| 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 | #include "RootGameState.h" |
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| 30 | |
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| 31 | #include "util/Debug.h" |
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| 32 | #include "util/Exception.h" |
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| 33 | #include "Clock.h" |
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| 34 | |
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| 35 | namespace orxonox |
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| 36 | { |
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| 37 | RootGameState::RootGameState(const std::string& name) |
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| 38 | : GameState(name) |
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| 39 | , stateRequest_("") |
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| 40 | { |
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| 41 | } |
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| 42 | |
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| 43 | RootGameState::~RootGameState() |
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| 44 | { |
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| 45 | } |
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| 46 | |
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| 47 | /** |
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| 48 | @brief |
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| 49 | Internal method that actually makes the state transition. Since it is internal, |
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| 50 | the method can assume certain things to be granted (like 'this' is always active). |
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| 51 | */ |
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| 52 | void RootGameState::makeTransition(GameState* source, GameState* destination) |
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| 53 | { |
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| 54 | if (source != 0) |
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| 55 | { |
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| 56 | // transition was not initiated by root itself |
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| 57 | this->activeChild_ = 0; |
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| 58 | } |
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| 59 | |
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| 60 | if (destination == this) |
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| 61 | { |
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| 62 | // this marks the end of the game. |
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| 63 | return; |
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| 64 | } |
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| 65 | |
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| 66 | // Check for 'destination' in the children map first |
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| 67 | std::map<GameState*, GameState*>::const_iterator it |
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| 68 | = this->grandchildrenToChildren_.find(destination); |
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| 69 | if (it != this->grandchildrenToChildren_.end()) |
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| 70 | { |
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| 71 | OrxAssert(static_cast<GameState*>(it->second) != 0, |
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| 72 | "There was a mix with RootGameState and GameState, could not cast."); |
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| 73 | GameState* child = static_cast<GameState*>(it->second); |
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| 74 | // child state. Don't use 'state', might be a grandchild! |
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| 75 | this->activeChild_ = child; |
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| 76 | child->makeTransition(this, destination); |
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| 77 | } |
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| 78 | else |
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| 79 | { |
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| 80 | // root doesn't have a parent.. |
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| 81 | OrxAssert(false, "GameState '" + destination->getName() + "' not found in children list of Root."); |
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| 82 | } |
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| 83 | } |
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| 84 | |
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| 85 | void RootGameState::gotoState(const std::string& name) |
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| 86 | { |
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| 87 | GameState* request = getState(name); |
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| 88 | if (request) |
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| 89 | { |
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| 90 | GameState* current = getCurrentState(); |
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| 91 | if (current) |
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| 92 | { |
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| 93 | current->makeTransition(0, request); |
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| 94 | } |
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| 95 | else |
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| 96 | { |
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| 97 | // Root is not yet active. This is a violation. |
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| 98 | ThrowException(GameState, "Activate Root before requesting a state."); |
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| 99 | } |
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| 100 | } |
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| 101 | else |
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| 102 | { |
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| 103 | COUT(2) << "Warning: GameState '" << name << "' doesn't exist." << std::endl; |
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| 104 | } |
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| 105 | } |
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| 106 | |
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| 107 | /** |
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| 108 | @brief |
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| 109 | Makes a state transition according to the state tree. You can choose any state |
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| 110 | in the tree to do the call. The function finds the current state on its own. |
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| 111 | @param state |
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| 112 | The state to be entered, has to exist in the tree. |
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| 113 | */ |
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| 114 | void RootGameState::requestState(const std::string& name) |
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| 115 | { |
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| 116 | this->stateRequest_ = name; |
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| 117 | } |
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| 118 | } |
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