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source: code/trunk/src/orxonox/gamestates/GSRoot.cc @ 5703

Last change on this file since 5703 was 5695, checked in by rgrieder, 15 years ago

Merged resource2 branch back to trunk.

IMPORTANT NOTE:
Upon this merge you need to specifically call your data directory "data_extern" when checking it out (when you don't provide a name, it will be just called 'trunk').
The new CMake variable is EXTERNAL_DATA_DIRECTORY. DATA_DIRECTORY now points to the one the source part of the repository.
UPDATE YOUR DATA DIRECTORY AS WELL!!!

  • Property svn:eol-style set to native
File size: 4.9 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#include "GSRoot.h"
30
31#include "core/Clock.h"
32#include "core/ConsoleCommand.h"
33#include "core/Game.h"
34#include "core/GameMode.h"
35#include "network/NetworkFunction.h"
36#include "tools/Timer.h"
37#include "tools/interfaces/TimeFactorListener.h"
38#include "tools/interfaces/Tickable.h"
39#include "LevelManager.h"
40
41namespace orxonox
42{
43    DeclareGameState(GSRoot, "root", false, false);
44
45    GSRoot::GSRoot(const GameStateInfo& info)
46        : GameState(info)
47        , timeFactor_(1.0f)
48        , bPaused_(false)
49        , timeFactorPauseBackup_(1.0f)
50    {
51        this->ccSetTimeFactor_ = 0;
52        this->ccPause_ = 0;
53    }
54
55    GSRoot::~GSRoot()
56    {
57        NetworkFunctionBase::destroyAllNetworkFunctions();
58    }
59
60    void GSRoot::activate()
61    {
62        // reset game speed to normal
63        this->timeFactor_ = 1.0f;
64
65        {
66            // time factor console command
67            FunctorMember<GSRoot>* functor = createFunctor(&GSRoot::setTimeFactor);
68            functor->setObject(this);
69            this->ccSetTimeFactor_ = createConsoleCommand(functor, "setTimeFactor");
70            CommandExecutor::addConsoleCommandShortcut(this->ccSetTimeFactor_).accessLevel(AccessLevel::Offline).defaultValue(0, 1.0);
71        }
72
73        {
74            // time factor console command
75            FunctorMember<GSRoot>* functor = createFunctor(&GSRoot::pause);
76            functor->setObject(this);
77            this->ccPause_ = createConsoleCommand(functor, "pause");
78            CommandExecutor::addConsoleCommandShortcut(this->ccPause_).accessLevel(AccessLevel::Offline);
79        }
80
81        // create the LevelManager
82        this->levelManager_ = new LevelManager();
83    }
84
85    void GSRoot::deactivate()
86    {
87/*
88        if (this->ccSetTimeFactor_)
89        {
90            delete this->ccSetTimeFactor_;
91            this->ccSetTimeFactor_ = 0;
92        }
93
94        if (this->ccPause_)
95        {
96            delete this->ccPause_;
97            this->ccPause_ = 0;
98        }
99*/
100
101        delete this->levelManager_;
102    }
103
104    void GSRoot::update(const Clock& time)
105    {
106        if (this->getActivity().topState)
107        {
108            // This state can not 'survive' on its own.
109            // Load a user interface therefore
110            Game::getInstance().requestState("ioConsole");
111        }
112
113        for (ObjectList<TimerBase>::iterator it = ObjectList<TimerBase>::begin(); it; ++it)
114            it->tick(time);
115
116        /*** HACK *** HACK ***/
117        // Call the Tickable objects
118        float leveldt = time.getDeltaTime();
119        if (leveldt > 1.0f)
120        {
121            // just loaded
122            leveldt = 0.0f;
123        }
124        for (ObjectList<Tickable>::iterator it = ObjectList<Tickable>::begin(); it; ++it)
125            it->tick(leveldt * this->timeFactor_);
126        /*** HACK *** HACK ***/
127    }
128
129    /**
130    @brief
131        Changes the speed of Orxonox
132    @remark
133        This function is a hack when placed here!
134        Timefactor should be related to the scene (level or so), not the game
135    */
136    void GSRoot::setTimeFactor(float factor)
137    {
138        if (GameMode::isMaster())
139        {
140            if (!this->bPaused_)
141            {
142                TimeFactorListener::timefactor_s = factor;
143
144                for (ObjectList<TimeFactorListener>::iterator it = ObjectList<TimeFactorListener>::begin(); it != ObjectList<TimeFactorListener>::end(); ++it)
145                    it->changedTimeFactor(factor, this->timeFactor_);
146
147                this->timeFactor_ = factor;
148            }
149            else
150                this->timeFactorPauseBackup_ = factor;
151        }
152    }
153
154    void GSRoot::pause()
155    {
156        if (GameMode::isMaster())
157        {
158            if (!this->bPaused_)
159            {
160                this->timeFactorPauseBackup_ = this->timeFactor_;
161                this->setTimeFactor(0.0f);
162                this->bPaused_ = true;
163            }
164            else
165            {
166                this->bPaused_ = false;
167                this->setTimeFactor(this->timeFactorPauseBackup_);
168            }
169        }
170    }
171}
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