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