[1660] | 1 | /* |
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| 2 | * ORXONOX - the hottest 3D action shooter ever to exist |
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| 3 | * > www.orxonox.net < |
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| 4 | * |
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| 5 | * |
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| 6 | * License notice: |
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| 7 | * |
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| 8 | * This program is free software; you can redistribute it and/or |
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| 9 | * modify it under the terms of the GNU General Public License |
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| 10 | * as published by the Free Software Foundation; either version 2 |
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| 11 | * of the License, or (at your option) any later version. |
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| 12 | * |
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| 13 | * This program is distributed in the hope that it will be useful, |
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| 14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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| 15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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| 16 | * GNU General Public License for more details. |
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| 17 | * |
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| 18 | * You should have received a copy of the GNU General Public License |
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| 19 | * along with this program; if not, write to the Free Software |
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| 20 | * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. |
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| 21 | * |
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| 22 | * Author: |
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| 23 | * Reto Grieder |
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| 24 | * Co-authors: |
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| 25 | * ... |
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| 26 | * |
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| 27 | */ |
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| 28 | |
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| 29 | /** |
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| 30 | @file |
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| 31 | @brief |
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[2896] | 32 | Implementation of GameState class. |
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[1660] | 33 | */ |
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| 34 | |
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| 35 | #include "GameState.h" |
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[3196] | 36 | |
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[1755] | 37 | #include "util/Debug.h" |
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[1764] | 38 | #include "util/Exception.h" |
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[3196] | 39 | #include "util/OrxAssert.h" |
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[1660] | 40 | |
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| 41 | namespace orxonox |
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| 42 | { |
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| 43 | /** |
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| 44 | @brief |
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| 45 | Constructor only initialises variables and sets the name permanently. |
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| 46 | */ |
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[3280] | 47 | GameState::GameState(const GameStateConstrParams& params) |
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| 48 | : name_(params.name) |
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| 49 | , bIgnoreTickTime_(params.bIgnoreTickTime) |
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[2896] | 50 | , parent_(0) |
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[1660] | 51 | { |
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[2896] | 52 | this->activity_.activating = false; |
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| 53 | this->activity_.active = false; |
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| 54 | this->activity_.deactivating = false; |
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| 55 | this->activity_.suspended = false; |
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| 56 | this->activity_.topState = false; |
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| 57 | this->activity_.updating = false; |
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[1660] | 58 | } |
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| 59 | |
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| 60 | /** |
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| 61 | @brief |
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[1661] | 62 | Destructor only checks that we don't delete an active state. |
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| 63 | */ |
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[2896] | 64 | GameState::~GameState() |
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[1661] | 65 | { |
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[2896] | 66 | OrxAssert(this->activity_.active == false, "Deleting an active GameState is a very bad idea.."); |
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[1661] | 67 | } |
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| 68 | |
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| 69 | /** |
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| 70 | @brief |
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[1660] | 71 | Adds a child to the current tree. The Child can contain children of its own. |
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| 72 | But you cannot a state tree that already has an active state. |
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| 73 | @param state |
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| 74 | The state to be added. |
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| 75 | */ |
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[2896] | 76 | void GameState::addChild(GameState* state) |
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[1660] | 77 | { |
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[2896] | 78 | assert(state != NULL); |
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| 79 | |
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| 80 | std::map<std::string, GameState*>::const_iterator it = this->children_.find(state->getName()); |
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| 81 | if (it == this->children_.end()) |
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[1660] | 82 | { |
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[2896] | 83 | this->children_[state->getName()] = state; |
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| 84 | // mark us as parent |
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| 85 | state->setParent(this); |
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[1660] | 86 | } |
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[2896] | 87 | else |
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[1660] | 88 | { |
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[2896] | 89 | ThrowException(GameState, "Cannot add two children with the same name"); |
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[1660] | 90 | } |
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| 91 | } |
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| 92 | |
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| 93 | /** |
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| 94 | @brief |
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[1661] | 95 | Removes a child by instance. This splits the tree in two parts, |
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| 96 | each of them functional on its own. |
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| 97 | @param state |
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| 98 | GameState by instance pointer |
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| 99 | */ |
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[2896] | 100 | void GameState::removeChild(GameState* state) |
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[1661] | 101 | { |
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[2896] | 102 | assert(state != NULL); |
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| 103 | |
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| 104 | std::map<std::string, GameState*>::iterator it = this->children_.find(state->getName()); |
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| 105 | if (it != this->children_.end()) |
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| 106 | this->children_.erase(it); |
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[1661] | 107 | else |
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| 108 | { |
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| 109 | ThrowException(GameState, "Game state '" + name_ + "' doesn't have a child named '" |
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[1672] | 110 | + state->getName() + "'."); |
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[1661] | 111 | } |
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| 112 | } |
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| 113 | |
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[2896] | 114 | void GameState::activateInternal() |
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[1661] | 115 | { |
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[2896] | 116 | this->activity_.activating = true; |
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| 117 | this->activate(); |
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| 118 | this->activity_.activating = false; |
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| 119 | this->activity_.active = true; |
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[1661] | 120 | } |
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| 121 | |
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[2896] | 122 | void GameState::deactivateInternal() |
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[1660] | 123 | { |
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[2896] | 124 | this->activity_.active = false; |
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| 125 | this->activity_.deactivating = true; |
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| 126 | this->activate(); |
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| 127 | this->activity_.deactivating = false; |
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| 128 | this->activity_.suspended = false; |
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| 129 | this->activity_.updating = false; |
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[1660] | 130 | } |
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| 131 | |
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[2896] | 132 | void GameState::updateInternal(const Clock& time) |
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[1661] | 133 | { |
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[2896] | 134 | this->activity_.updating = true; |
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| 135 | this->update(time); |
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| 136 | this->activity_.updating = false; |
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[1661] | 137 | } |
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[1660] | 138 | } |
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