| 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 | Declaration of Game Singleton. | 
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| 33 | */ | 
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| 34 |  | 
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| 35 | #ifndef _Game_H__ | 
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| 36 | #define _Game_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 <cassert> | 
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| 41 | #include <list> | 
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| 42 | #include <map> | 
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| 43 | #include <string> | 
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| 44 | #include <vector> | 
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| 45 | #include <boost/shared_ptr.hpp> | 
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| 46 | #include <boost/scoped_ptr.hpp> | 
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| 47 | #include <boost/preprocessor/cat.hpp> | 
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| 48 |  | 
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| 49 | #include "util/Debug.h" | 
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| 50 | #include "util/Singleton.h" | 
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| 51 |  | 
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| 52 | /** | 
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| 53 | @def | 
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| 54 | Adds a new GameState to the Game. The second parameter is the name as string | 
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| 55 | and every following paramter is a constructor argument (which is usually non existent) | 
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| 56 | */ | 
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| 57 | #define DeclareGameState(className, stateName, bIgnoreTickTime, bGraphicsMode) \ | 
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| 58 | static bool BOOST_PP_CAT(bGameStateDummy_##className, __LINE__) = orxonox::Game::declareGameState<className>(#className, stateName, bIgnoreTickTime, bGraphicsMode) | 
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| 59 |  | 
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| 60 | namespace orxonox | 
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| 61 | { | 
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| 62 | class GameConfiguration; | 
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| 63 | using boost::scoped_ptr; | 
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| 64 | using boost::shared_ptr; | 
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| 65 |  | 
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| 66 | //! Helper object required before GameStates are being constructed | 
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| 67 | struct GameStateInfo | 
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| 68 | { | 
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| 69 | std::string stateName; | 
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| 70 | std::string className; | 
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| 71 | bool bIgnoreTickTime; | 
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| 72 | bool bGraphicsMode; | 
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| 73 | }; | 
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| 74 |  | 
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| 75 | /** | 
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| 76 | @brief | 
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| 77 | Main class responsible for running the game. | 
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| 78 | @remark | 
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| 79 | You should only create this singleton once because it owns the Core class! (see remark there) | 
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| 80 | */ | 
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| 81 | class _CoreExport Game : public Singleton<Game> | 
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| 82 | { | 
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| 83 | friend class Singleton<Game>; | 
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| 84 | typedef std::vector<shared_ptr<GameState> > GameStateVector; | 
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| 85 | typedef std::map<std::string, shared_ptr<GameState> > GameStateMap; | 
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| 86 | typedef boost::shared_ptr<GameStateTreeNode> GameStateTreeNodePtr; | 
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| 87 | public: | 
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| 88 | Game(const std::string& cmdLine); | 
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| 89 | ~Game(); | 
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| 90 |  | 
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| 91 | void setStateHierarchy(const std::string& str); | 
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| 92 | shared_ptr<GameState> getState(const std::string& name); | 
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| 93 |  | 
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| 94 | void run(); | 
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| 95 | void stop(); | 
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| 96 |  | 
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| 97 | void requestState(const std::string& name); | 
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| 98 | void requestStates(const std::string& names); | 
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| 99 | void popState(); | 
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| 100 |  | 
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| 101 | const Clock& getGameClock() { return *this->gameClock_; } | 
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| 102 |  | 
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| 103 | float getAvgTickTime() { return this->avgTickTime_; } | 
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| 104 | float getAvgFPS()      { return this->avgFPS_; } | 
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| 105 |  | 
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| 106 | void subtractTickTime(int32_t length); | 
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| 107 |  | 
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| 108 | template <class T> | 
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| 109 | static bool declareGameState(const std::string& className, const std::string& stateName, bool bIgnoreTickTime, bool bConsoleMode); | 
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| 110 |  | 
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| 111 | private: | 
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| 112 | class _CoreExport GameStateFactory | 
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| 113 | { | 
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| 114 | public: | 
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| 115 | virtual ~GameStateFactory() { } | 
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| 116 | static shared_ptr<GameState> fabricate(const GameStateInfo& info); | 
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| 117 | template <class T> | 
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| 118 | static void createFactory(const std::string& className) | 
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| 119 | { factories_s[className].reset(new TemplateGameStateFactory<T>()); } | 
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| 120 | private: | 
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| 121 | virtual shared_ptr<GameState> fabricateInternal(const GameStateInfo& info) = 0; | 
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| 122 | static std::map<std::string, shared_ptr<GameStateFactory> > factories_s; | 
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| 123 | }; | 
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| 124 | template <class T> | 
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| 125 | class TemplateGameStateFactory : public GameStateFactory | 
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| 126 | { | 
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| 127 | public: | 
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| 128 | shared_ptr<GameState> fabricateInternal(const GameStateInfo& info) | 
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| 129 | { return shared_ptr<GameState>(new T(info)); } | 
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| 130 | }; | 
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| 131 |  | 
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| 132 | struct StatisticsTickInfo | 
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| 133 | { | 
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| 134 | uint64_t    tickTime; | 
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| 135 | uint32_t    tickLength; | 
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| 136 | }; | 
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| 137 |  | 
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| 138 | Game(Game&); // don't mess with singletons | 
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| 139 |  | 
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| 140 | void loadGraphics(); | 
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| 141 | void unloadGraphics(); | 
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| 142 |  | 
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| 143 | bool checkState(const std::string& name) const; | 
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| 144 | void loadState(const std::string& name); | 
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| 145 | void unloadState(const std::string& name); | 
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| 146 |  | 
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| 147 | // Main loop structuring | 
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| 148 | void updateGameStateStack(); | 
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| 149 | void updateGameStates(); | 
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| 150 | void updateStatistics(); | 
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| 151 | void updateFPSLimiter(); | 
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| 152 |  | 
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| 153 | // ScopeGuard helper function | 
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| 154 | void resetChangingState() { this->bChangingState_ = false; } | 
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| 155 |  | 
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| 156 | scoped_ptr<Clock>                  gameClock_; | 
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| 157 | scoped_ptr<Core>                   core_; | 
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| 158 | scoped_ptr<GameConfiguration>      configuration_; | 
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| 159 |  | 
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| 160 | GameStateMap                       constructedStates_; | 
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| 161 | GameStateVector                    loadedStates_; | 
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| 162 | GameStateTreeNodePtr               rootStateNode_; | 
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| 163 | GameStateTreeNodePtr               loadedTopStateNode_; | 
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| 164 | std::vector<GameStateTreeNodePtr>  requestedStateNodes_; | 
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| 165 |  | 
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| 166 | bool                               bChangingState_; | 
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| 167 | bool                               bAbort_; | 
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| 168 |  | 
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| 169 | // variables for time statistics | 
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| 170 | uint64_t                           statisticsStartTime_; | 
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| 171 | std::list<StatisticsTickInfo>      statisticsTickTimes_; | 
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| 172 | uint32_t                           periodTime_; | 
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| 173 | uint32_t                           periodTickTime_; | 
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| 174 | float                              avgFPS_; | 
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| 175 | float                              avgTickTime_; | 
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| 176 | int                                excessSleepTime_; | 
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| 177 | unsigned int                       minimumSleepTime_; | 
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| 178 |  | 
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| 179 | static std::map<std::string, GameStateInfo> gameStateDeclarations_s; | 
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| 180 | static Game* singletonPtr_s;        //!< Pointer to the Singleton | 
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| 181 | }; | 
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| 182 |  | 
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| 183 | template <class T> | 
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| 184 | /*static*/ bool Game::declareGameState(const std::string& className, const std::string& stateName, bool bIgnoreTickTime, bool bGraphicsMode) | 
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| 185 | { | 
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| 186 | std::map<std::string, GameStateInfo>::const_iterator it = gameStateDeclarations_s.find(stateName); | 
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| 187 | if (it == gameStateDeclarations_s.end()) | 
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| 188 | { | 
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| 189 | GameStateInfo& info = gameStateDeclarations_s[stateName]; | 
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| 190 | info.stateName = stateName; | 
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| 191 | info.className = className; | 
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| 192 | info.bIgnoreTickTime = bIgnoreTickTime; | 
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| 193 | info.bGraphicsMode = bGraphicsMode; | 
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| 194 | } | 
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| 195 | else | 
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| 196 | { | 
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| 197 | COUT(0) << "Error: Cannot declare two GameStates with the same name." << std::endl; | 
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| 198 | COUT(0) << "       Ignoring second one ('" << stateName << "')." << std::endl; | 
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| 199 | } | 
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| 200 |  | 
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| 201 | // Create a factory to delay GameState creation | 
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| 202 | GameStateFactory::createFactory<T>(className); | 
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| 203 |  | 
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| 204 | // just a required dummy return value | 
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| 205 | return true; | 
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| 206 | } | 
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| 207 | } | 
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| 208 |  | 
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| 209 | #endif /* _Game_H__ */ | 
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