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 | * Fabian 'x3n' Landau |
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26 | * Benjamin Knecht |
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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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32 | #include <OgreCompositorManager.h> |
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33 | |
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34 | #include "util/Clock.h" |
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35 | #include "core/input/InputManager.h" |
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36 | #include "core/input/InputState.h" |
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37 | #include "core/input/KeyBinderManager.h" |
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38 | #include "core/ConsoleCommand.h" |
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39 | #include "core/Game.h" |
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40 | #include "core/GameMode.h" |
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41 | #include "core/GUIManager.h" |
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42 | #include "core/Loader.h" |
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43 | #include "core/XMLFile.h" |
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44 | |
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45 | #include "LevelManager.h" |
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46 | #include "PlayerManager.h" |
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47 | |
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48 | namespace orxonox |
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49 | { |
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50 | DeclareGameState(GSLevel, "level", false, false); |
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51 | |
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52 | GSLevel::GSLevel(const GameStateInfo& info) |
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53 | : GameState(info) |
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54 | , gameInputState_(0) |
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55 | , guiMouseOnlyInputState_(0) |
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56 | , guiKeysOnlyInputState_(0) |
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57 | , startFile_(0) |
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58 | { |
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59 | } |
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60 | |
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61 | GSLevel::~GSLevel() |
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62 | { |
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63 | } |
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64 | |
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65 | void GSLevel::activate() |
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66 | { |
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67 | if (GameMode::showsGraphics()) |
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68 | { |
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69 | gameInputState_ = InputManager::getInstance().createInputState("game"); |
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70 | gameInputState_->setMouseMode(MouseMode::Exclusive); |
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71 | gameInputState_->setHandler(KeyBinderManager::getInstance().getDefaultAsHandler()); |
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72 | KeyBinderManager::getInstance().setToDefault(); |
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73 | |
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74 | guiMouseOnlyInputState_ = InputManager::getInstance().createInputState("guiMouseOnly"); |
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75 | guiMouseOnlyInputState_->setMouseMode(MouseMode::Exclusive); |
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76 | guiMouseOnlyInputState_->setMouseHandler(GUIManager::getInstancePtr()); |
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77 | |
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78 | guiKeysOnlyInputState_ = InputManager::getInstance().createInputState("guiKeysOnly"); |
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79 | guiKeysOnlyInputState_->setKeyHandler(GUIManager::getInstancePtr()); |
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80 | |
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81 | CommandExecutor::addConsoleCommandShortcut(createConsoleCommand(createFunctor(&GSLevel::showIngameGUI, this), "showIngameGUI")); |
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82 | } |
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83 | |
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84 | if (GameMode::isMaster()) |
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85 | { |
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86 | this->loadLevel(); |
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87 | } |
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88 | |
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89 | if (GameMode::showsGraphics()) |
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90 | { |
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91 | // level is loaded: we can start capturing the input |
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92 | InputManager::getInstance().enterState("game"); |
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93 | |
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94 | // connect the HumanPlayer to the game |
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95 | PlayerManager::getInstance().clientConnected(0); |
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96 | } |
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97 | } |
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98 | |
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99 | void GSLevel::showIngameGUI(bool show) |
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100 | { |
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101 | if (show) |
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102 | { |
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103 | GUIManager::getInstance().showGUI("inGameTest"); |
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104 | GUIManager::getInstance().executeCode("showCursor()"); |
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105 | InputManager::getInstance().enterState("guiMouseOnly"); |
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106 | } |
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107 | else |
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108 | { |
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109 | GUIManager::getInstance().executeCode("hideGUI(\"inGameTest\")"); |
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110 | GUIManager::getInstance().executeCode("hideCursor()"); |
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111 | InputManager::getInstance().leaveState("guiMouseOnly"); |
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112 | } |
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113 | } |
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114 | |
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115 | void GSLevel::deactivate() |
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116 | { |
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117 | if (GameMode::showsGraphics()) |
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118 | { |
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119 | // disconnect the HumanPlayer |
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120 | PlayerManager::getInstance().clientDisconnected(0); |
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121 | |
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122 | // unload all compositors (this is only necessary because we don't yet destroy all resources!) |
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123 | Ogre::CompositorManager::getSingleton().removeAll(); |
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124 | |
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125 | InputManager::getInstance().leaveState("game"); |
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126 | } |
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127 | |
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128 | if (GameMode::isMaster()) |
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129 | this->unloadLevel(); |
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130 | |
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131 | if (GameMode::showsGraphics()) |
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132 | { |
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133 | gameInputState_->setHandler(0); |
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134 | guiMouseOnlyInputState_->setHandler(0); |
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135 | guiKeysOnlyInputState_->setHandler(0); |
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136 | InputManager::getInstance().destroyState("game"); |
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137 | InputManager::getInstance().destroyState("guiKeysOnly"); |
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138 | InputManager::getInstance().destroyState("guiMouseOnly"); |
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139 | } |
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140 | } |
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141 | |
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142 | void GSLevel::update(const Clock& time) |
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143 | { |
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144 | // Note: Temporarily moved to GSRoot. |
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145 | //// Call the scene objects |
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146 | //for (ObjectList<Tickable>::iterator it = ObjectList<Tickable>::begin(); it; ++it) |
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147 | // it->tick(time.getDeltaTime() * this->timeFactor_); |
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148 | } |
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149 | |
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150 | void GSLevel::loadLevel() |
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151 | { |
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152 | for (ObjectList<BaseObject>::iterator it = ObjectList<BaseObject>::begin(); it != ObjectList<BaseObject>::end(); ++it) |
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153 | this->staticObjects_.insert(*it); |
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154 | |
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155 | // call the loader |
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156 | COUT(0) << "Loading level..." << std::endl; |
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157 | startFile_ = new XMLFile(LevelManager::getInstance().getDefaultLevel()); |
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158 | Loader::open(startFile_); |
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159 | } |
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160 | |
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161 | void GSLevel::unloadLevel() |
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162 | { |
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163 | Loader::unload(startFile_); |
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164 | delete startFile_; |
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165 | |
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166 | COUT(3) << "Unloaded level. Remaining objects:" << std::endl; |
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167 | unsigned int i = 0; |
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168 | for (ObjectList<BaseObject>::iterator it = ObjectList<BaseObject>::begin(); it != ObjectList<BaseObject>::end(); ++it) |
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169 | { |
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170 | std::set<BaseObject*>::const_iterator find = this->staticObjects_.find(*it); |
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171 | if (find == this->staticObjects_.end()) |
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172 | { |
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173 | COUT(3) << ++i << ": " << it->getIdentifier()->getName() << " (" << *it << ")" << std::endl; |
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174 | } |
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175 | } |
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176 | COUT(3) << i << " objects remaining."; |
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177 | if (i == 0) |
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178 | COUT(3) << " Well done!" << std::endl; |
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179 | else |
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180 | COUT(3) << " Try harder!" << std::endl; |
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181 | } |
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182 | } |
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