| 1 | /* | 
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| 2 | *   ORXONOX - the hottest 3D action shooter ever to exist | 
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| 3 | *                    > www.orxonox.net < | 
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| 4 | * | 
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| 5 | * | 
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| 6 | *   License notice: | 
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| 7 | * | 
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| 8 | *   This program is free software; you can redistribute it and/or | 
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| 9 | *   modify it under the terms of the GNU General Public License | 
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| 10 | *   as published by the Free Software Foundation; either version 2 | 
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| 11 | *   of the License, or (at your option) any later version. | 
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| 12 | * | 
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| 13 | *   This program is distributed in the hope that it will be useful, | 
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| 14 | *   but WITHOUT ANY WARRANTY; without even the implied warranty of | 
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| 15 | *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the | 
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| 16 | *   GNU General Public License for more details. | 
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| 17 | * | 
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| 18 | *   You should have received a copy of the GNU General Public License | 
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| 19 | *   along with this program; if not, write to the Free Software | 
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| 20 | *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA. | 
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| 21 | * | 
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| 22 | *   Author: | 
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| 23 | *      Reto Grieder | 
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| 24 | *   Co-authors: | 
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| 25 | *      ... | 
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| 26 | * | 
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| 27 | */ | 
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| 28 |  | 
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| 29 | /** | 
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| 30 | @file | 
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| 31 | @brief | 
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| 32 | Implementation of GameStateBase class. | 
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| 33 | */ | 
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| 34 |  | 
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| 35 | #include "GameState.h" | 
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| 36 | #include "util/Debug.h" | 
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| 37 | #include "util/Exception.h" | 
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| 38 |  | 
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| 39 | namespace orxonox | 
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| 40 | { | 
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| 41 | /** | 
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| 42 | @brief | 
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| 43 | Constructor only initialises variables and sets the name permanently. | 
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| 44 | */ | 
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| 45 | GameStateBase::GameStateBase(const std::string& name) | 
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| 46 | : name_(name) | 
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| 47 | //, parent_(0) | 
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| 48 | , activeChild_(0) | 
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| 49 | //, bPausegetParent()(false) | 
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| 50 | { | 
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| 51 | Operations temp = {false, false, false, false, false}; | 
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| 52 | this->operation_ = temp; | 
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| 53 | } | 
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| 54 |  | 
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| 55 | /** | 
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| 56 | @brief | 
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| 57 | Destructor only checks that we don't delete an active state. | 
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| 58 | */ | 
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| 59 | GameStateBase::~GameStateBase() | 
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| 60 | { | 
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| 61 | OrxAssert(this->operation_.active == false, "Deleting an active GameState is a very bad idea.."); | 
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| 62 | } | 
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| 63 |  | 
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| 64 | /** | 
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| 65 | @brief | 
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| 66 | Adds a child to the current tree. The Child can contain children of its own. | 
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| 67 | But you cannot a state tree that already has an active state. | 
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| 68 | @param state | 
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| 69 | The state to be added. | 
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| 70 | */ | 
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| 71 | void GameStateBase::addChild(GameStateBase* state) | 
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| 72 | { | 
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| 73 | if (!state) | 
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| 74 | return; | 
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| 75 | // check if the state/tree to be added has states in it that already exist in this tree. | 
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| 76 | for (std::map<std::string, GameStateBase*>::const_iterator it = state->allChildren_.begin(); | 
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| 77 | it != state->allChildren_.end(); ++it) | 
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| 78 | { | 
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| 79 | if (this->getState(it->second->getName())) | 
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| 80 | { | 
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| 81 | ThrowException(GameState, "Cannot add a GameState to the hierarchy twice."); | 
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| 82 | return; | 
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| 83 | } | 
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| 84 | } | 
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| 85 | if (this->getState(state->name_)) | 
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| 86 | { | 
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| 87 | ThrowException(GameState, "Cannot add a GameState to the hierarchy twice."); | 
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| 88 | return; | 
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| 89 | } | 
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| 90 | // Make sure we don't add a tree that already has an active state. | 
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| 91 | if (state->getCurrentState()) | 
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| 92 | { | 
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| 93 | ThrowException(GameState, "Cannot merge a tree that is already active."); | 
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| 94 | return; | 
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| 95 | } | 
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| 96 |  | 
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| 97 | // merge the child's children into this tree | 
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| 98 | for (std::map<std::string, GameStateBase*>::const_iterator it = state->allChildren_.begin(); | 
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| 99 | it != state->allChildren_.end(); ++it) | 
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| 100 | this->grandchildAdded(state, it->second); | 
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| 101 | // merge 'state' into this tree | 
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| 102 | this->grandchildAdded(state, state); | 
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| 103 |  | 
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| 104 | // mark us as parent | 
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| 105 | state->setParent(this); | 
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| 106 | } | 
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| 107 |  | 
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| 108 | /** | 
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| 109 | @brief | 
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| 110 | Removes a child by instance. This splits the tree in two parts, | 
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| 111 | each of them functional on its own. | 
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| 112 | @param state | 
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| 113 | GameState by instance pointer | 
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| 114 | */ | 
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| 115 | void GameStateBase::removeChild(GameStateBase* state) | 
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| 116 | { | 
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| 117 | std::map<GameStateBase*, GameStateBase*>::iterator it = this->grandchildrenToChildren_.find(state); | 
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| 118 | if (it != this->grandchildrenToChildren_.end()) | 
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| 119 | { | 
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| 120 | if (state->isInSubtree(getCurrentState())) | 
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| 121 | { | 
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| 122 | ThrowException(GameState, "Cannot remove an active game state child '" | 
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| 123 | + state->getName() + "' from '" + name_ + "'."); | 
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| 124 | //COUT(2) << "Warning: Cannot remove an active game state child '" << state->getName() | 
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| 125 | //    << "' from '" << name_ << "'." << std::endl; | 
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| 126 | } | 
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| 127 | else | 
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| 128 | { | 
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| 129 | for (std::map<GameStateBase*, GameStateBase*>::const_iterator it = state->grandchildrenToChildren_.begin(); | 
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| 130 | it != state->grandchildrenToChildren_.end(); ++it) | 
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| 131 | this->grandchildRemoved(it->first); | 
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| 132 | this->grandchildRemoved(state); | 
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| 133 | } | 
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| 134 | } | 
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| 135 | else | 
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| 136 | { | 
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| 137 | ThrowException(GameState, "Game state '" + name_ + "' doesn't have a child named '" | 
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| 138 | + state->getName() + "'."); | 
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| 139 | //COUT(2) << "Warning: Game state '" << name_ << "' doesn't have a child named '" | 
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| 140 | //    << state->getName() << "'. Removal skipped." << std::endl; | 
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| 141 | } | 
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| 142 | } | 
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| 143 |  | 
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| 144 | /** | 
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| 145 | @brief | 
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| 146 | Removes a child by name. This splits the tree in two parts, | 
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| 147 | each of them functional on its own. | 
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| 148 | @param state | 
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| 149 | GameState by name | 
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| 150 | */ | 
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| 151 |  | 
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| 152 | void GameStateBase::removeChild(const std::string& name) | 
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| 153 | { | 
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| 154 | GameStateBase* state = getState(name); | 
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| 155 | if (state) | 
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| 156 | { | 
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| 157 | removeChild(state); | 
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| 158 | } | 
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| 159 | else | 
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| 160 | { | 
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| 161 | ThrowException(GameState, "GameState '" + name + "' doesn't exist."); | 
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| 162 | //COUT(2) << "Warning: GameState '" << name << "' doesn't exist." << std::endl; | 
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| 163 | } | 
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| 164 | } | 
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| 165 |  | 
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| 166 | /** | 
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| 167 | @brief | 
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| 168 | Tells a state that one of its children has added a child. This is necessary | 
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| 169 | to fill the internal maps correctly. | 
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| 170 | @param child | 
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| 171 | The child who notices this state. | 
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| 172 | @param grandchild | 
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| 173 | The child that has been added. | 
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| 174 | */ | 
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| 175 | inline void GameStateBase::grandchildAdded(GameStateBase* child, GameStateBase* grandchild) | 
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| 176 | { | 
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| 177 | // fill the two maps correctly. | 
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| 178 | this->allChildren_[grandchild->getName()] = grandchild; | 
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| 179 | this->grandchildrenToChildren_[grandchild] = child; | 
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| 180 | if (this->getParent()) | 
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| 181 | this->getParent()->grandchildAdded(this, grandchild); | 
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| 182 | } | 
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| 183 |  | 
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| 184 | /** | 
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| 185 | @brief | 
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| 186 | Tells a state that one of its children has removed a child. This is necessary | 
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| 187 | to fill the internal maps correctly. | 
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| 188 | @param child | 
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| 189 | The child who notices this state. | 
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| 190 | @param grandchild | 
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| 191 | The child that has been removed. | 
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| 192 | */ | 
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| 193 | inline void GameStateBase::grandchildRemoved(GameStateBase* grandchild) | 
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| 194 | { | 
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| 195 | // adjust the two maps correctly. | 
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| 196 | this->allChildren_.erase(grandchild->getName()); | 
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| 197 | this->grandchildrenToChildren_.erase(grandchild); | 
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| 198 | if (this->getParent()) | 
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| 199 | this->getParent()->grandchildRemoved(grandchild); | 
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| 200 | } | 
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| 201 |  | 
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| 202 | /** | 
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| 203 | @brief | 
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| 204 | Checks whether a specific game states exists in the hierarchy. | 
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| 205 | @remarks | 
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| 206 | Remember that the every node has a map with all its child nodes. | 
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| 207 | */ | 
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| 208 | GameStateBase* GameStateBase::getState(const std::string& name) | 
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| 209 | { | 
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| 210 | if (this->getParent()) | 
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| 211 | return this->getParent()->getState(name); | 
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| 212 | else | 
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| 213 | { | 
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| 214 | // The map only contains children, so check ourself first | 
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| 215 | if (name == this->name_) | 
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| 216 | return this; | 
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| 217 | // Search in the map. If there is no entry, we can be sure the state doesn't exist. | 
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| 218 | std::map<std::string, GameStateBase*>::const_iterator it = this->allChildren_.find(name); | 
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| 219 | return (it!= this->allChildren_.end() ? it->second : 0); | 
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| 220 | } | 
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| 221 | } | 
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| 222 |  | 
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| 223 | /** | 
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| 224 | @brief | 
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| 225 | Returns the root node of the tree. | 
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| 226 | */ | 
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| 227 | GameStateBase* GameStateBase::getRoot() | 
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| 228 | { | 
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| 229 | if (this->getParent()) | 
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| 230 | return this->getParent()->getRoot(); | 
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| 231 | else | 
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| 232 | return this; | 
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| 233 | } | 
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| 234 |  | 
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| 235 | /** | 
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| 236 | @brief | 
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| 237 | Returns the current active state. | 
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| 238 | @remarks | 
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| 239 | Remember that the current active state is the one that does not | 
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| 240 | have active children itself. Many states can be active at once. | 
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| 241 | */ | 
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| 242 | GameStateBase* GameStateBase::getCurrentState() | 
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| 243 | { | 
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| 244 | if (this->operation_.active) | 
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| 245 | { | 
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| 246 | if (this->activeChild_) | 
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| 247 | return this->activeChild_->getCurrentState(); | 
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| 248 | else | 
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| 249 | return this; | 
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| 250 | } | 
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| 251 | else | 
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| 252 | { | 
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| 253 | if (this->getParent()) | 
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| 254 | return this->getParent()->getCurrentState(); | 
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| 255 | else | 
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| 256 | return 0; | 
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| 257 | } | 
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| 258 | } | 
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| 259 |  | 
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| 260 | /** | 
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| 261 | @brief | 
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| 262 | Determines whether 'state' is in this subtree, including this node. | 
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| 263 | */ | 
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| 264 | bool GameStateBase::isInSubtree(GameStateBase* state) const | 
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| 265 | { | 
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| 266 | return (grandchildrenToChildren_.find(state) != grandchildrenToChildren_.end() | 
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| 267 | || state == this); | 
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| 268 | } | 
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| 269 |  | 
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| 270 | /** | 
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| 271 | @brief | 
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| 272 | Makes a state transition according to the state tree. You can choose any state | 
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| 273 | in the tree to do the call. The function finds the current state on its own. | 
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| 274 | @param state | 
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| 275 | The state to be entered, has to exist in the tree. | 
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| 276 | */ | 
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| 277 | void GameStateBase::requestState(const std::string& name) | 
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| 278 | { | 
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| 279 | assert(getRoot()); | 
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| 280 | getRoot()->requestState(name); | 
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| 281 | } | 
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| 282 |  | 
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| 283 | /** | 
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| 284 | @brief | 
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| 285 | Internal method that actually makes the state transition. Since it is internal, | 
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| 286 | the method can assume certain things to be granted (like 'this' is always active). | 
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| 287 | */ | 
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| 288 | void GameStateBase::makeTransition(GameStateBase* source, GameStateBase* destination) | 
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| 289 | { | 
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| 290 | if (source == this->getParent()) | 
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| 291 | { | 
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| 292 | // call is from the parent | 
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| 293 | this->activate(); | 
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| 294 | } | 
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| 295 | else if (source == 0) | 
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| 296 | { | 
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| 297 | // call was just started by root | 
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| 298 | // don't do anyting yet | 
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| 299 | } | 
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| 300 | else | 
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| 301 | { | 
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| 302 | // call is from a child | 
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| 303 | this->activeChild_ = 0; | 
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| 304 | } | 
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| 305 |  | 
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| 306 | if (destination == this) | 
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| 307 | return; | 
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| 308 |  | 
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| 309 | // Check for 'destination' in the children map first | 
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| 310 | std::map<GameStateBase*, GameStateBase*>::const_iterator it | 
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| 311 | = this->grandchildrenToChildren_.find(destination); | 
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| 312 | if (it != this->grandchildrenToChildren_.end()) | 
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| 313 | { | 
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| 314 | // child state. Don't use 'state', might be a grandchild! | 
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| 315 | this->activeChild_ = it->second; | 
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| 316 | it->second->makeTransition(this, destination); | 
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| 317 | } | 
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| 318 | else | 
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| 319 | { | 
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| 320 | // parent. We can be sure of this. | 
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| 321 | assert(this->getParent() != 0); | 
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| 322 |  | 
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| 323 | this->deactivate(); | 
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| 324 | this->getParent()->makeTransition(this, destination); | 
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| 325 | } | 
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| 326 | } | 
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| 327 |  | 
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| 328 | /** | 
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| 329 | @brief | 
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| 330 | Activates the state. Only sets bActive_ to true and notifies the parent. | 
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| 331 | */ | 
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| 332 | void GameStateBase::activate() | 
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| 333 | { | 
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| 334 | this->operation_.active = true; | 
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| 335 | this->operation_.entering = true; | 
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| 336 | this->enter(); | 
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| 337 | this->operation_.entering = false; | 
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| 338 | } | 
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| 339 |  | 
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| 340 | /** | 
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| 341 | Activates the state. Only sets bActive_ to false and notifies the parent. | 
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| 342 | */ | 
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| 343 | void GameStateBase::deactivate() | 
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| 344 | { | 
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| 345 | this->operation_.leaving = true; | 
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| 346 | this->leave(); | 
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| 347 | this->operation_.leaving = false; | 
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| 348 | this->operation_.active = false; | 
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| 349 | } | 
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| 350 |  | 
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| 351 | /** | 
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| 352 | @brief | 
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| 353 | Update method that calls ticked() with enclosed bRunning_ = true | 
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| 354 | If there was a state transition request within ticked() then this | 
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| 355 | method will transition in the end. | 
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| 356 | @param dt Delta time | 
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| 357 | @note | 
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| 358 | This method is not virtual! You cannot override it therefore. | 
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| 359 | */ | 
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| 360 | void GameStateBase::tick(const Clock& time) | 
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| 361 | { | 
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| 362 | this->operation_.running = true; | 
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| 363 | this->ticked(time); | 
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| 364 | this->operation_.running = false; | 
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| 365 | } | 
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| 366 | } | 
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