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source: code/trunk/src/orxonox/gamestates/GSRoot.cc @ 5945

Last change on this file since 5945 was 5929, checked in by rgrieder, 15 years ago

Merged core5 branch back to the trunk.
Key features include clean level unloading and an extended XML event system.

Two important notes:
Delete your keybindings.ini files! * or you will still get parser errors when loading the key bindings.
Delete build_dir/lib/modules/libgamestates.module! * or orxonox won't start.
Best thing to do is to delete the build folder ;)

  • Property svn:eol-style set to native
File size: 4.8 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"
[3196]32#include "core/ConsoleCommand.h"
[2896]33#include "core/Game.h"
34#include "core/GameMode.h"
[3304]35#include "network/NetworkFunction.h"
[1826]36#include "tools/Timer.h"
[5693]37#include "tools/interfaces/TimeFactorListener.h"
38#include "tools/interfaces/Tickable.h"
[1661]39
40namespace orxonox
41{
[3370]42    DeclareGameState(GSRoot, "root", false, false);
[5918]43    SetConsoleCommandShortcut(GSRoot, printObjects);
[1663]44
[3370]45    GSRoot::GSRoot(const GameStateInfo& info)
46        : GameState(info)
[2662]47        , timeFactor_(1.0f)
48        , bPaused_(false)
49        , timeFactorPauseBackup_(1.0f)
[1661]50    {
51    }
52
53    GSRoot::~GSRoot()
54    {
[3304]55        NetworkFunctionBase::destroyAllNetworkFunctions();
[1661]56    }
[5918]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    }
[1661]71
[2896]72    void GSRoot::activate()
[1686]73    {
[2662]74        // reset game speed to normal
[2896]75        this->timeFactor_ = 1.0f;
[2662]76
[5829]77        // time factor console command
[5876]78        ConsoleCommand* command = createConsoleCommand(createFunctor(&GSRoot::setTimeFactor, this), "setTimeFactor");
79        CommandExecutor::addConsoleCommandShortcut(command).accessLevel(AccessLevel::Offline).defaultValue(0, 1.0);
[2662]80
[5829]81        // time factor console command
[5876]82        command = createConsoleCommand(createFunctor(&GSRoot::pause, this), "pause");
83        CommandExecutor::addConsoleCommandShortcut(command).accessLevel(AccessLevel::Offline);
[1661]84    }
85
[2896]86    void GSRoot::deactivate()
[1661]87    {
88    }
89
[2896]90    void GSRoot::update(const Clock& time)
[1661]91    {
[2896]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
[5831]99        for (ObjectList<Timer>::iterator it = ObjectList<Timer>::begin(); it; )
[5785]100            (it++)->tick(time);
[1826]101
[2171]102        /*** HACK *** HACK ***/
103        // Call the Tickable objects
[2662]104        float leveldt = time.getDeltaTime();
105        if (leveldt > 1.0f)
106        {
107            // just loaded
108            leveldt = 0.0f;
109        }
[5785]110        for (ObjectList<Tickable>::iterator it = ObjectList<Tickable>::begin(); it; )
111            (it++)->tick(leveldt * this->timeFactor_);
[2171]112        /*** HACK *** HACK ***/
[1662]113    }
[1674]114
115    /**
[2662]116    @brief
117        Changes the speed of Orxonox
[3370]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
[2662]121    */
122    void GSRoot::setTimeFactor(float factor)
123    {
[2896]124        if (GameMode::isMaster())
[2662]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    {
[2896]142        if (GameMode::isMaster())
[2662]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    }
[1661]157}
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