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