| 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 | Definition of GameState class. | 
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| 33 | */ | 
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| 34 |  | 
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| 35 | #ifndef _GameState_H__ | 
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| 36 | #define _GameState_H__ | 
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| 37 |  | 
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| 38 | #include "CorePrereqs.h" | 
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| 39 |  | 
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| 40 | #include <string> | 
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| 41 | #include <vector> | 
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| 42 | #include <map> | 
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| 43 | #include <cassert> | 
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| 44 | #include "Clock.h" | 
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| 45 |  | 
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| 46 | namespace orxonox | 
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| 47 | { | 
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| 48 | /** | 
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| 49 | @brief | 
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| 50 | An implementation of a tree to manage game states. | 
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| 51 | This leads to a certain hierarchy that is created at runtime. | 
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| 52 | To actually use the structure, you will have to derive from it and | 
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| 53 | implement 'enter', 'leave' and 'tick'. The latter corresponds to an | 
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| 54 | update function. | 
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| 55 |  | 
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| 56 | Internally the tree is managed by two maps per node: One stores all its | 
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| 57 | children, grandchildren, etc. by name of the state. The other maps these | 
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| 58 | children states to the actual child of the node. | 
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| 59 | An example: Foo is a grandchildren of Bar and Foofoo is the Foo's parent. | 
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| 60 | Then Bar stores Foo in map by its name. The other one then maps Foo to Foofoo. | 
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| 61 | */ | 
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| 62 | class _CoreExport GameStateBase | 
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| 63 | { | 
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| 64 | friend class RootGameState; | 
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| 65 | template <class ParentType> | 
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| 66 | friend class GameState; | 
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| 67 |  | 
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| 68 | public: | 
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| 69 | /** | 
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| 70 | @brief | 
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| 71 | Gives information about what the GameState is currently doing | 
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| 72 | */ | 
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| 73 | struct Operations | 
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| 74 | { | 
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| 75 | unsigned active    : 1; | 
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| 76 | unsigned entering  : 1; | 
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| 77 | unsigned leaving   : 1; | 
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| 78 | unsigned running   : 1; | 
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| 79 | unsigned suspended : 1; | 
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| 80 | }; | 
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| 81 |  | 
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| 82 | public: | 
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| 83 | virtual ~GameStateBase(); | 
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| 84 |  | 
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| 85 | const std::string& getName() const { return name_; } | 
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| 86 | const Operations getOperation() const { return this->operation_; } | 
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| 87 | bool isInSubtree(GameStateBase* state) const; | 
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| 88 |  | 
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| 89 | GameStateBase* getState(const std::string& name); | 
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| 90 | GameStateBase* getRoot(); | 
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| 91 | //! Returns the currently active game state | 
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| 92 | virtual GameStateBase* getCurrentState(); | 
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| 93 |  | 
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| 94 | virtual void requestState(const std::string& name); | 
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| 95 |  | 
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| 96 | void addChild(GameStateBase* state); | 
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| 97 | void removeChild(GameStateBase* state); | 
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| 98 | void removeChild(const std::string& name); | 
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| 99 |  | 
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| 100 | protected: | 
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| 101 | virtual void enter() = 0; | 
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| 102 | virtual void leave() = 0; | 
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| 103 | virtual void ticked(const Clock& time) = 0; | 
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| 104 |  | 
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| 105 | GameStateBase* getActiveChild() { return this->activeChild_; } | 
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| 106 |  | 
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| 107 | void tickChild(const Clock& time) { if (this->getActiveChild()) this->getActiveChild()->tick(time); } | 
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| 108 |  | 
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| 109 | virtual GameStateBase* getParent() const = 0; | 
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| 110 | virtual void setParent(GameStateBase* state) = 0; | 
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| 111 |  | 
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| 112 | private: | 
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| 113 | // Making the constructor private ensures that game states | 
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| 114 | // are always derivates of GameState<T>. Note the friend declaration above. | 
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| 115 | GameStateBase(const std::string& name); | 
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| 116 |  | 
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| 117 | //! Performs a transition to 'destination' | 
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| 118 | virtual void makeTransition(GameStateBase* source, GameStateBase* destination); | 
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| 119 |  | 
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| 120 | void grandchildAdded(GameStateBase* child, GameStateBase* grandchild); | 
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| 121 | void grandchildRemoved(GameStateBase* grandchild); | 
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| 122 |  | 
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| 123 | void tick(const Clock& time); | 
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| 124 | void activate(); | 
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| 125 | void deactivate(); | 
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| 126 |  | 
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| 127 | const std::string                        name_; | 
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| 128 | Operations                               operation_; | 
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| 129 | GameStateBase*                           activeChild_; | 
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| 130 | //bool                                     bPauseParent_; | 
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| 131 | std::map<std::string, GameStateBase*>    allChildren_; | 
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| 132 | std::map<GameStateBase*, GameStateBase*> grandchildrenToChildren_; | 
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| 133 | }; | 
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| 134 |  | 
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| 135 |  | 
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| 136 | template <class ParentType> | 
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| 137 | class GameState : public GameStateBase | 
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| 138 | { | 
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| 139 | public: | 
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| 140 | GameState(const std::string& name) | 
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| 141 | : GameStateBase(name) | 
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| 142 | , parent_(0) | 
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| 143 | { } | 
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| 144 | virtual ~GameState() { } | 
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| 145 |  | 
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| 146 | ParentType* getParent() const | 
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| 147 | { return parent_; } | 
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| 148 |  | 
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| 149 | protected: | 
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| 150 | void setParent(GameStateBase* state) | 
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| 151 | { | 
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| 152 | assert(dynamic_cast<ParentType*>(state) != 0); | 
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| 153 | this->parent_ = dynamic_cast<ParentType*>(state); | 
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| 154 | } | 
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| 155 |  | 
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| 156 | private: | 
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| 157 | ParentType* parent_; | 
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| 158 | }; | 
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| 159 | } | 
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| 160 |  | 
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| 161 | #endif /* _GameState_H__ */ | 
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