| 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 "util/Clock.h" |
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| 35 | #include "core/input/InputManager.h" |
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| 36 | #include "core/input/InputState.h" |
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| 37 | #include "core/input/KeyBinderManager.h" |
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| 38 | #include "core/ConsoleCommand.h" |
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| 39 | #include "core/Game.h" |
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| 40 | #include "core/GameMode.h" |
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| 41 | #include "core/GUIManager.h" |
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| 42 | #include "core/Loader.h" |
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| 43 | #include "core/XMLFile.h" |
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| 44 | |
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| 45 | #include "LevelManager.h" |
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| 46 | #include "PlayerManager.h" |
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| 47 | |
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| 48 | namespace orxonox |
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| 49 | { |
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| 50 | DeclareGameState(GSLevel, "level", false, false); |
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| 51 | |
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| 52 | GSLevel::GSLevel(const GameStateInfo& info) |
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| 53 | : GameState(info) |
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| 54 | , gameInputState_(0) |
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| 55 | , guiMouseOnlyInputState_(0) |
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| 56 | , guiKeysOnlyInputState_(0) |
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| 57 | , startFile_(0) |
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| 58 | { |
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| 59 | } |
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| 60 | |
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| 61 | GSLevel::~GSLevel() |
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| 62 | { |
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| 63 | } |
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| 64 | |
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| 65 | void GSLevel::activate() |
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| 66 | { |
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| 67 | if (GameMode::showsGraphics()) |
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| 68 | { |
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| 69 | gameInputState_ = InputManager::getInstance().createInputState("game"); |
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| 70 | gameInputState_->setMouseMode(MouseMode::Exclusive); |
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| 71 | gameInputState_->setHandler(KeyBinderManager::getInstance().getDefaultAsHandler()); |
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| 72 | KeyBinderManager::getInstance().setToDefault(); |
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| 73 | |
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| 74 | guiMouseOnlyInputState_ = InputManager::getInstance().createInputState("guiMouseOnly"); |
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| 75 | guiMouseOnlyInputState_->setMouseMode(MouseMode::Exclusive); |
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| 76 | guiMouseOnlyInputState_->setMouseHandler(GUIManager::getInstancePtr()); |
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| 77 | |
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| 78 | guiKeysOnlyInputState_ = InputManager::getInstance().createInputState("guiKeysOnly"); |
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| 79 | guiKeysOnlyInputState_->setKeyHandler(GUIManager::getInstancePtr()); |
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| 80 | |
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| 81 | CommandExecutor::addConsoleCommandShortcut(createConsoleCommand(createFunctor(&GSLevel::showIngameGUI, this), "showIngameGUI")); |
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| 82 | } |
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| 83 | |
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| 84 | if (GameMode::isMaster()) |
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| 85 | { |
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| 86 | this->loadLevel(); |
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| 87 | } |
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| 88 | |
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| 89 | if (GameMode::showsGraphics()) |
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| 90 | { |
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| 91 | // level is loaded: we can start capturing the input |
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| 92 | InputManager::getInstance().enterState("game"); |
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| 93 | |
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| 94 | // connect the HumanPlayer to the game |
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| 95 | PlayerManager::getInstance().clientConnected(0); |
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| 96 | } |
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| 97 | } |
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| 98 | |
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| 99 | void GSLevel::showIngameGUI(bool show) |
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| 100 | { |
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| 101 | if (show) |
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| 102 | { |
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| 103 | GUIManager::getInstance().showGUI("inGameTest"); |
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| 104 | GUIManager::getInstance().executeCode("showCursor()"); |
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| 105 | InputManager::getInstance().enterState("guiMouseOnly"); |
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| 106 | } |
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| 107 | else |
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| 108 | { |
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| 109 | GUIManager::getInstance().executeCode("hideGUI(\"inGameTest\")"); |
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| 110 | GUIManager::getInstance().executeCode("hideCursor()"); |
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| 111 | InputManager::getInstance().leaveState("guiMouseOnly"); |
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| 112 | } |
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| 113 | } |
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| 114 | |
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| 115 | void GSLevel::deactivate() |
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| 116 | { |
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| 117 | if (GameMode::showsGraphics()) |
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| 118 | { |
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| 119 | // unload all compositors (this is only necessary because we don't yet destroy all resources!) |
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| 120 | Ogre::CompositorManager::getSingleton().removeAll(); |
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| 121 | |
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| 122 | InputManager::getInstance().leaveState("game"); |
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| 123 | } |
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| 124 | |
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| 125 | // disconnect all HumanPlayers |
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| 126 | PlayerManager::getInstance().disconnectAllClients(); |
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| 127 | |
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| 128 | if (GameMode::isMaster()) |
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| 129 | this->unloadLevel(); |
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| 130 | |
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| 131 | if (GameMode::showsGraphics()) |
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| 132 | { |
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| 133 | gameInputState_->setHandler(0); |
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| 134 | guiMouseOnlyInputState_->setHandler(0); |
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| 135 | guiKeysOnlyInputState_->setHandler(0); |
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| 136 | InputManager::getInstance().destroyState("game"); |
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| 137 | InputManager::getInstance().destroyState("guiKeysOnly"); |
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| 138 | InputManager::getInstance().destroyState("guiMouseOnly"); |
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| 139 | } |
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| 140 | } |
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| 141 | |
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| 142 | void GSLevel::update(const Clock& time) |
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| 143 | { |
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| 144 | // Note: Temporarily moved to GSRoot. |
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| 145 | //// Call the scene objects |
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| 146 | //for (ObjectList<Tickable>::iterator it = ObjectList<Tickable>::begin(); it; ++it) |
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| 147 | // it->tick(time.getDeltaTime() * this->timeFactor_); |
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| 148 | } |
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| 149 | |
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| 150 | void GSLevel::loadLevel() |
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| 151 | { |
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| 152 | for (ObjectList<BaseObject>::iterator it = ObjectList<BaseObject>::begin(); it != ObjectList<BaseObject>::end(); ++it) |
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| 153 | this->staticObjects_.insert(*it); |
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| 154 | |
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| 155 | // call the loader |
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| 156 | COUT(0) << "Loading level..." << std::endl; |
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| 157 | startFile_ = new XMLFile(LevelManager::getInstance().getDefaultLevel()); |
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| 158 | Loader::open(startFile_); |
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| 159 | } |
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| 160 | |
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| 161 | void GSLevel::unloadLevel() |
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| 162 | { |
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| 163 | Loader::unload(startFile_); |
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| 164 | delete startFile_; |
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| 165 | |
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| 166 | COUT(3) << "Unloaded level. Remaining objects:" << std::endl; |
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| 167 | unsigned int i = 0; |
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| 168 | for (ObjectList<BaseObject>::iterator it = ObjectList<BaseObject>::begin(); it != ObjectList<BaseObject>::end(); ++it) |
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| 169 | { |
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| 170 | std::set<BaseObject*>::const_iterator find = this->staticObjects_.find(*it); |
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| 171 | if (find == this->staticObjects_.end()) |
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| 172 | { |
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| 173 | COUT(3) << ++i << ": " << it->getIdentifier()->getName() << " (" << *it << ")" << std::endl; |
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| 174 | } |
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| 175 | } |
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| 176 | COUT(3) << i << " objects remaining."; |
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| 177 | if (i == 0) |
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| 178 | COUT(3) << " Well done!" << std::endl; |
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| 179 | else |
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| 180 | COUT(3) << " Try harder!" << std::endl; |
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| 181 | } |
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| 182 | } |
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