[1661] | 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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[1662] | 25 | * Fabian 'x3n' Landau |
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[2896] | 26 | * Benjamin Knecht |
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[1661] | 27 | * |
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| 28 | */ |
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| 29 | |
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| 30 | #include "GSLevel.h" |
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| 31 | |
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[5695] | 32 | #include <OgreCompositorManager.h> |
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| 33 | |
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[1661] | 34 | #include "core/input/InputManager.h" |
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[3327] | 35 | #include "core/input/InputState.h" |
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[1661] | 36 | #include "core/input/KeyBinder.h" |
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[3196] | 37 | #include "core/Clock.h" |
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[1887] | 38 | #include "core/ConsoleCommand.h" |
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| 39 | #include "core/ConfigValueIncludes.h" |
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| 40 | #include "core/CoreIncludes.h" |
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[2896] | 41 | #include "core/Game.h" |
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| 42 | #include "core/GameMode.h" |
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[3196] | 43 | #include "core/Core.h" |
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[3370] | 44 | #include "core/GraphicsManager.h" |
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| 45 | #include "core/GUIManager.h" |
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[3196] | 46 | #include "core/Loader.h" |
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| 47 | #include "core/XMLFile.h" |
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| 48 | |
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[5693] | 49 | #include "tools/interfaces/Tickable.h" |
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[1819] | 50 | #include "objects/Radar.h" |
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[2087] | 51 | #include "CameraManager.h" |
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| 52 | #include "LevelManager.h" |
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[2662] | 53 | #include "PlayerManager.h" |
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[1661] | 54 | |
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| 55 | namespace orxonox |
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| 56 | { |
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[3370] | 57 | DeclareGameState(GSLevel, "level", false, false); |
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[2896] | 58 | SetConsoleCommand(GSLevel, showIngameGUI, true); |
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[1934] | 59 | |
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[3008] | 60 | XMLFile* GSLevel::startFile_s = NULL; |
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| 61 | |
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[3370] | 62 | GSLevel::GSLevel(const GameStateInfo& info) |
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| 63 | : GameState(info) |
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[2896] | 64 | , keyBinder_(0) |
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| 65 | , gameInputState_(0) |
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| 66 | , guiMouseOnlyInputState_(0) |
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| 67 | , guiKeysOnlyInputState_(0) |
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[1662] | 68 | , radar_(0) |
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[2087] | 69 | , cameraManager_(0) |
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[1661] | 70 | { |
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[1887] | 71 | RegisterObject(GSLevel); |
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[2662] | 72 | |
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| 73 | this->ccKeybind_ = 0; |
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| 74 | this->ccTkeybind_ = 0; |
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[1661] | 75 | } |
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| 76 | |
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| 77 | GSLevel::~GSLevel() |
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| 78 | { |
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| 79 | } |
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| 80 | |
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[1887] | 81 | void GSLevel::setConfigValues() |
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| 82 | { |
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| 83 | SetConfigValue(keyDetectorCallbackCode_, "KeybindBindingStringKeyName="); |
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| 84 | } |
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| 85 | |
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[2896] | 86 | void GSLevel::activate() |
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[1661] | 87 | { |
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[2896] | 88 | setConfigValues(); |
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| 89 | |
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| 90 | if (GameMode::showsGraphics()) |
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[2087] | 91 | { |
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[3327] | 92 | gameInputState_ = InputManager::getInstance().createInputState("game"); |
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[2087] | 93 | keyBinder_ = new KeyBinder(); |
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[2710] | 94 | keyBinder_->loadBindings("keybindings.ini"); |
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[2896] | 95 | gameInputState_->setHandler(keyBinder_); |
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[1661] | 96 | |
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[3327] | 97 | guiMouseOnlyInputState_ = InputManager::getInstance().createInputState("guiMouseOnly"); |
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[2896] | 98 | guiMouseOnlyInputState_->setMouseHandler(GUIManager::getInstancePtr()); |
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| 99 | |
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[3327] | 100 | guiKeysOnlyInputState_ = InputManager::getInstance().createInputState("guiKeysOnly"); |
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[2896] | 101 | guiKeysOnlyInputState_->setKeyHandler(GUIManager::getInstancePtr()); |
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| 102 | |
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[2087] | 103 | // create the global CameraManager |
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[2896] | 104 | this->cameraManager_ = new CameraManager(GraphicsManager::getInstance().getViewport()); |
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[1688] | 105 | |
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[2087] | 106 | // Start the Radar |
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| 107 | this->radar_ = new Radar(); |
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| 108 | } |
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[1662] | 109 | |
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[2662] | 110 | this->playerManager_ = new PlayerManager(); |
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| 111 | |
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[5693] | 112 | this->scope_GSLevel_ = new Scope<ScopeID::GSLevel>(); |
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[2911] | 113 | |
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[2896] | 114 | if (GameMode::isMaster()) |
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[2087] | 115 | { |
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| 116 | this->loadLevel(); |
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| 117 | } |
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[1755] | 118 | |
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[2896] | 119 | if (GameMode::showsGraphics()) |
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[2087] | 120 | { |
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| 121 | // keybind console command |
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| 122 | FunctorMember<GSLevel>* functor1 = createFunctor(&GSLevel::keybind); |
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| 123 | functor1->setObject(this); |
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[2662] | 124 | ccKeybind_ = createConsoleCommand(functor1, "keybind"); |
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| 125 | CommandExecutor::addConsoleCommandShortcut(ccKeybind_); |
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[2087] | 126 | FunctorMember<GSLevel>* functor2 = createFunctor(&GSLevel::tkeybind); |
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| 127 | functor2->setObject(this); |
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[2662] | 128 | ccTkeybind_ = createConsoleCommand(functor2, "tkeybind"); |
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| 129 | CommandExecutor::addConsoleCommandShortcut(ccTkeybind_); |
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[2087] | 130 | // set our console command as callback for the key detector |
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| 131 | InputManager::getInstance().setKeyDetectorCallback(std::string("keybind ") + keyDetectorCallbackCode_); |
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| 132 | |
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| 133 | // level is loaded: we can start capturing the input |
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[3327] | 134 | InputManager::getInstance().enterState("game"); |
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[2087] | 135 | } |
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[2662] | 136 | } |
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[2087] | 137 | |
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[2896] | 138 | void GSLevel::showIngameGUI(bool show) |
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[2662] | 139 | { |
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[2896] | 140 | if (show) |
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| 141 | { |
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[3196] | 142 | GUIManager::getInstance().showGUI("inGameTest"); |
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| 143 | GUIManager::getInstance().executeCode("showCursor()"); |
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[3327] | 144 | InputManager::getInstance().enterState("guiMouseOnly"); |
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[2896] | 145 | } |
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| 146 | else |
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| 147 | { |
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[3196] | 148 | GUIManager::getInstance().executeCode("hideGUI(\"inGameTest\")"); |
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| 149 | GUIManager::getInstance().executeCode("hideCursor()"); |
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[3327] | 150 | InputManager::getInstance().leaveState("guiMouseOnly"); |
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[2896] | 151 | } |
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| 152 | } |
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| 153 | |
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| 154 | void GSLevel::deactivate() |
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| 155 | { |
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[2928] | 156 | /* |
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[2662] | 157 | // destroy console commands |
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| 158 | if (this->ccKeybind_) |
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[2087] | 159 | { |
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[2662] | 160 | delete this->ccKeybind_; |
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| 161 | this->ccKeybind_ = 0; |
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[2087] | 162 | } |
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[2662] | 163 | if (this->ccTkeybind_) |
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| 164 | { |
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| 165 | delete this->ccTkeybind_; |
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| 166 | this->ccTkeybind_ = 0; |
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| 167 | } |
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[2928] | 168 | */ |
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[1661] | 169 | |
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[5695] | 170 | if (GameMode::showsGraphics()) |
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| 171 | { |
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| 172 | // unload all compositors (this is only necessary because we don't yet destroy all resources!) |
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| 173 | Ogre::CompositorManager::getSingleton().removeAll(); |
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| 174 | } |
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[2896] | 175 | |
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[1662] | 176 | // this call will delete every BaseObject! |
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| 177 | // But currently this will call methods of objects that exist no more |
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| 178 | // The only 'memory leak' is the ParticleSpawer. They would be deleted here |
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| 179 | // and call a sceneNode method that has already been destroy by the corresponding space ship. |
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| 180 | //Loader::close(); |
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| 181 | |
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[2896] | 182 | if (GameMode::showsGraphics()) |
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[3327] | 183 | InputManager::getInstance().leaveState("game"); |
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[1662] | 184 | |
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[2896] | 185 | if (GameMode::isMaster()) |
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[2087] | 186 | this->unloadLevel(); |
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[1662] | 187 | |
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[2087] | 188 | if (this->radar_) |
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[2662] | 189 | { |
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[2087] | 190 | delete this->radar_; |
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[2662] | 191 | this->radar_ = 0; |
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| 192 | } |
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[2087] | 193 | |
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| 194 | if (this->cameraManager_) |
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[2662] | 195 | { |
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[2087] | 196 | delete this->cameraManager_; |
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[2662] | 197 | this->cameraManager_ = 0; |
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| 198 | } |
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[2087] | 199 | |
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[2662] | 200 | if (this->playerManager_) |
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| 201 | { |
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| 202 | delete this->playerManager_; |
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| 203 | this->playerManager_ = 0; |
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| 204 | } |
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| 205 | |
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[5693] | 206 | if (this->scope_GSLevel_) |
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[2911] | 207 | { |
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[5693] | 208 | delete this->scope_GSLevel_; |
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| 209 | this->scope_GSLevel_ = NULL; |
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[2911] | 210 | } |
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| 211 | |
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[2896] | 212 | if (GameMode::showsGraphics()) |
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[2087] | 213 | { |
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[2896] | 214 | gameInputState_->setHandler(0); |
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| 215 | guiMouseOnlyInputState_->setHandler(0); |
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| 216 | guiKeysOnlyInputState_->setHandler(0); |
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[3327] | 217 | InputManager::getInstance().destroyState("game"); |
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[2087] | 218 | if (this->keyBinder_) |
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[2662] | 219 | { |
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[2087] | 220 | delete this->keyBinder_; |
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[2662] | 221 | this->keyBinder_ = 0; |
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| 222 | } |
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[2087] | 223 | } |
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[1661] | 224 | } |
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| 225 | |
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[2896] | 226 | void GSLevel::update(const Clock& time) |
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[1661] | 227 | { |
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[2896] | 228 | // Note: Temporarily moved to GSGraphics. |
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[2087] | 229 | //// Call the scene objects |
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| 230 | //for (ObjectList<Tickable>::iterator it = ObjectList<Tickable>::begin(); it; ++it) |
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| 231 | // it->tick(time.getDeltaTime() * this->timeFactor_); |
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[1661] | 232 | } |
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| 233 | |
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[1670] | 234 | void GSLevel::loadLevel() |
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| 235 | { |
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| 236 | // call the loader |
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| 237 | COUT(0) << "Loading level..." << std::endl; |
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[5695] | 238 | startFile_s = new XMLFile(LevelManager::getInstance().getDefaultLevel()); |
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[3008] | 239 | Loader::open(startFile_s); |
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[1670] | 240 | } |
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| 241 | |
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| 242 | void GSLevel::unloadLevel() |
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| 243 | { |
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[2087] | 244 | ////////////////////////////////////////////////////////////////////////////////////////// |
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| 245 | // TODO // TODO // TODO // TODO // TODO // TODO // TODO // TODO // TODO // TODO // TODO // |
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| 246 | ////////////////////////////////////////////////////////////////////////////////////////// |
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| 247 | // Loader::unload(startFile_); // TODO: REACTIVATE THIS IF LOADER::UNLOAD WORKS PROPERLY / |
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| 248 | ////////////////////////////////////////////////////////////////////////////////////////// |
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| 249 | |
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[3008] | 250 | delete startFile_s; |
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[1670] | 251 | } |
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[1887] | 252 | |
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| 253 | void GSLevel::keybind(const std::string &command) |
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| 254 | { |
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| 255 | this->keybindInternal(command, false); |
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| 256 | } |
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| 257 | |
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| 258 | void GSLevel::tkeybind(const std::string &command) |
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| 259 | { |
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| 260 | this->keybindInternal(command, true); |
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| 261 | } |
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| 262 | |
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| 263 | /** |
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| 264 | @brief |
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| 265 | Assigns a command string to a key/button/axis. The name is determined via KeyDetector. |
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| 266 | @param command |
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| 267 | Command string that can be executed by the CommandExecutor |
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| 268 | OR: Internal string "KeybindBindingStringKeyName=" used for the second call to identify |
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[2896] | 269 | the key/button/axis that has been activated. This is configured above in activate(). |
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[1887] | 270 | */ |
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| 271 | void GSLevel::keybindInternal(const std::string& command, bool bTemporary) |
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| 272 | { |
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[2896] | 273 | if (GameMode::showsGraphics()) |
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[1887] | 274 | { |
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[2087] | 275 | static std::string bindingString = ""; |
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| 276 | static bool bTemporarySaved = false; |
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| 277 | static bool bound = true; |
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| 278 | // note: We use a long name to make 'sure' that the user doesn't use it accidentally. |
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| 279 | // Howerver there will be no real issue if it happens anyway. |
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| 280 | if (command.find(keyDetectorCallbackCode_) != 0) |
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[1887] | 281 | { |
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[2087] | 282 | if (bound) |
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| 283 | { |
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| 284 | COUT(0) << "Press any button/key or move a mouse/joystick axis" << std::endl; |
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[3327] | 285 | InputManager::getInstance().enterState("detector"); |
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[2087] | 286 | bindingString = command; |
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| 287 | bTemporarySaved = bTemporary; |
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| 288 | bound = false; |
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| 289 | } |
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| 290 | //else: We're still in a keybind command. ignore this call. |
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[1887] | 291 | } |
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[2087] | 292 | else |
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[1887] | 293 | { |
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[2087] | 294 | if (!bound) |
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| 295 | { |
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| 296 | // user has pressed the key |
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| 297 | std::string name = command.substr(this->keyDetectorCallbackCode_.size()); |
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| 298 | COUT(0) << "Binding string \"" << bindingString << "\" on key '" << name << "'" << std::endl; |
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| 299 | this->keyBinder_->setBinding(bindingString, name, bTemporarySaved); |
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[3327] | 300 | InputManager::getInstance().leaveState("detector"); |
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[2087] | 301 | bound = true; |
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| 302 | } |
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| 303 | // else: A key was pressed within the same tick, ignore it. |
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[1887] | 304 | } |
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| 305 | } |
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| 306 | } |
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[1661] | 307 | } |
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