| 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/BaseObject.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 "core/command/ConsoleCommand.h" |
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| 36 | #include "network/NetworkFunction.h" |
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| 37 | #include "tools/Timer.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 | |
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| 44 | static const std::string __CC_setTimeFactor_name = "setTimeFactor"; |
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| 45 | static const std::string __CC_setPause_name = "setPause"; |
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| 46 | static const std::string __CC_pause_name = "pause"; |
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| 47 | |
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| 48 | SetConsoleCommand("printObjects", &GSRoot::printObjects).hide(); |
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| 49 | SetConsoleCommand(__CC_setTimeFactor_name, &GSRoot::setTimeFactor).accessLevel(AccessLevel::Master).defaultValues(1.0); |
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| 50 | SetConsoleCommand(__CC_setPause_name, &GSRoot::setPause ).accessLevel(AccessLevel::Master).hide(); |
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| 51 | SetConsoleCommand(__CC_pause_name, &GSRoot::pause ).accessLevel(AccessLevel::Master); |
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| 52 | |
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| 53 | registerStaticNetworkFunction(&TimeFactorListener::setTimeFactor); |
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| 54 | |
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| 55 | GSRoot::GSRoot(const GameStateInfo& info) |
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| 56 | : GameState(info) |
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| 57 | , bPaused_(false) |
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| 58 | , timeFactorPauseBackup_(1.0f) |
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| 59 | { |
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| 60 | } |
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| 61 | |
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| 62 | GSRoot::~GSRoot() |
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| 63 | { |
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| 64 | NetworkFunctionBase::destroyAllNetworkFunctions(); |
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| 65 | } |
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| 66 | |
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| 67 | void GSRoot::printObjects() |
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| 68 | { |
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| 69 | unsigned int nr=0; |
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| 70 | for (ObjectList<BaseObject>::iterator it = ObjectList<BaseObject>::begin(); it; ++it) |
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| 71 | { |
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| 72 | if (dynamic_cast<Synchronisable*>(*it)) |
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| 73 | COUT(0) << "object: " << it->getIdentifier()->getName() << " id: " << dynamic_cast<Synchronisable*>(*it)->getObjectID() << std::endl; |
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| 74 | else |
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| 75 | COUT(0) << "object: " << it->getIdentifier()->getName() << std::endl; |
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| 76 | nr++; |
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| 77 | } |
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| 78 | COUT(0) << "currently got " << nr << " objects" << std::endl; |
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| 79 | } |
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| 80 | |
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| 81 | void GSRoot::activate() |
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| 82 | { |
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| 83 | // reset game speed to normal |
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| 84 | TimeFactorListener::setTimeFactor(1.0f); |
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| 85 | |
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| 86 | ModifyConsoleCommand(__CC_setTimeFactor_name).setObject(this); |
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| 87 | ModifyConsoleCommand(__CC_setPause_name).setObject(this); |
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| 88 | ModifyConsoleCommand(__CC_pause_name).setObject(this); |
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| 89 | } |
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| 90 | |
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| 91 | void GSRoot::deactivate() |
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| 92 | { |
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| 93 | ModifyConsoleCommand(__CC_setTimeFactor_name).setObject(0); |
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| 94 | ModifyConsoleCommand(__CC_setPause_name).setObject(0); |
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| 95 | ModifyConsoleCommand(__CC_pause_name).setObject(0); |
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| 96 | } |
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| 97 | |
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| 98 | void GSRoot::update(const Clock& time) |
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| 99 | { |
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| 100 | for (ObjectList<Timer>::iterator it = ObjectList<Timer>::begin(); it; ) |
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| 101 | { |
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| 102 | Timer* object = *it; |
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| 103 | ++it; |
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| 104 | object->tick(time); |
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| 105 | } |
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| 106 | |
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| 107 | /*** HACK *** HACK ***/ |
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| 108 | // Call the Tickable objects |
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| 109 | float leveldt = time.getDeltaTime(); |
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| 110 | if (leveldt > 1.0f) |
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| 111 | { |
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| 112 | // just loaded |
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| 113 | leveldt = 0.0f; |
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| 114 | } |
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| 115 | float realdt = leveldt * TimeFactorListener::getTimeFactor(); |
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| 116 | for (ObjectList<Tickable>::iterator it = ObjectList<Tickable>::begin(); it; ) |
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| 117 | { |
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| 118 | Tickable* object = *it; |
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| 119 | ++it; |
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| 120 | object->tick(realdt); |
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| 121 | } |
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| 122 | /*** HACK *** HACK ***/ |
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| 123 | } |
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| 124 | |
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| 125 | /** |
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| 126 | @brief |
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| 127 | Changes the speed of Orxonox |
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| 128 | @remark |
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| 129 | This function is a hack when placed here! |
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| 130 | Timefactor should be related to the scene (level or so), not the game |
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| 131 | */ |
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| 132 | void GSRoot::setTimeFactor(float factor) |
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| 133 | { |
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| 134 | if (GameMode::isMaster()) |
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| 135 | { |
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| 136 | if (!this->bPaused_) |
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| 137 | { |
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| 138 | TimeFactorListener::setTimeFactor(factor); |
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| 139 | } |
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| 140 | else |
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| 141 | this->timeFactorPauseBackup_ = factor; |
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| 142 | } |
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| 143 | } |
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| 144 | |
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| 145 | void GSRoot::pause() |
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| 146 | { |
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| 147 | if (GameMode::isMaster()) |
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| 148 | { |
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| 149 | if (!this->bPaused_) |
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| 150 | { |
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| 151 | this->timeFactorPauseBackup_ = TimeFactorListener::getTimeFactor(); |
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| 152 | this->setTimeFactor(0.0f); |
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| 153 | this->bPaused_ = true; |
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| 154 | } |
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| 155 | else |
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| 156 | { |
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| 157 | this->bPaused_ = false; |
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| 158 | this->setTimeFactor(this->timeFactorPauseBackup_); |
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| 159 | } |
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| 160 | } |
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| 161 | } |
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| 162 | |
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| 163 | void GSRoot::setPause(bool pause) |
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| 164 | { |
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| 165 | if (GameMode::isMaster()) |
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| 166 | { |
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| 167 | if (pause != this->bPaused_) |
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| 168 | this->pause(); |
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| 169 | } |
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| 170 | } |
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| 171 | |
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| 172 | void GSRoot::changedTimeFactor(float factor_new, float factor_old) |
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| 173 | { |
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| 174 | if (!GameMode::isStandalone()) |
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| 175 | callStaticNetworkFunction(&TimeFactorListener::setTimeFactor, CLIENTID_UNKNOWN, factor_new); |
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| 176 | } |
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| 177 | } |
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