Planet
navi homePPSaboutscreenshotsdownloaddevelopmentforum

source: code/trunk/src/orxonox/gamestates/GSLevel.cc @ 3050

Last change on this file since 3050 was 3036, checked in by bknecht, 16 years ago

we do now save what level you chose last time and will preselect it for you on restart ;-). Of course you can still use —level or -l to choose your level in the old way.

  • Property svn:eol-style set to native
File size: 10.8 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 *      Fabian 'x3n' Landau
26 *      Benjamin Knecht
27 *
28 */
29
30#include "OrxonoxStableHeaders.h"
31#include "GSLevel.h"
32
33#include "core/input/InputManager.h"
34#include "core/input/SimpleInputState.h"
35#include "core/input/KeyBinder.h"
36#include "core/Loader.h"
37#include "core/XMLFile.h"
38#include "core/CommandExecutor.h"
39#include "core/ConsoleCommand.h"
40#include "core/CommandLine.h"
41#include "core/ConfigValueIncludes.h"
42#include "core/Core.h"
43#include "core/CoreIncludes.h"
44#include "core/Game.h"
45#include "core/GameMode.h"
46#include "objects/Tickable.h"
47#include "objects/Radar.h"
48#include "CameraManager.h"
49#include "GraphicsManager.h"
50#include "LevelManager.h"
51#include "PlayerManager.h"
52#include "gui/GUIManager.h"
53#include "objects/quest/QuestManager.h"
54#include "overlays/notifications/NotificationManager.h"
55
56namespace orxonox
57{
58    AddGameState(GSLevel, "level");
59
60    SetCommandLineArgument(level, "").shortcut("l");
61    SetConsoleCommand(GSLevel, showIngameGUI, true);
62
63    XMLFile* GSLevel::startFile_s = NULL;
64
65    GSLevel::GSLevel(const std::string& name)
66        : GameState(name)
67        , keyBinder_(0)
68        , gameInputState_(0)
69        , guiMouseOnlyInputState_(0)
70        , guiKeysOnlyInputState_(0)
71        , radar_(0)
72        , cameraManager_(0)
73        , levelManager_(0)
74    {
75        RegisterObject(GSLevel);
76
77        this->ccKeybind_ = 0;
78        this->ccTkeybind_ = 0;
79    }
80
81    GSLevel::~GSLevel()
82    {
83    }
84
85    void GSLevel::setConfigValues()
86    {
87        SetConfigValue(keyDetectorCallbackCode_, "KeybindBindingStringKeyName=");
88    }
89
90    void GSLevel::activate()
91    {
92        setConfigValues();
93
94        if (GameMode::showsGraphics())
95        {
96            gameInputState_ = InputManager::getInstance().createInputState<SimpleInputState>("game");
97            keyBinder_ = new KeyBinder();
98            keyBinder_->loadBindings("keybindings.ini");
99            gameInputState_->setHandler(keyBinder_);
100
101            guiMouseOnlyInputState_ = InputManager::getInstance().createInputState<SimpleInputState>("guiMouseOnly");
102            guiMouseOnlyInputState_->setMouseHandler(GUIManager::getInstancePtr());
103
104            guiKeysOnlyInputState_ = InputManager::getInstance().createInputState<SimpleInputState>("guiKeysOnly");
105            guiKeysOnlyInputState_->setKeyHandler(GUIManager::getInstancePtr());
106
107            // create the global CameraManager
108            this->cameraManager_ = new CameraManager(GraphicsManager::getInstance().getViewport());
109
110            // Start the Radar
111            this->radar_ = new Radar();
112        }
113
114        this->playerManager_ = new PlayerManager();
115
116        this->questManager_ = new QuestManager();
117
118        this->notificationManager_ = new NotificationManager();
119
120        if (GameMode::isMaster())
121        {
122            // create the global LevelManager
123            this->levelManager_ = new LevelManager();
124
125            this->loadLevel();
126        }
127
128        if (GameMode::showsGraphics())
129        {
130            // keybind console command
131            FunctorMember<GSLevel>* functor1 = createFunctor(&GSLevel::keybind);
132            functor1->setObject(this);
133            ccKeybind_ = createConsoleCommand(functor1, "keybind");
134            CommandExecutor::addConsoleCommandShortcut(ccKeybind_);
135            FunctorMember<GSLevel>* functor2 = createFunctor(&GSLevel::tkeybind);
136            functor2->setObject(this);
137            ccTkeybind_ = createConsoleCommand(functor2, "tkeybind");
138            CommandExecutor::addConsoleCommandShortcut(ccTkeybind_);
139            // set our console command as callback for the key detector
140            InputManager::getInstance().setKeyDetectorCallback(std::string("keybind ") + keyDetectorCallbackCode_);
141
142            // level is loaded: we can start capturing the input
143            InputManager::getInstance().requestEnterState("game");
144        }
145    }
146
147    void GSLevel::showIngameGUI(bool show)
148    {
149        if (show)
150        {
151            GUIManager::getInstancePtr()->showGUI("inGameTest");
152            GUIManager::getInstancePtr()->executeCode("showCursor()");
153            InputManager::getInstance().requestEnterState("guiMouseOnly");
154        }
155        else
156        {
157            GUIManager::getInstancePtr()->executeCode("hideGUI(\"inGameTest\")");
158            GUIManager::getInstancePtr()->executeCode("hideCursor()");
159            InputManager::getInstance().requestLeaveState("guiMouseOnly");
160        }
161    }
162
163    void GSLevel::deactivate()
164    {
165/*
166        // destroy console commands
167        if (this->ccKeybind_)
168        {
169            delete this->ccKeybind_;
170            this->ccKeybind_ = 0;
171        }
172        if (this->ccTkeybind_)
173        {
174            delete this->ccTkeybind_;
175            this->ccTkeybind_ = 0;
176        }
177*/
178
179
180        // this call will delete every BaseObject!
181        // But currently this will call methods of objects that exist no more
182        // The only 'memory leak' is the ParticleSpawer. They would be deleted here
183        // and call a sceneNode method that has already been destroy by the corresponding space ship.
184        //Loader::close();
185
186        if (GameMode::showsGraphics())
187            InputManager::getInstance().requestLeaveState("game");
188
189        if (GameMode::isMaster())
190            this->unloadLevel();
191
192        if (this->radar_)
193        {
194            delete this->radar_;
195            this->radar_ = 0;
196        }
197
198        if (this->cameraManager_)
199        {
200            delete this->cameraManager_;
201            this->cameraManager_ = 0;
202        }
203
204        if (this->levelManager_)
205        {
206            delete this->levelManager_;
207            this->levelManager_ = 0;
208        }
209
210        if (this->playerManager_)
211        {
212            delete this->playerManager_;
213            this->playerManager_ = 0;
214        }
215
216        if (this->questManager_)
217        {
218            delete this->questManager_;
219            this->questManager_ = NULL;
220        }
221
222        if (this->notificationManager_)
223        {
224            delete this->notificationManager_;
225            this->notificationManager_ = NULL;
226        }
227
228        if (GameMode::showsGraphics())
229        {
230            gameInputState_->setHandler(0);
231            guiMouseOnlyInputState_->setHandler(0);
232            guiKeysOnlyInputState_->setHandler(0);
233            InputManager::getInstance().requestDestroyState("game");
234            if (this->keyBinder_)
235            {
236                delete this->keyBinder_;
237                this->keyBinder_ = 0;
238            }
239        }
240    }
241
242    void GSLevel::update(const Clock& time)
243    {
244        // Note: Temporarily moved to GSGraphics.
245        //// Call the scene objects
246        //for (ObjectList<Tickable>::iterator it = ObjectList<Tickable>::begin(); it; ++it)
247        //    it->tick(time.getDeltaTime() * this->timeFactor_);
248    }
249
250    void GSLevel::loadLevel()
251    {
252        // call the loader
253        COUT(0) << "Loading level..." << std::endl;
254        std::string levelName;
255        CommandLine::getValue("level", &levelName);
256        if (levelName == "")
257            startFile_s = new XMLFile(Core::getMediaPathString() + "levels" + '/' + Game::getInstance().getLevel());
258        else
259            startFile_s = new XMLFile(Core::getMediaPathString() + "levels" + '/' + levelName);
260        Loader::open(startFile_s);
261    }
262
263    void GSLevel::unloadLevel()
264    {
265        //////////////////////////////////////////////////////////////////////////////////////////
266        // TODO // TODO // TODO // TODO // TODO // TODO // TODO // TODO // TODO // TODO // TODO //
267        //////////////////////////////////////////////////////////////////////////////////////////
268        // Loader::unload(startFile_); // TODO: REACTIVATE THIS IF LOADER::UNLOAD WORKS PROPERLY /
269        //////////////////////////////////////////////////////////////////////////////////////////
270
271        delete startFile_s;
272    }
273
274    void GSLevel::keybind(const std::string &command)
275    {
276        this->keybindInternal(command, false);
277    }
278
279    void GSLevel::tkeybind(const std::string &command)
280    {
281        this->keybindInternal(command, true);
282    }
283
284    /**
285    @brief
286        Assigns a command string to a key/button/axis. The name is determined via KeyDetector.
287    @param command
288        Command string that can be executed by the CommandExecutor
289        OR: Internal string "KeybindBindingStringKeyName=" used for the second call to identify
290        the key/button/axis that has been activated. This is configured above in activate().
291    */
292    void GSLevel::keybindInternal(const std::string& command, bool bTemporary)
293    {
294        if (GameMode::showsGraphics())
295        {
296            static std::string bindingString = "";
297            static bool bTemporarySaved = false;
298            static bool bound = true;
299            // note: We use a long name to make 'sure' that the user doesn't use it accidentally.
300            // Howerver there will be no real issue if it happens anyway.
301            if (command.find(keyDetectorCallbackCode_) != 0)
302            {
303                if (bound)
304                {
305                    COUT(0) << "Press any button/key or move a mouse/joystick axis" << std::endl;
306                    InputManager::getInstance().requestEnterState("detector");
307                    bindingString = command;
308                    bTemporarySaved = bTemporary;
309                    bound = false;
310                }
311                //else:  We're still in a keybind command. ignore this call.
312            }
313            else
314            {
315                if (!bound)
316                {
317                    // user has pressed the key
318                    std::string name = command.substr(this->keyDetectorCallbackCode_.size());
319                    COUT(0) << "Binding string \"" << bindingString << "\" on key '" << name << "'" << std::endl;
320                    this->keyBinder_->setBinding(bindingString, name, bTemporarySaved);
321                    InputManager::getInstance().requestLeaveState("detector");
322                    bound = true;
323                }
324                // else: A key was pressed within the same tick, ignore it.
325            }
326        }
327    }
328}
Note: See TracBrowser for help on using the repository browser.