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source: code/branches/consolecommands3/src/orxonox/gamestates/GSRoot.cc @ 7318

Last change on this file since 7318 was 7236, checked in by landauf, 14 years ago

replaced the temporary names of all ConsoleCommand related classes and functions by their real names

  • Property svn:eol-style set to native
File size: 4.9 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 *      ...
26 *
27 */
28
29#include "GSRoot.h"
30
31#include "util/Clock.h"
32#include "core/BaseObject.h"
33#include "core/Game.h"
34#include "core/GameMode.h"
35#include "core/command/ConsoleCommand.h"
36#include "network/NetworkFunction.h"
37#include "tools/Timer.h"
38#include "tools/interfaces/Tickable.h"
39
40namespace orxonox
41{
42    DeclareGameState(GSRoot, "root", false, false);
43
44    static const std::string __CC_setTimeFactor_name = "setTimeFactor";
45    static const std::string __CC_pause_name = "pause";
46
47    SetConsoleCommand("printObjects", &GSRoot::printObjects).hide();
48    SetConsoleCommand(__CC_setTimeFactor_name, &GSRoot::setTimeFactor).accessLevel(AccessLevel::Master).defaultValues(1.0);
49    SetConsoleCommand(__CC_pause_name,         &GSRoot::pause        ).accessLevel(AccessLevel::Master);
50
51    registerStaticNetworkFunction(&TimeFactorListener::setTimeFactor);
52
53    GSRoot::GSRoot(const GameStateInfo& info)
54        : GameState(info)
55        , bPaused_(false)
56        , timeFactorPauseBackup_(1.0f)
57    {
58    }
59
60    GSRoot::~GSRoot()
61    {
62        NetworkFunctionBase::destroyAllNetworkFunctions();
63    }
64
65    void GSRoot::printObjects()
66    {
67        unsigned int nr=0;
68        for (ObjectList<BaseObject>::iterator it = ObjectList<BaseObject>::begin(); it; ++it)
69        {
70            if (dynamic_cast<Synchronisable*>(*it))
71                COUT(0) << "object: " << it->getIdentifier()->getName() << " id: " << dynamic_cast<Synchronisable*>(*it)->getObjectID() << std::endl;
72            else
73                COUT(0) << "object: " << it->getIdentifier()->getName() << std::endl;
74            nr++;
75        }
76        COUT(0) << "currently got " << nr << " objects" << std::endl;
77    }
78
79    void GSRoot::activate()
80    {
81        // reset game speed to normal
82        TimeFactorListener::setTimeFactor(1.0f);
83
84        ModifyConsoleCommand(__CC_setTimeFactor_name).setObject(this);
85        ModifyConsoleCommand(__CC_pause_name).setObject(this);
86    }
87
88    void GSRoot::deactivate()
89    {
90        ModifyConsoleCommand(__CC_setTimeFactor_name).setObject(0);
91        ModifyConsoleCommand(__CC_pause_name).setObject(0);
92    }
93
94    void GSRoot::update(const Clock& time)
95    {
96        for (ObjectList<Timer>::iterator it = ObjectList<Timer>::begin(); it; )
97        {
98            Timer* object = *it;
99            ++it;
100            object->tick(time);
101        }
102
103        /*** HACK *** HACK ***/
104        // Call the Tickable objects
105        float leveldt = time.getDeltaTime();
106        if (leveldt > 1.0f)
107        {
108            // just loaded
109            leveldt = 0.0f;
110        }
111        float realdt = leveldt * TimeFactorListener::getTimeFactor();
112        for (ObjectList<Tickable>::iterator it = ObjectList<Tickable>::begin(); it; )
113        {
114            Tickable* object = *it;
115            ++it;
116            object->tick(realdt);
117        }
118        /*** HACK *** HACK ***/
119    }
120
121    /**
122    @brief
123        Changes the speed of Orxonox
124    @remark
125        This function is a hack when placed here!
126        Timefactor should be related to the scene (level or so), not the game
127    */
128    void GSRoot::setTimeFactor(float factor)
129    {
130        if (GameMode::isMaster())
131        {
132            if (!this->bPaused_)
133            {
134                TimeFactorListener::setTimeFactor(factor);
135            }
136            else
137                this->timeFactorPauseBackup_ = factor;
138        }
139    }
140
141    void GSRoot::pause()
142    {
143        if (GameMode::isMaster())
144        {
145            if (!this->bPaused_)
146            {
147                this->timeFactorPauseBackup_ = TimeFactorListener::getTimeFactor();
148                this->setTimeFactor(0.0f);
149                this->bPaused_ = true;
150            }
151            else
152            {
153                this->bPaused_ = false;
154                this->setTimeFactor(this->timeFactorPauseBackup_);
155            }
156        }
157    }
158
159    void GSRoot::changedTimeFactor(float factor_new, float factor_old)
160    {
161        if (!GameMode::isStandalone())
162            callStaticNetworkFunction(&TimeFactorListener::setTimeFactor, CLIENTID_UNKNOWN, factor_new);
163    }
164}
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