| 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 | *      Fabian 'x3n' Landau | 
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| 26 | * | 
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| 27 | */ | 
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| 28 |  | 
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| 29 | #include "OrxonoxStableHeaders.h" | 
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| 30 | #include "GSLevel.h" | 
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| 31 |  | 
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| 32 | #include "core/input/InputManager.h" | 
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| 33 | #include "core/input/SimpleInputState.h" | 
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| 34 | #include "core/input/KeyBinder.h" | 
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| 35 | #include "core/Loader.h" | 
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| 36 | #include "core/XMLFile.h" | 
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| 37 | #include "core/CommandExecutor.h" | 
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| 38 | #include "core/ConsoleCommand.h" | 
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| 39 | #include "core/CommandLine.h" | 
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| 40 | #include "core/ConfigValueIncludes.h" | 
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| 41 | #include "core/CoreIncludes.h" | 
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| 42 | #include "core/Core.h" | 
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| 43 | #include "objects/Tickable.h" | 
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| 44 | #include "objects/Radar.h" | 
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| 45 | #include "CameraManager.h" | 
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| 46 | #include "LevelManager.h" | 
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| 47 | #include "PlayerManager.h" | 
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| 48 |  | 
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| 49 | namespace orxonox | 
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| 50 | { | 
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| 51 | SetCommandLineArgument(level, "tutorial.oxw").shortcut("l"); | 
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| 52 |  | 
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| 53 | GSLevel::GSLevel() | 
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| 54 | //        : GameState<GSGraphics>(name) | 
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| 55 | : keyBinder_(0) | 
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| 56 | , inputState_(0) | 
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| 57 | , radar_(0) | 
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| 58 | , startFile_(0) | 
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| 59 | , cameraManager_(0) | 
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| 60 | , levelManager_(0) | 
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| 61 | { | 
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| 62 | RegisterObject(GSLevel); | 
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| 63 |  | 
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| 64 | this->ccKeybind_ = 0; | 
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| 65 | this->ccTkeybind_ = 0; | 
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| 66 |  | 
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| 67 | setConfigValues(); | 
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| 68 | } | 
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| 69 |  | 
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| 70 | GSLevel::~GSLevel() | 
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| 71 | { | 
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| 72 | } | 
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| 73 |  | 
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| 74 | void GSLevel::setConfigValues() | 
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| 75 | { | 
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| 76 | SetConfigValue(keyDetectorCallbackCode_, "KeybindBindingStringKeyName="); | 
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| 77 | } | 
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| 78 |  | 
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| 79 | void GSLevel::enter(Ogre::Viewport* viewport) | 
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| 80 | { | 
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| 81 | if (Core::showsGraphics()) | 
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| 82 | { | 
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| 83 | inputState_ = InputManager::getInstance().createInputState<SimpleInputState>("game", 20); | 
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| 84 | keyBinder_ = new KeyBinder(); | 
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| 85 | keyBinder_->loadBindings("keybindings.ini"); | 
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| 86 | inputState_->setHandler(keyBinder_); | 
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| 87 |  | 
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| 88 | // create the global CameraManager | 
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| 89 | assert(viewport); | 
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| 90 | this->cameraManager_ = new CameraManager(viewport); | 
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| 91 |  | 
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| 92 | // Start the Radar | 
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| 93 | this->radar_ = new Radar(); | 
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| 94 | } | 
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| 95 |  | 
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| 96 | this->playerManager_ = new PlayerManager(); | 
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| 97 |  | 
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| 98 | if (Core::isMaster()) | 
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| 99 | { | 
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| 100 | // create the global LevelManager | 
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| 101 | this->levelManager_ = new LevelManager(); | 
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| 102 |  | 
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| 103 | this->loadLevel(); | 
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| 104 | } | 
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| 105 |  | 
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| 106 | if (Core::showsGraphics()) | 
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| 107 | { | 
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| 108 | // TODO: insert slomo console command with | 
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| 109 | // .accessLevel(AccessLevel::Offline).defaultValue(0, 1.0).axisParamIndex(0).isAxisRelative(false); | 
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| 110 |  | 
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| 111 | // keybind console command | 
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| 112 | FunctorMember<GSLevel>* functor1 = createFunctor(&GSLevel::keybind); | 
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| 113 | functor1->setObject(this); | 
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| 114 | ccKeybind_ = createConsoleCommand(functor1, "keybind"); | 
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| 115 | CommandExecutor::addConsoleCommandShortcut(ccKeybind_); | 
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| 116 | FunctorMember<GSLevel>* functor2 = createFunctor(&GSLevel::tkeybind); | 
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| 117 | functor2->setObject(this); | 
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| 118 | ccTkeybind_ = createConsoleCommand(functor2, "tkeybind"); | 
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| 119 | CommandExecutor::addConsoleCommandShortcut(ccTkeybind_); | 
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| 120 | // set our console command as callback for the key detector | 
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| 121 | InputManager::getInstance().setKeyDetectorCallback(std::string("keybind ") + keyDetectorCallbackCode_); | 
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| 122 |  | 
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| 123 | // level is loaded: we can start capturing the input | 
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| 124 | InputManager::getInstance().requestEnterState("game"); | 
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| 125 | } | 
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| 126 | } | 
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| 127 |  | 
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| 128 | void GSLevel::leave() | 
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| 129 | { | 
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| 130 | // destroy console commands | 
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| 131 | if (this->ccKeybind_) | 
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| 132 | { | 
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| 133 | delete this->ccKeybind_; | 
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| 134 | this->ccKeybind_ = 0; | 
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| 135 | } | 
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| 136 | if (this->ccTkeybind_) | 
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| 137 | { | 
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| 138 | delete this->ccTkeybind_; | 
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| 139 | this->ccTkeybind_ = 0; | 
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| 140 | } | 
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| 141 |  | 
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| 142 | // this call will delete every BaseObject! | 
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| 143 | // But currently this will call methods of objects that exist no more | 
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| 144 | // The only 'memory leak' is the ParticleSpawer. They would be deleted here | 
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| 145 | // and call a sceneNode method that has already been destroy by the corresponding space ship. | 
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| 146 | //Loader::close(); | 
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| 147 |  | 
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| 148 | if (Core::showsGraphics()) | 
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| 149 | InputManager::getInstance().requestLeaveState("game"); | 
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| 150 |  | 
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| 151 | if (Core::isMaster()) | 
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| 152 | this->unloadLevel(); | 
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| 153 |  | 
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| 154 | if (this->radar_) | 
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| 155 | { | 
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| 156 | delete this->radar_; | 
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| 157 | this->radar_ = 0; | 
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| 158 | } | 
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| 159 |  | 
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| 160 | if (this->cameraManager_) | 
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| 161 | { | 
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| 162 | delete this->cameraManager_; | 
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| 163 | this->cameraManager_ = 0; | 
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| 164 | } | 
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| 165 |  | 
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| 166 | if (this->levelManager_) | 
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| 167 | { | 
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| 168 | delete this->levelManager_; | 
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| 169 | this->levelManager_ = 0; | 
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| 170 | } | 
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| 171 |  | 
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| 172 | if (this->playerManager_) | 
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| 173 | { | 
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| 174 | delete this->playerManager_; | 
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| 175 | this->playerManager_ = 0; | 
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| 176 | } | 
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| 177 |  | 
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| 178 | if (Core::showsGraphics()) | 
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| 179 | { | 
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| 180 | inputState_->setHandler(0); | 
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| 181 | InputManager::getInstance().requestDestroyState("game"); | 
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| 182 | if (this->keyBinder_) | 
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| 183 | { | 
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| 184 | delete this->keyBinder_; | 
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| 185 | this->keyBinder_ = 0; | 
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| 186 | } | 
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| 187 | } | 
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| 188 | } | 
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| 189 |  | 
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| 190 | void GSLevel::ticked(const Clock& time) | 
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| 191 | { | 
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| 192 | // Commented by 1337: Temporarily moved to GSGraphics. | 
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| 193 | //// Call the scene objects | 
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| 194 | //for (ObjectList<Tickable>::iterator it = ObjectList<Tickable>::begin(); it; ++it) | 
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| 195 | //    it->tick(time.getDeltaTime() * this->timeFactor_); | 
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| 196 | } | 
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| 197 |  | 
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| 198 | void GSLevel::loadLevel() | 
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| 199 | { | 
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| 200 | // call the loader | 
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| 201 | COUT(0) << "Loading level..." << std::endl; | 
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| 202 | std::string levelName; | 
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| 203 | CommandLine::getValue("level", &levelName); | 
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| 204 | startFile_ = new XMLFile(Core::getMediaPathString() + "levels" + '/' + levelName); | 
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| 205 | Loader::open(startFile_); | 
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| 206 | } | 
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| 207 |  | 
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| 208 | void GSLevel::unloadLevel() | 
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| 209 | { | 
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| 210 | ////////////////////////////////////////////////////////////////////////////////////////// | 
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| 211 | // TODO // TODO // TODO // TODO // TODO // TODO // TODO // TODO // TODO // TODO // TODO // | 
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| 212 | ////////////////////////////////////////////////////////////////////////////////////////// | 
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| 213 | // Loader::unload(startFile_); // TODO: REACTIVATE THIS IF LOADER::UNLOAD WORKS PROPERLY / | 
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| 214 | ////////////////////////////////////////////////////////////////////////////////////////// | 
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| 215 |  | 
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| 216 | delete this->startFile_; | 
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| 217 | } | 
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| 218 |  | 
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| 219 | void GSLevel::keybind(const std::string &command) | 
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| 220 | { | 
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| 221 | this->keybindInternal(command, false); | 
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| 222 | } | 
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| 223 |  | 
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| 224 | void GSLevel::tkeybind(const std::string &command) | 
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| 225 | { | 
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| 226 | this->keybindInternal(command, true); | 
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| 227 | } | 
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| 228 |  | 
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| 229 | /** | 
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| 230 | @brief | 
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| 231 | Assigns a command string to a key/button/axis. The name is determined via KeyDetector. | 
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| 232 | @param command | 
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| 233 | Command string that can be executed by the CommandExecutor | 
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| 234 | OR: Internal string "KeybindBindingStringKeyName=" used for the second call to identify | 
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| 235 | the key/button/axis that has been activated. This is configured above in enter(). | 
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| 236 | */ | 
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| 237 | void GSLevel::keybindInternal(const std::string& command, bool bTemporary) | 
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| 238 | { | 
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| 239 | if (Core::showsGraphics()) | 
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| 240 | { | 
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| 241 | static std::string bindingString = ""; | 
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| 242 | static bool bTemporarySaved = false; | 
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| 243 | static bool bound = true; | 
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| 244 | // note: We use a long name to make 'sure' that the user doesn't use it accidentally. | 
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| 245 | // Howerver there will be no real issue if it happens anyway. | 
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| 246 | if (command.find(keyDetectorCallbackCode_) != 0) | 
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| 247 | { | 
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| 248 | if (bound) | 
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| 249 | { | 
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| 250 | COUT(0) << "Press any button/key or move a mouse/joystick axis" << std::endl; | 
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| 251 | InputManager::getInstance().requestEnterState("detector"); | 
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| 252 | bindingString = command; | 
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| 253 | bTemporarySaved = bTemporary; | 
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| 254 | bound = false; | 
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| 255 | } | 
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| 256 | //else:  We're still in a keybind command. ignore this call. | 
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| 257 | } | 
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| 258 | else | 
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| 259 | { | 
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| 260 | if (!bound) | 
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| 261 | { | 
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| 262 | // user has pressed the key | 
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| 263 | std::string name = command.substr(this->keyDetectorCallbackCode_.size()); | 
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| 264 | COUT(0) << "Binding string \"" << bindingString << "\" on key '" << name << "'" << std::endl; | 
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| 265 | this->keyBinder_->setBinding(bindingString, name, bTemporarySaved); | 
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| 266 | InputManager::getInstance().requestLeaveState("detector"); | 
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| 267 | bound = true; | 
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| 268 | } | 
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| 269 | // else: A key was pressed within the same tick, ignore it. | 
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| 270 | } | 
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| 271 | } | 
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| 272 | } | 
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| 273 | } | 
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