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source: code/branches/presentation2/src/orxonox/gamestates/GSRoot.cc @ 6378

Last change on this file since 6378 was 6378, checked in by rgrieder, 14 years ago

Added missing includes (revealed only with PCH and compilations).

  • Property svn:eol-style set to native
File size: 4.4 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 "util/Clock.h"
32#include "core/BaseObject.h"
33#include "core/ConsoleCommand.h"
34#include "core/Game.h"
35#include "core/GameMode.h"
36#include "network/NetworkFunction.h"
37#include "tools/Timer.h"
38#include "tools/interfaces/TimeFactorListener.h"
39#include "tools/interfaces/Tickable.h"
40
41namespace orxonox
42{
43    DeclareGameState(GSRoot, "root", false, false);
44    SetConsoleCommandShortcut(GSRoot, printObjects);
45
46    GSRoot::GSRoot(const GameStateInfo& info)
47        : GameState(info)
48        , bPaused_(false)
49        , timeFactorPauseBackup_(1.0f)
50    {
51    }
52
53    GSRoot::~GSRoot()
54    {
55        NetworkFunctionBase::destroyAllNetworkFunctions();
56    }
57   
58    void GSRoot::printObjects()
59    {
60        unsigned int nr=0;
61        for (ObjectList<BaseObject>::iterator it = ObjectList<BaseObject>::begin(); it; ++it)
62        {
63            if (dynamic_cast<Synchronisable*>(*it))
64                COUT(0) << "object: " << it->getIdentifier()->getName() << " id: " << dynamic_cast<Synchronisable*>(*it)->getObjectID() << std::endl;
65            else
66                COUT(0) << "object: " << it->getIdentifier()->getName() << std::endl;
67            nr++;
68        }
69        COUT(0) << "currently got " << nr << " objects" << std::endl;
70    }
71
72    void GSRoot::activate()
73    {
74        // reset game speed to normal
75        TimeFactorListener::setTimeFactor(1.0f);
76
77        // time factor console command
78        ConsoleCommand* command = createConsoleCommand(createFunctor(&GSRoot::setTimeFactor, this), "setTimeFactor");
79        CommandExecutor::addConsoleCommandShortcut(command).accessLevel(AccessLevel::Offline).defaultValue(0, 1.0);
80
81        // time factor console command
82        command = createConsoleCommand(createFunctor(&GSRoot::pause, this), "pause");
83        CommandExecutor::addConsoleCommandShortcut(command).accessLevel(AccessLevel::Offline);
84    }
85
86    void GSRoot::deactivate()
87    {
88    }
89
90    void GSRoot::update(const Clock& time)
91    {
92        for (ObjectList<Timer>::iterator it = ObjectList<Timer>::begin(); it; )
93            (it++)->tick(time);
94
95        /*** HACK *** HACK ***/
96        // Call the Tickable objects
97        float leveldt = time.getDeltaTime();
98        if (leveldt > 1.0f)
99        {
100            // just loaded
101            leveldt = 0.0f;
102        }
103        for (ObjectList<Tickable>::iterator it = ObjectList<Tickable>::begin(); it; )
104            (it++)->tick(leveldt * TimeFactorListener::getTimeFactor());
105        /*** HACK *** HACK ***/
106    }
107
108    /**
109    @brief
110        Changes the speed of Orxonox
111    @remark
112        This function is a hack when placed here!
113        Timefactor should be related to the scene (level or so), not the game
114    */
115    void GSRoot::setTimeFactor(float factor)
116    {
117        if (GameMode::isMaster())
118        {
119            if (!this->bPaused_)
120            {
121                TimeFactorListener::setTimeFactor(factor);
122            }
123            else
124                this->timeFactorPauseBackup_ = factor;
125        }
126    }
127
128    void GSRoot::pause()
129    {
130        if (GameMode::isMaster())
131        {
132            if (!this->bPaused_)
133            {
134                this->timeFactorPauseBackup_ = TimeFactorListener::getTimeFactor();
135                this->setTimeFactor(0.0f);
136                this->bPaused_ = true;
137            }
138            else
139            {
140                this->bPaused_ = false;
141                this->setTimeFactor(this->timeFactorPauseBackup_);
142            }
143        }
144    }
145
146    float GSRoot::getTimeFactor()
147    {
148        return TimeFactorListener::getTimeFactor();
149    }
150}
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