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source: code/branches/objecthierarchy/src/orxonox/objects/infos/Level.cc @ 2019

Last change on this file since 2019 was 2019, checked in by landauf, 16 years ago

many changes, most important: BaseObject takes now a pointer to it's creator which is needed to build a level hierarchy (with different scenes)

File size: 4.4 KB
RevLine 
[1940]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 *      Fabian 'x3n' Landau
24 *   Co-authors:
25 *      ...
26 *
27 */
28
[1947]29#include "OrxonoxStableHeaders.h"
[2012]30#include "Level.h"
[1940]31
32#include "core/CoreIncludes.h"
33#include "core/XMLPort.h"
[2006]34#include "core/Loader.h"
[2010]35#include "core/XMLFile.h"
[2006]36#include "core/Template.h"
[1940]37
[2006]38#include "Settings.h"
[2019]39#include "LevelManager.h"
[2006]40#include "PlayerInfo.h"
[2019]41#include "objects/gametypes/Gametype.h"
[1940]42
[2006]43#include "util/Math.h"
44
[1940]45namespace orxonox
46{
[2012]47    CreateFactory(Level);
[1940]48
[2019]49    Level::Level(BaseObject* creator) : Info(creator)
[1940]50    {
[2012]51        RegisterObject(Level);
[1940]52
53        this->registerVariables();
[2019]54        this->xmlfilename_ = this->getFilename();
[1940]55
[2012]56        COUT(0) << "created Level" << std::endl;
[1940]57    }
58
[2019]59    Level::~Level()
[2006]60    {
[2019]61        if (this->isInitialized())
[2006]62        {
[2019]63            LevelManager::getInstance().releaseActivity(this);
[2006]64
[2019]65            if (this->xmlfile_)
66                Loader::unload(this->xmlfile_);
[2006]67        }
68    }
69
[2012]70    void Level::XMLPort(Element& xmlelement, XMLPort::Mode mode)
[1940]71    {
[2012]72        SUPER(Level, XMLPort, xmlelement, mode);
[1940]73
[2012]74        XMLPortParam(Level, "description", setDescription, getDescription, xmlelement, mode);
75        XMLPortParam(Level, "gametype", setGametypeString, getGametypeString, xmlelement, mode).defaultValues("Gametype");
[2006]76
[2019]77        XMLPortObjectExtended(Level, BaseObject, "", addObject, getObject, xmlelement, mode, true, false);
[1940]78    }
79
[2012]80    void Level::registerVariables()
[1940]81    {
[2019]82        REGISTERSTRING(this->xmlfilename_, network::direction::toclient, new network::NetworkCallback<Level>(this, &Level::networkcallback_applyXMLFile));
[2012]83        REGISTERSTRING(this->name_,        network::direction::toclient, new network::NetworkCallback<Level>(this, &Level::changedName));
[2010]84        REGISTERSTRING(this->description_, network::direction::toclient);
[1940]85    }
86
[2012]87    void Level::networkcallback_applyXMLFile()
[2006]88    {
[2019]89        COUT(0) << "Loading level \"" << this->xmlfilename_ << "\"..." << std::endl;
[2006]90
91        ClassTreeMask mask;
92        mask.exclude(Class(BaseObject));
93        mask.include(Class(Template));
94
[2019]95        this->xmlfile_ = new XMLFile(Settings::getDataPath() + this->xmlfilename_, mask);
[2006]96
[2019]97        Loader::open(this->xmlfile_);
[2006]98    }
99
[2019]100    void Level::setGametypeString(const std::string& gametype)
[1940]101    {
[2019]102        Identifier* identifier = ClassByString(gametype);
103        if (identifier && identifier->isA(Class(Gametype)))
104        {
105            this->gametype_ = gametype;
[1940]106
[2019]107            Gametype* rootgametype = dynamic_cast<Gametype*>(identifier->fabricate(this));
108            this->setGametype(rootgametype);
109
110            for (std::list<BaseObject*>::iterator it = this->objects_.begin(); it != this->objects_.end(); ++it)
111                (*it)->setGametype(rootgametype);
112
113            LevelManager::getInstance().requestActivity(this);
114        }
[1940]115    }
116
[2019]117
118    void Level::addObject(BaseObject* object)
[1940]119    {
[2019]120        this->objects_.push_back(object);
121        object->setGametype(this->getGametype());
[1940]122    }
123
[2019]124    BaseObject* Level::getObject(unsigned int index) const
[1940]125    {
[2019]126        unsigned int i = 0;
127        for (std::list<BaseObject*>::const_iterator it = this->objects_.begin(); it != this->objects_.end(); ++it)
[1940]128        {
[2019]129            if (i == index)
130                return (*it);
131            ++i;
[1940]132        }
[2019]133        return 0;
[1940]134    }
[2019]135
136    void Level::playerEntered(PlayerInfo* player)
137    {
138        COUT(0) << "player entered level" << std::endl;
139        player->setGametype(this->getGametype());
140    }
141
142    void Level::playerLeft(PlayerInfo* player)
143    {
144        player->setGametype(0);
145    }
[1940]146}
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