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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49 | , bActive_(false) |
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50 | , bSuspended_(false) |
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51 | , parent_(0) |
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52 | , activeChild_(0) |
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53 | { |
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54 | } |
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55 | |
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56 | /** |
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57 | @brief |
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58 | Adds a child to the current tree. The Child can contain children of its own. |
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59 | But you cannot a state tree that already has an active state. |
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60 | @param state |
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61 | The state to be added. |
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62 | */ |
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63 | void GameState::addChild(GameState* state) |
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64 | { |
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65 | if (!state) |
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66 | return; |
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67 | // check if the state/tree to be added has states in it that already exist in this tree. |
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68 | for (std::map<std::string, GameState*>::const_iterator it = state->allChildren_.begin(); |
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69 | it != state->allChildren_.end(); ++it) |
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70 | { |
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71 | if (this->checkState(it->second->getName())) |
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72 | { |
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73 | ThrowException(GameState, "Cannot add a GameState to the hierarchy twice."); |
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74 | return; |
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75 | } |
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76 | } |
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77 | if (this->checkState(state->name_)) |
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78 | { |
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79 | ThrowException(GameState, "Cannot add a GameState to the hierarchy twice."); |
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80 | return; |
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81 | } |
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82 | // Make sure we don't add a tree that already has an active state. |
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83 | if (state->getCurrentState()) |
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84 | { |
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85 | ThrowException(GameState, "Cannot merge a tree that is already active."); |
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86 | return; |
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87 | } |
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88 | |
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89 | // merge the child's children into this tree |
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90 | for (std::map<std::string, GameState*>::const_iterator it = state->allChildren_.begin(); |
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91 | it != state->allChildren_.end(); ++it) |
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92 | { |
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93 | this->allChildren_[it->second->getName()] = it->second; |
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94 | this->grandchildrenToChildren_[it->second] = state; |
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95 | if (this->parent_) |
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96 | this->parent_->grandchildAdded(this, it->second); |
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97 | } |
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98 | // merge 'state' into this tree |
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99 | this->allChildren_[state->name_] = state; |
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100 | this->grandchildrenToChildren_[state] = state; |
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101 | if (this->parent_) |
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102 | this->parent_->grandchildAdded(this, state); |
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103 | |
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104 | // mark us as parent |
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105 | state->parent_ = 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 | Tells a state that one of its children has added a child. This is necessary |
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111 | to fill the internal maps correctly. |
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112 | @param child |
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113 | The child who notices this state. |
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114 | @param grandchild |
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115 | The child that has been added. |
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116 | */ |
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117 | void GameState::grandchildAdded(GameState* child, GameState* grandchild) |
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118 | { |
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119 | // fill the two maps correctly. |
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120 | this->allChildren_[grandchild->getName()] = grandchild; |
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121 | this->grandchildrenToChildren_[grandchild] = child; |
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122 | if (this->parent_) |
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123 | this->parent_->grandchildAdded(this, grandchild); |
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124 | } |
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125 | |
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126 | /** |
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127 | @brief |
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128 | Checks whether a specific game states exists in the hierarchy. |
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129 | @remarks |
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130 | Remember that the every node has a map with all its child nodes. |
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131 | */ |
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132 | GameState* GameState::checkState(const std::string& name) |
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133 | { |
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134 | if (this->parent_) |
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135 | return this->parent_->checkState(name); |
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136 | else |
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137 | { |
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138 | // The map only contains children, so check ourself first |
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139 | if (name == this->name_) |
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140 | return this; |
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141 | // Search in the map. If there is no entry, we can be sure the state doesn't exist. |
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142 | std::map<std::string, GameState*>::const_iterator it = this->allChildren_.find(name); |
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143 | return (it!= this->allChildren_.end() ? it->second : 0); |
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144 | } |
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145 | } |
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146 | |
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147 | /** |
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148 | @brief |
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149 | Returns the current active state. |
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150 | @remarks |
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151 | Remember that the current active state is the one that does not |
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152 | have active children itself. Many states can be active at once. |
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153 | */ |
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154 | GameState* GameState::getCurrentState() |
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155 | { |
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156 | if (this->bActive_) |
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157 | { |
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158 | if (this->activeChild_) |
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159 | return this->activeChild_->getCurrentState(); |
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160 | else |
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161 | return this; |
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162 | } |
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163 | else |
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164 | { |
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165 | if (this->parent_) |
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166 | return this->parent_->getCurrentState(); |
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167 | else |
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168 | return 0; |
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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 | Returns the root node of the tree. |
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175 | */ |
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176 | GameState* GameState::getRootNode() |
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177 | { |
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178 | if (this->parent_) |
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179 | return this->parent_->getRootNode(); |
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180 | else |
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181 | return this; |
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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 | Makes a state transition according to the state tree. You can choose any state |
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187 | in the tree to do the call. The function finds the current state on its own. |
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188 | @param state |
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189 | The state to be entered, has to exist in the tree. |
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190 | */ |
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191 | void GameState::requestState(const std::string& name) |
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192 | { |
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193 | GameState* request = checkState(name); |
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194 | GameState* current = getCurrentState(); |
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195 | if (request) |
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196 | { |
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197 | if (current) |
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198 | { |
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199 | // There is already an active state |
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200 | current->makeTransition(request); |
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201 | } |
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202 | else |
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203 | { |
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204 | // no active state --> we have to activate the root node first. |
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205 | GameState* root = getRootNode(); |
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206 | root->activate(); |
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207 | root->makeTransition(request); |
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208 | } |
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209 | } |
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210 | else |
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211 | { |
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212 | COUT(2) << "Warning: GameState '" << name << "' doesn't exist." << std::endl; |
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213 | } |
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214 | } |
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215 | |
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216 | /** |
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217 | @brief |
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218 | Internal method that actually makes the state transition. Since it is internal, |
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219 | the method can assume certain things to be granted (like 'this' is always active). |
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220 | */ |
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221 | void GameState::makeTransition(GameState* state) |
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222 | { |
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223 | // we're always already active |
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224 | assert(this->bActive_); |
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225 | |
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226 | if (state == this) |
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227 | return; |
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228 | |
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229 | // Check for 'state' in the children map first |
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230 | std::map<GameState*, GameState*>::const_iterator it = this->grandchildrenToChildren_.find(state); |
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231 | if (it != this->grandchildrenToChildren_.end()) |
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232 | { |
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233 | // child state. Don't use 'state', might be a grandchild! |
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234 | it->second->activate(); |
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235 | it->second->makeTransition(state); |
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236 | } |
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237 | else |
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238 | { |
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239 | // parent. We can be sure of this. |
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240 | assert(this->parent_ != 0); |
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241 | |
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242 | // first, leave this state. |
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243 | this->deactivate(); |
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244 | this->parent_->makeTransition(state); |
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245 | } |
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246 | } |
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247 | |
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248 | /** |
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249 | @brief |
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250 | Activates the state. Only sets bActive_ to true and notifies the parent. |
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251 | */ |
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252 | void GameState::activate() |
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253 | { |
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254 | this->bActive_ = true; |
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255 | if (this->parent_) |
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256 | this->parent_->activeChild_ = this; |
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257 | this->enter(); |
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258 | } |
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259 | |
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260 | /** |
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261 | Activates the state. Only sets bActive_ to false and notifies the parent. |
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262 | */ |
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263 | void GameState::deactivate() |
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264 | { |
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265 | this->leave(); |
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266 | this->bActive_ = false; |
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267 | if (this->parent_) |
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268 | this->parent_->activeChild_ = 0; |
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269 | } |
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270 | |
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271 | } |
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