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source: code/trunk/src/core/RootGameState.cc @ 2097

Last change on this file since 2097 was 2087, checked in by landauf, 16 years ago

merged objecthierarchy branch back to trunk

  • Property svn:eol-style set to native
File size: 7.1 KB
Line 
1/*
2 *   ORXONOX - the hottest 3D action shooter ever to exist
3 *                    > www.orxonox.net <
4 *
5 *
6 *   License notice:
7 *
8 *   This program is free software; you can redistribute it and/or
9 *   modify it under the terms of the GNU General Public License
10 *   as published by the Free Software Foundation; either version 2
11 *   of the License, or (at your option) any later version.
12 *
13 *   This program is distributed in the hope that it will be useful,
14 *   but WITHOUT ANY WARRANTY; without even the implied warranty of
15 *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
16 *   GNU General Public License for more details.
17 *
18 *   You should have received a copy of the GNU General Public License
19 *   along with this program; if not, write to the Free Software
20 *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
21 *
22 *   Author:
23 *      Reto Grieder
24 *   Co-authors:
25 *      ...
26 *
27 */
28
29#include "RootGameState.h"
30
31#include "util/String.h"
32#include "util/SubString.h"
33#include "util/Debug.h"
34#include "util/Exception.h"
35#include "Core.h"
36#include "Clock.h"
37#include "CommandLine.h"
38
39namespace orxonox
40{
41    SetCommandLineArgument(state, "gui").shortcut("s");
42
43    RootGameState::RootGameState(const std::string& name)
44        : GameState<GameStateBase>(name)
45        , stateRequest_("")
46    {
47    }
48
49    RootGameState::~RootGameState()
50    {
51    }
52
53    /**
54    @brief
55        Internal method that actually makes the state transition. Since it is internal,
56        the method can assume certain things to be granted (like 'this' is always active).
57    */
58    void RootGameState::makeTransition(GameStateBase* source, GameStateBase* destination)
59    {
60        if (source != 0)
61        {
62            // transition was not initiated by root itself
63            this->activeChild_ = 0;
64        }
65
66        if (destination == this)
67        {
68            // this marks the end of the game.
69            return;
70        }
71
72        // Check for 'destination' in the children map first
73        std::map<GameStateBase*, GameStateBase*>::const_iterator it
74            = this->grandchildrenToChildren_.find(destination);
75        if (it != this->grandchildrenToChildren_.end())
76        {
77            OrxAssert(dynamic_cast<GameStateBase*>(it->second) != 0,
78                "There was a mix with RootGameState and GameState, could not cast.");
79            GameStateBase* child = static_cast<GameStateBase*>(it->second);
80            // child state. Don't use 'state', might be a grandchild!
81            this->activeChild_ = child;
82            child->makeTransition(this, destination);
83        }
84        else
85        {
86            // root doesn't have a parent..
87            OrxAssert(false, "GameState '" + destination->getName() + "' not found in children list of Root.");
88        }
89    }
90
91    void RootGameState::gotoState(const std::string& name)
92    {
93        GameStateBase* request = getState(name);
94        if (request)
95        {
96            GameStateBase* current = getCurrentState();
97            if (current)
98            {
99                current->makeTransition(0, request);
100            }
101            else
102            {
103                // Root is not yet active. This is a violation.
104                ThrowException(GameState, "Activate Root before requesting a state.");
105            }
106        }
107        else
108        {
109            COUT(2) << "Warning: GameState '" << name << "' doesn't exist." << std::endl;
110        }
111    }
112
113    /**
114    @brief
115        Makes a state transition according to the state tree. You can choose any state
116        in the tree to do the call. The function finds the current state on its own.
117    @param state
118        The state to be entered, has to exist in the tree.
119    */
120    void RootGameState::requestState(const std::string& name)
121    {
122        this->stateRequest_ = name;
123    }
124
125    /**
126    @brief
127        Starts the game. The little 'while' denotes the main loop.
128        Whenever the root state is selected, the game ends.
129    @param name
130        State to start with (usually main menu or specified by command line)
131    */
132    void RootGameState::start(int argc, char** argv)
133    {
134#ifdef NDEBUG
135        try
136        {
137#endif
138            // start global orxonox time
139            Clock clock;
140
141            // create the Core settings to configure the output level
142            Core::getInstance();
143
144            parseArguments(argc, argv);
145
146            this->activate();
147
148            // get initial state from command line
149            gotoState(CommandLine::getValue("state"));
150
151            while (this->activeChild_)
152            {
153                clock.capture();
154
155                this->tick(clock);
156
157                if (this->stateRequest_ != "")
158                    gotoState(stateRequest_);
159            }
160
161            this->deactivate();
162#ifdef NDEBUG
163        }
164        // Note: These are all unhandled exceptions that should not have made its way here!
165        // almost complete game catch block to display the messages appropriately.
166        catch (std::exception& ex)
167        {
168            COUT(1) << ex.what() << std::endl;
169            COUT(1) << "Program aborted." << std::endl;
170            abort();
171        }
172        // anything that doesn't inherit from std::exception
173        catch (...)
174        {
175            COUT(1) << "An unidentifiable exception has occured. Program aborted." << std::endl;
176            abort();
177        }
178#endif
179    }
180
181    /**
182    @brief
183        Parses both command line and start.ini for CommandLineArguments.
184    */
185    void RootGameState::parseArguments(int argc, char** argv)
186    {
187        // parse command line first
188        std::vector<std::string> args;
189        for (int i = 1; i < argc; ++i)
190            args.push_back(argv[i]);
191
192        try
193        {
194            orxonox::CommandLine::parse(args);
195        }
196        catch (orxonox::ArgumentException& ex)
197        {
198            COUT(1) << ex.what() << std::endl;
199            COUT(0) << "Usage:" << std::endl << "orxonox " << CommandLine::getUsageInformation() << std::endl;
200        }
201
202        // look for additional arguments in start.ini
203        std::ifstream file;
204        file.open("start.ini");
205        args.clear();
206        if (file)
207        {
208            while (!file.eof())
209            {
210                std::string line;
211                std::getline(file, line);
212                line = removeTrailingWhitespaces(line);
213                //if (!(line[0] == '#' || line[0] == '%'))
214                //{
215                SubString tokens(line, " ", " ", false, 92, false, 34, false, 40, 41, false, '#');
216                for (unsigned i = 0; i < tokens.size(); ++i)
217                    if (tokens[i][0] != '#')
218                        args.push_back(tokens[i]);
219                //args.insert(args.end(), tokens.getAllStrings().begin(), tokens.getAllStrings().end());
220                //}
221            }
222            file.close();
223        }
224
225        try
226        {
227            orxonox::CommandLine::parse(args);
228        }
229        catch (orxonox::ArgumentException& ex)
230        {
231            COUT(1) << "An Exception occured while parsing start.ini" << std::endl;
232            COUT(1) << ex.what() << std::endl;
233            COUT(0) << "Usage:" << std::endl << "orxonox " << CommandLine::getUsageInformation() << std::endl;
234        }
235    }
236}
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