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source: code/branches/gui/src/orxonox/gamestates/GSRoot.cc @ 2913

Last change on this file since 2913 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
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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
32#include "util/Exception.h"
33#include "util/Debug.h"
34#include "core/Clock.h"
35#include "core/Game.h"
36#include "core/GameMode.h"
37#include "core/CommandLine.h"
38#include "core/ConsoleCommand.h"
39#include "tools/TimeFactorListener.h"
40#include "tools/Timer.h"
41#include "objects/Tickable.h"
42
43namespace orxonox
44{
45    AddGameState(GSRoot, "root");
46    SetCommandLineSwitch(console);
47    // Shortcuts for easy direct loading
48    SetCommandLineSwitch(server);
49    SetCommandLineSwitch(client);
50    SetCommandLineSwitch(dedicated);
51    SetCommandLineSwitch(standalone);
52
53    GSRoot::GSRoot(const std::string& name)
54        : GameState(name)
55        , timeFactor_(1.0f)
56        , bPaused_(false)
57        , timeFactorPauseBackup_(1.0f)
58    {
59        this->ccSetTimeFactor_ = 0;
60        this->ccPause_ = 0;
61    }
62
63    GSRoot::~GSRoot()
64    {
65    }
66
67    void GSRoot::activate()
68    {
69        // reset game speed to normal
70        this->timeFactor_ = 1.0f;
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        }
87
88        // Load level directly?
89        bool loadLevel = false;
90        if (CommandLine::getValue("standalone").getBool())
91        {
92            Game::getInstance().requestStates("graphics, standalone, level");
93            loadLevel = true;
94        }
95        if (CommandLine::getValue("server").getBool())
96        {
97            Game::getInstance().requestStates("graphics, server, level");
98            loadLevel = true;
99        }
100        if (CommandLine::getValue("client").getBool())
101        {
102            Game::getInstance().requestStates("graphics, client, level");
103            loadLevel = true;
104        }
105        if (CommandLine::getValue("dedicated").getBool())
106        {
107            Game::getInstance().requestStates("dedicated, level");
108            loadLevel = true;
109        }
110       
111        // Determine where to start otherwise
112        if (!loadLevel && !CommandLine::getValue("console").getBool())
113        {
114            // Also load graphics
115            Game::getInstance().requestState("graphics");
116        }
117    }
118
119    void GSRoot::deactivate()
120    {
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        }
132    }
133
134    void GSRoot::update(const Clock& time)
135    {
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
143        uint64_t timeBeforeTick = time.getRealMicroseconds();
144
145        for (ObjectList<TimerBase>::iterator it = ObjectList<TimerBase>::begin(); it; ++it)
146            it->tick(time);
147
148        /*** HACK *** HACK ***/
149        // Call the Tickable objects
150        float leveldt = time.getDeltaTime();
151        if (leveldt > 1.0f)
152        {
153            // just loaded
154            leveldt = 0.0f;
155        }
156        for (ObjectList<Tickable>::iterator it = ObjectList<Tickable>::begin(); it; ++it)
157            it->tick(leveldt * this->timeFactor_);
158        /*** HACK *** HACK ***/
159
160        uint64_t timeAfterTick = time.getRealMicroseconds();
161
162        // Also add our tick time
163        Game::getInstance().addTickTime(timeAfterTick - timeBeforeTick);
164    }
165
166    /**
167    @brief
168        Changes the speed of Orxonox
169    */
170    void GSRoot::setTimeFactor(float factor)
171    {
172        if (GameMode::isMaster())
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    {
190        if (GameMode::isMaster())
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    }
205}
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