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source: code/branches/weapons/src/core/GameState.cc @ 3200

Last change on this file since 3200 was 2896, checked in by landauf, 16 years ago

Merged gui branch back to trunk.

I did 2 small changes in IngameManager.cc on line 777 and 888 (yes, really), because const_reverse_iterator strangely doesn't work on MinGW.

  • Property svn:eol-style set to native
File size: 3.8 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/**
30@file
31@brief
32    Implementation of GameState class.
33*/
34
35#include "GameState.h"
36#include <cassert>
37#include "util/Debug.h"
38#include "util/Exception.h"
39#include "Clock.h"
40
41namespace orxonox
42{
43    /**
44    @brief
45        Constructor only initialises variables and sets the name permanently.
46    */
47    GameState::GameState(const std::string& name)
48        : name_(name)
49        , parent_(0)
50    {
51        this->activity_.activating   = false;
52        this->activity_.active       = false;
53        this->activity_.deactivating = false;
54        this->activity_.suspended    = false;
55        this->activity_.topState     = false;
56        this->activity_.updating     = false;
57    }
58
59    /**
60    @brief
61        Destructor only checks that we don't delete an active state.
62    */
63    GameState::~GameState()
64    {
65        OrxAssert(this->activity_.active == false, "Deleting an active GameState is a very bad idea..");
66    }
67
68    /**
69    @brief
70        Adds a child to the current tree. The Child can contain children of its own.
71        But you cannot a state tree that already has an active state.
72    @param state
73        The state to be added.
74    */
75    void GameState::addChild(GameState* state)
76    {
77        assert(state != NULL);
78
79        std::map<std::string, GameState*>::const_iterator it = this->children_.find(state->getName());
80        if (it == this->children_.end())
81        {
82            this->children_[state->getName()] = state;
83            // mark us as parent
84            state->setParent(this);
85        }
86        else
87        {
88            ThrowException(GameState, "Cannot add two children with the same name");
89        }
90    }
91
92    /**
93    @brief
94        Removes a child by instance. This splits the tree in two parts,
95        each of them functional on its own.
96    @param state
97        GameState by instance pointer
98    */
99    void GameState::removeChild(GameState* state)
100    {
101        assert(state != NULL);
102
103        std::map<std::string, GameState*>::iterator it = this->children_.find(state->getName());
104        if (it != this->children_.end())
105            this->children_.erase(it);
106        else
107        {
108            ThrowException(GameState, "Game state '" + name_ + "' doesn't have a child named '"
109                + state->getName() + "'.");
110        }
111    }
112
113    void GameState::activateInternal()
114    {
115        this->activity_.activating = true;
116        this->activate();
117        this->activity_.activating = false;
118        this->activity_.active = true;
119    }
120
121    void GameState::deactivateInternal()
122    {
123        this->activity_.active = false;
124        this->activity_.deactivating = true;
125        this->activate();
126        this->activity_.deactivating = false;
127        this->activity_.suspended = false;
128        this->activity_.updating = false;
129    }
130
131    void GameState::updateInternal(const Clock& time)
132    {
133        this->activity_.updating = true;
134        this->update(time);
135        this->activity_.updating = false;
136    }
137}
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