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 | * |
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27 | */ |
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28 | |
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29 | /** |
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30 | @file LevelManager.cc |
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31 | @brief Implementation of the LevelManager singleton. |
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32 | */ |
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33 | |
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34 | #include "LevelManager.h" |
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35 | |
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36 | #include <map> |
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37 | |
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38 | #include "core/singleton/ScopedSingletonIncludes.h" |
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39 | #include "core/commandline/CommandLineIncludes.h" |
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40 | #include "core/config/ConfigValueIncludes.h" |
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41 | #include "core/CoreIncludes.h" |
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42 | #include "core/ClassTreeMask.h" |
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43 | #include "core/Loader.h" |
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44 | #include "core/Resource.h" |
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45 | #include "core/XMLFile.h" |
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46 | #include "Level.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 | |
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52 | LevelStatus::LevelStatus() |
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53 | { |
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54 | this->won = false; |
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55 | this->nextLevels.insert(this->nextLevels.begin(),-1); |
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56 | } |
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57 | |
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58 | LevelStatus::~LevelStatus() |
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59 | {} |
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60 | |
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61 | |
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62 | //check if index level is activated... |
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63 | int LevelManager::missionactivate(int index) |
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64 | { |
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65 | return index+1; |
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66 | |
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67 | |
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68 | if (allLevelStatus_[index].won) |
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69 | return 1; |
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70 | |
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71 | //check if level is activated |
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72 | for(unsigned int i=1;i<allLevelStatus_.size();i++) |
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73 | { |
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74 | std::vector<int> nextLevels=allLevelStatus_[i].nextLevels; |
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75 | bool won=allLevelStatus_[i].won; |
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76 | if(nextLevels[index]==1&&won) |
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77 | return 1; |
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78 | }; |
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79 | |
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80 | //check if level visible but not activated |
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81 | for(unsigned int i=1;i<allLevelStatus_.size();i++) |
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82 | { |
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83 | std::vector<int> nextLevels=allLevelStatus_[i].nextLevels; |
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84 | bool won=allLevelStatus_[i].won; |
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85 | if(nextLevels[index]==2&&won) |
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86 | return 2; |
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87 | }; |
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88 | return false; |
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89 | } |
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90 | |
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91 | //updates the won variable of the corresponding LevelStatus in allLevelStatus_ |
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92 | void LevelManager::setLevelStatus(const int completedLevel) |
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93 | { |
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94 | allLevelStatus_[completedLevel].won=true; |
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95 | } |
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96 | |
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97 | //build up allLevelStatus |
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98 | //has to be done once per game (not per level) |
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99 | //all connections between the levels are saved in here |
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100 | void LevelManager::buildallLevelStatus() |
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101 | { |
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102 | LevelStatus level; |
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103 | allLevelStatus_.assign (10,level); |
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104 | allLevelStatus_[1].won=true; |
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105 | |
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106 | } |
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107 | |
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108 | |
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109 | |
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110 | SetCommandLineArgument(level, "").shortcut("l").information("Default level file (overrides LevelManager::defaultLevelName_ configValue)"); |
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111 | |
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112 | ManageScopedSingleton(LevelManager, ScopeID::ROOT, false); |
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113 | |
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114 | RegisterAbstractClass(LevelManager).inheritsFrom<Configurable>(); |
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115 | |
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116 | /** |
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117 | @brief |
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118 | Constructor. Registers the object, sets config values and initializes variables. |
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119 | */ |
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120 | LevelManager::LevelManager() |
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121 | { |
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122 | RegisterObject(LevelManager); |
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123 | this->setConfigValues(); |
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124 | |
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125 | |
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126 | |
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127 | // check override |
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128 | if (!CommandLineParser::getArgument("level")->hasDefaultValue()) |
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129 | { |
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130 | ModifyConfigValue(defaultLevelName_, tset, CommandLineParser::getValue("level").get<std::string>()); |
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131 | } |
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132 | |
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133 | this->compileAvailableLevelList(); |
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134 | this->nextIndex_ = 0; |
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135 | this->nextLevel_ = this->availableLevels_.begin(); |
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136 | |
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137 | buildallLevelStatus(); |
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138 | } |
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139 | |
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140 | |
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141 | LevelManager::~LevelManager() |
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142 | { |
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143 | // Delete all the LevelInfoItem objects because the LevelManager created them |
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144 | for (LevelInfoItem* info : availableLevels_) |
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145 | info->destroy(); |
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146 | } |
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147 | |
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148 | /** |
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149 | @brief |
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150 | Set the config values for this object. |
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151 | */ |
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152 | void LevelManager::setConfigValues() |
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153 | { |
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154 | SetConfigValue(defaultLevelName_, "missionOne.oxw") |
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155 | .description("Sets the pre selection of the level in the main menu."); |
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156 | SetConfigValue(lastFinishedCampaignMission_, "") |
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157 | .description("The last finished mission of a campaign"); |
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158 | SetConfigValue(campaignMissions_, std::vector<std::string>()) |
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159 | .description("The list of missions in the campaign"); |
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160 | } |
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161 | |
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162 | /** |
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163 | * @brief Stores the argument in the corresponding config value. |
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164 | */ |
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165 | void LevelManager::setLastFinishedCampaignMission(const std::string& lastFinishedCampaignMission) |
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166 | { |
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167 | ModifyConfigValue(lastFinishedCampaignMission_, set, lastFinishedCampaignMission); |
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168 | } |
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169 | |
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170 | |
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171 | |
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172 | /** |
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173 | @brief |
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174 | Request activity for the input Level. |
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175 | 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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176 | 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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177 | @param level |
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178 | A pointer to the Level whose activity is requested. |
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179 | */ |
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180 | void LevelManager::requestActivity(Level* level) |
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181 | { |
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182 | assert( std::find(this->levels_.begin(), this->levels_.end(), level)==this->levels_.end() ); |
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183 | // If the level is already in list. |
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184 | if( std::find(this->levels_.begin(), this->levels_.end(), level)!=this->levels_.end() ) |
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185 | return; |
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186 | // If it isn't insert it at the back. |
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187 | this->levels_.push_back(level); |
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188 | // If it is the only level in the list activate it. |
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189 | if (this->levels_.size() == 1) |
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190 | this->activateNextLevel(); |
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191 | } |
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192 | |
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193 | /** |
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194 | @brief |
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195 | Release activity for the input Level. |
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196 | 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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197 | @param level |
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198 | A pointer to the Level whose activity is to be released. |
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199 | */ |
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200 | void LevelManager::releaseActivity(Level* level) |
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201 | { |
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202 | if (this->levels_.size() > 0) |
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203 | { |
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204 | // If the level is the active level in the front of the list. |
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205 | if (this->levels_.front() == level) |
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206 | { |
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207 | // Deactivate it, remove it from the list and activate the next level in line. |
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208 | level->setActive(false); |
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209 | this->levels_.pop_front(); |
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210 | this->activateNextLevel(); |
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211 | } |
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212 | else // Else just remove it from the list. |
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213 | this->levels_.erase(std::find(this->levels_.begin(), this->levels_.end(), level)); |
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214 | } |
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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 currently active Level. |
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220 | @return |
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221 | Returns a pointer to the currently active level or nullptr if there currently are no active Levels. |
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222 | */ |
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223 | Level* LevelManager::getActiveLevel() |
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224 | { |
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225 | if (this->levels_.size() > 0) |
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226 | return this->levels_.front(); |
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227 | else |
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228 | return nullptr; |
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229 | } |
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230 | |
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231 | /** |
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232 | @brief |
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233 | Activate the next Level. |
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234 | */ |
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235 | void LevelManager::activateNextLevel() |
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236 | { |
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237 | if (this->levels_.size() > 0) |
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238 | { |
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239 | // Activate the level that is the first in the list of levels whose activity has been requested. |
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240 | this->levels_.front()->setActive(true); |
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241 | // Make every player enter the newly activated level. |
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242 | for (const auto& mapEntry : PlayerManager::getInstance().getClients()) |
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243 | this->levels_.front()->playerEntered(mapEntry.second); |
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244 | } |
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245 | } |
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246 | |
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247 | /** |
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248 | @brief |
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249 | Set the default Level. |
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250 | @param levelName |
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251 | The filename of the default Level. |
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252 | */ |
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253 | void LevelManager::setDefaultLevel(const std::string& levelName) |
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254 | { |
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255 | ModifyConfigValue(defaultLevelName_, set, levelName); |
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256 | } |
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257 | |
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258 | /** |
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259 | @brief |
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260 | Get the number of available Levels. |
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261 | Also updates the list of available Levels. |
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262 | @return |
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263 | Returns the number of available Levels. |
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264 | */ |
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265 | unsigned int LevelManager::getNumberOfLevels() |
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266 | { |
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267 | this->updateAvailableLevelList(); |
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268 | |
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269 | return this->availableLevels_.size(); |
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270 | } |
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271 | |
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272 | /** |
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273 | @brief |
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274 | Get the LevelInfoItem at the given index in the list of available Levels. |
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275 | The LevelInfoItems are sorted in alphabetical order accoridng to the name of the Level. |
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276 | This method is most efficiently called with consecutive indices (or at least ascending indices). |
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277 | @param index |
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278 | The index of the item that should be returned. |
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279 | @return |
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280 | Returns a pointer to the LevelInfoItem at the given index. |
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281 | */ |
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282 | LevelInfoItem* LevelManager::getAvailableLevelListItem(unsigned int index) |
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283 | { |
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284 | if(index >= this->availableLevels_.size()) |
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285 | return nullptr; |
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286 | |
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287 | // If this index directly follows the last we can optimize a lot. |
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288 | if(index == this->nextIndex_) |
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289 | { |
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290 | this->nextIndex_++; |
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291 | std::set<LevelInfoItem*, LevelInfoCompare>::iterator it = this->nextLevel_; |
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292 | this->nextLevel_++; |
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293 | return *it; |
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294 | } |
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295 | else |
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296 | { |
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297 | // If this index is bigger than the last, we can optimize a little. |
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298 | if(index < this->nextIndex_) |
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299 | { |
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300 | this->nextIndex_ = 0; |
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301 | this->nextLevel_ = this->availableLevels_.begin(); |
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302 | } |
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303 | |
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304 | while(this->nextIndex_ != index) |
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305 | { |
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306 | this->nextIndex_++; |
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307 | this->nextLevel_++; |
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308 | } |
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309 | this->nextIndex_++; |
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310 | std::set<LevelInfoItem*, LevelInfoCompare>::iterator it = this->nextLevel_; |
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311 | this->nextLevel_++; |
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312 | return *it; |
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313 | } |
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314 | } |
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315 | |
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316 | /** |
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317 | @brief |
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318 | Compile the list of available Levels. |
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319 | 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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320 | */ |
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321 | void LevelManager::compileAvailableLevelList() |
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322 | { |
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323 | // Get all files matching the level criteria |
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324 | Ogre::StringVectorPtr levels = Resource::findResourceNames("*.oxw"); |
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325 | |
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326 | // We only want to load as little as possible |
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327 | ClassTreeMask mask; |
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328 | mask.exclude(Class(BaseObject)); |
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329 | mask.include(Class(LevelInfo)); |
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330 | |
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331 | // Iterate over all the found *.oxw files |
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332 | orxout(internal_info) << "Loading LevelInfos..." << endl; |
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333 | std::set<std::string> names; |
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334 | for (Ogre::StringVector::const_iterator it = levels->begin(); it != levels->end(); ++it) |
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335 | { |
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336 | // TODO: Replace with tag? |
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337 | if (it->find("old/") != 0) |
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338 | { |
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339 | LevelInfoItem* info = nullptr; |
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340 | |
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341 | // Load the LevelInfo object from the level file. |
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342 | XMLFile file = XMLFile(*it); |
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343 | Loader::getInstance().load(&file, mask, false, true); |
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344 | |
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345 | // Find the LevelInfo object we've just loaded (if there was one) |
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346 | for(LevelInfo* levelInfo : ObjectList<LevelInfo>()) |
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347 | if(levelInfo->getXMLFilename() == *it) |
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348 | info = levelInfo->copy(); |
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349 | |
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350 | // We don't need the loaded stuff anymore |
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351 | Loader::getInstance().unload(&file); |
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352 | |
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353 | if(info == nullptr) |
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354 | { |
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355 | // Create a default LevelInfoItem object that merely contains the name |
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356 | std::string filenameWOExtension = it->substr(0, it->find(".oxw")); |
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357 | info = new LevelInfoItem(filenameWOExtension, *it); |
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358 | } |
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359 | |
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360 | // Warn about levels with the same name. |
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361 | if(!names.insert(info->getName()).second) |
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362 | orxout(internal_warning) << "Multiple levels (" << info->getXMLFilename() << ") with name '" << info->getName() << "' found!" << endl; |
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363 | |
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364 | // Warn about multiple items so that it gets fixed quickly |
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365 | if(availableLevels_.find(info) != availableLevels_.end()) |
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366 | { |
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367 | orxout(internal_warning) << "Multiple levels (" << info->getXMLFilename() << ") with same name '" << info->getName() << "' and filename found! Exluding..." << endl; |
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368 | // Delete LevelInfoItem to avoid a dangling pointer |
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369 | delete info; |
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370 | } |
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371 | else |
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372 | this->availableLevels_.insert(info); |
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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 | @brief |
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379 | Update the list of available Levels. |
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380 | */ |
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381 | void LevelManager::updateAvailableLevelList(void) |
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382 | { |
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383 | //TODO: Implement some kind of update? |
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384 | } |
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385 | } |
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