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source: code/branches/resource/src/orxonox/gamestates/GSRoot.cc @ 5732

Last change on this file since 5732 was 3358, checked in by rgrieder, 15 years ago

Moved startup argument parsing (console, dedicated, server, client and standalone) from GSRoot.cc to Main.cc.
This allows to finally prevent GameState request while loading/unloading them (changed the code in Game.cc to enforce this).

  • Property svn:eol-style set to native
File size: 5.2 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
[2896]31#include "core/Clock.h"
[3196]32#include "core/ConsoleCommand.h"
[2896]33#include "core/Game.h"
34#include "core/GameMode.h"
[3340]35#include "core/LuaBind.h"
[3304]36#include "network/NetworkFunction.h"
[3340]37#include "ToluaBindCore.h"
38#include "ToluaBindOrxonox.h"
[1826]39#include "tools/Timer.h"
[3196]40#include "interfaces/TimeFactorListener.h"
41#include "interfaces/Tickable.h"
[3280]42#include "LevelManager.h"
[1661]43
44namespace orxonox
45{
[3349]46    DeclareGameState(GSRoot, "root", false, false);
[1663]47
[3355]48    GSRoot::GSRoot(const GameStateInfo& info)
49        : GameState(info)
[2662]50        , timeFactor_(1.0f)
51        , bPaused_(false)
52        , timeFactorPauseBackup_(1.0f)
[1661]53    {
[2662]54        this->ccSetTimeFactor_ = 0;
55        this->ccPause_ = 0;
[3340]56
57        // Tell LuaBind about all tolua interfaces
58        LuaBind::getInstance().addToluaInterface(&tolua_Core_open, "Core");
59        LuaBind::getInstance().addToluaInterface(&tolua_Orxonox_open, "Orxonox");
[1661]60    }
61
62    GSRoot::~GSRoot()
63    {
[3304]64        NetworkFunctionBase::destroyAllNetworkFunctions();
[1661]65    }
66
[2896]67    void GSRoot::activate()
[1686]68    {
[2662]69        // reset game speed to normal
[2896]70        this->timeFactor_ = 1.0f;
[2662]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        }
[2896]87
[3280]88        // create the global LevelManager
89        this->levelManager_ = new LevelManager();
[1661]90    }
91
[2896]92    void GSRoot::deactivate()
[1661]93    {
[2928]94/*
[2662]95        if (this->ccSetTimeFactor_)
96        {
97            delete this->ccSetTimeFactor_;
98            this->ccSetTimeFactor_ = 0;
99        }
100
101        if (this->ccPause_)
102        {
103            delete this->ccPause_;
104            this->ccPause_ = 0;
105        }
[2928]106*/
[3280]107
108        delete this->levelManager_;
[1661]109    }
110
[2896]111    void GSRoot::update(const Clock& time)
[1661]112    {
[2896]113        if (this->getActivity().topState)
114        {
115            // This state can not 'survive' on its own.
116            // Load a user interface therefore
117            Game::getInstance().requestState("ioConsole");
118        }
119
[1826]120        for (ObjectList<TimerBase>::iterator it = ObjectList<TimerBase>::begin(); it; ++it)
121            it->tick(time);
122
[2171]123        /*** HACK *** HACK ***/
124        // Call the Tickable objects
[2662]125        float leveldt = time.getDeltaTime();
126        if (leveldt > 1.0f)
127        {
128            // just loaded
129            leveldt = 0.0f;
130        }
[2171]131        for (ObjectList<Tickable>::iterator it = ObjectList<Tickable>::begin(); it; ++it)
[2662]132            it->tick(leveldt * this->timeFactor_);
[2171]133        /*** HACK *** HACK ***/
[1662]134    }
[1674]135
136    /**
[2662]137    @brief
138        Changes the speed of Orxonox
[3355]139    @remark
140        This function is a hack when placed here!
141        Timefactor should be related to the scene (level or so), not the game
[2662]142    */
143    void GSRoot::setTimeFactor(float factor)
144    {
[2896]145        if (GameMode::isMaster())
[2662]146        {
147            if (!this->bPaused_)
148            {
149                TimeFactorListener::timefactor_s = factor;
150
151                for (ObjectList<TimeFactorListener>::iterator it = ObjectList<TimeFactorListener>::begin(); it != ObjectList<TimeFactorListener>::end(); ++it)
152                    it->changedTimeFactor(factor, this->timeFactor_);
153
154                this->timeFactor_ = factor;
155            }
156            else
157                this->timeFactorPauseBackup_ = factor;
158        }
159    }
160
161    void GSRoot::pause()
162    {
[2896]163        if (GameMode::isMaster())
[2662]164        {
165            if (!this->bPaused_)
166            {
167                this->timeFactorPauseBackup_ = this->timeFactor_;
168                this->setTimeFactor(0.0f);
169                this->bPaused_ = true;
170            }
171            else
172            {
173                this->bPaused_ = false;
174                this->setTimeFactor(this->timeFactorPauseBackup_);
175            }
176        }
177    }
[1661]178}
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