Planet
navi homePPSaboutscreenshotsdownloaddevelopmentforum

source: code/trunk/src/orxonox/gamestates/GSLevel.cc @ 1930

Last change on this file since 1930 was 1930, checked in by rgrieder, 16 years ago

Added command line argument 'level' to specify the level file. Include the extension and don't put quotes around it!

  • Property svn:eol-style set to native
File size: 7.7 KB
Line 
1/*
2 *   ORXONOX - the hottest 3D action shooter ever to exist
3 *                    > www.orxonox.net <
4 *
5 *
6 *   License notice:
7 *
8 *   This program is free software; you can redistribute it and/or
9 *   modify it under the terms of the GNU General Public License
10 *   as published by the Free Software Foundation; either version 2
11 *   of the License, or (at your option) any later version.
12 *
13 *   This program is distributed in the hope that it will be useful,
14 *   but WITHOUT ANY WARRANTY; without even the implied warranty of
15 *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
16 *   GNU General Public License for more details.
17 *
18 *   You should have received a copy of the GNU General Public License
19 *   along with this program; if not, write to the Free Software
20 *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
21 *
22 *   Author:
23 *      Reto Grieder
24 *   Co-authors:
25 *      Fabian 'x3n' Landau
26 *
27 */
28
29#include "OrxonoxStableHeaders.h"
30#include "GSLevel.h"
31
32#include <OgreSceneManager.h>
33#include <OgreRoot.h>
34#include "core/input/InputManager.h"
35#include "core/input/SimpleInputState.h"
36#include "core/input/KeyBinder.h"
37#include "core/Loader.h"
38#include "core/CommandExecutor.h"
39#include "core/ConsoleCommand.h"
40#include "core/CommandLine.h"
41#include "core/ConfigValueIncludes.h"
42#include "core/CoreIncludes.h"
43#include "objects/Backlight.h"
44#include "objects/Tickable.h"
45#include "objects/Radar.h"
46#include "tools/ParticleInterface.h"
47#include "Settings.h"
48#include "GraphicsEngine.h"
49
50namespace orxonox
51{
52    SetCommandLineArgument(level, "sample.oxw").setShortcut("l");
53
54    GSLevel::GSLevel(const std::string& name)
55        : GameState<GSGraphics>(name)
56        , timeFactor_(1.0f)
57        , sceneManager_(0)
58        , keyBinder_(0)
59        , inputState_(0)
60        , radar_(0)
61        , startLevel_(0)
62        , hud_(0)
63    {
64        RegisterObject(GSLevel);
65        setConfigValues();
66    }
67
68    GSLevel::~GSLevel()
69    {
70    }
71
72    void GSLevel::setConfigValues()
73    {
74        SetConfigValue(keyDetectorCallbackCode_, "KeybindBindingStringKeyName=");
75    }
76
77    void GSLevel::enter()
78    {
79        inputState_ = InputManager::getInstance().createInputState<SimpleInputState>("game", 20);
80        keyBinder_ = new KeyBinder();
81        keyBinder_->loadBindings("keybindings.ini");
82        inputState_->setHandler(keyBinder_);
83
84        // create Ogre SceneManager for the level
85        this->sceneManager_ = Ogre::Root::getSingleton().createSceneManager(Ogre::ST_GENERIC, "LevelSceneManager");
86        COUT(4) << "Created SceneManager: " << sceneManager_->getName() << std::endl;
87
88        // temporary hack
89        GraphicsEngine::getInstance().setLevelSceneManager(this->sceneManager_);
90
91        // Start the Radar
92        this->radar_ = new Radar();
93
94        // Load the HUD
95        COUT(3) << "Orxonox: Loading HUD" << std::endl;
96        hud_ = new Level(Settings::getDataPath() + "overlay/hud.oxo");
97        Loader::load(hud_);
98
99        // reset game speed to normal
100        timeFactor_ = 1.0f;
101
102        // TODO: insert slomo console command with
103        // .accessLevel(AccessLevel::Offline).defaultValue(0, 1.0).axisParamIndex(0).isAxisRelative(false);
104
105        // keybind console command
106        FunctorMember<GSLevel>* functor1 = createFunctor(&GSLevel::keybind);
107        functor1->setObject(this);
108        CommandExecutor::addConsoleCommandShortcut(createConsoleCommand(functor1, "keybind"));
109        FunctorMember<GSLevel>* functor2 = createFunctor(&GSLevel::tkeybind);
110        functor2->setObject(this);
111        CommandExecutor::addConsoleCommandShortcut(createConsoleCommand(functor2, "tkeybind"));
112        // set our console command as callback for the key detector
113        InputManager::getInstance().setKeyDetectorCallback(std::string("keybind ") + keyDetectorCallbackCode_);
114    }
115
116    void GSLevel::leave()
117    {
118        Loader::unload(hud_);
119        delete this->hud_;
120
121        // this call will delete every BaseObject!
122        // But currently this will call methods of objects that exist no more
123        // The only 'memory leak' is the ParticleSpawer. They would be deleted here
124        // and call a sceneNode method that has already been destroy by the corresponding space ship.
125        //Loader::close();
126
127        delete this->radar_;
128
129        Ogre::Root::getSingleton().destroySceneManager(this->sceneManager_);
130
131        inputState_->setHandler(0);
132        InputManager::getInstance().requestDestroyState("game");
133        delete this->keyBinder_;
134    }
135
136    void GSLevel::ticked(const Clock& time)
137    {
138        // Call the scene objects
139        for (ObjectList<Tickable>::iterator it = ObjectList<Tickable>::begin(); it; ++it)
140            it->tick(time.getDeltaTime() * this->timeFactor_);
141    }
142
143    /**
144    @brief
145        Changes the speed of Orxonox
146    */
147    void GSLevel::setTimeFactor(float factor)
148    {
149        float change = factor / this->timeFactor_;
150        this->timeFactor_ = factor;
151        for (ObjectList<ParticleInterface>::iterator it = ObjectList<ParticleInterface>::begin(); it; ++it)
152            it->setSpeedFactor(it->getSpeedFactor() * change);
153
154        for (ObjectList<Backlight>::iterator it = ObjectList<Backlight>::begin(); it; ++it)
155            it->setTimeFactor(timeFactor_);
156    }
157
158    void GSLevel::loadLevel()
159    {
160        // call the loader
161        COUT(0) << "Loading level..." << std::endl;
162        std::string levelName;
163        CommandLine::getValue("level", &levelName);
164        startLevel_ = new Level(Settings::getDataPath() + std::string("levels/") + levelName);
165        Loader::open(startLevel_);
166    }
167
168    void GSLevel::unloadLevel()
169    {
170        Loader::unload(startLevel_);
171        delete this->startLevel_;
172    }
173
174    void GSLevel::keybind(const std::string &command)
175    {
176        this->keybindInternal(command, false);
177    }
178
179    void GSLevel::tkeybind(const std::string &command)
180    {
181        this->keybindInternal(command, true);
182    }
183
184    /**
185    @brief
186        Assigns a command string to a key/button/axis. The name is determined via KeyDetector.
187    @param command
188        Command string that can be executed by the CommandExecutor
189        OR: Internal string "KeybindBindingStringKeyName=" used for the second call to identify
190        the key/button/axis that has been activated. This is configured above in enter().
191    */
192    void GSLevel::keybindInternal(const std::string& command, bool bTemporary)
193    {
194        static std::string bindingString = "";
195        static bool bTemporarySaved = false;
196        static bool bound = true;
197        // note: We use a long name to make 'sure' that the user doesn't use it accidentally.
198        // Howerver there will be no real issue if it happens anyway.
199        if (command.find(keyDetectorCallbackCode_) != 0)
200        {
201            if (bound)
202            {
203                COUT(0) << "Press any button/key or move a mouse/joystick axis" << std::endl;
204                InputManager::getInstance().requestEnterState("detector");
205                bindingString = command;
206                bTemporarySaved = bTemporary;
207                bound = false;
208            }
209            //else:  We're still in a keybind command. ignore this call.
210        }
211        else
212        {
213            if (!bound)
214            {
215                // user has pressed the key
216                std::string name = command.substr(this->keyDetectorCallbackCode_.size());
217                COUT(0) << "Binding string \"" << bindingString << "\" on key '" << name << "'" << std::endl;
218                this->keyBinder_->setBinding(bindingString, name, bTemporarySaved);
219                InputManager::getInstance().requestLeaveState("detector");
220                bound = true;
221            }
222            // else: A key was pressed within the same tick, ignore it.
223        }
224    }
225}
Note: See TracBrowser for help on using the repository browser.