| 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 | *      Fabian 'x3n' Landau | 
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| 26 | *      Benjamin Knecht | 
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| 27 | * | 
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| 28 | */ | 
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| 29 |  | 
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| 30 | #include "GSLevel.h" | 
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| 31 |  | 
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| 32 | #include <OgreCompositorManager.h> | 
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| 33 |  | 
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| 34 | #include "core/input/InputManager.h" | 
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| 35 | #include "core/input/InputState.h" | 
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| 36 | #include "core/input/KeyBinder.h" | 
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| 37 | #include "core/Clock.h" | 
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| 38 | #include "core/ConsoleCommand.h" | 
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| 39 | #include "core/ConfigValueIncludes.h" | 
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| 40 | #include "core/CoreIncludes.h" | 
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| 41 | #include "core/Game.h" | 
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| 42 | #include "core/GameMode.h" | 
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| 43 | #include "core/Core.h" | 
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| 44 | #include "core/GraphicsManager.h" | 
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| 45 | #include "core/GUIManager.h" | 
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| 46 | #include "core/Loader.h" | 
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| 47 | #include "core/XMLFile.h" | 
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| 48 |  | 
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| 49 | #include "tools/interfaces/Tickable.h" | 
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| 50 | #include "Radar.h" | 
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| 51 | #include "CameraManager.h" | 
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| 52 | #include "LevelManager.h" | 
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| 53 | #include "PlayerManager.h" | 
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| 54 |  | 
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| 55 | namespace orxonox | 
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| 56 | { | 
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| 57 | DeclareGameState(GSLevel, "level", false, false); | 
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| 58 | SetConsoleCommand(GSLevel, showIngameGUI, true); | 
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| 59 |  | 
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| 60 | XMLFile* GSLevel::startFile_s = NULL; | 
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| 61 |  | 
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| 62 | GSLevel::GSLevel(const GameStateInfo& info) | 
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| 63 | : GameState(info) | 
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| 64 | , keyBinder_(0) | 
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| 65 | , gameInputState_(0) | 
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| 66 | , guiMouseOnlyInputState_(0) | 
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| 67 | , guiKeysOnlyInputState_(0) | 
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| 68 | , radar_(0) | 
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| 69 | , cameraManager_(0) | 
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| 70 | { | 
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| 71 | RegisterObject(GSLevel); | 
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| 72 |  | 
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| 73 | this->ccKeybind_ = 0; | 
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| 74 | this->ccTkeybind_ = 0; | 
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| 75 | } | 
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| 76 |  | 
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| 77 | GSLevel::~GSLevel() | 
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| 78 | { | 
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| 79 | } | 
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| 80 |  | 
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| 81 | void GSLevel::setConfigValues() | 
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| 82 | { | 
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| 83 | SetConfigValue(keyDetectorCallbackCode_, "KeybindBindingStringKeyName="); | 
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| 84 | } | 
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| 85 |  | 
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| 86 | void GSLevel::activate() | 
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| 87 | { | 
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| 88 | setConfigValues(); | 
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| 89 |  | 
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| 90 | if (GameMode::showsGraphics()) | 
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| 91 | { | 
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| 92 | gameInputState_ = InputManager::getInstance().createInputState("game"); | 
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| 93 | keyBinder_ = new KeyBinder(); | 
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| 94 | keyBinder_->loadBindings("keybindings.ini"); | 
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| 95 | gameInputState_->setHandler(keyBinder_); | 
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| 96 |  | 
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| 97 | guiMouseOnlyInputState_ = InputManager::getInstance().createInputState("guiMouseOnly"); | 
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| 98 | guiMouseOnlyInputState_->setMouseHandler(GUIManager::getInstancePtr()); | 
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| 99 |  | 
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| 100 | guiKeysOnlyInputState_ = InputManager::getInstance().createInputState("guiKeysOnly"); | 
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| 101 | guiKeysOnlyInputState_->setKeyHandler(GUIManager::getInstancePtr()); | 
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| 102 |  | 
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| 103 | // create the global CameraManager | 
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| 104 | this->cameraManager_ = new CameraManager(GraphicsManager::getInstance().getViewport()); | 
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| 105 |  | 
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| 106 | // Start the Radar | 
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| 107 | this->radar_ = new Radar(); | 
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| 108 | } | 
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| 109 |  | 
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| 110 | this->playerManager_ = new PlayerManager(); | 
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| 111 |  | 
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| 112 | this->scope_GSLevel_ = new Scope<ScopeID::GSLevel>(); | 
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| 113 |  | 
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| 114 | if (GameMode::isMaster()) | 
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| 115 | { | 
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| 116 | this->loadLevel(); | 
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| 117 | } | 
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| 118 |  | 
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| 119 | if (GameMode::showsGraphics()) | 
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| 120 | { | 
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| 121 | // keybind console command | 
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| 122 | FunctorMember<GSLevel>* functor1 = createFunctor(&GSLevel::keybind); | 
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| 123 | functor1->setObject(this); | 
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| 124 | ccKeybind_ = createConsoleCommand(functor1, "keybind"); | 
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| 125 | CommandExecutor::addConsoleCommandShortcut(ccKeybind_); | 
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| 126 | FunctorMember<GSLevel>* functor2 = createFunctor(&GSLevel::tkeybind); | 
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| 127 | functor2->setObject(this); | 
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| 128 | ccTkeybind_ = createConsoleCommand(functor2, "tkeybind"); | 
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| 129 | CommandExecutor::addConsoleCommandShortcut(ccTkeybind_); | 
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| 130 | // set our console command as callback for the key detector | 
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| 131 | InputManager::getInstance().setKeyDetectorCallback(std::string("keybind ") + keyDetectorCallbackCode_); | 
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| 132 |  | 
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| 133 | // level is loaded: we can start capturing the input | 
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| 134 | InputManager::getInstance().enterState("game"); | 
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| 135 | } | 
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| 136 | } | 
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| 137 |  | 
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| 138 | void GSLevel::showIngameGUI(bool show) | 
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| 139 | { | 
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| 140 | if (show) | 
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| 141 | { | 
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| 142 | GUIManager::getInstance().showGUI("inGameTest"); | 
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| 143 | GUIManager::getInstance().executeCode("showCursor()"); | 
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| 144 | InputManager::getInstance().enterState("guiMouseOnly"); | 
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| 145 | } | 
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| 146 | else | 
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| 147 | { | 
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| 148 | GUIManager::getInstance().executeCode("hideGUI(\"inGameTest\")"); | 
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| 149 | GUIManager::getInstance().executeCode("hideCursor()"); | 
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| 150 | InputManager::getInstance().leaveState("guiMouseOnly"); | 
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| 151 | } | 
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| 152 | } | 
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| 153 |  | 
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| 154 | void GSLevel::deactivate() | 
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| 155 | { | 
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| 156 | /* | 
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| 157 | // destroy console commands | 
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| 158 | if (this->ccKeybind_) | 
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| 159 | { | 
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| 160 | delete this->ccKeybind_; | 
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| 161 | this->ccKeybind_ = 0; | 
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| 162 | } | 
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| 163 | if (this->ccTkeybind_) | 
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| 164 | { | 
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| 165 | delete this->ccTkeybind_; | 
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| 166 | this->ccTkeybind_ = 0; | 
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| 167 | } | 
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| 168 | */ | 
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| 169 |  | 
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| 170 | if (GameMode::showsGraphics()) | 
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| 171 | { | 
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| 172 | // unload all compositors (this is only necessary because we don't yet destroy all resources!) | 
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| 173 | Ogre::CompositorManager::getSingleton().removeAll(); | 
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| 174 | } | 
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| 175 |  | 
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| 176 | // this call will delete every BaseObject! | 
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| 177 | // But currently this will call methods of objects that exist no more | 
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| 178 | // The only 'memory leak' is the ParticleSpawer. They would be deleted here | 
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| 179 | // and call a sceneNode method that has already been destroy by the corresponding space ship. | 
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| 180 | //Loader::close(); | 
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| 181 |  | 
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| 182 | if (GameMode::showsGraphics()) | 
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| 183 | InputManager::getInstance().leaveState("game"); | 
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| 184 |  | 
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| 185 | if (GameMode::isMaster()) | 
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| 186 | this->unloadLevel(); | 
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| 187 |  | 
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| 188 | if (this->radar_) | 
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| 189 | { | 
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| 190 | delete this->radar_; | 
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| 191 | this->radar_ = 0; | 
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| 192 | } | 
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| 193 |  | 
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| 194 | if (this->cameraManager_) | 
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| 195 | { | 
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| 196 | delete this->cameraManager_; | 
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| 197 | this->cameraManager_ = 0; | 
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| 198 | } | 
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| 199 |  | 
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| 200 | if (this->playerManager_) | 
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| 201 | { | 
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| 202 | delete this->playerManager_; | 
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| 203 | this->playerManager_ = 0; | 
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| 204 | } | 
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| 205 |  | 
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| 206 | if (this->scope_GSLevel_) | 
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| 207 | { | 
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| 208 | delete this->scope_GSLevel_; | 
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| 209 | this->scope_GSLevel_ = NULL; | 
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| 210 | } | 
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| 211 |  | 
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| 212 | if (GameMode::showsGraphics()) | 
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| 213 | { | 
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| 214 | gameInputState_->setHandler(0); | 
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| 215 | guiMouseOnlyInputState_->setHandler(0); | 
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| 216 | guiKeysOnlyInputState_->setHandler(0); | 
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| 217 | InputManager::getInstance().destroyState("game"); | 
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| 218 | if (this->keyBinder_) | 
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| 219 | { | 
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| 220 | delete this->keyBinder_; | 
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| 221 | this->keyBinder_ = 0; | 
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| 222 | } | 
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| 223 | } | 
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| 224 | } | 
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| 225 |  | 
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| 226 | void GSLevel::update(const Clock& time) | 
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| 227 | { | 
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| 228 | // Note: Temporarily moved to GSGraphics. | 
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| 229 | //// Call the scene objects | 
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| 230 | //for (ObjectList<Tickable>::iterator it = ObjectList<Tickable>::begin(); it; ++it) | 
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| 231 | //    it->tick(time.getDeltaTime() * this->timeFactor_); | 
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| 232 | } | 
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| 233 |  | 
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| 234 | void GSLevel::loadLevel() | 
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| 235 | { | 
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| 236 | // call the loader | 
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| 237 | COUT(0) << "Loading level..." << std::endl; | 
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| 238 | startFile_s = new XMLFile(LevelManager::getInstance().getDefaultLevel()); | 
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| 239 | Loader::open(startFile_s); | 
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| 240 | } | 
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| 241 |  | 
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| 242 | void GSLevel::unloadLevel() | 
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| 243 | { | 
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| 244 | ////////////////////////////////////////////////////////////////////////////////////////// | 
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| 245 | // TODO // TODO // TODO // TODO // TODO // TODO // TODO // TODO // TODO // TODO // TODO // | 
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| 246 | ////////////////////////////////////////////////////////////////////////////////////////// | 
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| 247 | // Loader::unload(startFile_); // TODO: REACTIVATE THIS IF LOADER::UNLOAD WORKS PROPERLY / | 
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| 248 | ////////////////////////////////////////////////////////////////////////////////////////// | 
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| 249 |  | 
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| 250 | delete startFile_s; | 
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| 251 | } | 
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| 252 |  | 
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| 253 | void GSLevel::keybind(const std::string &command) | 
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| 254 | { | 
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| 255 | this->keybindInternal(command, false); | 
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| 256 | } | 
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| 257 |  | 
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| 258 | void GSLevel::tkeybind(const std::string &command) | 
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| 259 | { | 
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| 260 | this->keybindInternal(command, true); | 
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| 261 | } | 
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| 262 |  | 
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| 263 | /** | 
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| 264 | @brief | 
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| 265 | Assigns a command string to a key/button/axis. The name is determined via KeyDetector. | 
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| 266 | @param command | 
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| 267 | Command string that can be executed by the CommandExecutor | 
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| 268 | OR: Internal string "KeybindBindingStringKeyName=" used for the second call to identify | 
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| 269 | the key/button/axis that has been activated. This is configured above in activate(). | 
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| 270 | */ | 
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| 271 | void GSLevel::keybindInternal(const std::string& command, bool bTemporary) | 
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| 272 | { | 
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| 273 | if (GameMode::showsGraphics()) | 
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| 274 | { | 
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| 275 | static std::string bindingString = ""; | 
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| 276 | static bool bTemporarySaved = false; | 
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| 277 | static bool bound = true; | 
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| 278 | // note: We use a long name to make 'sure' that the user doesn't use it accidentally. | 
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| 279 | // Howerver there will be no real issue if it happens anyway. | 
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| 280 | if (command.find(keyDetectorCallbackCode_) != 0) | 
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| 281 | { | 
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| 282 | if (bound) | 
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| 283 | { | 
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| 284 | COUT(0) << "Press any button/key or move a mouse/joystick axis" << std::endl; | 
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| 285 | InputManager::getInstance().enterState("detector"); | 
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| 286 | bindingString = command; | 
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| 287 | bTemporarySaved = bTemporary; | 
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| 288 | bound = false; | 
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| 289 | } | 
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| 290 | //else:  We're still in a keybind command. ignore this call. | 
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| 291 | } | 
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| 292 | else | 
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| 293 | { | 
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| 294 | if (!bound) | 
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| 295 | { | 
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| 296 | // user has pressed the key | 
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| 297 | std::string name = command.substr(this->keyDetectorCallbackCode_.size()); | 
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| 298 | COUT(0) << "Binding string \"" << bindingString << "\" on key '" << name << "'" << std::endl; | 
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| 299 | this->keyBinder_->setBinding(bindingString, name, bTemporarySaved); | 
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| 300 | InputManager::getInstance().leaveState("detector"); | 
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| 301 | bound = true; | 
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| 302 | } | 
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| 303 | // else: A key was pressed within the same tick, ignore it. | 
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| 304 | } | 
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| 305 | } | 
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| 306 | } | 
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| 307 | } | 
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