660] | 204 | Checks whether a specific game states exists in the hierarchy. |
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| 205 | @remarks |
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| 206 | Remember that the every node has a map with all its child nodes. |
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| 207 | */ |
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[1689] | 208 | GameStateBase* GameStateBase::getState(const std::string& name) |
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[1660] | 209 | { |
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[1688] | 210 | if (this->getParent()) |
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| 211 | return this->getParent()->getState(name); |
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[1660] | 212 | else |
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| 213 | { |
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| 214 | // The map only contains children, so check ourself first |
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| 215 | if (name == this->name_) |
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| 216 | return this; |
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| 217 | // Search in the map. If there is no entry, we can be sure the state doesn't exist. |
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[1689] | 218 | std::map<std::string, GameStateBase*>::const_iterator it = this->allChildren_.find(name); |
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[1660] | 219 | return (it!= this->allChildren_.end() ? it->second : 0); |
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| 220 | } |
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| 221 | } |
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| 222 | |
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| 223 | /** |
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| 224 | @brief |
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[1672] | 225 | Returns the root node of the tree. |
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| 226 | */ |
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[1689] | 227 | GameStateBase* GameStateBase::getRoot() |
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[1672] | 228 | { |
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[1688] | 229 | if (this->getParent()) |
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| 230 | return this->getParent()->getRoot(); |
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[1672] | 231 | else |
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| 232 | return this; |
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| 233 | } |
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| 234 | |
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| 235 | /** |
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| 236 | @brief |
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[1660] | 237 | Returns the current active state. |
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| 238 | @remarks |
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| 239 | Remember that the current active state is the one that does not |
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| 240 | have active children itself. Many states can be active at once. |
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| 241 | */ |
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[1689] | 242 | GameStateBase* GameStateBase::getCurrentState() |
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[1660] | 243 | { |
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[1670] | 244 | if (this->operation_.active) |
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[1660] | 245 | { |
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| 246 | if (this->activeChild_) |
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| 247 | return this->activeChild_->getCurrentState(); |
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| 248 | else |
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| 249 | return this; |
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| 250 | } |
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| 251 | else |
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| 252 | { |
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[1672] | 253 | if (this->getParent()) |
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| 254 | return this->getParent()->getCurrentState(); |
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[1660] | 255 | else |
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| 256 | return 0; |
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| 257 | } |
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| 258 | } |
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| 259 | |
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| 260 | /** |
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| 261 | @brief |
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[1672] | 262 | Determines whether 'state' is in this subtree, including this node. |
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[1660] | 263 | */ |
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[1689] | 264 | bool GameStateBase::isInSubtree(GameStateBase* state) const |
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[1660] | 265 | { |
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[1672] | 266 | return (grandchildrenToChildren_.find(state) != grandchildrenToChildren_.end() |
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| 267 | || state == this); |
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[1660] | 268 | } |
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| 269 | |
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| 270 | /** |
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| 271 | @brief |
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| 272 | Makes a state transition according to the state tree. You can choose any state |
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| 273 | in the tree to do the call. The function finds the current state on its own. |
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| 274 | @param state |
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| 275 | The state to be entered, has to exist in the tree. |
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| 276 | */ |
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[1689] | 277 | void GameStateBase::requestState(const std::string& name) |
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[1660] | 278 | { |
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[1672] | 279 | assert(getRoot()); |
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| 280 | getRoot()->requestState(name); |
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[1660] | 281 | } |
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| 282 | |
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| 283 | /** |
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| 284 | @brief |
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| 285 | Internal method that actually makes the state transition. Since it is internal, |
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| 286 | the method can assume certain things to be granted (like 'this' is always active). |
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| 287 | */ |
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[1689] | 288 | void GameStateBase::makeTransition(GameStateBase* source, GameStateBase* destination) |
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[1660] | 289 | { |
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[1672] | 290 | if (source == this->getParent()) |
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| 291 | { |
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| 292 | // call is from the parent |
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| 293 | this->activate(); |
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| 294 | } |
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| 295 | else if (source == 0) |
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| 296 | { |
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| 297 | // call was just started by root |
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| 298 | // don't do anyting yet |
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| 299 | } |
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| 300 | else |
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| 301 | { |
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| 302 | // call is from a child |
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| 303 | this->activeChild_ = 0; |
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| 304 | } |
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[1660] | 305 | |
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[1672] | 306 | if (destination == this) |
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[1660] | 307 | return; |
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| 308 | |
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[1672] | 309 | // Check for 'destination' in the children map first |
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[1689] | 310 | std::map<GameStateBase*, GameStateBase*>::const_iterator it |
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[1672] | 311 | = this->grandchildrenToChildren_.find(destination); |
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[1660] | 312 | if (it != this->grandchildrenToChildren_.end()) |
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| 313 | { |
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| 314 | // child state. Don't use 'state', might be a grandchild! |
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[1672] | 315 | this->activeChild_ = it->second; |
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| 316 | it->second->makeTransition(this, destination); |
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[1660] | 317 | } |
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| 318 | else |
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| 319 | { |
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| 320 | // parent. We can be sure of this. |
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[1672] | 321 | assert(this->getParent() != 0); |
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[1660] | 322 | |
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[1672] | 323 | this->deactivate(); |
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| 324 | this->getParent()->makeTransition(this, destination); |
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[1660] | 325 | } |
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| 326 | } |
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| 327 | |
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| 328 | /** |
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| 329 | @brief |
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| 330 | Activates the state. Only sets bActive_ to true and notifies the parent. |
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| 331 | */ |
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[1689] | 332 | void GameStateBase::activate() |
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[1660] | 333 | { |
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[1670] | 334 | this->operation_.active = true; |
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| 335 | this->operation_.entering = true; |
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[1660] | 336 | this->enter(); |
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[1670] | 337 | this->operation_.entering = false; |
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[1660] | 338 | } |
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| 339 | |
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| 340 | /** |
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| 341 | Activates the state. Only sets bActive_ to false and notifies the parent. |
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| 342 | */ |
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[1689] | 343 | void GameStateBase::deactivate() |
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[1660] | 344 | { |
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[1670] | 345 | this->operation_.leaving = true; |
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[1660] | 346 | this->leave(); |
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[1670] | 347 | this->operation_.leaving = false; |
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| 348 | this->operation_.active = false; |
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[1660] | 349 | } |
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| 350 | |
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[1670] | 351 | /** |
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| 352 | @brief |
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| 353 | Update method that calls ticked() with enclosed bRunning_ = true |
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| 354 | If there was a state transition request within ticked() then this |
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| 355 | method will transition in the end. |
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| 356 | @param dt Delta time |
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| 357 | @note |
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| 358 | This method is not virtual! You cannot override it therefore. |
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| 359 | */ |
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[1689] | 360 | void GameStateBase::tick(const Clock& time) |
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[1670] | 361 | { |
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| 362 | this->operation_.running = true; |
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[1674] | 363 | this->ticked(time); |
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[1670] | 364 | this->operation_.running = false; |
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| 365 | } |
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[1660] | 366 | } |
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