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source: code/branches/gui/src/orxonox/gamestates/GSRoot.cc @ 2934

Last change on this file since 2934 was 2854, checked in by rgrieder, 16 years ago

small fixes with game states.

  • Property svn:eol-style set to native
File size: 6.0 KB
RevLine 
[1661]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 "OrxonoxStableHeaders.h"
30#include "GSRoot.h"
31
[1764]32#include "util/Exception.h"
33#include "util/Debug.h"
[2844]34#include "core/Clock.h"
[2848]35#include "core/Game.h"
36#include "core/GameMode.h"
[2845]37#include "core/CommandLine.h"
[1661]38#include "core/ConsoleCommand.h"
[2843]39#include "tools/TimeFactorListener.h"
[1826]40#include "tools/Timer.h"
[2171]41#include "objects/Tickable.h"
[1661]42
43namespace orxonox
44{
[2844]45    AddGameState(GSRoot, "root");
[2850]46    SetCommandLineSwitch(console);
47    // Shortcuts for easy direct loading
48    SetCommandLineSwitch(server);
49    SetCommandLineSwitch(client);
50    SetCommandLineSwitch(dedicated);
51    SetCommandLineSwitch(standalone);
[2844]52
53    GSRoot::GSRoot(const std::string& name)
54        : GameState(name)
[2662]55        , timeFactor_(1.0f)
56        , bPaused_(false)
57        , timeFactorPauseBackup_(1.0f)
[1661]58    {
[2662]59        this->ccSetTimeFactor_ = 0;
60        this->ccPause_ = 0;
[1661]61    }
62
63    GSRoot::~GSRoot()
64    {
65    }
66
[2844]67    void GSRoot::activate()
[1661]68    {
[2662]69        // reset game speed to normal
[2850]70        this->timeFactor_ = 1.0f;
[2662]71
72        {
73            // time factor console command
74            FunctorMember<GSRoot>* functor = createFunctor(&GSRoot::setTimeFactor);
75            functor->setObject(this);
76            this->ccSetTimeFactor_ = createConsoleCommand(functor, "setTimeFactor");
77            CommandExecutor::addConsoleCommandShortcut(this->ccSetTimeFactor_).accessLevel(AccessLevel::Offline).defaultValue(0, 1.0);
78        }
79
80        {
81            // time factor console command
82            FunctorMember<GSRoot>* functor = createFunctor(&GSRoot::pause);
83            functor->setObject(this);
84            this->ccPause_ = createConsoleCommand(functor, "pause");
85            CommandExecutor::addConsoleCommandShortcut(this->ccPause_).accessLevel(AccessLevel::Offline);
86        }
[2845]87
[2850]88        // Load level directly?
89        bool loadLevel = false;
90        if (CommandLine::getValue("standalone").getBool())
[2845]91        {
[2850]92            Game::getInstance().requestStates("graphics, standalone, level");
93            loadLevel = true;
[2845]94        }
[2850]95        if (CommandLine::getValue("server").getBool())
[2845]96        {
[2850]97            Game::getInstance().requestStates("graphics, server, level");
98            loadLevel = true;
[2845]99        }
[2850]100        if (CommandLine::getValue("client").getBool())
101        {
[2854]102            Game::getInstance().requestStates("graphics, client, level");
[2850]103            loadLevel = true;
104        }
105        if (CommandLine::getValue("dedicated").getBool())
106        {
107            Game::getInstance().requestStates("dedicated, level");
108            loadLevel = true;
109        }
110       
[2854]111        // Determine where to start otherwise
112        if (!loadLevel && !CommandLine::getValue("console").getBool())
[2850]113        {
[2854]114            // Also load graphics
115            Game::getInstance().requestState("graphics");
[2850]116        }
[1661]117    }
118
[2844]119    void GSRoot::deactivate()
[1661]120    {
[2662]121        if (this->ccSetTimeFactor_)
122        {
123            delete this->ccSetTimeFactor_;
124            this->ccSetTimeFactor_ = 0;
125        }
126
127        if (this->ccPause_)
128        {
129            delete this->ccPause_;
130            this->ccPause_ = 0;
131        }
[1661]132    }
133
[2844]134    void GSRoot::update(const Clock& time)
[1661]135    {
[2850]136        if (this->getActivity().topState)
137        {
138            // This state can not 'survive' on its own.
139            // Load a user interface therefore
140            Game::getInstance().requestState("ioConsole");
141        }
142
[2662]143        uint64_t timeBeforeTick = time.getRealMicroseconds();
144
[1826]145        for (ObjectList<TimerBase>::iterator it = ObjectList<TimerBase>::begin(); it; ++it)
146            it->tick(time);
147
[2171]148        /*** HACK *** HACK ***/
149        // Call the Tickable objects
[2662]150        float leveldt = time.getDeltaTime();
151        if (leveldt > 1.0f)
152        {
153            // just loaded
154            leveldt = 0.0f;
155        }
[2171]156        for (ObjectList<Tickable>::iterator it = ObjectList<Tickable>::begin(); it; ++it)
[2662]157            it->tick(leveldt * this->timeFactor_);
[2171]158        /*** HACK *** HACK ***/
159
[2662]160        uint64_t timeAfterTick = time.getRealMicroseconds();
161
[2850]162        // Also add our tick time
[2817]163        Game::getInstance().addTickTime(timeAfterTick - timeBeforeTick);
[1662]164    }
[1674]165
166    /**
[2662]167    @brief
168        Changes the speed of Orxonox
169    */
170    void GSRoot::setTimeFactor(float factor)
171    {
[2848]172        if (GameMode::isMaster())
[2662]173        {
174            if (!this->bPaused_)
175            {
176                TimeFactorListener::timefactor_s = factor;
177
178                for (ObjectList<TimeFactorListener>::iterator it = ObjectList<TimeFactorListener>::begin(); it != ObjectList<TimeFactorListener>::end(); ++it)
179                    it->changedTimeFactor(factor, this->timeFactor_);
180
181                this->timeFactor_ = factor;
182            }
183            else
184                this->timeFactorPauseBackup_ = factor;
185        }
186    }
187
188    void GSRoot::pause()
189    {
[2848]190        if (GameMode::isMaster())
[2662]191        {
192            if (!this->bPaused_)
193            {
194                this->timeFactorPauseBackup_ = this->timeFactor_;
195                this->setTimeFactor(0.0f);
196                this->bPaused_ = true;
197            }
198            else
199            {
200                this->bPaused_ = false;
201                this->setTimeFactor(this->timeFactorPauseBackup_);
202            }
203        }
204    }
[1661]205}
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