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 | * ... |
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26 | * |
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27 | */ |
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28 | |
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29 | #include "GSRoot.h" |
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30 | |
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31 | #include "core/Clock.h" |
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32 | #include "core/ConsoleCommand.h" |
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33 | #include "core/Game.h" |
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34 | #include "core/GameMode.h" |
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35 | #include "network/NetworkFunction.h" |
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36 | #include "tools/Timer.h" |
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37 | #include "tools/interfaces/TimeFactorListener.h" |
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38 | #include "tools/interfaces/Tickable.h" |
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39 | #include "LevelManager.h" |
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40 | |
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41 | namespace orxonox |
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42 | { |
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43 | DeclareGameState(GSRoot, "root", false, false); |
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44 | |
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45 | GSRoot::GSRoot(const GameStateInfo& info) |
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46 | : GameState(info) |
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47 | , timeFactor_(1.0f) |
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48 | , bPaused_(false) |
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49 | , timeFactorPauseBackup_(1.0f) |
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50 | { |
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51 | this->ccSetTimeFactor_ = 0; |
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52 | this->ccPause_ = 0; |
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53 | } |
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54 | |
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55 | GSRoot::~GSRoot() |
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56 | { |
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57 | NetworkFunctionBase::destroyAllNetworkFunctions(); |
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58 | } |
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59 | |
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60 | void GSRoot::activate() |
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61 | { |
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62 | // reset game speed to normal |
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63 | this->timeFactor_ = 1.0f; |
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64 | |
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65 | { |
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66 | // time factor console command |
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67 | FunctorMember<GSRoot>* functor = createFunctor(&GSRoot::setTimeFactor); |
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68 | functor->setObject(this); |
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69 | this->ccSetTimeFactor_ = createConsoleCommand(functor, "setTimeFactor"); |
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70 | CommandExecutor::addConsoleCommandShortcut(this->ccSetTimeFactor_).accessLevel(AccessLevel::Offline).defaultValue(0, 1.0); |
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71 | } |
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72 | |
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73 | { |
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74 | // time factor console command |
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75 | FunctorMember<GSRoot>* functor = createFunctor(&GSRoot::pause); |
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76 | functor->setObject(this); |
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77 | this->ccPause_ = createConsoleCommand(functor, "pause"); |
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78 | CommandExecutor::addConsoleCommandShortcut(this->ccPause_).accessLevel(AccessLevel::Offline); |
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79 | } |
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80 | |
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81 | // create the LevelManager |
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82 | this->levelManager_ = new LevelManager(); |
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83 | } |
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84 | |
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85 | void GSRoot::deactivate() |
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86 | { |
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87 | /* |
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88 | if (this->ccSetTimeFactor_) |
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89 | { |
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90 | delete this->ccSetTimeFactor_; |
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91 | this->ccSetTimeFactor_ = 0; |
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92 | } |
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93 | |
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94 | if (this->ccPause_) |
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95 | { |
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96 | delete this->ccPause_; |
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97 | this->ccPause_ = 0; |
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98 | } |
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99 | */ |
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100 | |
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101 | this->levelManager_->destroy(); |
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102 | } |
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103 | |
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104 | void GSRoot::update(const Clock& time) |
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105 | { |
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106 | if (this->getActivity().topState) |
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107 | { |
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108 | // This state can not 'survive' on its own. |
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109 | // Load a user interface therefore |
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110 | Game::getInstance().requestState("ioConsole"); |
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111 | } |
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112 | |
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113 | for (ObjectList<TimerBase>::iterator it = ObjectList<TimerBase>::begin(); it; ) |
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114 | (it++)->tick(time); |
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115 | |
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116 | /*** HACK *** HACK ***/ |
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117 | // Call the Tickable objects |
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118 | float leveldt = time.getDeltaTime(); |
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119 | if (leveldt > 1.0f) |
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120 | { |
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121 | // just loaded |
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122 | leveldt = 0.0f; |
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123 | } |
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124 | for (ObjectList<Tickable>::iterator it = ObjectList<Tickable>::begin(); it; ) |
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125 | (it++)->tick(leveldt * this->timeFactor_); |
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126 | /*** HACK *** HACK ***/ |
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127 | } |
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128 | |
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129 | /** |
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130 | @brief |
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131 | Changes the speed of Orxonox |
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132 | @remark |
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133 | This function is a hack when placed here! |
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134 | Timefactor should be related to the scene (level or so), not the game |
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135 | */ |
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136 | void GSRoot::setTimeFactor(float factor) |
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137 | { |
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138 | if (GameMode::isMaster()) |
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139 | { |
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140 | if (!this->bPaused_) |
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141 | { |
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142 | TimeFactorListener::timefactor_s = factor; |
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143 | |
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144 | for (ObjectList<TimeFactorListener>::iterator it = ObjectList<TimeFactorListener>::begin(); it != ObjectList<TimeFactorListener>::end(); ++it) |
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145 | it->changedTimeFactor(factor, this->timeFactor_); |
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146 | |
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147 | this->timeFactor_ = factor; |
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148 | } |
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149 | else |
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150 | this->timeFactorPauseBackup_ = factor; |
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151 | } |
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152 | } |
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153 | |
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154 | void GSRoot::pause() |
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155 | { |
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156 | if (GameMode::isMaster()) |
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157 | { |
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158 | if (!this->bPaused_) |
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159 | { |
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160 | this->timeFactorPauseBackup_ = this->timeFactor_; |
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161 | this->setTimeFactor(0.0f); |
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162 | this->bPaused_ = true; |
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163 | } |
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164 | else |
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165 | { |
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166 | this->bPaused_ = false; |
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167 | this->setTimeFactor(this->timeFactorPauseBackup_); |
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168 | } |
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169 | } |
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170 | } |
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171 | } |
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