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source: code/branches/presentation2012merge/src/orxonox/gamestates/GSRoot.cc @ 9352

Last change on this file since 9352 was 9279, checked in by landauf, 13 years ago

use orxonox_cast instead of dynamic_cast wherever possible

  • Property svn:eol-style set to native
File size: 6.2 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 "GSRoot.h"
30
[5855]31#include "util/Clock.h"
[6417]32#include "core/BaseObject.h"
[2896]33#include "core/Game.h"
34#include "core/GameMode.h"
[7284]35#include "core/command/ConsoleCommand.h"
[3304]36#include "network/NetworkFunction.h"
[1826]37#include "tools/Timer.h"
[5693]38#include "tools/interfaces/Tickable.h"
[1661]39
[8079]40#include "GSLevel.h"
41
[1661]42namespace orxonox
43{
[3370]44    DeclareGameState(GSRoot, "root", false, false);
[1663]45
[7284]46    static const std::string __CC_setTimeFactor_name = "setTimeFactor";
[8706]47    static const std::string __CC_getTimeFactor_name = "getTimeFactor";
[8079]48    static const std::string __CC_setPause_name = "setPause";
[7284]49    static const std::string __CC_pause_name = "pause";
50
[8079]51    /*static*/ bool GSRoot::startMainMenu_s = false;
52
[7284]53    SetConsoleCommand("printObjects", &GSRoot::printObjects).hide();
54    SetConsoleCommand(__CC_setTimeFactor_name, &GSRoot::setTimeFactor).accessLevel(AccessLevel::Master).defaultValues(1.0);
[8706]55    SetConsoleCommand(__CC_getTimeFactor_name, &GSRoot::getTimeFactor).accessLevel(AccessLevel::Master);
[8079]56    SetConsoleCommand(__CC_setPause_name,      &GSRoot::setPause     ).accessLevel(AccessLevel::Master).hide();
[7284]57    SetConsoleCommand(__CC_pause_name,         &GSRoot::pause        ).accessLevel(AccessLevel::Master);
58
[7172]59    registerStaticNetworkFunction(&TimeFactorListener::setTimeFactor);
60
[3370]61    GSRoot::GSRoot(const GameStateInfo& info)
62        : GameState(info)
[2662]63        , bPaused_(false)
64        , timeFactorPauseBackup_(1.0f)
[1661]65    {
66    }
67
68    GSRoot::~GSRoot()
69    {
[3304]70        NetworkFunctionBase::destroyAllNetworkFunctions();
[1661]71    }
[6417]72
[5918]73    void GSRoot::printObjects()
74    {
75        unsigned int nr=0;
[6417]76        for (ObjectList<BaseObject>::iterator it = ObjectList<BaseObject>::begin(); it; ++it)
77        {
[9279]78            Synchronisable* synchronisable = orxonox_cast<Synchronisable*>(*it);
79            if (synchronisable)
80                orxout(debug_output) << "object: " << it->getIdentifier()->getName() << " id: " << synchronisable->getObjectID() << endl;
[5918]81            else
[8858]82                orxout(debug_output) << "object: " << it->getIdentifier()->getName() << endl;
[5918]83            nr++;
84        }
[8858]85        orxout(debug_output) << "currently got " << nr << " objects" << endl;
[5918]86    }
[1661]87
[2896]88    void GSRoot::activate()
[1686]89    {
[2662]90        // reset game speed to normal
[6417]91        TimeFactorListener::setTimeFactor(1.0f);
[2662]92
[7284]93        ModifyConsoleCommand(__CC_setTimeFactor_name).setObject(this);
[8706]94        ModifyConsoleCommand(__CC_getTimeFactor_name).setObject(this);
[8079]95        ModifyConsoleCommand(__CC_setPause_name).setObject(this);
[7284]96        ModifyConsoleCommand(__CC_pause_name).setObject(this);
[1661]97    }
98
[2896]99    void GSRoot::deactivate()
[1661]100    {
[7284]101        ModifyConsoleCommand(__CC_setTimeFactor_name).setObject(0);
[8706]102        ModifyConsoleCommand(__CC_getTimeFactor_name).setObject(0);
[8079]103        ModifyConsoleCommand(__CC_setPause_name).setObject(0);
[7284]104        ModifyConsoleCommand(__CC_pause_name).setObject(0);
[1661]105    }
106
[2896]107    void GSRoot::update(const Clock& time)
[1661]108    {
[8079]109        if(startMainMenu_s)
110        {
111            delayedStartMainMenu();
112            startMainMenu_s = false;
113        }
114
[5831]115        for (ObjectList<Timer>::iterator it = ObjectList<Timer>::begin(); it; )
[6417]116        {
117            Timer* object = *it;
118            ++it;
119            object->tick(time);
120        }
[1826]121
[2171]122        /*** HACK *** HACK ***/
123        // Call the Tickable objects
[2662]124        float leveldt = time.getDeltaTime();
125        if (leveldt > 1.0f)
126        {
127            // just loaded
128            leveldt = 0.0f;
129        }
[6417]130        float realdt = leveldt * TimeFactorListener::getTimeFactor();
[5785]131        for (ObjectList<Tickable>::iterator it = ObjectList<Tickable>::begin(); it; )
[6417]132        {
133            Tickable* object = *it;
134            ++it;
135            object->tick(realdt);
136        }
[2171]137        /*** HACK *** HACK ***/
[1662]138    }
[1674]139
140    /**
[2662]141    @brief
142        Changes the speed of Orxonox
[3370]143    @remark
144        This function is a hack when placed here!
145        Timefactor should be related to the scene (level or so), not the game
[2662]146    */
147    void GSRoot::setTimeFactor(float factor)
148    {
[2896]149        if (GameMode::isMaster())
[2662]150        {
151            if (!this->bPaused_)
152            {
[6417]153                TimeFactorListener::setTimeFactor(factor);
[2662]154            }
155            else
156                this->timeFactorPauseBackup_ = factor;
157        }
158    }
159
[8706]160    float GSRoot::getTimeFactor()
161    {
162        return TimeFactorListener::getTimeFactor();
163    }
164
[2662]165    void GSRoot::pause()
166    {
[2896]167        if (GameMode::isMaster())
[2662]168        {
169            if (!this->bPaused_)
170            {
[6417]171                this->timeFactorPauseBackup_ = TimeFactorListener::getTimeFactor();
[2662]172                this->setTimeFactor(0.0f);
173                this->bPaused_ = true;
174            }
175            else
176            {
177                this->bPaused_ = false;
178                this->setTimeFactor(this->timeFactorPauseBackup_);
179            }
180        }
181    }
[6417]182
[8079]183    void GSRoot::setPause(bool pause)
184    {
185        if (GameMode::isMaster())
186        {
187            if (pause != this->bPaused_)
188                this->pause();
189        }
190    }
191
[7172]192    void GSRoot::changedTimeFactor(float factor_new, float factor_old)
[6417]193    {
[7172]194        if (!GameMode::isStandalone())
[8327]195            callStaticNetworkFunction(&TimeFactorListener::setTimeFactor, NETWORK_PEER_ID_BROADCAST, factor_new);
[6417]196    }
[8079]197
198    /*static*/ void GSRoot::delayedStartMainMenu(void)
199    {
200        if(!startMainMenu_s)
201            startMainMenu_s = true;
202        else
203            GSLevel::startMainMenu();
204    }
205
[1661]206}
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