[1672] | 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 | #include "RootGameState.h" |
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| 30 | |
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[1755] | 31 | #include "util/Debug.h" |
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[1764] | 32 | #include "util/Exception.h" |
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[1755] | 33 | #include "Core.h" |
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[1674] | 34 | #include "Clock.h" |
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[1672] | 35 | #include "CommandLine.h" |
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| 36 | |
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| 37 | namespace orxonox |
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| 38 | { |
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[2087] | 39 | SetCommandLineArgument(state, "gui").shortcut("s"); |
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[1672] | 40 | |
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| 41 | RootGameState::RootGameState(const std::string& name) |
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[1689] | 42 | : GameState<GameStateBase>(name) |
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[1672] | 43 | , stateRequest_("") |
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| 44 | { |
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| 45 | } |
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| 46 | |
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| 47 | RootGameState::~RootGameState() |
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| 48 | { |
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| 49 | } |
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| 50 | |
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| 51 | /** |
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| 52 | @brief |
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| 53 | Internal method that actually makes the state transition. Since it is internal, |
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| 54 | the method can assume certain things to be granted (like 'this' is always active). |
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| 55 | */ |
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[1689] | 56 | void RootGameState::makeTransition(GameStateBase* source, GameStateBase* destination) |
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[1672] | 57 | { |
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| 58 | if (source != 0) |
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| 59 | { |
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| 60 | // transition was not initiated by root itself |
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| 61 | this->activeChild_ = 0; |
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| 62 | } |
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| 63 | |
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| 64 | if (destination == this) |
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| 65 | { |
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| 66 | // this marks the end of the game. |
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| 67 | return; |
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| 68 | } |
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| 69 | |
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| 70 | // Check for 'destination' in the children map first |
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[1689] | 71 | std::map<GameStateBase*, GameStateBase*>::const_iterator it |
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[1672] | 72 | = this->grandchildrenToChildren_.find(destination); |
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| 73 | if (it != this->grandchildrenToChildren_.end()) |
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| 74 | { |
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[1689] | 75 | OrxAssert(dynamic_cast<GameStateBase*>(it->second) != 0, |
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[1672] | 76 | "There was a mix with RootGameState and GameState, could not cast."); |
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[1689] | 77 | GameStateBase* child = static_cast<GameStateBase*>(it->second); |
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[1672] | 78 | // child state. Don't use 'state', might be a grandchild! |
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| 79 | this->activeChild_ = child; |
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| 80 | child->makeTransition(this, destination); |
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| 81 | } |
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| 82 | else |
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| 83 | { |
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| 84 | // root doesn't have a parent.. |
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| 85 | OrxAssert(false, "GameState '" + destination->getName() + "' not found in children list of Root."); |
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| 86 | } |
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| 87 | } |
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| 88 | |
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| 89 | void RootGameState::gotoState(const std::string& name) |
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| 90 | { |
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[1689] | 91 | GameStateBase* request = getState(name); |
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[1672] | 92 | if (request) |
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| 93 | { |
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[1689] | 94 | GameStateBase* current = getCurrentState(); |
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[1672] | 95 | if (current) |
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| 96 | { |
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| 97 | current->makeTransition(0, request); |
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| 98 | } |
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| 99 | else |
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| 100 | { |
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| 101 | // Root is not yet active. This is a violation. |
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| 102 | ThrowException(GameState, "Activate Root before requesting a state."); |
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| 103 | } |
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| 104 | } |
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| 105 | else |
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| 106 | { |
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| 107 | COUT(2) << "Warning: GameState '" << name << "' doesn't exist." << std::endl; |
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| 108 | } |
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| 109 | } |
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| 110 | |
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| 111 | /** |
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| 112 | @brief |
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| 113 | Makes a state transition according to the state tree. You can choose any state |
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| 114 | in the tree to do the call. The function finds the current state on its own. |
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| 115 | @param state |
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| 116 | The state to be entered, has to exist in the tree. |
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| 117 | */ |
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| 118 | void RootGameState::requestState(const std::string& name) |
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| 119 | { |
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| 120 | this->stateRequest_ = name; |
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| 121 | } |
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| 122 | |
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| 123 | /** |
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| 124 | @brief |
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| 125 | Starts the game. The little 'while' denotes the main loop. |
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| 126 | Whenever the root state is selected, the game ends. |
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| 127 | @param name |
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| 128 | State to start with (usually main menu or specified by command line) |
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| 129 | */ |
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[2103] | 130 | void RootGameState::start() |
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[1672] | 131 | { |
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[1824] | 132 | #ifdef NDEBUG |
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[1802] | 133 | try |
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| 134 | { |
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[1824] | 135 | #endif |
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[1802] | 136 | // start global orxonox time |
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| 137 | Clock clock; |
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[1695] | 138 | |
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[1802] | 139 | // create the Core settings to configure the output level |
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| 140 | Core::getInstance(); |
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[1756] | 141 | |
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[1802] | 142 | this->activate(); |
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[1672] | 143 | |
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[1802] | 144 | // get initial state from command line |
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[2087] | 145 | gotoState(CommandLine::getValue("state")); |
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[1672] | 146 | |
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[1802] | 147 | while (this->activeChild_) |
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| 148 | { |
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| 149 | clock.capture(); |
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[1672] | 150 | |
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[1802] | 151 | this->tick(clock); |
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[1672] | 152 | |
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[1802] | 153 | if (this->stateRequest_ != "") |
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| 154 | gotoState(stateRequest_); |
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| 155 | } |
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| 156 | |
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| 157 | this->deactivate(); |
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[1824] | 158 | #ifdef NDEBUG |
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[1672] | 159 | } |
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[1802] | 160 | // Note: These are all unhandled exceptions that should not have made its way here! |
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| 161 | // almost complete game catch block to display the messages appropriately. |
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| 162 | catch (std::exception& ex) |
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| 163 | { |
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| 164 | COUT(1) << ex.what() << std::endl; |
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| 165 | COUT(1) << "Program aborted." << std::endl; |
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| 166 | } |
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| 167 | // anything that doesn't inherit from std::exception |
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| 168 | catch (...) |
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| 169 | { |
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| 170 | COUT(1) << "An unidentifiable exception has occured. Program aborted." << std::endl; |
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| 171 | } |
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[1824] | 172 | #endif |
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[1672] | 173 | } |
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| 174 | } |
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