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source: code/branches/cpp11_v2/src/orxonox/gamestates/GSRoot.cc @ 10994

Last change on this file since 10994 was 10920, checked in by landauf, 9 years ago

no static functions anymore in ObjectList. you need to instantiate an ObjectList to use it.
this allows for prettier for-loop syntax when iterating over an ObjectList of a specific context: for (T* object : ObjectList<T>(context)) { … }

  • Property svn:eol-style set to native
File size: 6.3 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/ConsoleCommandIncludes.h"
36#include "core/object/ObjectList.h"
37#include "network/NetworkFunctionIncludes.h"
38#include "tools/Timer.h"
39#include "tools/interfaces/Tickable.h"
40
41#include "GSLevel.h"
42
43namespace orxonox
44{
45    DeclareGameState(GSRoot, "root", false, false);
46
47    static const std::string __CC_setTimeFactor_name = "setTimeFactor";
48    static const std::string __CC_getTimeFactor_name = "getTimeFactor";
49    static const std::string __CC_setPause_name = "setPause";
50    static const std::string __CC_pause_name = "pause";
51
52    /*static*/ bool GSRoot::startMainMenu_s = false;
53
54    SetConsoleCommand("printObjects", &GSRoot::printObjects).hide();
55    SetConsoleCommand(__CC_setTimeFactor_name, &GSRoot::setTimeFactor).accessLevel(AccessLevel::Master).defaultValues(1.0);
56    SetConsoleCommand(__CC_getTimeFactor_name, &GSRoot::getTimeFactor).accessLevel(AccessLevel::Master);
57    SetConsoleCommand(__CC_setPause_name,      &GSRoot::setPause     ).accessLevel(AccessLevel::Master).hide();
58    SetConsoleCommand(__CC_pause_name,         &GSRoot::pause        ).accessLevel(AccessLevel::Master);
59
60    registerStaticNetworkFunction(&TimeFactorListener::setTimeFactor);
61
62    GSRoot::GSRoot(const GameStateInfo& info)
63        : GameState(info)
64        , bPaused_(false)
65        , timeFactorPauseBackup_(1.0f)
66    {
67    }
68
69    GSRoot::~GSRoot()
70    {
71    }
72
73    void GSRoot::printObjects()
74    {
75        unsigned int nr=0;
76        for (BaseObject* baseObject : ObjectList<BaseObject>())
77        {
78            Synchronisable* synchronisable = orxonox_cast<Synchronisable*>(baseObject);
79            if (synchronisable)
80                orxout(debug_output) << "object: " << baseObject->getIdentifier()->getName() << " id: " << synchronisable->getObjectID() << endl;
81            else
82                orxout(debug_output) << "object: " << baseObject->getIdentifier()->getName() << endl;
83            nr++;
84        }
85        orxout(debug_output) << "currently got " << nr << " objects" << endl;
86    }
87
88    void GSRoot::activate()
89    {
90        // reset game speed to normal
91        TimeFactorListener::setTimeFactor(1.0f);
92
93        ModifyConsoleCommand(__CC_setTimeFactor_name).setObject(this);
94        ModifyConsoleCommand(__CC_getTimeFactor_name).setObject(this);
95        ModifyConsoleCommand(__CC_setPause_name).setObject(this);
96        ModifyConsoleCommand(__CC_pause_name).setObject(this);
97    }
98
99    void GSRoot::deactivate()
100    {
101        ModifyConsoleCommand(__CC_setTimeFactor_name).setObject(nullptr);
102        ModifyConsoleCommand(__CC_getTimeFactor_name).setObject(nullptr);
103        ModifyConsoleCommand(__CC_setPause_name).setObject(nullptr);
104        ModifyConsoleCommand(__CC_pause_name).setObject(nullptr);
105    }
106
107    void GSRoot::update(const Clock& time)
108    {
109        if(startMainMenu_s)
110        {
111            delayedStartMainMenu();
112            startMainMenu_s = false;
113        }
114
115        ObjectList<Timer> listTimer;
116        for (ObjectList<Timer>::iterator it = listTimer.begin(); it; )
117        {
118            Timer* object = *it;
119            ++it;
120            object->tick(time);
121        }
122
123        /*** HACK *** HACK ***/
124        // Call the Tickable objects
125        float leveldt = time.getDeltaTime();
126        if (leveldt > 1.0f)
127        {
128            // just loaded
129            leveldt = 0.0f;
130        }
131        float realdt = leveldt * TimeFactorListener::getTimeFactor();
132        ObjectList<Tickable> listTickable;
133        for (ObjectList<Tickable>::iterator it = listTickable.begin(); it; )
134        {
135            Tickable* object = *it;
136            ++it;
137            object->tick(realdt);
138        }
139        /*** HACK *** HACK ***/
140    }
141
142    /**
143    @brief
144        Changes the speed of Orxonox
145    @remark
146        This function is a hack when placed here!
147        Timefactor should be related to the scene (level or so), not the game
148    */
149    void GSRoot::setTimeFactor(float factor)
150    {
151        if (GameMode::isMaster())
152        {
153            if (!this->bPaused_)
154            {
155                TimeFactorListener::setTimeFactor(factor);
156            }
157            else
158                this->timeFactorPauseBackup_ = factor;
159        }
160    }
161
162    float GSRoot::getTimeFactor()
163    {
164        return TimeFactorListener::getTimeFactor();
165    }
166
167    void GSRoot::pause()
168    {
169        if (GameMode::isMaster())
170        {
171            if (!this->bPaused_)
172            {
173                this->timeFactorPauseBackup_ = TimeFactorListener::getTimeFactor();
174                this->setTimeFactor(0.0f);
175                this->bPaused_ = true;
176            }
177            else
178            {
179                this->bPaused_ = false;
180                this->setTimeFactor(this->timeFactorPauseBackup_);
181            }
182        }
183    }
184
185    void GSRoot::setPause(bool pause)
186    {
187        if (GameMode::isMaster())
188        {
189            if (pause != this->bPaused_)
190                this->pause();
191        }
192    }
193
194    void GSRoot::changedTimeFactor(float factor_new, float factor_old)
195    {
196        if (!GameMode::isStandalone())
197            callStaticNetworkFunction(&TimeFactorListener::setTimeFactor, NETWORK_PEER_ID_BROADCAST, factor_new);
198    }
199
200    /*static*/ void GSRoot::delayedStartMainMenu(void)
201    {
202        if(!startMainMenu_s)
203            startMainMenu_s = true;
204        else
205            GSLevel::startMainMenu();
206    }
207
208}
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