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 | Definition of GameState class. |
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33 | */ |
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34 | |
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35 | #ifndef _GameState_H__ |
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36 | #define _GameState_H__ |
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37 | |
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38 | #include "CorePrereqs.h" |
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39 | |
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40 | #include <string> |
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41 | #include <vector> |
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42 | #include <map> |
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43 | #include <cassert> |
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44 | #include "Clock.h" |
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45 | |
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46 | namespace orxonox |
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47 | { |
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48 | /** |
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49 | @brief |
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50 | An implementation of a tree to manage game states. |
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51 | This leads to a certain hierarchy that is created at runtime. |
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52 | To actually use the structure, you will have to derive from it and |
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53 | implement 'enter', 'leave' and 'tick'. The latter corresponds to an |
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54 | update function. |
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55 | |
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56 | Internally the tree is managed by two maps per node: One stores all its |
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57 | children, grandchildren, etc. by name of the state. The other maps these |
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58 | children states to the actual child of the node. |
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59 | An example: Foo is a grandchildren of Bar and Foofoo is the Foo's parent. |
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60 | Then Bar stores Foo in map by its name. The other one then maps Foo to Foofoo. |
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61 | */ |
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62 | class _CoreExport GameStateBase |
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63 | { |
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64 | friend class RootGameState; |
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65 | template <class ParentType> |
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66 | friend class GameState; |
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67 | |
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68 | public: |
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69 | /** |
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70 | @brief |
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71 | Gives information about what the GameState is currently doing |
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72 | */ |
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73 | struct Operations |
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74 | { |
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75 | unsigned active : 1; |
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76 | unsigned entering : 1; |
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77 | unsigned leaving : 1; |
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78 | unsigned running : 1; |
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79 | unsigned suspended : 1; |
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80 | }; |
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81 | |
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82 | public: |
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83 | virtual ~GameStateBase(); |
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84 | |
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85 | const std::string& getName() const { return name_; } |
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86 | const Operations getOperation() const { return this->operation_; } |
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87 | bool isInSubtree(GameStateBase* state) const; |
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88 | |
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89 | GameStateBase* getState(const std::string& name); |
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90 | GameStateBase* getRoot(); |
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91 | //! Returns the currently active game state |
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92 | virtual GameStateBase* getCurrentState(); |
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93 | |
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94 | virtual void requestState(const std::string& name); |
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95 | |
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96 | void addChild(GameStateBase* state); |
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97 | void removeChild(GameStateBase* state); |
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98 | void removeChild(const std::string& name); |
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99 | |
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100 | protected: |
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101 | virtual void enter() = 0; |
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102 | virtual void leave() = 0; |
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103 | virtual void ticked(const Clock& time) = 0; |
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104 | |
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105 | GameStateBase* getActiveChild() { return this->activeChild_; } |
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106 | |
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107 | void tickChild(const Clock& time) { if (this->getActiveChild()) this->getActiveChild()->tick(time); } |
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108 | |
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109 | virtual GameStateBase* getParent() const = 0; |
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110 | virtual void setParent(GameStateBase* state) = 0; |
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111 | |
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112 | private: |
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113 | // Making the constructor private ensures that game states |
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114 | // are always derivates of GameState<T>. Note the friend declaration above. |
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115 | GameStateBase(const std::string& name); |
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116 | |
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117 | //! Performs a transition to 'destination' |
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118 | virtual void makeTransition(GameStateBase* source, GameStateBase* destination); |
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119 | |
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120 | void grandchildAdded(GameStateBase* child, GameStateBase* grandchild); |
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121 | void grandchildRemoved(GameStateBase* grandchild); |
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122 | |
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123 | void tick(const Clock& time); |
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124 | void activate(); |
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125 | void deactivate(); |
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126 | |
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127 | const std::string name_; |
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128 | Operations operation_; |
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129 | GameStateBase* activeChild_; |
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130 | //bool bPauseParent_; |
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131 | std::map<std::string, GameStateBase*> allChildren_; |
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132 | std::map<GameStateBase*, GameStateBase*> grandchildrenToChildren_; |
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133 | }; |
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134 | |
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135 | |
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136 | template <class ParentType> |
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137 | class GameState : public GameStateBase |
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138 | { |
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139 | public: |
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140 | GameState(const std::string& name) |
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141 | : GameStateBase(name) |
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142 | , parent_(0) |
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143 | { } |
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144 | virtual ~GameState() { } |
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145 | |
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146 | ParentType* getParent() const |
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147 | { return parent_; } |
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148 | |
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149 | protected: |
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150 | void setParent(GameStateBase* state) |
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151 | { |
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152 | assert(dynamic_cast<ParentType*>(state) != 0); |
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153 | this->parent_ = dynamic_cast<ParentType*>(state); |
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154 | } |
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155 | |
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156 | private: |
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157 | ParentType* parent_; |
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158 | }; |
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159 | } |
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160 | |
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161 | #endif /* _GameState_H__ */ |
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