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source: code/branches/core4/src/core/GameState.cc @ 5788

Last change on this file since 5788 was 3243, checked in by rgrieder, 15 years ago

Moved GameState construction from pre-main() to after Core creation. That makes it possible to use Core features (like configValues) in the GameState constructor.

  • Property svn:eol-style set to native
File size: 3.9 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/**
30@file
31@brief
32    Implementation of GameState class.
33*/
34
35#include "GameState.h"
36
37#include "util/Debug.h"
38#include "util/Exception.h"
39#include "util/OrxAssert.h"
40
41namespace orxonox
42{
43    /**
44    @brief
45        Constructor only initialises variables and sets the name permanently.
46    */
47    GameState::GameState(const GameStateConstrParams& params)
48        : name_(params.name)
49        , bIgnoreTickTime_(params.bIgnoreTickTime)
50        , parent_(0)
51    {
52        this->activity_.activating   = false;
53        this->activity_.active       = false;
54        this->activity_.deactivating = false;
55        this->activity_.suspended    = false;
56        this->activity_.topState     = false;
57        this->activity_.updating     = false;
58    }
59
60    /**
61    @brief
62        Destructor only checks that we don't delete an active state.
63    */
64    GameState::~GameState()
65    {
66        OrxAssert(this->activity_.active == false, "Deleting an active GameState is a very bad idea..");
67    }
68
69    /**
70    @brief
71        Adds a child to the current tree. The Child can contain children of its own.
72        But you cannot a state tree that already has an active state.
73    @param state
74        The state to be added.
75    */
76    void GameState::addChild(GameState* state)
77    {
78        assert(state != NULL);
79
80        std::map<std::string, GameState*>::const_iterator it = this->children_.find(state->getName());
81        if (it == this->children_.end())
82        {
83            this->children_[state->getName()] = state;
84            // mark us as parent
85            state->setParent(this);
86        }
87        else
88        {
89            ThrowException(GameState, "Cannot add two children with the same name");
90        }
91    }
92
93    /**
94    @brief
95        Removes a child by instance. This splits the tree in two parts,
96        each of them functional on its own.
97    @param state
98        GameState by instance pointer
99    */
100    void GameState::removeChild(GameState* state)
101    {
102        assert(state != NULL);
103
104        std::map<std::string, GameState*>::iterator it = this->children_.find(state->getName());
105        if (it != this->children_.end())
106            this->children_.erase(it);
107        else
108        {
109            ThrowException(GameState, "Game state '" + name_ + "' doesn't have a child named '"
110                + state->getName() + "'.");
111        }
112    }
113
114    void GameState::activateInternal()
115    {
116        this->activity_.activating = true;
117        this->activate();
118        this->activity_.activating = false;
119        this->activity_.active = true;
120    }
121
122    void GameState::deactivateInternal()
123    {
124        this->activity_.active = false;
125        this->activity_.deactivating = true;
126        this->activate();
127        this->activity_.deactivating = false;
128        this->activity_.suspended = false;
129        this->activity_.updating = false;
130    }
131
132    void GameState::updateInternal(const Clock& time)
133    {
134        this->activity_.updating = true;
135        this->update(time);
136        this->activity_.updating = false;
137    }
138}
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