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source: code/branches/consolecommands3/src/orxonox/gamestates/GSRoot.cc @ 7212

Last change on this file since 7212 was 7204, checked in by landauf, 14 years ago

adjusted includes in all other files

  • Property svn:eol-style set to native
File size: 4.7 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 *      ...
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    SetConsoleCommandShortcut(GSRoot, printObjects);
44
45    registerStaticNetworkFunction(&TimeFactorListener::setTimeFactor);
46
47    GSRoot::GSRoot(const GameStateInfo& info)
48        : GameState(info)
49        , bPaused_(false)
50        , timeFactorPauseBackup_(1.0f)
51    {
52    }
53
54    GSRoot::~GSRoot()
55    {
56        NetworkFunctionBase::destroyAllNetworkFunctions();
57    }
58
59    void GSRoot::printObjects()
60    {
61        unsigned int nr=0;
62        for (ObjectList<BaseObject>::iterator it = ObjectList<BaseObject>::begin(); it; ++it)
63        {
64            if (dynamic_cast<Synchronisable*>(*it))
65                COUT(0) << "object: " << it->getIdentifier()->getName() << " id: " << dynamic_cast<Synchronisable*>(*it)->getObjectID() << std::endl;
66            else
67                COUT(0) << "object: " << it->getIdentifier()->getName() << std::endl;
68            nr++;
69        }
70        COUT(0) << "currently got " << nr << " objects" << std::endl;
71    }
72
73    void GSRoot::activate()
74    {
75        // reset game speed to normal
76        TimeFactorListener::setTimeFactor(1.0f);
77
78        // time factor console command
79        ConsoleCommand* command = createConsoleCommand(createFunctor(&GSRoot::setTimeFactor, this), "setTimeFactor");
80        CommandExecutor::addConsoleCommandShortcut(command).accessLevel(AccessLevel::Offline).defaultValue(0, 1.0);
81
82        // time factor console command
83        command = createConsoleCommand(createFunctor(&GSRoot::pause, this), "pause");
84        CommandExecutor::addConsoleCommandShortcut(command).accessLevel(AccessLevel::Offline);
85    }
86
87    void GSRoot::deactivate()
88    {
89    }
90
91    void GSRoot::update(const Clock& time)
92    {
93        for (ObjectList<Timer>::iterator it = ObjectList<Timer>::begin(); it; )
94        {
95            Timer* object = *it;
96            ++it;
97            object->tick(time);
98        }
99
100        /*** HACK *** HACK ***/
101        // Call the Tickable objects
102        float leveldt = time.getDeltaTime();
103        if (leveldt > 1.0f)
104        {
105            // just loaded
106            leveldt = 0.0f;
107        }
108        float realdt = leveldt * TimeFactorListener::getTimeFactor();
109        for (ObjectList<Tickable>::iterator it = ObjectList<Tickable>::begin(); it; )
110        {
111            Tickable* object = *it;
112            ++it;
113            object->tick(realdt);
114        }
115        /*** HACK *** HACK ***/
116    }
117
118    /**
119    @brief
120        Changes the speed of Orxonox
121    @remark
122        This function is a hack when placed here!
123        Timefactor should be related to the scene (level or so), not the game
124    */
125    void GSRoot::setTimeFactor(float factor)
126    {
127        if (GameMode::isMaster())
128        {
129            if (!this->bPaused_)
130            {
131                TimeFactorListener::setTimeFactor(factor);
132            }
133            else
134                this->timeFactorPauseBackup_ = factor;
135        }
136    }
137
138    void GSRoot::pause()
139    {
140        if (GameMode::isMaster())
141        {
142            if (!this->bPaused_)
143            {
144                this->timeFactorPauseBackup_ = TimeFactorListener::getTimeFactor();
145                this->setTimeFactor(0.0f);
146                this->bPaused_ = true;
147            }
148            else
149            {
150                this->bPaused_ = false;
151                this->setTimeFactor(this->timeFactorPauseBackup_);
152            }
153        }
154    }
155
156    void GSRoot::changedTimeFactor(float factor_new, float factor_old)
157    {
158        if (!GameMode::isStandalone())
159            callStaticNetworkFunction(&TimeFactorListener::setTimeFactor, CLIENTID_UNKNOWN, factor_new);
160    }
161}
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