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source: code/branches/core5/src/modules/gamestates/GSLevel.cc @ 5832

Last change on this file since 5832 was 5832, checked in by landauf, 15 years ago

fixed crash because of the unloading of HumanPlayer

  • Property svn:eol-style set to native
File size: 9.6 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 "GSLevel.h"
31
32#include <OgreCompositorManager.h>
33
34#include "core/input/InputManager.h"
35#include "core/input/InputState.h"
36#include "core/input/KeyBinder.h"
37#include "core/Clock.h"
38#include "core/ConsoleCommand.h"
39#include "core/ConfigValueIncludes.h"
40#include "core/CoreIncludes.h"
41#include "core/Game.h"
42#include "core/GameMode.h"
43#include "core/Core.h"
44#include "core/GraphicsManager.h"
45#include "core/GUIManager.h"
46#include "core/Loader.h"
47#include "core/XMLFile.h"
48
49#include "tools/interfaces/Tickable.h"
50#include "CameraManager.h"
51#include "LevelManager.h"
52#include "PlayerManager.h"
53#include "infos/HumanPlayer.h"
54
55namespace orxonox
56{
57    DeclareGameState(GSLevel, "level", false, false);
58    SetConsoleCommand(GSLevel, showIngameGUI, true);
59
60    XMLFile* GSLevel::startFile_s = NULL;
61
62    GSLevel::GSLevel(const GameStateInfo& info)
63        : GameState(info)
64        , keyBinder_(0)
65        , gameInputState_(0)
66        , guiMouseOnlyInputState_(0)
67        , guiKeysOnlyInputState_(0)
68        , cameraManager_(0)
69    {
70        RegisterObject(GSLevel);
71
72        this->ccKeybind_ = 0;
73        this->ccTkeybind_ = 0;
74    }
75
76    GSLevel::~GSLevel()
77    {
78    }
79
80    void GSLevel::setConfigValues()
81    {
82        SetConfigValue(keyDetectorCallbackCode_, "KeybindBindingStringKeyName=");
83    }
84
85    void GSLevel::activate()
86    {
87        setConfigValues();
88
89        if (GameMode::showsGraphics())
90        {
91            gameInputState_ = InputManager::getInstance().createInputState("game");
92            keyBinder_ = new KeyBinder();
93            keyBinder_->loadBindings("keybindings.ini");
94            gameInputState_->setHandler(keyBinder_);
95
96            guiMouseOnlyInputState_ = InputManager::getInstance().createInputState("guiMouseOnly");
97            guiMouseOnlyInputState_->setMouseHandler(GUIManager::getInstancePtr());
98
99            guiKeysOnlyInputState_ = InputManager::getInstance().createInputState("guiKeysOnly");
100            guiKeysOnlyInputState_->setKeyHandler(GUIManager::getInstancePtr());
101
102            // create the global CameraManager
103            this->cameraManager_ = new CameraManager(GraphicsManager::getInstance().getViewport());
104        }
105
106        this->playerManager_ = new PlayerManager();
107
108        this->scope_GSLevel_ = new Scope<ScopeID::GSLevel>();
109
110        if (GameMode::isMaster())
111        {
112            this->loadLevel();
113        }
114
115        if (GameMode::showsGraphics())
116        {
117            // keybind console command
118            ccKeybind_ = createConsoleCommand(createFunctor(&GSLevel::keybind, this), "keybind");
119            CommandExecutor::addConsoleCommandShortcut(ccKeybind_);
120            ccTkeybind_ = createConsoleCommand(createFunctor(&GSLevel::tkeybind, this), "tkeybind");
121            CommandExecutor::addConsoleCommandShortcut(ccTkeybind_);
122            // set our console command as callback for the key detector
123            InputManager::getInstance().setKeyDetectorCallback(std::string("keybind ") + keyDetectorCallbackCode_);
124
125            // level is loaded: we can start capturing the input
126            InputManager::getInstance().enterState("game");
127           
128            // connect the HumanPlayer to the game
129            this->playerManager_->clientConnected(0);
130        }
131    }
132
133    void GSLevel::showIngameGUI(bool show)
134    {
135        if (show)
136        {
137            GUIManager::getInstance().showGUI("inGameTest");
138            GUIManager::getInstance().executeCode("showCursor()");
139            InputManager::getInstance().enterState("guiMouseOnly");
140        }
141        else
142        {
143            GUIManager::getInstance().executeCode("hideGUI(\"inGameTest\")");
144            GUIManager::getInstance().executeCode("hideCursor()");
145            InputManager::getInstance().leaveState("guiMouseOnly");
146        }
147    }
148
149    void GSLevel::deactivate()
150    {
151/*
152        // destroy console commands
153        if (this->ccKeybind_)
154        {
155            delete this->ccKeybind_;
156            this->ccKeybind_ = 0;
157        }
158        if (this->ccTkeybind_)
159        {
160            delete this->ccTkeybind_;
161            this->ccTkeybind_ = 0;
162        }
163*/
164
165        if (GameMode::showsGraphics())
166        {
167            // disconnect the HumanPlayer
168            this->playerManager_->clientDisconnected(0);
169           
170            // unload all compositors (this is only necessary because we don't yet destroy all resources!)
171            Ogre::CompositorManager::getSingleton().removeAll();
172        }
173
174        // this call will delete every BaseObject!
175        // But currently this will call methods of objects that exist no more
176        // The only 'memory leak' is the ParticleSpawer. They would be deleted here
177        // and call a sceneNode method that has already been destroy by the corresponding space ship.
178        //Loader::close();
179
180        if (GameMode::showsGraphics())
181        {
182            InputManager::getInstance().leaveState("game");
183        }
184
185        if (GameMode::isMaster())
186            this->unloadLevel();
187
188        if (this->cameraManager_)
189        {
190            delete this->cameraManager_;
191            this->cameraManager_ = 0;
192        }
193
194        if (this->playerManager_)
195        {
196            this->playerManager_->destroy();
197            this->playerManager_ = 0;
198        }
199
200        if (this->scope_GSLevel_)
201        {
202            delete this->scope_GSLevel_;
203            this->scope_GSLevel_ = NULL;
204        }
205
206        if (GameMode::showsGraphics())
207        {
208            gameInputState_->setHandler(0);
209            guiMouseOnlyInputState_->setHandler(0);
210            guiKeysOnlyInputState_->setHandler(0);
211            InputManager::getInstance().destroyState("game");
212            InputManager::getInstance().destroyState("guiKeysOnly");
213            InputManager::getInstance().destroyState("guiMouseOnly");
214            if (this->keyBinder_)
215            {
216                this->keyBinder_->destroy();
217                this->keyBinder_ = 0;
218            }
219        }
220    }
221
222    void GSLevel::update(const Clock& time)
223    {
224        // Note: Temporarily moved to GSGraphics.
225        //// Call the scene objects
226        //for (ObjectList<Tickable>::iterator it = ObjectList<Tickable>::begin(); it; ++it)
227        //    it->tick(time.getDeltaTime() * this->timeFactor_);
228    }
229
230    void GSLevel::loadLevel()
231    {
232        // call the loader
233        COUT(0) << "Loading level..." << std::endl;
234        startFile_s = new XMLFile(LevelManager::getInstance().getDefaultLevel());
235        Loader::open(startFile_s);
236    }
237
238    void GSLevel::unloadLevel()
239    {
240        Loader::unload(startFile_s);
241
242        delete startFile_s;
243    }
244
245    void GSLevel::keybind(const std::string &command)
246    {
247        this->keybindInternal(command, false);
248    }
249
250    void GSLevel::tkeybind(const std::string &command)
251    {
252        this->keybindInternal(command, true);
253    }
254
255    /**
256    @brief
257        Assigns a command string to a key/button/axis. The name is determined via KeyDetector.
258    @param command
259        Command string that can be executed by the CommandExecutor
260        OR: Internal string "KeybindBindingStringKeyName=" used for the second call to identify
261        the key/button/axis that has been activated. This is configured above in activate().
262    */
263    void GSLevel::keybindInternal(const std::string& command, bool bTemporary)
264    {
265        if (GameMode::showsGraphics())
266        {
267            static std::string bindingString = "";
268            static bool bTemporarySaved = false;
269            static bool bound = true;
270            // note: We use a long name to make 'sure' that the user doesn't use it accidentally.
271            // Howerver there will be no real issue if it happens anyway.
272            if (command.find(keyDetectorCallbackCode_) != 0)
273            {
274                if (bound)
275                {
276                    COUT(0) << "Press any button/key or move a mouse/joystick axis" << std::endl;
277                    InputManager::getInstance().enterState("detector");
278                    bindingString = command;
279                    bTemporarySaved = bTemporary;
280                    bound = false;
281                }
282                //else:  We're still in a keybind command. ignore this call.
283            }
284            else
285            {
286                if (!bound)
287                {
288                    // user has pressed the key
289                    std::string name = command.substr(this->keyDetectorCallbackCode_.size());
290                    COUT(0) << "Binding string \"" << bindingString << "\" on key '" << name << "'" << std::endl;
291                    this->keyBinder_->setBinding(bindingString, name, bTemporarySaved);
292                    InputManager::getInstance().leaveState("detector");
293                    bound = true;
294                }
295                // else: A key was pressed within the same tick, ignore it.
296            }
297        }
298    }
299}
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