| 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 | * Fabian 'x3n' Landau |
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| 24 | * Co-authors: |
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| 25 | * Damian 'Mozork' Frick |
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| 26 | * Matthias Binder |
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| 27 | * |
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| 28 | */ |
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| 29 | |
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| 30 | /** |
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| 31 | @file LevelManager.cc |
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| 32 | @brief Implementation of the LevelManager singleton. |
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| 33 | */ |
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| 34 | |
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| 35 | #include "LevelManager.h" |
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| 36 | #include "LevelStatus.h" |
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| 37 | |
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| 38 | #include <map> |
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| 39 | |
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| 40 | #include "core/singleton/ScopedSingletonIncludes.h" |
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| 41 | #include "core/commandline/CommandLineIncludes.h" |
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| 42 | #include "core/config/ConfigValueIncludes.h" |
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| 43 | #include "core/CoreIncludes.h" |
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| 44 | #include "core/ClassTreeMask.h" |
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| 45 | #include "core/Loader.h" |
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| 46 | #include "core/Resource.h" |
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| 47 | #include "core/XMLFile.h" |
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| 48 | #include "Level.h" |
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| 49 | #include "PlayerManager.h" |
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| 50 | |
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| 51 | |
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| 52 | namespace orxonox |
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| 53 | { |
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| 54 | |
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| 55 | |
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| 56 | |
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| 57 | |
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| 58 | SetCommandLineArgument(level, "").shortcut("l").information("Default level file (overrides LevelManager::defaultLevelName_ configValue)"); |
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| 59 | |
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| 60 | ManageScopedSingleton(LevelManager, ScopeID::ROOT, false); |
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| 61 | |
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| 62 | RegisterAbstractClass(LevelManager).inheritsFrom<Configurable>(); |
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| 63 | |
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| 64 | /** |
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| 65 | @brief |
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| 66 | Constructor. Registers the object, sets config values and initializes variables. |
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| 67 | */ |
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| 68 | LevelManager::LevelManager() |
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| 69 | { |
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| 70 | RegisterObject(LevelManager); |
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| 71 | this->setConfigValues(); |
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| 72 | |
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| 73 | |
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| 74 | |
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| 75 | // check override |
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| 76 | if (!CommandLineParser::getArgument("level")->hasDefaultValue()) |
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| 77 | { |
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| 78 | ModifyConfigValue(defaultLevelName_, tset, CommandLineParser::getValue("level").get<std::string>()); |
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| 79 | } |
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| 80 | |
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| 81 | this->compileAvailableLevelList(); |
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| 82 | this->nextIndex_ = 0; |
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| 83 | this->nextLevel_ = this->availableLevels_.begin(); |
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| 84 | |
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| 85 | buildallLevelStatus(); |
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| 86 | } |
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| 87 | |
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| 88 | |
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| 89 | LevelManager::~LevelManager() |
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| 90 | { |
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| 91 | // Delete all the LevelInfoItem objects because the LevelManager created them |
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| 92 | for (LevelInfoItem* info : availableLevels_) |
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| 93 | info->destroy(); |
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| 94 | for(unsigned int i = 0; i<allLevelStatus_.size();++i) |
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| 95 | { |
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| 96 | allLevelStatus_[i]->destroy(); |
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| 97 | } |
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| 98 | } |
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| 99 | |
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| 100 | /** |
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| 101 | @brief |
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| 102 | Set the config values for this object. |
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| 103 | */ |
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| 104 | void LevelManager::setConfigValues() |
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| 105 | { |
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| 106 | |
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| 107 | SetConfigValue(defaultLevelName_, "missionOne.oxw") |
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| 108 | .description("Sets the pre selection of the level in the main menu."); |
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| 109 | SetConfigValue(lastWonMission_, "") |
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| 110 | .description("The last finished mission of a campaign"); |
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| 111 | SetConfigValue(campaignMissions_, std::vector<std::string>()) |
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| 112 | .description("The list of missions in the campaign"); |
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| 113 | } |
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| 114 | |
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| 115 | |
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| 116 | /** |
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| 117 | @brief |
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| 118 | Request activity for the input Level. |
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| 119 | The Level will be added to the list of Levels whose activity is requested. The list is accessed in a FIFO manner. |
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| 120 | If the Level is the only Level in the list it will be immediately activated. If not it will be activated as soon as it reaches the front of the list. |
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| 121 | @param level |
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| 122 | A pointer to the Level whose activity is requested. |
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| 123 | */ |
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| 124 | void LevelManager::requestActivity(Level* level) |
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| 125 | { |
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| 126 | assert( std::find(this->levels_.begin(), this->levels_.end(), level)==this->levels_.end() ); |
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| 127 | // If the level is already in list. |
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| 128 | if( std::find(this->levels_.begin(), this->levels_.end(), level)!=this->levels_.end() ) |
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| 129 | return; |
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| 130 | // If it isn't insert it at the back. |
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| 131 | this->levels_.push_back(level); |
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| 132 | // If it is the only level in the list activate it. |
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| 133 | if (this->levels_.size() == 1) |
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| 134 | this->activateNextLevel(); |
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| 135 | } |
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| 136 | |
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| 137 | /** |
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| 138 | @brief |
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| 139 | Release activity for the input Level. |
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| 140 | Removes the Level from the list. If the Level was the one currently active, it is deactivated and the next Level in line is activated. |
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| 141 | @param level |
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| 142 | A pointer to the Level whose activity is to be released. |
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| 143 | */ |
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| 144 | void LevelManager::releaseActivity(Level* level) |
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| 145 | { |
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| 146 | if (this->levels_.size() > 0) |
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| 147 | { |
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| 148 | // If the level is the active level in the front of the list. |
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| 149 | if (this->levels_.front() == level) |
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| 150 | { |
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| 151 | // Deactivate it, remove it from the list and activate the next level in line. |
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| 152 | level->setActive(false); |
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| 153 | this->levels_.pop_front(); |
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| 154 | this->activateNextLevel(); |
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| 155 | } |
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| 156 | else // Else just remove it from the list. |
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| 157 | this->levels_.erase(std::find(this->levels_.begin(), this->levels_.end(), level)); |
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| 158 | } |
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| 159 | } |
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| 160 | |
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| 161 | /** |
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| 162 | @brief |
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| 163 | Get the currently active Level. |
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| 164 | @return |
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| 165 | Returns a pointer to the currently active level or nullptr if there currently are no active Levels. |
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| 166 | */ |
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| 167 | Level* LevelManager::getActiveLevel() |
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| 168 | { |
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| 169 | if (this->levels_.size() > 0) |
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| 170 | return this->levels_.front(); |
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| 171 | else |
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| 172 | return nullptr; |
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| 173 | } |
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| 174 | |
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| 175 | /** |
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| 176 | @brief |
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| 177 | Activate the next Level. |
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| 178 | */ |
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| 179 | void LevelManager::activateNextLevel() |
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| 180 | { |
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| 181 | |
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| 182 | if (this->levels_.size() > 0) |
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| 183 | { |
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| 184 | // Activate the level that is the first in the list of levels whose activity has been requested. |
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| 185 | this->levels_.front()->setActive(true); |
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| 186 | // Make every player enter the newly activated level. |
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| 187 | for (const auto& mapEntry : PlayerManager::getInstance().getClients()) |
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| 188 | this->levels_.front()->playerEntered(mapEntry.second); |
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| 189 | } |
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| 190 | } |
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| 191 | |
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| 192 | /** |
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| 193 | @brief |
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| 194 | Set the default Level. |
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| 195 | @param levelName |
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| 196 | The filename of the default Level. |
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| 197 | */ |
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| 198 | void LevelManager::setDefaultLevel(const std::string& levelName) |
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| 199 | { |
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| 200 | ModifyConfigValue(defaultLevelName_, set, levelName); |
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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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| 205 | Get the number of available Levels. |
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| 206 | Also updates the list of available Levels. |
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| 207 | @return |
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| 208 | Returns the number of available Levels. |
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| 209 | */ |
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| 210 | unsigned int LevelManager::getNumberOfLevels() |
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| 211 | { |
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| 212 | this->updateAvailableLevelList(); |
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| 213 | |
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| 214 | return this->availableLevels_.size(); |
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| 215 | } |
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| 216 | |
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| 217 | /** |
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| 218 | @brief |
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| 219 | Get the LevelInfoItem at the given index in the list of available Levels. |
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| 220 | The LevelInfoItems are sorted in alphabetical order accoridng to the name of the Level. |
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| 221 | This method is most efficiently called with consecutive indices (or at least ascending indices). |
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| 222 | @param index |
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| 223 | The index of the item that should be returned. |
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| 224 | @return |
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| 225 | Returns a pointer to the LevelInfoItem at the given index. |
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| 226 | */ |
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| 227 | LevelInfoItem* LevelManager::getAvailableLevelListItem(unsigned int index) |
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| 228 | { |
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| 229 | if(index >= this->availableLevels_.size()) |
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| 230 | return nullptr; |
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| 231 | |
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| 232 | // If this index directly follows the last we can optimize a lot. |
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| 233 | if(index == this->nextIndex_) |
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| 234 | { |
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| 235 | this->nextIndex_++; |
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| 236 | std::set<LevelInfoItem*, LevelInfoCompare>::iterator it = this->nextLevel_; |
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| 237 | this->nextLevel_++; |
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| 238 | return *it; |
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| 239 | } |
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| 240 | else |
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| 241 | { |
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| 242 | // If this index is bigger than the last, we can optimize a little. |
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| 243 | if(index < this->nextIndex_) |
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| 244 | { |
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| 245 | this->nextIndex_ = 0; |
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| 246 | this->nextLevel_ = this->availableLevels_.begin(); |
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| 247 | } |
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| 248 | |
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| 249 | while(this->nextIndex_ != index) |
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| 250 | { |
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| 251 | this->nextIndex_++; |
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| 252 | this->nextLevel_++; |
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| 253 | } |
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| 254 | this->nextIndex_++; |
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| 255 | std::set<LevelInfoItem*, LevelInfoCompare>::iterator it = this->nextLevel_; |
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| 256 | this->nextLevel_++; |
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| 257 | return *it; |
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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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| 263 | Compile the list of available Levels. |
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| 264 | Iterates over all *.oxw files, loads the LevelInfo objects in them and from that it creates the LevelInfoItems which are inserted in a list. |
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| 265 | */ |
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| 266 | void LevelManager::compileAvailableLevelList() |
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| 267 | { |
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| 268 | // Get all files matching the level criteria |
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| 269 | Ogre::StringVectorPtr levels = Resource::findResourceNames("*.oxw"); |
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| 270 | |
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| 271 | // We only want to load as little as possible |
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| 272 | ClassTreeMask mask; |
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| 273 | mask.exclude(Class(BaseObject)); |
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| 274 | mask.include(Class(LevelInfo)); |
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| 275 | |
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| 276 | // Iterate over all the found *.oxw files |
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| 277 | orxout(internal_info) << "Loading LevelInfos..." << endl; |
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| 278 | std::set<std::string> names; |
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| 279 | for (Ogre::StringVector::const_iterator it = levels->begin(); it != levels->end(); ++it) |
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| 280 | { |
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| 281 | // TODO: Replace with tag? |
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| 282 | if (it->find("old/") != 0) |
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| 283 | { |
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| 284 | LevelInfoItem* info = nullptr; |
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| 285 | |
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| 286 | // Load the LevelInfo object from the level file. |
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| 287 | XMLFile file = XMLFile(*it); |
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| 288 | Loader::getInstance().load(&file, mask, false, true); |
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| 289 | |
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| 290 | // Find the LevelInfo object we've just loaded (if there was one) |
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| 291 | for(LevelInfo* levelInfo : ObjectList<LevelInfo>()) |
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| 292 | if(levelInfo->getXMLFilename() == *it) |
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| 293 | info = levelInfo->copy(); |
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| 294 | |
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| 295 | // We don't need the loaded stuff anymore |
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| 296 | Loader::getInstance().unload(&file); |
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| 297 | |
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| 298 | if(info == nullptr) |
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| 299 | { |
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| 300 | // Create a default LevelInfoItem object that merely contains the name |
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| 301 | std::string filenameWOExtension = it->substr(0, it->find(".oxw")); |
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| 302 | info = new LevelInfoItem(filenameWOExtension, *it); |
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| 303 | } |
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| 304 | |
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| 305 | // Warn about levels with the same name. |
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| 306 | if(!names.insert(info->getName()).second) |
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| 307 | orxout(internal_warning) << "Multiple levels (" << info->getXMLFilename() << ") with name '" << info->getName() << "' found!" << endl; |
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| 308 | |
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| 309 | // Warn about multiple items so that it gets fixed quickly |
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| 310 | if(availableLevels_.find(info) != availableLevels_.end()) |
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| 311 | { |
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| 312 | orxout(internal_warning) << "Multiple levels (" << info->getXMLFilename() << ") with same name '" << info->getName() << "' and filename found! Exluding..." << endl; |
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| 313 | // Delete LevelInfoItem to avoid a dangling pointer |
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| 314 | delete info; |
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| 315 | } |
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| 316 | else |
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| 317 | this->availableLevels_.insert(info); |
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| 318 | } |
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| 319 | } |
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| 320 | } |
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| 321 | |
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| 322 | /** |
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| 323 | @brief |
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| 324 | Update the list of available Levels. |
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| 325 | */ |
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| 326 | void LevelManager::updateAvailableLevelList(void) |
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| 327 | { |
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| 328 | //TODO: Implement some kind of update? |
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| 329 | } |
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| 330 | |
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| 331 | |
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| 332 | |
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| 333 | /** |
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| 334 | @brief |
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| 335 | first updates allLevelStatus and then check if the level with index i is activated |
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| 336 | */ |
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| 337 | int LevelManager::missionactivate(int index) |
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| 338 | { |
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| 339 | updateAllLevelStatus(); |
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| 340 | int activated = allLevelStatus_[index]->activated; |
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| 341 | return activated; |
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| 342 | } |
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| 343 | /** |
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| 344 | @brief |
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| 345 | update the last won mission to won=true |
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| 346 | */ |
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| 347 | |
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| 348 | void LevelManager::updatewon(int lastwon) |
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| 349 | { |
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| 350 | allLevelStatus_[lastwon]->won=true; |
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| 351 | |
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| 352 | } |
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| 353 | |
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| 354 | /** |
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| 355 | @brief |
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| 356 | checks if a level is won |
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| 357 | if a level is won, the other levels should be shown as saved in 'nextLevels' of the won level |
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| 358 | therefore 'activated' of all other levels will be updated to the correct value |
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| 359 | if more than one level is won, the level with the highes index decides which other levels will be shown, activated or not activated |
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| 360 | */ |
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| 361 | |
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| 362 | void LevelManager::updateAllLevelStatus() |
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| 363 | { |
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| 364 | for(unsigned int i =0;i<allLevelStatus_.size();i++) |
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| 365 | { |
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| 366 | if(allLevelStatus_[i]->won) |
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| 367 | { |
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| 368 | allLevelStatus_[i]->activated=1; |
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| 369 | std::vector<int> nextLevels=allLevelStatus_[i]->nextLevels; |
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| 370 | for(unsigned int j=0;j<allLevelStatus_.size();j++) |
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| 371 | { |
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| 372 | allLevelStatus_[j]->activated=nextLevels[j]; |
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| 373 | } |
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| 374 | } |
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| 375 | } |
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| 376 | } |
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| 377 | |
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| 378 | /** |
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| 379 | @brief |
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| 380 | the name of the last won mission is saved in the config file |
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| 381 | */ |
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| 382 | |
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| 383 | void LevelManager::setLevelStatus(const std::string& LevelWon) |
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| 384 | { |
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| 385 | |
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| 386 | |
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| 387 | ModifyConfigValue(lastWonMission_, set, LevelWon); |
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| 388 | |
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| 389 | /** |
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| 390 | TODO: save allLevelWon_ into the config file |
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| 391 | */ |
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| 392 | } |
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| 393 | |
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| 394 | |
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| 395 | /** |
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| 396 | @brief |
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| 397 | build up allLevelStatus_ |
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| 398 | has to be done once per game (not per level) |
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| 399 | all connections between the levels are saved in the allLevelStatus_ |
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| 400 | also the won variable of the LevelStatus have to be set to the corresponding allLevelWon_ values |
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| 401 | */ |
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| 402 | void LevelManager::buildallLevelStatus() |
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| 403 | { |
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| 404 | for(unsigned int i =0;i<campaignMissions_.size();++i) |
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| 405 | { |
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| 406 | LevelStatus* level= new LevelStatus(this->getContext()); |
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| 407 | allLevelStatus_.push_back(level); |
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| 408 | } |
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| 409 | |
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| 410 | /** |
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| 411 | TODO: allLevelWon_ should be loaded into the allLevelSatus_ such that the progress of the campaign can be saved |
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| 412 | */ |
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| 413 | |
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| 414 | allLevelStatus_[0]->activated=1; |
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| 415 | |
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| 416 | |
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| 417 | std::vector<int> v={1,1,1,0,0,0,0,0,0}; |
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| 418 | allLevelStatus_[0]->nextLevels=v; |
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| 419 | |
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| 420 | v={1,1,2,1,0,0,0,0,0}; |
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| 421 | allLevelStatus_[1]->nextLevels=v; |
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| 422 | |
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| 423 | v={1,2,1,0,1,0,0,0,0}; |
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| 424 | allLevelStatus_[2]->nextLevels=v; |
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| 425 | |
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| 426 | v={1,1,2,1,0,1,1,0,0}; |
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| 427 | allLevelStatus_[3]->nextLevels=v; |
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| 428 | |
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| 429 | v={1,2,1,0,1,0,0,1,1}; |
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| 430 | allLevelStatus_[4]->nextLevels=v; |
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| 431 | |
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| 432 | v={1,1,2,1,0,1,2,0,0}; |
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| 433 | allLevelStatus_[5]->nextLevels=v; |
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| 434 | |
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| 435 | v={1,1,2,1,0,2,1,0,0}; |
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| 436 | allLevelStatus_[6]->nextLevels=v; |
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| 437 | |
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| 438 | v={1,2,1,0,1,0,0,1,2}; |
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| 439 | allLevelStatus_[7]->nextLevels=v; |
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| 440 | |
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| 441 | v={1,2,1,0,1,0,0,2,1}; |
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| 442 | allLevelStatus_[8]->nextLevels=v; |
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| 443 | |
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| 444 | } |
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| 445 | } |
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