/* * ORXONOX - the hottest 3D action shooter ever to exist * > www.orxonox.net < * * * License notice: * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * Author: * Reto Grieder * Co-authors: * ... * */ #include "GSRoot.h" #include "util/Clock.h" #include "core/BaseObject.h" #include "core/Game.h" #include "core/GameMode.h" #include "core/command/ConsoleCommandIncludes.h" #include "network/NetworkFunctionIncludes.h" #include "tools/Timer.h" #include "tools/interfaces/Tickable.h" #include "GSLevel.h" namespace orxonox { DeclareGameState(GSRoot, "root", false, false); static const std::string __CC_setTimeFactor_name = "setTimeFactor"; static const std::string __CC_getTimeFactor_name = "getTimeFactor"; static const std::string __CC_setPause_name = "setPause"; static const std::string __CC_pause_name = "pause"; /*static*/ bool GSRoot::startMainMenu_s = false; SetConsoleCommand("printObjects", &GSRoot::printObjects).hide(); SetConsoleCommand(__CC_setTimeFactor_name, &GSRoot::setTimeFactor).accessLevel(AccessLevel::Master).defaultValues(1.0); SetConsoleCommand(__CC_getTimeFactor_name, &GSRoot::getTimeFactor).accessLevel(AccessLevel::Master); SetConsoleCommand(__CC_setPause_name, &GSRoot::setPause ).accessLevel(AccessLevel::Master).hide(); SetConsoleCommand(__CC_pause_name, &GSRoot::pause ).accessLevel(AccessLevel::Master); registerStaticNetworkFunction(&TimeFactorListener::setTimeFactor); GSRoot::GSRoot(const GameStateInfo& info) : GameState(info) , bPaused_(false) , timeFactorPauseBackup_(1.0f) { } GSRoot::~GSRoot() { } void GSRoot::printObjects() { unsigned int nr=0; for (ObjectList::iterator it = ObjectList::begin(); it; ++it) { Synchronisable* synchronisable = orxonox_cast(*it); if (synchronisable) orxout(debug_output) << "object: " << it->getIdentifier()->getName() << " id: " << synchronisable->getObjectID() << endl; else orxout(debug_output) << "object: " << it->getIdentifier()->getName() << endl; nr++; } orxout(debug_output) << "currently got " << nr << " objects" << endl; } void GSRoot::activate() { // reset game speed to normal TimeFactorListener::setTimeFactor(1.0f); ModifyConsoleCommand(__CC_setTimeFactor_name).setObject(this); ModifyConsoleCommand(__CC_getTimeFactor_name).setObject(this); ModifyConsoleCommand(__CC_setPause_name).setObject(this); ModifyConsoleCommand(__CC_pause_name).setObject(this); } void GSRoot::deactivate() { ModifyConsoleCommand(__CC_setTimeFactor_name).setObject(nullptr); ModifyConsoleCommand(__CC_getTimeFactor_name).setObject(nullptr); ModifyConsoleCommand(__CC_setPause_name).setObject(nullptr); ModifyConsoleCommand(__CC_pause_name).setObject(nullptr); } void GSRoot::update(const Clock& time) { if(startMainMenu_s) { delayedStartMainMenu(); startMainMenu_s = false; } for (ObjectList::iterator it = ObjectList::begin(); it; ) { Timer* object = *it; ++it; object->tick(time); } /*** HACK *** HACK ***/ // Call the Tickable objects float leveldt = time.getDeltaTime(); if (leveldt > 1.0f) { // just loaded leveldt = 0.0f; } float realdt = leveldt * TimeFactorListener::getTimeFactor(); for (ObjectList::iterator it = ObjectList::begin(); it; ) { Tickable* object = *it; ++it; object->tick(realdt); } /*** HACK *** HACK ***/ } /** @brief Changes the speed of Orxonox @remark This function is a hack when placed here! Timefactor should be related to the scene (level or so), not the game */ void GSRoot::setTimeFactor(float factor) { if (GameMode::isMaster()) { if (!this->bPaused_) { TimeFactorListener::setTimeFactor(factor); } else this->timeFactorPauseBackup_ = factor; } } float GSRoot::getTimeFactor() { return TimeFactorListener::getTimeFactor(); } void GSRoot::pause() { if (GameMode::isMaster()) { if (!this->bPaused_) { this->timeFactorPauseBackup_ = TimeFactorListener::getTimeFactor(); this->setTimeFactor(0.0f); this->bPaused_ = true; } else { this->bPaused_ = false; this->setTimeFactor(this->timeFactorPauseBackup_); } } } void GSRoot::setPause(bool pause) { if (GameMode::isMaster()) { if (pause != this->bPaused_) this->pause(); } } void GSRoot::changedTimeFactor(float factor_new, float factor_old) { if (!GameMode::isStandalone()) callStaticNetworkFunction(&TimeFactorListener::setTimeFactor, NETWORK_PEER_ID_BROADCAST, factor_new); } /*static*/ void GSRoot::delayedStartMainMenu(void) { if(!startMainMenu_s) startMainMenu_s = true; else GSLevel::startMainMenu(); } }