[1660] | 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 GameState 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 <cassert> |
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| 37 | #include "Debug.h" |
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| 38 | #include "Exception.h" |
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| 39 | |
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| 40 | namespace orxonox |
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| 41 | { |
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| 42 | /** |
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| 43 | @brief |
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| 44 | Constructor only initialises variables and sets the name permanently. |
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| 45 | */ |
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| 46 | GameState::GameState(const std::string& name) |
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| 47 | : name_(name) |
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| 48 | , bPauseParent_(false) |
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[1670] | 49 | //, bActive_(false) |
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| 50 | //, bSuspended_(false) |
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| 51 | //, bRunning_(false) |
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| 52 | , scheduledTransition_(0) |
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[1660] | 53 | , parent_(0) |
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| 54 | , activeChild_(0) |
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| 55 | { |
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[1670] | 56 | Operations temp = {false, false, false, false, false}; |
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| 57 | this->operation_ = temp; |
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[1660] | 58 | } |
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| 59 | |
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| 60 | /** |
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| 61 | @brief |
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[1661] | 62 | Destructor only checks that we don't delete an active state. |
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| 63 | */ |
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| 64 | GameState::~GameState() |
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| 65 | { |
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[1670] | 66 | if (this->operation_.active) |
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[1661] | 67 | { |
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| 68 | if (this->parent_) |
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| 69 | this->requestState(this->parent_->getName()); |
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| 70 | else |
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| 71 | this->requestState(""); |
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| 72 | } |
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| 73 | } |
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| 74 | |
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| 75 | /** |
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| 76 | @brief |
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[1660] | 77 | Adds a child to the current tree. The Child can contain children of its own. |
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| 78 | But you cannot a state tree that already has an active state. |
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| 79 | @param state |
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| 80 | The state to be added. |
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| 81 | */ |
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| 82 | void GameState::addChild(GameState* state) |
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| 83 | { |
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| 84 | if (!state) |
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| 85 | return; |
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| 86 | // check if the state/tree to be added has states in it that already exist in this tree. |
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| 87 | for (std::map<std::string, GameState*>::const_iterator it = state->allChildren_.begin(); |
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| 88 | it != state->allChildren_.end(); ++it) |
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| 89 | { |
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| 90 | if (this->checkState(it->second->getName())) |
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| 91 | { |
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| 92 | ThrowException(GameState, "Cannot add a GameState to the hierarchy twice."); |
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| 93 | return; |
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| 94 | } |
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| 95 | } |
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| 96 | if (this->checkState(state->name_)) |
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| 97 | { |
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| 98 | ThrowException(GameState, "Cannot add a GameState to the hierarchy twice."); |
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| 99 | return; |
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| 100 | } |
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| 101 | // Make sure we don't add a tree that already has an active state. |
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| 102 | if (state->getCurrentState()) |
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| 103 | { |
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| 104 | ThrowException(GameState, "Cannot merge a tree that is already active."); |
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| 105 | return; |
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| 106 | } |
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| 107 | |
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| 108 | // merge the child's children into this tree |
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| 109 | for (std::map<std::string, GameState*>::const_iterator it = state->allChildren_.begin(); |
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| 110 | it != state->allChildren_.end(); ++it) |
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| 111 | { |
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| 112 | this->allChildren_[it->second->getName()] = it->second; |
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| 113 | this->grandchildrenToChildren_[it->second] = state; |
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| 114 | if (this->parent_) |
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| 115 | this->parent_->grandchildAdded(this, it->second); |
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| 116 | } |
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| 117 | // merge 'state' into this tree |
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| 118 | this->allChildren_[state->name_] = state; |
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| 119 | this->grandchildrenToChildren_[state] = state; |
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| 120 | if (this->parent_) |
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| 121 | this->parent_->grandchildAdded(this, state); |
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| 122 | |
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| 123 | // mark us as parent |
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| 124 | state->parent_ = this; |
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| 125 | } |
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| 126 | |
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| 127 | /** |
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| 128 | @brief |
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[1661] | 129 | Removes a child by instance. This splits the tree in two parts, |
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| 130 | each of them functional on its own. |
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| 131 | @param state |
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| 132 | GameState by instance pointer |
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| 133 | */ |
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| 134 | void GameState::removeChild(GameState* state) |
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| 135 | { |
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| 136 | std::map<GameState*, GameState*>::iterator it = this->grandchildrenToChildren_.find(state); |
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| 137 | if (it != this->grandchildrenToChildren_.end()) |
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| 138 | { |
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[1670] | 139 | if (state->getOperation().active) |
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[1661] | 140 | { |
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| 141 | ThrowException(GameState, "Cannot remove active game state child '" |
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| 142 | + state->getName() + "' from '" + name_ + "'."); |
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| 143 | //COUT(2) << "Warning: Cannot remove active game state child '" << state->getName() |
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| 144 | // << "' from '" << name_ << "'." << std::endl; |
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| 145 | } |
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| 146 | else |
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| 147 | { |
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| 148 | for (std::map<GameState*, GameState*>::const_iterator it = state->grandchildrenToChildren_.begin(); |
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| 149 | it != state->grandchildrenToChildren_.end(); ++it) |
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| 150 | { |
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| 151 | this->grandchildRemoved(it->first); |
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| 152 | } |
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| 153 | this->grandchildRemoved(state); |
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| 154 | } |
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| 155 | } |
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| 156 | else |
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| 157 | { |
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| 158 | ThrowException(GameState, "Game state '" + name_ + "' doesn't have a child named '" |
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| 159 | + state->getName() + "'. Removal skipped."); |
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| 160 | //COUT(2) << "Warning: Game state '" << name_ << "' doesn't have a child named '" |
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| 161 | // << state->getName() << "'. Removal skipped." << std::endl; |
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| 162 | } |
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| 163 | } |
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| 164 | |
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| 165 | /** |
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| 166 | @brief |
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| 167 | Removes a child by name. This splits the tree in two parts, |
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| 168 | each of them functional on its own. |
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| 169 | @param state |
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| 170 | GameState by name |
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| 171 | */ |
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| 172 | |
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| 173 | void GameState::removeChild(const std::string& name) |
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| 174 | { |
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| 175 | GameState* state = checkState(name); |
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| 176 | if (state) |
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| 177 | { |
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| 178 | removeChild(state); |
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| 179 | } |
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| 180 | else |
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| 181 | { |
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| 182 | ThrowException(GameState, "GameState '" + name + "' doesn't exist."); |
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| 183 | //COUT(2) << "Warning: GameState '" << name << "' doesn't exist." << std::endl; |
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| 184 | } |
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| 185 | } |
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| 186 | |
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| 187 | /** |
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| 188 | @brief |
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[1660] | 189 | Tells a state that one of its children has added a child. This is necessary |
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| 190 | to fill the internal maps correctly. |
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| 191 | @param child |
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| 192 | The child who notices this state. |
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| 193 | @param grandchild |
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| 194 | The child that has been added. |
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| 195 | */ |
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| 196 | void GameState::grandchildAdded(GameState* child, GameState* grandchild) |
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| 197 | { |
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| 198 | // fill the two maps correctly. |
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| 199 | this->allChildren_[grandchild->getName()] = grandchild; |
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| 200 | this->grandchildrenToChildren_[grandchild] = child; |
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| 201 | if (this->parent_) |
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| 202 | this->parent_->grandchildAdded(this, grandchild); |
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| 203 | } |
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| 204 | |
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| 205 | /** |
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| 206 | @brief |
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[1661] | 207 | Tells a state that one of its children has removed a child. This is necessary |
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| 208 | to fill the internal maps correctly. |
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| 209 | @param child |
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| 210 | The child who notices this state. |
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| 211 | @param grandchild |
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| 212 | The child that has been removed. |
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| 213 | */ |
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| 214 | void GameState::grandchildRemoved(GameState* grandchild) |
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| 215 | { |
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| 216 | // adjust the two maps correctly. |
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| 217 | this->allChildren_.erase(grandchild->getName()); |
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| 218 | this->grandchildrenToChildren_.erase(grandchild); |
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| 219 | if (this->parent_) |
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| 220 | this->parent_->grandchildRemoved(grandchild); |
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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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[1660] | 225 | Checks whether a specific game states exists in the hierarchy. |
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| 226 | @remarks |
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| 227 | Remember that the every node has a map with all its child nodes. |
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| 228 | */ |
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| 229 | GameState* GameState::checkState(const std::string& name) |
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| 230 | { |
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| 231 | if (this->parent_) |
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| 232 | return this->parent_->checkState(name); |
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| 233 | else |
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| 234 | { |
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| 235 | // The map only contains children, so check ourself first |
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| 236 | if (name == this->name_) |
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| 237 | return this; |
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| 238 | // Search in the map. If there is no entry, we can be sure the state doesn't exist. |
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| 239 | std::map<std::string, GameState*>::const_iterator it = this->allChildren_.find(name); |
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| 240 | return (it!= this->allChildren_.end() ? it->second : 0); |
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| 241 | } |
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| 242 | } |
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| 243 | |
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| 244 | /** |
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| 245 | @brief |
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| 246 | Returns the current active state. |
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| 247 | @remarks |
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| 248 | Remember that the current active state is the one that does not |
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| 249 | have active children itself. Many states can be active at once. |
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| 250 | */ |
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| 251 | GameState* GameState::getCurrentState() |
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| 252 | { |
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[1670] | 253 | if (this->operation_.active) |
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[1660] | 254 | { |
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| 255 | if (this->activeChild_) |
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| 256 | return this->activeChild_->getCurrentState(); |
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| 257 | else |
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| 258 | return this; |
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| 259 | } |
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| 260 | else |
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| 261 | { |
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| 262 | if (this->parent_) |
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| 263 | return this->parent_->getCurrentState(); |
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| 264 | else |
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| 265 | return 0; |
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| 266 | } |
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| 267 | } |
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| 268 | |
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| 269 | /** |
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| 270 | @brief |
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| 271 | Returns the root node of the tree. |
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| 272 | */ |
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| 273 | GameState* GameState::getRootNode() |
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| 274 | { |
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| 275 | if (this->parent_) |
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| 276 | return this->parent_->getRootNode(); |
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| 277 | else |
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| 278 | return this; |
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| 279 | } |
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| 280 | |
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| 281 | /** |
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| 282 | @brief |
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| 283 | Makes a state transition according to the state tree. You can choose any state |
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| 284 | in the tree to do the call. The function finds the current state on its own. |
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| 285 | @param state |
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| 286 | The state to be entered, has to exist in the tree. |
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| 287 | */ |
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| 288 | void GameState::requestState(const std::string& name) |
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| 289 | { |
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[1670] | 290 | GameState* current = getCurrentState(); |
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| 291 | if (current != 0 && (current->getOperation().entering || current->getOperation().leaving)) |
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[1660] | 292 | { |
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[1670] | 293 | ThrowException(GameState, "Making state transitions during enter()/leave() is forbidden."); |
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[1660] | 294 | } |
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[1670] | 295 | //if (name == "") |
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| 296 | //{ |
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| 297 | // // user would like to leave every state. |
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| 298 | // if (current) |
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| 299 | // { |
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| 300 | // // Deactivate all states but root |
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| 301 | // GameState* root = getRootNode(); |
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| 302 | // current->makeTransition(root); |
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| 303 | // //// Kick root too |
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| 304 | // //assert(!(root->getOperation().entering || root->getOperation().leaving)); |
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| 305 | // //if (root->operation_.running) |
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| 306 | // // root->scheduledTransition_ = 0; |
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| 307 | // //else |
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| 308 | // // root->deactivate(); |
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| 309 | // } |
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| 310 | //} |
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[1660] | 311 | else |
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| 312 | { |
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[1661] | 313 | GameState* request = checkState(name); |
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| 314 | if (request) |
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| 315 | { |
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| 316 | if (current) |
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| 317 | { |
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| 318 | // There is already an active state |
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| 319 | current->makeTransition(request); |
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| 320 | } |
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| 321 | else |
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| 322 | { |
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| 323 | // no active state --> we have to activate the root node first. |
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| 324 | GameState* root = getRootNode(); |
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| 325 | root->activate(); |
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| 326 | root->makeTransition(request); |
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| 327 | } |
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| 328 | } |
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| 329 | else |
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| 330 | { |
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| 331 | COUT(2) << "Warning: GameState '" << name << "' doesn't exist." << std::endl; |
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| 332 | } |
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[1660] | 333 | } |
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| 334 | } |
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| 335 | |
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| 336 | /** |
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| 337 | @brief |
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| 338 | Internal method that actually makes the state transition. Since it is internal, |
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| 339 | the method can assume certain things to be granted (like 'this' is always active). |
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| 340 | */ |
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| 341 | void GameState::makeTransition(GameState* state) |
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| 342 | { |
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| 343 | // we're always already active |
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[1670] | 344 | assert(this->operation_.active); |
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[1660] | 345 | |
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| 346 | if (state == this) |
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| 347 | return; |
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| 348 | |
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| 349 | // Check for 'state' in the children map first |
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| 350 | std::map<GameState*, GameState*>::const_iterator it = this->grandchildrenToChildren_.find(state); |
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| 351 | if (it != this->grandchildrenToChildren_.end()) |
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| 352 | { |
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| 353 | // child state. Don't use 'state', might be a grandchild! |
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| 354 | it->second->activate(); |
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| 355 | it->second->makeTransition(state); |
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| 356 | } |
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| 357 | else |
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| 358 | { |
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| 359 | // parent. We can be sure of this. |
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| 360 | assert(this->parent_ != 0); |
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| 361 | |
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[1670] | 362 | // only do the transition if we're not currently running |
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| 363 | if (this->operation_.running) |
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| 364 | { |
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| 365 | //this->bDeactivationScheduled_ = true; |
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| 366 | this->scheduledTransition_ = state; |
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| 367 | } |
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| 368 | else |
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| 369 | { |
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| 370 | this->deactivate(); |
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| 371 | this->parent_->makeTransition(state); |
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| 372 | } |
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| 373 | |
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[1660] | 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 | Activates the state. Only sets bActive_ to true and notifies the parent. |
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| 380 | */ |
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| 381 | void GameState::activate() |
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| 382 | { |
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| 383 | if (this->parent_) |
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| 384 | this->parent_->activeChild_ = this; |
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[1670] | 385 | this->operation_.active = true; |
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| 386 | this->operation_.entering = true; |
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[1660] | 387 | this->enter(); |
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[1670] | 388 | this->operation_.entering = false; |
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[1660] | 389 | } |
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| 390 | |
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| 391 | /** |
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| 392 | Activates the state. Only sets bActive_ to false and notifies the parent. |
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| 393 | */ |
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| 394 | void GameState::deactivate() |
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| 395 | { |
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[1670] | 396 | this->operation_.leaving = true; |
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[1660] | 397 | this->leave(); |
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[1670] | 398 | this->operation_.leaving = false; |
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| 399 | this->operation_.active = false; |
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[1660] | 400 | if (this->parent_) |
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| 401 | this->parent_->activeChild_ = 0; |
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| 402 | } |
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| 403 | |
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[1670] | 404 | /** |
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| 405 | @brief |
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| 406 | Update method that calls ticked() with enclosed bRunning_ = true |
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| 407 | If there was a state transition request within ticked() then this |
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| 408 | method will transition in the end. |
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| 409 | @param dt Delta time |
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| 410 | @note |
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| 411 | This method is not virtual! You cannot override it therefore. |
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| 412 | */ |
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| 413 | void GameState::tick(float dt) |
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| 414 | { |
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| 415 | this->operation_.running = true; |
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| 416 | this->ticked(dt); |
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| 417 | this->operation_.running = false; |
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| 418 | |
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| 419 | if (this->scheduledTransition_) |
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| 420 | { |
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| 421 | // state was requested to be deactivated when ticked. |
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| 422 | this->makeTransition(this->scheduledTransition_); |
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| 423 | this->scheduledTransition_ = 0; |
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| 424 | this->deactivate(); |
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| 425 | } |
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| 426 | } |
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| 427 | |
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[1660] | 428 | } |
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