| 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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| 32 | Implementation of GameState class. | 
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| 33 | */ | 
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| 34 |  | 
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| 35 | #include "GameState.h" | 
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| 36 |  | 
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| 37 | #include "util/Debug.h" | 
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| 38 | #include "util/Exception.h" | 
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| 39 | #include "util/OrxAssert.h" | 
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| 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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| 47 | GameState::GameState(const std::string& name, bool countTickTime) | 
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| 48 | : name_(name) | 
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| 49 | , bCountTickTime_(countTickTime) | 
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| 50 | , parent_(0) | 
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| 51 | { | 
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| 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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| 58 | } | 
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| 59 |  | 
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| 60 | /** | 
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| 61 | @brief | 
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| 62 | Destructor only checks that we don't delete an active state. | 
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| 63 | */ | 
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| 64 | GameState::~GameState() | 
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| 65 | { | 
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| 66 | OrxAssert(this->activity_.active == false, "Deleting an active GameState is a very bad idea.."); | 
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| 67 | } | 
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| 68 |  | 
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| 69 | /** | 
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| 70 | @brief | 
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| 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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| 76 | void GameState::addChild(GameState* state) | 
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| 77 | { | 
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| 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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| 82 | { | 
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| 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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| 86 | } | 
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| 87 | else | 
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| 88 | { | 
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| 89 | ThrowException(GameState, "Cannot add two children with the same name"); | 
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| 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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| 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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| 100 | void GameState::removeChild(GameState* state) | 
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| 101 | { | 
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| 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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| 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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| 110 | + state->getName() + "'."); | 
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| 111 | } | 
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| 112 | } | 
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| 113 |  | 
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| 114 | void GameState::activateInternal() | 
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| 115 | { | 
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| 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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| 120 | } | 
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| 121 |  | 
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| 122 | void GameState::deactivateInternal() | 
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| 123 | { | 
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| 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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| 130 | } | 
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| 131 |  | 
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| 132 | void GameState::updateInternal(const Clock& time) | 
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| 133 | { | 
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| 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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| 137 | } | 
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| 138 | } | 
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