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 | #include "GSRoot.h" |
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30 | |
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31 | #include "util/Clock.h" |
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32 | #include "core/BaseObject.h" |
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33 | #include "core/ConsoleCommand.h" |
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34 | #include "core/Game.h" |
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35 | #include "core/GameMode.h" |
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36 | #include "network/NetworkFunction.h" |
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37 | #include "tools/Timer.h" |
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38 | #include "tools/interfaces/Tickable.h" |
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39 | |
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40 | namespace orxonox |
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41 | { |
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42 | DeclareGameState(GSRoot, "root", false, false); |
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43 | SetConsoleCommandShortcut(GSRoot, printObjects); |
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44 | |
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45 | registerStaticNetworkFunction(&TimeFactorListener::setTimeFactor); |
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46 | |
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47 | GSRoot::GSRoot(const GameStateInfo& info) |
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48 | : GameState(info) |
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49 | , bPaused_(false) |
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50 | , timeFactorPauseBackup_(1.0f) |
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51 | { |
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52 | } |
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53 | |
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54 | GSRoot::~GSRoot() |
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55 | { |
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56 | NetworkFunctionBase::destroyAllNetworkFunctions(); |
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57 | } |
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58 | |
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59 | void GSRoot::printObjects() |
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60 | { |
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61 | unsigned int nr=0; |
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62 | for (ObjectList<BaseObject>::iterator it = ObjectList<BaseObject>::begin(); it; ++it) |
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63 | { |
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64 | if (dynamic_cast<Synchronisable*>(*it)) |
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65 | COUT(0) << "object: " << it->getIdentifier()->getName() << " id: " << dynamic_cast<Synchronisable*>(*it)->getObjectID() << std::endl; |
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66 | else |
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67 | COUT(0) << "object: " << it->getIdentifier()->getName() << std::endl; |
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68 | nr++; |
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69 | } |
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70 | COUT(0) << "currently got " << nr << " objects" << std::endl; |
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71 | } |
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72 | |
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73 | void GSRoot::activate() |
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74 | { |
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75 | // reset game speed to normal |
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76 | TimeFactorListener::setTimeFactor(1.0f); |
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77 | |
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78 | // time factor console command |
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79 | ConsoleCommand* command = createConsoleCommand(createFunctor(&GSRoot::setTimeFactor, this), "setTimeFactor"); |
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80 | CommandExecutor::addConsoleCommandShortcut(command).accessLevel(AccessLevel::Offline).defaultValue(0, 1.0); |
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81 | |
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82 | // time factor console command |
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83 | command = createConsoleCommand(createFunctor(&GSRoot::pause, this), "pause"); |
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84 | CommandExecutor::addConsoleCommandShortcut(command).accessLevel(AccessLevel::Offline); |
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85 | } |
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86 | |
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87 | void GSRoot::deactivate() |
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88 | { |
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89 | } |
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90 | |
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91 | void GSRoot::update(const Clock& time) |
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92 | { |
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93 | for (ObjectList<Timer>::iterator it = ObjectList<Timer>::begin(); it; ) |
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94 | { |
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95 | Timer* object = *it; |
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96 | ++it; |
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97 | object->tick(time); |
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98 | } |
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99 | |
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100 | /*** HACK *** HACK ***/ |
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101 | // Call the Tickable objects |
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102 | float leveldt = time.getDeltaTime(); |
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103 | if (leveldt > 1.0f) |
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104 | { |
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105 | // just loaded |
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106 | leveldt = 0.0f; |
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107 | } |
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108 | float realdt = leveldt * TimeFactorListener::getTimeFactor(); |
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109 | for (ObjectList<Tickable>::iterator it = ObjectList<Tickable>::begin(); it; ) |
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110 | { |
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111 | Tickable* object = *it; |
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112 | ++it; |
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113 | object->tick(realdt); |
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114 | } |
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115 | /*** HACK *** HACK ***/ |
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116 | } |
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117 | |
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118 | /** |
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119 | @brief |
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120 | Changes the speed of Orxonox |
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121 | @remark |
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122 | This function is a hack when placed here! |
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123 | Timefactor should be related to the scene (level or so), not the game |
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124 | */ |
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125 | void GSRoot::setTimeFactor(float factor) |
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126 | { |
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127 | if (GameMode::isMaster()) |
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128 | { |
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129 | if (!this->bPaused_) |
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130 | { |
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131 | TimeFactorListener::setTimeFactor(factor); |
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132 | } |
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133 | else |
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134 | this->timeFactorPauseBackup_ = factor; |
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135 | } |
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136 | } |
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137 | |
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138 | void GSRoot::pause() |
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139 | { |
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140 | if (GameMode::isMaster()) |
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141 | { |
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142 | if (!this->bPaused_) |
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143 | { |
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144 | this->timeFactorPauseBackup_ = TimeFactorListener::getTimeFactor(); |
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145 | this->setTimeFactor(0.0f); |
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146 | this->bPaused_ = true; |
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147 | } |
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148 | else |
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149 | { |
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150 | this->bPaused_ = false; |
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151 | this->setTimeFactor(this->timeFactorPauseBackup_); |
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152 | } |
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153 | } |
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154 | } |
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155 | |
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156 | void GSRoot::changedTimeFactor(float factor_new, float factor_old) |
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157 | { |
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158 | if (!GameMode::isStandalone()) |
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159 | callStaticNetworkFunction(&TimeFactorListener::setTimeFactor, CLIENTID_UNKNOWN, factor_new); |
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160 | } |
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161 | } |
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