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source: code/branches/pickup/src/orxonox/gamestates/GSRoot.cc @ 6041

Last change on this file since 6041 was 5935, checked in by dafrick, 15 years ago

Hopefully merged trunk successfully into pickup branch.

  • Property svn:eol-style set to native
File size: 4.8 KB
Line 
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 "GSRoot.h"
30
31#include "util/Clock.h"
32#include "core/ConsoleCommand.h"
33#include "core/Game.h"
34#include "core/GameMode.h"
35#include "network/NetworkFunction.h"
36#include "tools/Timer.h"
37#include "tools/interfaces/TimeFactorListener.h"
38#include "tools/interfaces/Tickable.h"
39
40namespace orxonox
41{
42    DeclareGameState(GSRoot, "root", false, false);
43    SetConsoleCommandShortcut(GSRoot, printObjects);
44
45    GSRoot::GSRoot(const GameStateInfo& info)
46        : GameState(info)
47        , timeFactor_(1.0f)
48        , bPaused_(false)
49        , timeFactorPauseBackup_(1.0f)
50    {
51    }
52
53    GSRoot::~GSRoot()
54    {
55        NetworkFunctionBase::destroyAllNetworkFunctions();
56    }
57   
58    void GSRoot::printObjects()
59    {
60        unsigned int nr=0;
61        for(ObjectList<BaseObject>::iterator it = ObjectList<BaseObject>::begin(); it; ++it){
62            if( dynamic_cast<Synchronisable*>(*it) )
63                COUT(0) << "object: " << it->getIdentifier()->getName() << " id: " << dynamic_cast<Synchronisable*>(*it)->getObjectID() << std::endl;
64            else
65                COUT(0) << "object: " << it->getIdentifier()->getName() << std::endl;
66            nr++;
67        }
68        COUT(0) << "currently got " << nr << " objects" << std::endl;
69   
70    }
71
72    void GSRoot::activate()
73    {
74        // reset game speed to normal
75        this->timeFactor_ = 1.0f;
76
77        // time factor console command
78        ConsoleCommand* command = createConsoleCommand(createFunctor(&GSRoot::setTimeFactor, this), "setTimeFactor");
79        CommandExecutor::addConsoleCommandShortcut(command).accessLevel(AccessLevel::Offline).defaultValue(0, 1.0);
80
81        // time factor console command
82        command = createConsoleCommand(createFunctor(&GSRoot::pause, this), "pause");
83        CommandExecutor::addConsoleCommandShortcut(command).accessLevel(AccessLevel::Offline);
84    }
85
86    void GSRoot::deactivate()
87    {
88    }
89
90    void GSRoot::update(const Clock& time)
91    {
92        if (this->getActivity().topState)
93        {
94            // This state can not 'survive' on its own.
95            // Load a user interface therefore
96            Game::getInstance().requestState("ioConsole");
97        }
98
99        for (ObjectList<Timer>::iterator it = ObjectList<Timer>::begin(); it; )
100            (it++)->tick(time);
101
102        /*** HACK *** HACK ***/
103        // Call the Tickable objects
104        float leveldt = time.getDeltaTime();
105        if (leveldt > 1.0f)
106        {
107            // just loaded
108            leveldt = 0.0f;
109        }
110        for (ObjectList<Tickable>::iterator it = ObjectList<Tickable>::begin(); it; )
111            (it++)->tick(leveldt * this->timeFactor_);
112        /*** HACK *** HACK ***/
113    }
114
115    /**
116    @brief
117        Changes the speed of Orxonox
118    @remark
119        This function is a hack when placed here!
120        Timefactor should be related to the scene (level or so), not the game
121    */
122    void GSRoot::setTimeFactor(float factor)
123    {
124        if (GameMode::isMaster())
125        {
126            if (!this->bPaused_)
127            {
128                TimeFactorListener::timefactor_s = factor;
129
130                for (ObjectList<TimeFactorListener>::iterator it = ObjectList<TimeFactorListener>::begin(); it != ObjectList<TimeFactorListener>::end(); ++it)
131                    it->changedTimeFactor(factor, this->timeFactor_);
132
133                this->timeFactor_ = factor;
134            }
135            else
136                this->timeFactorPauseBackup_ = factor;
137        }
138    }
139
140    void GSRoot::pause()
141    {
142        if (GameMode::isMaster())
143        {
144            if (!this->bPaused_)
145            {
146                this->timeFactorPauseBackup_ = this->timeFactor_;
147                this->setTimeFactor(0.0f);
148                this->bPaused_ = true;
149            }
150            else
151            {
152                this->bPaused_ = false;
153                this->setTimeFactor(this->timeFactorPauseBackup_);
154            }
155        }
156    }
157}
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