/* * ORXONOX - the hottest 3D action shooter ever to exist * > www.orxonox.net < * * * License notice: * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * Author: * Reto Grieder * Co-authors: * ... * */ /** @file @brief Implementation of GameState class. */ #include "GameState.h" #include "util/Exception.h" #include "util/OrxAssert.h" #include "Game.h" namespace orxonox { /** @brief Constructor only initialises variables and sets the name permanently. */ GameState::GameState(const GameStateInfo& info) : info_(info) { this->activity_.activating = false; this->activity_.active = false; this->activity_.deactivating = false; this->activity_.suspended = false; this->activity_.topState = false; this->activity_.updating = false; } /** @brief Destructor only checks that we don't delete an active state. */ GameState::~GameState() { OrxAssert(this->activity_.active == false, "Deleting an active GameState is a very bad idea.."); } const std::string& GameState::getName() const { return info_.stateName; } void GameState::activateInternal() { this->activity_.activating = true; this->activate(); this->activity_.activating = false; this->activity_.active = true; } void GameState::deactivateInternal() { this->activity_.active = false; this->activity_.deactivating = true; this->deactivate(); this->activity_.deactivating = false; this->activity_.suspended = false; this->activity_.updating = false; } void GameState::updateInternal(const Clock& time) { this->activity_.updating = true; this->update(time); this->activity_.updating = false; } }