| 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 | #include "RootGameState.h" | 
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| 30 |  | 
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| 31 | #include "util/Debug.h" | 
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| 32 | #include "util/Exception.h" | 
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| 33 | #include "Core.h" | 
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| 34 | #include "Clock.h" | 
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| 35 | #include "CommandLine.h" | 
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| 36 |  | 
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| 37 | namespace orxonox | 
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| 38 | { | 
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| 39 | SetCommandLineArgument(state, "gui").shortcut("s"); | 
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| 40 |  | 
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| 41 | RootGameState::RootGameState(const std::string& name) | 
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| 42 | : GameState<GameStateBase>(name) | 
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| 43 | , stateRequest_("") | 
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| 44 | { | 
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| 45 | } | 
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| 46 |  | 
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| 47 | RootGameState::~RootGameState() | 
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| 48 | { | 
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| 49 | } | 
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| 50 |  | 
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| 51 | /** | 
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| 52 | @brief | 
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| 53 | Internal method that actually makes the state transition. Since it is internal, | 
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| 54 | the method can assume certain things to be granted (like 'this' is always active). | 
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| 55 | */ | 
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| 56 | void RootGameState::makeTransition(GameStateBase* source, GameStateBase* destination) | 
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| 57 | { | 
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| 58 | if (source != 0) | 
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| 59 | { | 
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| 60 | // transition was not initiated by root itself | 
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| 61 | this->activeChild_ = 0; | 
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| 62 | } | 
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| 63 |  | 
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| 64 | if (destination == this) | 
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| 65 | { | 
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| 66 | // this marks the end of the game. | 
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| 67 | return; | 
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| 68 | } | 
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| 69 |  | 
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| 70 | // Check for 'destination' in the children map first | 
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| 71 | std::map<GameStateBase*, GameStateBase*>::const_iterator it | 
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| 72 | = this->grandchildrenToChildren_.find(destination); | 
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| 73 | if (it != this->grandchildrenToChildren_.end()) | 
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| 74 | { | 
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| 75 | OrxAssert(dynamic_cast<GameStateBase*>(it->second) != 0, | 
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| 76 | "There was a mix with RootGameState and GameState, could not cast."); | 
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| 77 | GameStateBase* child = static_cast<GameStateBase*>(it->second); | 
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| 78 | // child state. Don't use 'state', might be a grandchild! | 
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| 79 | this->activeChild_ = child; | 
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| 80 | child->makeTransition(this, destination); | 
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| 81 | } | 
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| 82 | else | 
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| 83 | { | 
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| 84 | // root doesn't have a parent.. | 
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| 85 | OrxAssert(false, "GameState '" + destination->getName() + "' not found in children list of Root."); | 
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| 86 | } | 
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| 87 | } | 
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| 88 |  | 
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| 89 | void RootGameState::gotoState(const std::string& name) | 
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| 90 | { | 
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| 91 | GameStateBase* request = getState(name); | 
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| 92 | if (request) | 
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| 93 | { | 
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| 94 | GameStateBase* current = getCurrentState(); | 
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| 95 | if (current) | 
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| 96 | { | 
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| 97 | current->makeTransition(0, request); | 
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| 98 | } | 
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| 99 | else | 
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| 100 | { | 
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| 101 | // Root is not yet active. This is a violation. | 
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| 102 | ThrowException(GameState, "Activate Root before requesting a state."); | 
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| 103 | } | 
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| 104 | } | 
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| 105 | else | 
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| 106 | { | 
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| 107 | COUT(2) << "Warning: GameState '" << name << "' doesn't exist." << std::endl; | 
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| 108 | } | 
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| 109 | } | 
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| 110 |  | 
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| 111 | /** | 
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| 112 | @brief | 
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| 113 | Makes a state transition according to the state tree. You can choose any state | 
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| 114 | in the tree to do the call. The function finds the current state on its own. | 
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| 115 | @param state | 
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| 116 | The state to be entered, has to exist in the tree. | 
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| 117 | */ | 
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| 118 | void RootGameState::requestState(const std::string& name) | 
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| 119 | { | 
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| 120 | this->stateRequest_ = name; | 
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| 121 | } | 
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| 122 |  | 
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| 123 | /** | 
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| 124 | @brief | 
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| 125 | Starts the game. The little 'while' denotes the main loop. | 
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| 126 | Whenever the root state is selected, the game ends. | 
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| 127 | @param name | 
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| 128 | State to start with (usually main menu or specified by command line) | 
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| 129 | */ | 
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| 130 | void RootGameState::start() | 
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| 131 | { | 
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| 132 | #ifdef NDEBUG | 
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| 133 | try | 
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| 134 | { | 
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| 135 | #endif | 
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| 136 | // start global orxonox time | 
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| 137 | Clock clock; | 
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| 138 |  | 
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| 139 | // create the Core settings to configure the output level | 
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| 140 | Core::getInstance(); | 
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| 141 |  | 
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| 142 | this->activate(); | 
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| 143 |  | 
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| 144 | // get initial state from command line | 
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| 145 | gotoState(CommandLine::getValue("state")); | 
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| 146 |  | 
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| 147 | while (this->activeChild_) | 
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| 148 | { | 
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| 149 | clock.capture(); | 
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| 150 |  | 
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| 151 | this->tick(clock); | 
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| 152 |  | 
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| 153 | if (this->stateRequest_ != "") | 
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| 154 | gotoState(stateRequest_); | 
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| 155 | } | 
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| 156 |  | 
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| 157 | this->deactivate(); | 
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| 158 | #ifdef NDEBUG | 
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| 159 | } | 
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| 160 | // Note: These are all unhandled exceptions that should not have made its way here! | 
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| 161 | // almost complete game catch block to display the messages appropriately. | 
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| 162 | catch (std::exception& ex) | 
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| 163 | { | 
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| 164 | COUT(1) << ex.what() << std::endl; | 
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| 165 | COUT(1) << "Program aborted." << std::endl; | 
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| 166 | } | 
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| 167 | // anything that doesn't inherit from std::exception | 
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| 168 | catch (...) | 
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| 169 | { | 
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| 170 | COUT(1) << "An unidentifiable exception has occured. Program aborted." << std::endl; | 
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| 171 | } | 
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| 172 | #endif | 
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| 173 | } | 
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| 174 | } | 
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