/* * 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: * ... * */ #include "OrxonoxStableHeaders.h" #include "GSRoot.h" #include "util/Exception.h" #include "util/Debug.h" #include "core/Clock.h" #include "core/Game.h" #include "core/GameMode.h" #include "core/CommandLine.h" #include "core/ConsoleCommand.h" #include "tools/TimeFactorListener.h" #include "tools/Timer.h" #include "objects/Tickable.h" namespace orxonox { AddGameState(GSRoot, "root", false); SetCommandLineSwitch(console); // Shortcuts for easy direct loading SetCommandLineSwitch(server); SetCommandLineSwitch(client); SetCommandLineSwitch(dedicated); SetCommandLineSwitch(standalone); GSRoot::GSRoot(const std::string& name, bool countTickTime) : GameState(name, countTickTime) , timeFactor_(1.0f) , bPaused_(false) , timeFactorPauseBackup_(1.0f) { this->ccSetTimeFactor_ = 0; this->ccPause_ = 0; } GSRoot::~GSRoot() { } void GSRoot::activate() { // reset game speed to normal this->timeFactor_ = 1.0f; { // time factor console command FunctorMember* functor = createFunctor(&GSRoot::setTimeFactor); functor->setObject(this); this->ccSetTimeFactor_ = createConsoleCommand(functor, "setTimeFactor"); CommandExecutor::addConsoleCommandShortcut(this->ccSetTimeFactor_).accessLevel(AccessLevel::Offline).defaultValue(0, 1.0); } { // time factor console command FunctorMember* functor = createFunctor(&GSRoot::pause); functor->setObject(this); this->ccPause_ = createConsoleCommand(functor, "pause"); CommandExecutor::addConsoleCommandShortcut(this->ccPause_).accessLevel(AccessLevel::Offline); } // Load level directly? bool loadLevel = false; if (CommandLine::getValue("standalone").getBool()) { Game::getInstance().requestStates("graphics, standalone, level"); loadLevel = true; } if (CommandLine::getValue("server").getBool()) { Game::getInstance().requestStates("graphics, server, level"); loadLevel = true; } if (CommandLine::getValue("client").getBool()) { Game::getInstance().requestStates("graphics, client, level"); loadLevel = true; } if (CommandLine::getValue("dedicated").getBool()) { Game::getInstance().requestStates("dedicated, level"); loadLevel = true; } // Determine where to start otherwise if (!loadLevel && !CommandLine::getValue("console").getBool()) { // Also load graphics Game::getInstance().requestState("graphics"); } } void GSRoot::deactivate() { /* if (this->ccSetTimeFactor_) { delete this->ccSetTimeFactor_; this->ccSetTimeFactor_ = 0; } if (this->ccPause_) { delete this->ccPause_; this->ccPause_ = 0; } */ } void GSRoot::update(const Clock& time) { if (this->getActivity().topState) { // This state can not 'survive' on its own. // Load a user interface therefore Game::getInstance().requestState("ioConsole"); } uint64_t timeBeforeTick = time.getRealMicroseconds(); for (ObjectList::iterator it = ObjectList::begin(); it; ++it) it->tick(time); /*** HACK *** HACK ***/ // Call the Tickable objects float leveldt = time.getDeltaTime(); if (leveldt > 1.0f) { // just loaded leveldt = 0.0f; } for (ObjectList::iterator it = ObjectList::begin(); it; ++it) it->tick(leveldt * this->timeFactor_); /*** HACK *** HACK ***/ uint64_t timeAfterTick = time.getRealMicroseconds(); // Also add our tick time Game::getInstance().addTickTime(timeAfterTick - timeBeforeTick); } /** @brief Changes the speed of Orxonox */ void GSRoot::setTimeFactor(float factor) { if (GameMode::isMaster()) { if (!this->bPaused_) { TimeFactorListener::timefactor_s = factor; for (ObjectList::iterator it = ObjectList::begin(); it != ObjectList::end(); ++it) it->changedTimeFactor(factor, this->timeFactor_); this->timeFactor_ = factor; } else this->timeFactorPauseBackup_ = factor; } } void GSRoot::pause() { if (GameMode::isMaster()) { if (!this->bPaused_) { this->timeFactorPauseBackup_ = this->timeFactor_; this->setTimeFactor(0.0f); this->bPaused_ = true; } else { this->bPaused_ = false; this->setTimeFactor(this->timeFactorPauseBackup_); } } } }