[1660] | 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 | * ... |
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| 26 | * |
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| 27 | */ |
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| 28 | |
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| 29 | /** |
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| 30 | @file |
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| 31 | @brief |
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| 32 | Implementation of GameState class. |
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| 33 | */ |
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| 34 | |
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| 35 | #include "GameState.h" |
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| 36 | #include <cassert> |
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| 37 | #include "Debug.h" |
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| 38 | #include "Exception.h" |
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| 39 | |
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| 40 | namespace orxonox |
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| 41 | { |
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| 42 | /** |
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| 43 | @brief |
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| 44 | Constructor only initialises variables and sets the name permanently. |
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| 45 | */ |
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| 46 | GameState::GameState(const std::string& name) |
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| 47 | : name_(name) |
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| 48 | , parent_(0) |
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| 49 | , activeChild_(0) |
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[1672] | 50 | //, bPauseParent_(false) |
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[1660] | 51 | { |
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[1670] | 52 | Operations temp = {false, false, false, false, false}; |
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| 53 | this->operation_ = temp; |
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[1660] | 54 | } |
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| 55 | |
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| 56 | /** |
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| 57 | @brief |
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[1661] | 58 | Destructor only checks that we don't delete an active state. |
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| 59 | */ |
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| 60 | GameState::~GameState() |
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| 61 | { |
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[1672] | 62 | OrxAssert(!isInSubtree(getCurrentState()), "Deleting an active GameState is a very bad idea.."); |
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[1661] | 63 | } |
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| 64 | |
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| 65 | /** |
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| 66 | @brief |
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[1660] | 67 | Adds a child to the current tree. The Child can contain children of its own. |
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| 68 | But you cannot a state tree that already has an active state. |
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| 69 | @param state |
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| 70 | The state to be added. |
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| 71 | */ |
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| 72 | void GameState::addChild(GameState* state) |
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| 73 | { |
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| 74 | if (!state) |
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| 75 | return; |
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| 76 | // check if the state/tree to be added has states in it that already exist in this tree. |
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| 77 | for (std::map<std::string, GameState*>::const_iterator it = state->allChildren_.begin(); |
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| 78 | it != state->allChildren_.end(); ++it) |
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| 79 | { |
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[1672] | 80 | if (this->getState(it->second->getName())) |
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[1660] | 81 | { |
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| 82 | ThrowException(GameState, "Cannot add a GameState to the hierarchy twice."); |
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| 83 | return; |
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| 84 | } |
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| 85 | } |
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[1672] | 86 | if (this->getState(state->name_)) |
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[1660] | 87 | { |
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| 88 | ThrowException(GameState, "Cannot add a GameState to the hierarchy twice."); |
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| 89 | return; |
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| 90 | } |
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| 91 | // Make sure we don't add a tree that already has an active state. |
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| 92 | if (state->getCurrentState()) |
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| 93 | { |
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| 94 | ThrowException(GameState, "Cannot merge a tree that is already active."); |
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| 95 | return; |
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| 96 | } |
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| 97 | |
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| 98 | // merge the child's children into this tree |
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| 99 | for (std::map<std::string, GameState*>::const_iterator it = state->allChildren_.begin(); |
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| 100 | it != state->allChildren_.end(); ++it) |
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[1672] | 101 | this->grandchildAdded(state, it->second); |
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[1660] | 102 | // merge 'state' into this tree |
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[1672] | 103 | this->grandchildAdded(state, state); |
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[1660] | 104 | |
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| 105 | // mark us as parent |
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| 106 | state->parent_ = this; |
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| 107 | } |
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| 108 | |
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| 109 | /** |
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| 110 | @brief |
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[1661] | 111 | Removes a child by instance. This splits the tree in two parts, |
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| 112 | each of them functional on its own. |
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| 113 | @param state |
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| 114 | GameState by instance pointer |
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| 115 | */ |
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| 116 | void GameState::removeChild(GameState* state) |
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| 117 | { |
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| 118 | std::map<GameState*, GameState*>::iterator it = this->grandchildrenToChildren_.find(state); |
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| 119 | if (it != this->grandchildrenToChildren_.end()) |
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| 120 | { |
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[1672] | 121 | if (state->isInSubtree(getCurrentState())) |
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[1661] | 122 | { |
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[1672] | 123 | ThrowException(GameState, "Cannot remove an active game state child '" |
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[1661] | 124 | + state->getName() + "' from '" + name_ + "'."); |
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[1672] | 125 | //COUT(2) << "Warning: Cannot remove an active game state child '" << state->getName() |
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[1661] | 126 | // << "' from '" << name_ << "'." << std::endl; |
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| 127 | } |
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| 128 | else |
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| 129 | { |
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| 130 | for (std::map<GameState*, GameState*>::const_iterator it = state->grandchildrenToChildren_.begin(); |
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| 131 | it != state->grandchildrenToChildren_.end(); ++it) |
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| 132 | this->grandchildRemoved(it->first); |
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| 133 | this->grandchildRemoved(state); |
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| 134 | } |
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| 135 | } |
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| 136 | else |
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| 137 | { |
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| 138 | ThrowException(GameState, "Game state '" + name_ + "' doesn't have a child named '" |
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[1672] | 139 | + state->getName() + "'."); |
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[1661] | 140 | //COUT(2) << "Warning: Game state '" << name_ << "' doesn't have a child named '" |
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| 141 | // << state->getName() << "'. Removal skipped." << std::endl; |
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| 142 | } |
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| 143 | } |
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| 144 | |
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| 145 | /** |
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| 146 | @brief |
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| 147 | Removes a child by name. This splits the tree in two parts, |
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| 148 | each of them functional on its own. |
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| 149 | @param state |
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| 150 | GameState by name |
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| 151 | */ |
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| 152 | |
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| 153 | void GameState::removeChild(const std::string& name) |
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| 154 | { |
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[1672] | 155 | GameState* state = getState(name); |
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[1661] | 156 | if (state) |
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| 157 | { |
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| 158 | removeChild(state); |
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| 159 | } |
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| 160 | else |
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| 161 | { |
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| 162 | ThrowException(GameState, "GameState '" + name + "' doesn't exist."); |
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| 163 | //COUT(2) << "Warning: GameState '" << name << "' doesn't exist." << std::endl; |
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| 164 | } |
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| 165 | } |
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| 166 | |
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| 167 | /** |
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| 168 | @brief |
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[1660] | 169 | Tells a state that one of its children has added a child. This is necessary |
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| 170 | to fill the internal maps correctly. |
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| 171 | @param child |
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| 172 | The child who notices this state. |
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| 173 | @param grandchild |
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| 174 | The child that has been added. |
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| 175 | */ |
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[1672] | 176 | inline void GameState::grandchildAdded(GameState* child, GameState* grandchild) |
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[1660] | 177 | { |
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| 178 | // fill the two maps correctly. |
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| 179 | this->allChildren_[grandchild->getName()] = grandchild; |
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| 180 | this->grandchildrenToChildren_[grandchild] = child; |
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| 181 | if (this->parent_) |
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| 182 | this->parent_->grandchildAdded(this, grandchild); |
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| 183 | } |
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| 184 | |
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| 185 | /** |
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| 186 | @brief |
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[1661] | 187 | Tells a state that one of its children has removed a child. This is necessary |
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| 188 | to fill the internal maps correctly. |
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| 189 | @param child |
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| 190 | The child who notices this state. |
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| 191 | @param grandchild |
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| 192 | The child that has been removed. |
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| 193 | */ |
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[1672] | 194 | inline void GameState::grandchildRemoved(GameState* grandchild) |
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[1661] | 195 | { |
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| 196 | // adjust the two maps correctly. |
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| 197 | this->allChildren_.erase(grandchild->getName()); |
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| 198 | this->grandchildrenToChildren_.erase(grandchild); |
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| 199 | if (this->parent_) |
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| 200 | this->parent_->grandchildRemoved(grandchild); |
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| 201 | } |
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| 202 | |
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| 203 | /** |
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| 204 | @brief |
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[1660] | 205 | Checks whether a specific game states exists in the hierarchy. |
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| 206 | @remarks |
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| 207 | Remember that the every node has a map with all its child nodes. |
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| 208 | */ |
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[1672] | 209 | GameState* GameState::getState(const std::string& name) |
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[1660] | 210 | { |
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| 211 | if (this->parent_) |
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[1672] | 212 | return this->parent_->getState(name); |
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[1660] | 213 | else |
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| 214 | { |
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| 215 | // The map only contains children, so check ourself first |
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| 216 | if (name == this->name_) |
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| 217 | return this; |
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| 218 | // Search in the map. If there is no entry, we can be sure the state doesn't exist. |
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| 219 | std::map<std::string, GameState*>::const_iterator it = this->allChildren_.find(name); |
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| 220 | return (it!= this->allChildren_.end() ? it->second : 0); |
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| 221 | } |
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| 222 | } |
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| 223 | |
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| 224 | /** |
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| 225 | @brief |
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[1672] | 226 | Returns the root node of the tree. |
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| 227 | */ |
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| 228 | GameState* GameState::getRoot() |
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| 229 | { |
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| 230 | if (this->parent_) |
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| 231 | return this->parent_->getRoot(); |
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| 232 | else |
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| 233 | return this; |
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| 234 | } |
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| 235 | |
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| 236 | /** |
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| 237 | @brief |
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[1660] | 238 | Returns the current active state. |
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| 239 | @remarks |
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| 240 | Remember that the current active state is the one that does not |
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| 241 | have active children itself. Many states can be active at once. |
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| 242 | */ |
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| 243 | GameState* GameState::getCurrentState() |
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| 244 | { |
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[1670] | 245 | if (this->operation_.active) |
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[1660] | 246 | { |
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| 247 | if (this->activeChild_) |
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| 248 | return this->activeChild_->getCurrentState(); |
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| 249 | else |
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| 250 | return this; |
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| 251 | } |
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| 252 | else |
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| 253 | { |
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[1672] | 254 | if (this->getParent()) |
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| 255 | return this->getParent()->getCurrentState(); |
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[1660] | 256 | else |
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| 257 | return 0; |
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| 258 | } |
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| 259 | } |
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| 260 | |
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| 261 | /** |
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| 262 | @brief |
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[1672] | 263 | Determines whether 'state' is in this subtree, including this node. |
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[1660] | 264 | */ |
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[1672] | 265 | bool GameState::isInSubtree(GameState* state) const |
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[1660] | 266 | { |
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[1672] | 267 | return (grandchildrenToChildren_.find(state) != grandchildrenToChildren_.end() |
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| 268 | || state == this); |
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[1660] | 269 | } |
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| 270 | |
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| 271 | /** |
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| 272 | @brief |
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| 273 | Makes a state transition according to the state tree. You can choose any state |
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| 274 | in the tree to do the call. The function finds the current state on its own. |
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| 275 | @param state |
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| 276 | The state to be entered, has to exist in the tree. |
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| 277 | */ |
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| 278 | void GameState::requestState(const std::string& name) |
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| 279 | { |
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[1672] | 280 | assert(getRoot()); |
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| 281 | getRoot()->requestState(name); |
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[1660] | 282 | } |
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| 283 | |
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| 284 | /** |
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| 285 | @brief |
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| 286 | Internal method that actually makes the state transition. Since it is internal, |
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| 287 | the method can assume certain things to be granted (like 'this' is always active). |
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| 288 | */ |
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[1672] | 289 | void GameState::makeTransition(GameState* source, GameState* destination) |
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[1660] | 290 | { |
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[1672] | 291 | if (source == this->getParent()) |
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| 292 | { |
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| 293 | // call is from the parent |
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| 294 | this->activate(); |
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| 295 | } |
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| 296 | else if (source == 0) |
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| 297 | { |
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| 298 | // call was just started by root |
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| 299 | // don't do anyting yet |
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| 300 | } |
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| 301 | else |
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| 302 | { |
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| 303 | // call is from a child |
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| 304 | this->activeChild_ = 0; |
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| 305 | } |
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[1660] | 306 | |
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[1672] | 307 | if (destination == this) |
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[1660] | 308 | return; |
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| 309 | |
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[1672] | 310 | // Check for 'destination' in the children map first |
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| 311 | std::map<GameState*, GameState*>::const_iterator it |
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| 312 | = this->grandchildrenToChildren_.find(destination); |
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[1660] | 313 | if (it != this->grandchildrenToChildren_.end()) |
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| 314 | { |
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| 315 | // child state. Don't use 'state', might be a grandchild! |
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[1672] | 316 | this->activeChild_ = it->second; |
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| 317 | it->second->makeTransition(this, destination); |
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[1660] | 318 | } |
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| 319 | else |
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| 320 | { |
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| 321 | // parent. We can be sure of this. |
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[1672] | 322 | assert(this->getParent() != 0); |
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[1660] | 323 | |
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[1672] | 324 | this->deactivate(); |
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| 325 | this->getParent()->makeTransition(this, destination); |
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[1660] | 326 | } |
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| 327 | } |
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| 328 | |
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| 329 | /** |
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| 330 | @brief |
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| 331 | Activates the state. Only sets bActive_ to true and notifies the parent. |
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| 332 | */ |
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| 333 | void GameState::activate() |
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| 334 | { |
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[1670] | 335 | this->operation_.active = true; |
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| 336 | this->operation_.entering = true; |
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[1660] | 337 | this->enter(); |
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[1670] | 338 | this->operation_.entering = false; |
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[1660] | 339 | } |
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| 340 | |
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| 341 | /** |
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| 342 | Activates the state. Only sets bActive_ to false and notifies the parent. |
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| 343 | */ |
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| 344 | void GameState::deactivate() |
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| 345 | { |
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[1670] | 346 | this->operation_.leaving = true; |
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[1660] | 347 | this->leave(); |
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[1670] | 348 | this->operation_.leaving = false; |
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| 349 | this->operation_.active = false; |
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[1660] | 350 | } |
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| 351 | |
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[1670] | 352 | /** |
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| 353 | @brief |
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| 354 | Update method that calls ticked() with enclosed bRunning_ = true |
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| 355 | If there was a state transition request within ticked() then this |
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| 356 | method will transition in the end. |
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| 357 | @param dt Delta time |
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| 358 | @note |
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| 359 | This method is not virtual! You cannot override it therefore. |
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| 360 | */ |
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[1672] | 361 | void GameState::tick(float dt, uint64_t time) |
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[1670] | 362 | { |
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| 363 | this->operation_.running = true; |
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[1672] | 364 | this->ticked(dt, time); |
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[1670] | 365 | this->operation_.running = false; |
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| 366 | } |
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[1660] | 367 | } |
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