/* * 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: * ... * */ /** @file @brief Implementation of GameState class. */ #include "GameState.h" #include #include "util/Debug.h" #include "util/Exception.h" #include "Clock.h" namespace orxonox { /** @brief Constructor only initialises variables and sets the name permanently. */ GameState::GameState(const std::string& name, bool countTickTime) : name_(name) , bCountTickTime_(countTickTime) , parent_(0) { this->activity_.activating = false; this->activity_.active = false; this->activity_.deactivating = false; this->activity_.suspended = false; this->activity_.topState = false; this->activity_.updating = false; } /** @brief Destructor only checks that we don't delete an active state. */ GameState::~GameState() { OrxAssert(this->activity_.active == false, "Deleting an active GameState is a very bad idea.."); } /** @brief Adds a child to the current tree. The Child can contain children of its own. But you cannot a state tree that already has an active state. @param state The state to be added. */ void GameState::addChild(GameState* state) { assert(state != NULL); std::map::const_iterator it = this->children_.find(state->getName()); if (it == this->children_.end()) { this->children_[state->getName()] = state; // mark us as parent state->setParent(this); } else { ThrowException(GameState, "Cannot add two children with the same name"); } } /** @brief Removes a child by instance. This splits the tree in two parts, each of them functional on its own. @param state GameState by instance pointer */ void GameState::removeChild(GameState* state) { assert(state != NULL); std::map::iterator it = this->children_.find(state->getName()); if (it != this->children_.end()) this->children_.erase(it); else { ThrowException(GameState, "Game state '" + name_ + "' doesn't have a child named '" + state->getName() + "'."); } } void GameState::activateInternal() { this->activity_.activating = true; this->activate(); this->activity_.activating = false; this->activity_.active = true; } void GameState::deactivateInternal() { this->activity_.active = false; this->activity_.deactivating = true; this->activate(); this->activity_.deactivating = false; this->activity_.suspended = false; this->activity_.updating = false; } void GameState::updateInternal(const Clock& time) { this->activity_.updating = true; this->update(time); this->activity_.updating = false; } }