| 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 |         Destructor only checks that we don't delete an active state. | 
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| 59 |     */ | 
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| 60 |     GameState::~GameState() | 
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| 61 |     { | 
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| 62 |         if (this->bActive_) | 
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| 63 |         { | 
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| 64 |             if (this->parent_) | 
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| 65 |                 this->requestState(this->parent_->getName()); | 
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| 66 |             else | 
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| 67 |                 this->requestState(""); | 
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| 68 |         } | 
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| 69 |     } | 
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| 70 |  | 
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| 71 |     /** | 
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| 72 |     @brief | 
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| 73 |         Adds a child to the current tree. The Child can contain children of its own. | 
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| 74 |         But you cannot a state tree that already has an active state. | 
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| 75 |     @param state | 
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| 76 |         The state to be added. | 
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| 77 |     */ | 
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| 78 |     void GameState::addChild(GameState* state) | 
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| 79 |     { | 
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| 80 |         if (!state) | 
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| 81 |             return; | 
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| 82 |         // check if the state/tree to be added has states in it that already exist in this tree. | 
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| 83 |         for (std::map<std::string, GameState*>::const_iterator it = state->allChildren_.begin(); | 
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| 84 |             it != state->allChildren_.end(); ++it) | 
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| 85 |         { | 
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| 86 |             if (this->checkState(it->second->getName())) | 
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| 87 |             { | 
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| 88 |                 ThrowException(GameState, "Cannot add a GameState to the hierarchy twice."); | 
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| 89 |                 return; | 
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| 90 |             } | 
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| 91 |         } | 
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| 92 |         if (this->checkState(state->name_)) | 
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| 93 |         { | 
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| 94 |             ThrowException(GameState, "Cannot add a GameState to the hierarchy twice."); | 
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| 95 |             return; | 
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| 96 |         } | 
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| 97 |         // Make sure we don't add a tree that already has an active state. | 
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| 98 |         if (state->getCurrentState()) | 
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| 99 |         { | 
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| 100 |             ThrowException(GameState, "Cannot merge a tree that is already active."); | 
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| 101 |             return; | 
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| 102 |         } | 
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| 103 |  | 
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| 104 |         // merge the child's children into this tree | 
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| 105 |         for (std::map<std::string, GameState*>::const_iterator it = state->allChildren_.begin(); | 
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| 106 |             it != state->allChildren_.end(); ++it) | 
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| 107 |         { | 
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| 108 |             this->allChildren_[it->second->getName()] = it->second; | 
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| 109 |             this->grandchildrenToChildren_[it->second] = state; | 
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| 110 |             if (this->parent_) | 
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| 111 |                 this->parent_->grandchildAdded(this, it->second); | 
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| 112 |         } | 
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| 113 |         // merge 'state' into this tree | 
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| 114 |         this->allChildren_[state->name_] = state; | 
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| 115 |         this->grandchildrenToChildren_[state] = state; | 
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| 116 |         if (this->parent_) | 
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| 117 |             this->parent_->grandchildAdded(this, state); | 
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| 118 |  | 
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| 119 |         // mark us as parent | 
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| 120 |         state->parent_ = this; | 
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| 121 |     } | 
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| 122 |  | 
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| 123 |     /** | 
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| 124 |     @brief | 
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| 125 |         Removes a child by instance. This splits the tree in two parts, | 
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| 126 |         each of them functional on its own. | 
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| 127 |     @param state | 
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| 128 |         GameState by instance pointer | 
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| 129 |     */ | 
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| 130 |     void GameState::removeChild(GameState* state) | 
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| 131 |     { | 
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| 132 |         std::map<GameState*, GameState*>::iterator it = this->grandchildrenToChildren_.find(state); | 
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| 133 |         if (it != this->grandchildrenToChildren_.end()) | 
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| 134 |         { | 
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| 135 |             if (state->isActive()) | 
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| 136 |             { | 
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| 137 |                 ThrowException(GameState, "Cannot remove active game state child '" | 
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| 138 |                     + state->getName() + "' from '" + name_ + "'."); | 
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| 139 |                 //COUT(2) << "Warning: Cannot remove active game state child '" << state->getName() | 
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| 140 |                 //    << "' from '" << name_ << "'." << std::endl; | 
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| 141 |             } | 
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| 142 |             else | 
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| 143 |             { | 
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| 144 |                 for (std::map<GameState*, GameState*>::const_iterator it = state->grandchildrenToChildren_.begin(); | 
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| 145 |                     it != state->grandchildrenToChildren_.end(); ++it) | 
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| 146 |                 { | 
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| 147 |                     this->grandchildRemoved(it->first); | 
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| 148 |                 } | 
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| 149 |                 this->grandchildRemoved(state); | 
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| 150 |             } | 
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| 151 |         } | 
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| 152 |         else | 
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| 153 |         { | 
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| 154 |             ThrowException(GameState, "Game state '" + name_ + "' doesn't have a child named '" | 
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| 155 |                 + state->getName() + "'. Removal skipped."); | 
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| 156 |             //COUT(2) << "Warning: Game state '" << name_ << "' doesn't have a child named '" | 
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| 157 |             //    << state->getName() << "'. Removal skipped." << std::endl; | 
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| 158 |         } | 
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| 159 |     } | 
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| 160 |  | 
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| 161 |     /** | 
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| 162 |     @brief | 
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| 163 |         Removes a child by name. This splits the tree in two parts, | 
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| 164 |         each of them functional on its own. | 
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| 165 |     @param state | 
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| 166 |         GameState by name | 
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| 167 |     */ | 
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| 168 |  | 
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| 169 |     void GameState::removeChild(const std::string& name) | 
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| 170 |     { | 
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| 171 |         GameState* state = checkState(name); | 
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| 172 |         if (state) | 
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| 173 |         { | 
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| 174 |             removeChild(state); | 
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| 175 |         } | 
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| 176 |         else | 
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| 177 |         { | 
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| 178 |             ThrowException(GameState, "GameState '" + name + "' doesn't exist."); | 
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| 179 |             //COUT(2) << "Warning: GameState '" << name << "' doesn't exist." << std::endl; | 
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| 180 |         } | 
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| 181 |     } | 
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| 182 |  | 
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| 183 |     /** | 
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| 184 |     @brief | 
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| 185 |         Tells a state that one of its children has added a child. This is necessary | 
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| 186 |         to fill the internal maps correctly. | 
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| 187 |     @param child | 
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| 188 |         The child who notices this state. | 
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| 189 |     @param grandchild | 
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| 190 |         The child that has been added. | 
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| 191 |     */ | 
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| 192 |     void GameState::grandchildAdded(GameState* child, GameState* grandchild) | 
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| 193 |     { | 
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| 194 |         // fill the two maps correctly. | 
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| 195 |         this->allChildren_[grandchild->getName()] = grandchild; | 
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| 196 |         this->grandchildrenToChildren_[grandchild] = child; | 
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| 197 |         if (this->parent_) | 
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| 198 |             this->parent_->grandchildAdded(this, grandchild); | 
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| 199 |     } | 
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| 200 |  | 
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| 201 |     /** | 
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| 202 |     @brief | 
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| 203 |         Tells a state that one of its children has removed a child. This is necessary | 
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| 204 |         to fill the internal maps correctly. | 
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| 205 |     @param child | 
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| 206 |         The child who notices this state. | 
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| 207 |     @param grandchild | 
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| 208 |         The child that has been removed. | 
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| 209 |     */ | 
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| 210 |     void GameState::grandchildRemoved(GameState* grandchild) | 
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| 211 |     { | 
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| 212 |         // adjust the two maps correctly. | 
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| 213 |         this->allChildren_.erase(grandchild->getName()); | 
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| 214 |         this->grandchildrenToChildren_.erase(grandchild); | 
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| 215 |         if (this->parent_) | 
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| 216 |             this->parent_->grandchildRemoved(grandchild); | 
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| 217 |     } | 
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| 218 |  | 
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| 219 |     /** | 
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| 220 |     @brief | 
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| 221 |         Checks whether a specific game states exists in the hierarchy. | 
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| 222 |     @remarks | 
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| 223 |         Remember that the every node has a map with all its child nodes. | 
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| 224 |     */ | 
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| 225 |     GameState* GameState::checkState(const std::string& name) | 
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| 226 |     { | 
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| 227 |         if (this->parent_) | 
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| 228 |             return this->parent_->checkState(name); | 
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| 229 |         else | 
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| 230 |         { | 
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| 231 |             // The map only contains children, so check ourself first | 
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| 232 |             if (name == this->name_) | 
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| 233 |                 return this; | 
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| 234 |             // Search in the map. If there is no entry, we can be sure the state doesn't exist. | 
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| 235 |             std::map<std::string, GameState*>::const_iterator it = this->allChildren_.find(name); | 
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| 236 |             return (it!= this->allChildren_.end() ? it->second : 0); | 
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| 237 |         } | 
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| 238 |     } | 
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| 239 |  | 
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| 240 |     /** | 
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| 241 |     @brief | 
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| 242 |         Returns the current active state. | 
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| 243 |     @remarks | 
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| 244 |         Remember that the current active state is the one that does not | 
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| 245 |         have active children itself. Many states can be active at once. | 
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| 246 |     */ | 
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| 247 |     GameState* GameState::getCurrentState() | 
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| 248 |     { | 
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| 249 |         if (this->bActive_) | 
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| 250 |         { | 
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| 251 |             if (this->activeChild_) | 
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| 252 |                 return this->activeChild_->getCurrentState(); | 
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| 253 |             else | 
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| 254 |                 return this; | 
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| 255 |         } | 
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| 256 |         else | 
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| 257 |         { | 
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| 258 |             if (this->parent_) | 
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| 259 |                 return this->parent_->getCurrentState(); | 
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| 260 |             else | 
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| 261 |                 return 0; | 
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| 262 |         } | 
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| 263 |     } | 
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| 264 |  | 
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| 265 |     /** | 
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| 266 |     @brief | 
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| 267 |         Returns the root node of the tree. | 
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| 268 |     */ | 
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| 269 |     GameState* GameState::getRootNode() | 
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| 270 |     { | 
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| 271 |         if (this->parent_) | 
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| 272 |             return this->parent_->getRootNode(); | 
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| 273 |         else | 
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| 274 |             return this; | 
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| 275 |     } | 
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| 276 |  | 
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| 277 |     /** | 
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| 278 |     @brief | 
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| 279 |         Makes a state transition according to the state tree. You can choose any state | 
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| 280 |         in the tree to do the call. The function finds the current state on its own. | 
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| 281 |     @param state | 
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| 282 |         The state to be entered, has to exist in the tree. | 
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| 283 |     */ | 
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| 284 |     void GameState::requestState(const std::string& name) | 
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| 285 |     { | 
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| 286 |         if (name == "") | 
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| 287 |         { | 
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| 288 |             // user would like to leave every state. | 
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| 289 |             GameState* current = getCurrentState(); | 
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| 290 |             if (current) | 
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| 291 |             { | 
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| 292 |                 // Deactivate all states but root | 
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| 293 |                 GameState* root = getRootNode(); | 
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| 294 |                 current->makeTransition(root); | 
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| 295 |                 // Kick root too | 
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| 296 |                 root->deactivate(); | 
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| 297 |             } | 
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| 298 |         } | 
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| 299 |         else | 
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| 300 |         { | 
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| 301 |             GameState* request = checkState(name); | 
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| 302 |             GameState* current = getCurrentState(); | 
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| 303 |             if (request) | 
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| 304 |             { | 
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| 305 |                 if (current) | 
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| 306 |                 { | 
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| 307 |                     // There is already an active state | 
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| 308 |                     current->makeTransition(request); | 
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| 309 |                 } | 
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| 310 |                 else | 
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| 311 |                 { | 
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| 312 |                     // no active state --> we have to activate the root node first. | 
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| 313 |                     GameState* root = getRootNode(); | 
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| 314 |                     root->activate(); | 
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| 315 |                     root->makeTransition(request); | 
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| 316 |                 } | 
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| 317 |             } | 
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| 318 |             else | 
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| 319 |             { | 
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| 320 |                 COUT(2) << "Warning: GameState '" << name << "' doesn't exist." << std::endl; | 
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| 321 |             } | 
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| 322 |         } | 
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| 323 |     } | 
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| 324 |  | 
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| 325 |     /** | 
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| 326 |     @brief | 
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| 327 |         Internal method that actually makes the state transition. Since it is internal, | 
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| 328 |         the method can assume certain things to be granted (like 'this' is always active). | 
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| 329 |     */ | 
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| 330 |     void GameState::makeTransition(GameState* state) | 
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| 331 |     { | 
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| 332 |         // we're always already active | 
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| 333 |         assert(this->bActive_); | 
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| 334 |  | 
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| 335 |         if (state == this) | 
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| 336 |             return; | 
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| 337 |  | 
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| 338 |         // Check for 'state' in the children map first | 
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| 339 |         std::map<GameState*, GameState*>::const_iterator it = this->grandchildrenToChildren_.find(state); | 
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| 340 |         if (it != this->grandchildrenToChildren_.end()) | 
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| 341 |         { | 
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| 342 |             // child state. Don't use 'state', might be a grandchild! | 
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| 343 |             it->second->activate(); | 
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| 344 |             it->second->makeTransition(state); | 
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| 345 |         } | 
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| 346 |         else | 
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| 347 |         { | 
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| 348 |             // parent. We can be sure of this. | 
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| 349 |             assert(this->parent_ != 0); | 
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| 350 |  | 
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| 351 |             // first, leave this state. | 
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| 352 |             this->deactivate(); | 
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| 353 |             this->parent_->makeTransition(state); | 
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| 354 |         } | 
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| 355 |     } | 
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| 356 |  | 
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| 357 |     /** | 
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| 358 |     @brief | 
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| 359 |         Activates the state. Only sets bActive_ to true and notifies the parent. | 
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| 360 |     */ | 
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| 361 |     void GameState::activate() | 
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| 362 |     { | 
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| 363 |         this->bActive_ = true; | 
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| 364 |         if (this->parent_) | 
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| 365 |             this->parent_->activeChild_ = this; | 
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| 366 |         this->enter(); | 
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| 367 |     } | 
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| 368 |  | 
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| 369 |     /** | 
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| 370 |         Activates the state. Only sets bActive_ to false and notifies the parent. | 
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| 371 |     */ | 
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| 372 |     void GameState::deactivate() | 
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| 373 |     { | 
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| 374 |         this->leave(); | 
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| 375 |         this->bActive_ = false; | 
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| 376 |         if (this->parent_) | 
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| 377 |             this->parent_->activeChild_ = 0; | 
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| 378 |     } | 
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| 379 |  | 
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| 380 | } | 
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