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source: code/trunk/src/orxonox/gamestates/GSLevel.cc @ 2328

Last change on this file since 2328 was 2103, checked in by rgrieder, 16 years ago

Merged r2101 (objecthierarchy) to trunk.

  • Property svn:eol-style set to native
File size: 9.3 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 *
27 */
28
29#include "OrxonoxStableHeaders.h"
30#include "GSLevel.h"
31
32#include "core/input/InputManager.h"
33#include "core/input/SimpleInputState.h"
34#include "core/input/KeyBinder.h"
35#include "core/Loader.h"
36#include "core/XMLFile.h"
37#include "core/CommandExecutor.h"
38#include "core/ConsoleCommand.h"
39#include "core/CommandLine.h"
40#include "core/ConfigValueIncludes.h"
41#include "core/CoreIncludes.h"
42#include "core/Core.h"
43//#include "objects/Backlight.h"
44#include "objects/Tickable.h"
45#include "objects/Radar.h"
46//#include "tools/ParticleInterface.h"
47#include "CameraManager.h"
48#include "LevelManager.h"
49#include "Settings.h"
50
51namespace orxonox
52{
53    SetCommandLineArgument(level, "sample2.oxw").shortcut("l");
54
55    GSLevel::GSLevel()
56//        : GameState<GSGraphics>(name)
57        : timeFactor_(1.0f)
58        , keyBinder_(0)
59        , inputState_(0)
60        , radar_(0)
61        , startFile_(0)
62        , cameraManager_(0)
63        , levelManager_(0)
64    {
65        RegisterObject(GSLevel);
66        setConfigValues();
67    }
68
69    GSLevel::~GSLevel()
70    {
71    }
72
73    void GSLevel::setConfigValues()
74    {
75        SetConfigValue(keyDetectorCallbackCode_, "KeybindBindingStringKeyName=");
76        SetConfigValue(defaultKeybindings_, "def_keybindings.ini")
77            .description("Filename of default keybindings.");
78    }
79
80    void GSLevel::enter(Ogre::Viewport* viewport)
81    {
82        if (Core::showsGraphics())
83        {
84            inputState_ = InputManager::getInstance().createInputState<SimpleInputState>("game", 20);
85            keyBinder_ = new KeyBinder();
86            keyBinder_->loadBindings("keybindings.ini", defaultKeybindings_);
87            inputState_->setHandler(keyBinder_);
88
89            // create the global CameraManager
90            assert(viewport);
91            this->cameraManager_ = new CameraManager(viewport);
92
93            // Start the Radar
94            this->radar_ = new Radar();
95        }
96
97        if (Core::isMaster())
98        {
99            // create the global LevelManager
100            this->levelManager_ = new LevelManager();
101
102            // reset game speed to normal
103            timeFactor_ = 1.0f;
104
105            this->loadLevel();
106        }
107
108        if (Core::showsGraphics())
109        {
110            // TODO: insert slomo console command with
111            // .accessLevel(AccessLevel::Offline).defaultValue(0, 1.0).axisParamIndex(0).isAxisRelative(false);
112
113            // keybind console command
114            FunctorMember<GSLevel>* functor1 = createFunctor(&GSLevel::keybind);
115            functor1->setObject(this);
116            CommandExecutor::addConsoleCommandShortcut(createConsoleCommand(functor1, "keybind"));
117            FunctorMember<GSLevel>* functor2 = createFunctor(&GSLevel::tkeybind);
118            functor2->setObject(this);
119            CommandExecutor::addConsoleCommandShortcut(createConsoleCommand(functor2, "tkeybind"));
120            // set our console command as callback for the key detector
121            InputManager::getInstance().setKeyDetectorCallback(std::string("keybind ") + keyDetectorCallbackCode_);
122
123            // level is loaded: we can start capturing the input
124            InputManager::getInstance().requestEnterState("game");
125        }
126
127        if (Core::isMaster())
128        {
129            // time factor console command
130            FunctorMember<GSLevel>* functor = createFunctor(&GSLevel::setTimeFactor);
131            functor->setObject(this);
132            CommandExecutor::addConsoleCommandShortcut(createConsoleCommand(functor, "setTimeFactor")).accessLevel(AccessLevel::Offline).defaultValue(0, 1.0);;
133        }
134    }
135
136    void GSLevel::leave()
137    {
138        // this call will delete every BaseObject!
139        // But currently this will call methods of objects that exist no more
140        // The only 'memory leak' is the ParticleSpawer. They would be deleted here
141        // and call a sceneNode method that has already been destroy by the corresponding space ship.
142        //Loader::close();
143
144        if (Core::showsGraphics())
145            InputManager::getInstance().requestLeaveState("game");
146
147        if (Core::isMaster())
148            this->unloadLevel();
149
150        if (this->radar_)
151            delete this->radar_;
152
153        if (this->cameraManager_)
154            delete this->cameraManager_;
155
156        if (this->levelManager_)
157            delete this->levelManager_;
158
159        if (Core::showsGraphics())
160        {
161            inputState_->setHandler(0);
162            InputManager::getInstance().requestDestroyState("game");
163            if (this->keyBinder_)
164                delete this->keyBinder_;
165        }
166    }
167
168    void GSLevel::ticked(const Clock& time)
169    {
170        // Commented by 1337: Temporarily moved to GSGraphics.
171        //// Call the scene objects
172        //for (ObjectList<Tickable>::iterator it = ObjectList<Tickable>::begin(); it; ++it)
173        //    it->tick(time.getDeltaTime() * this->timeFactor_);
174    }
175
176    /**
177    @brief
178        Changes the speed of Orxonox
179    */
180    void GSLevel::setTimeFactor(float factor)
181    {
182/*
183        float change = factor / this->timeFactor_;
184*/
185        this->timeFactor_ = factor;
186/*
187        for (ObjectList<ParticleInterface>::iterator it = ObjectList<ParticleInterface>::begin(); it; ++it)
188            it->setSpeedFactor(it->getSpeedFactor() * change);
189
190        for (ObjectList<Backlight>::iterator it = ObjectList<Backlight>::begin(); it; ++it)
191            it->setTimeFactor(timeFactor_);
192*/
193    }
194
195    void GSLevel::loadLevel()
196    {
197        // call the loader
198        COUT(0) << "Loading level..." << std::endl;
199        std::string levelName;
200        CommandLine::getValue("level", &levelName);
201        startFile_ = new XMLFile(Settings::getDataPath() + std::string("levels/") + levelName);
202        Loader::open(startFile_);
203    }
204
205    void GSLevel::unloadLevel()
206    {
207        //////////////////////////////////////////////////////////////////////////////////////////
208        // TODO // TODO // TODO // TODO // TODO // TODO // TODO // TODO // TODO // TODO // TODO //
209        //////////////////////////////////////////////////////////////////////////////////////////
210        // Loader::unload(startFile_); // TODO: REACTIVATE THIS IF LOADER::UNLOAD WORKS PROPERLY /
211        //////////////////////////////////////////////////////////////////////////////////////////
212
213        delete this->startFile_;
214    }
215
216    void GSLevel::keybind(const std::string &command)
217    {
218        this->keybindInternal(command, false);
219    }
220
221    void GSLevel::tkeybind(const std::string &command)
222    {
223        this->keybindInternal(command, true);
224    }
225
226    /**
227    @brief
228        Assigns a command string to a key/button/axis. The name is determined via KeyDetector.
229    @param command
230        Command string that can be executed by the CommandExecutor
231        OR: Internal string "KeybindBindingStringKeyName=" used for the second call to identify
232        the key/button/axis that has been activated. This is configured above in enter().
233    */
234    void GSLevel::keybindInternal(const std::string& command, bool bTemporary)
235    {
236        if (Core::showsGraphics())
237        {
238            static std::string bindingString = "";
239            static bool bTemporarySaved = false;
240            static bool bound = true;
241            // note: We use a long name to make 'sure' that the user doesn't use it accidentally.
242            // Howerver there will be no real issue if it happens anyway.
243            if (command.find(keyDetectorCallbackCode_) != 0)
244            {
245                if (bound)
246                {
247                    COUT(0) << "Press any button/key or move a mouse/joystick axis" << std::endl;
248                    InputManager::getInstance().requestEnterState("detector");
249                    bindingString = command;
250                    bTemporarySaved = bTemporary;
251                    bound = false;
252                }
253                //else:  We're still in a keybind command. ignore this call.
254            }
255            else
256            {
257                if (!bound)
258                {
259                    // user has pressed the key
260                    std::string name = command.substr(this->keyDetectorCallbackCode_.size());
261                    COUT(0) << "Binding string \"" << bindingString << "\" on key '" << name << "'" << std::endl;
262                    this->keyBinder_->setBinding(bindingString, name, bTemporarySaved);
263                    InputManager::getInstance().requestLeaveState("detector");
264                    bound = true;
265                }
266                // else: A key was pressed within the same tick, ignore it.
267            }
268        }
269    }
270}
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