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