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source: code/branches/objecthierarchy/src/orxonox/objects/infos/Level.cc @ 2032

Last change on this file since 2032 was 2032, checked in by landauf, 16 years ago

a small change to test something

File size: 4.6 KB
RevLine 
[1940]1/*
2 *   ORXONOX - the hottest 3D action shooter ever to exist
3 *                    > www.orxonox.net <
4 *
5 *
6 *   License notice:
7 *
8 *   This program is free software; you can redistribute it and/or
9 *   modify it under the terms of the GNU General Public License
10 *   as published by the Free Software Foundation; either version 2
11 *   of the License, or (at your option) any later version.
12 *
13 *   This program is distributed in the hope that it will be useful,
14 *   but WITHOUT ANY WARRANTY; without even the implied warranty of
15 *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
16 *   GNU General Public License for more details.
17 *
18 *   You should have received a copy of the GNU General Public License
19 *   along with this program; if not, write to the Free Software
20 *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
21 *
22 *   Author:
23 *      Fabian 'x3n' Landau
24 *   Co-authors:
25 *      ...
26 *
27 */
28
[1947]29#include "OrxonoxStableHeaders.h"
[2012]30#include "Level.h"
[1940]31
32#include "core/CoreIncludes.h"
33#include "core/XMLPort.h"
[2006]34#include "core/Loader.h"
[2010]35#include "core/XMLFile.h"
[2006]36#include "core/Template.h"
[1940]37
[2006]38#include "Settings.h"
[2019]39#include "LevelManager.h"
[2006]40#include "PlayerInfo.h"
[2019]41#include "objects/gametypes/Gametype.h"
[1940]42
[2006]43#include "util/Math.h"
44
[1940]45namespace orxonox
46{
[2012]47    CreateFactory(Level);
[1940]48
[2019]49    Level::Level(BaseObject* creator) : Info(creator)
[1940]50    {
[2012]51        RegisterObject(Level);
[1940]52
53        this->registerVariables();
[2032]54        this->xmlfilename_ = this->getFilename();
[1940]55
[2032]56        if (this->xmlfilename_.length() >= Settings::getDataPath().length())
57            this->xmlfilename_ = this->xmlfilename_.substr(Settings::getDataPath().length());
58
[2012]59        COUT(0) << "created Level" << std::endl;
[1940]60    }
61
[2019]62    Level::~Level()
[2006]63    {
[2019]64        if (this->isInitialized())
[2006]65        {
[2019]66            LevelManager::getInstance().releaseActivity(this);
[2006]67
[2019]68            if (this->xmlfile_)
69                Loader::unload(this->xmlfile_);
[2006]70        }
71    }
72
[2012]73    void Level::XMLPort(Element& xmlelement, XMLPort::Mode mode)
[1940]74    {
[2012]75        SUPER(Level, XMLPort, xmlelement, mode);
[1940]76
[2012]77        XMLPortParam(Level, "description", setDescription, getDescription, xmlelement, mode);
78        XMLPortParam(Level, "gametype", setGametypeString, getGametypeString, xmlelement, mode).defaultValues("Gametype");
[2006]79
[2019]80        XMLPortObjectExtended(Level, BaseObject, "", addObject, getObject, xmlelement, mode, true, false);
[1940]81    }
82
[2012]83    void Level::registerVariables()
[1940]84    {
[2019]85        REGISTERSTRING(this->xmlfilename_, network::direction::toclient, new network::NetworkCallback<Level>(this, &Level::networkcallback_applyXMLFile));
[2012]86        REGISTERSTRING(this->name_,        network::direction::toclient, new network::NetworkCallback<Level>(this, &Level::changedName));
[2010]87        REGISTERSTRING(this->description_, network::direction::toclient);
[1940]88    }
89
[2012]90    void Level::networkcallback_applyXMLFile()
[2006]91    {
[2019]92        COUT(0) << "Loading level \"" << this->xmlfilename_ << "\"..." << std::endl;
[2006]93
94        ClassTreeMask mask;
95        mask.exclude(Class(BaseObject));
96        mask.include(Class(Template));
97
[2019]98        this->xmlfile_ = new XMLFile(Settings::getDataPath() + this->xmlfilename_, mask);
[2006]99
[2019]100        Loader::open(this->xmlfile_);
[2006]101    }
102
[2019]103    void Level::setGametypeString(const std::string& gametype)
[1940]104    {
[2019]105        Identifier* identifier = ClassByString(gametype);
106        if (identifier && identifier->isA(Class(Gametype)))
107        {
108            this->gametype_ = gametype;
[1940]109
[2019]110            Gametype* rootgametype = dynamic_cast<Gametype*>(identifier->fabricate(this));
111            this->setGametype(rootgametype);
112
113            for (std::list<BaseObject*>::iterator it = this->objects_.begin(); it != this->objects_.end(); ++it)
114                (*it)->setGametype(rootgametype);
115
116            LevelManager::getInstance().requestActivity(this);
117        }
[1940]118    }
119
[2019]120
121    void Level::addObject(BaseObject* object)
[1940]122    {
[2019]123        this->objects_.push_back(object);
124        object->setGametype(this->getGametype());
[1940]125    }
126
[2019]127    BaseObject* Level::getObject(unsigned int index) const
[1940]128    {
[2019]129        unsigned int i = 0;
130        for (std::list<BaseObject*>::const_iterator it = this->objects_.begin(); it != this->objects_.end(); ++it)
[1940]131        {
[2019]132            if (i == index)
133                return (*it);
134            ++i;
[1940]135        }
[2019]136        return 0;
[1940]137    }
[2019]138
139    void Level::playerEntered(PlayerInfo* player)
140    {
141        COUT(0) << "player entered level" << std::endl;
142        player->setGametype(this->getGametype());
143    }
144
145    void Level::playerLeft(PlayerInfo* player)
146    {
147        player->setGametype(0);
148    }
[1940]149}
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