| 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 | #include <cassert> | 
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| 37 | #include "util/Debug.h" | 
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| 38 | #include "util/Exception.h" | 
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| 39 | #include "Clock.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) | 
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| 48 |         : name_(name) | 
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| 49 |         , parent_(0) | 
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| 50 |     { | 
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| 51 |         this->activity_.activating   = false; | 
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| 52 |         this->activity_.active       = false; | 
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| 53 |         this->activity_.deactivating = false; | 
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| 54 |         this->activity_.suspended    = false; | 
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| 55 |         this->activity_.topState     = false; | 
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| 56 |         this->activity_.updating     = false; | 
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| 57 |     } | 
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| 58 |  | 
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| 59 |     /** | 
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| 60 |     @brief | 
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| 61 |         Destructor only checks that we don't delete an active state. | 
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| 62 |     */ | 
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| 63 |     GameState::~GameState() | 
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| 64 |     { | 
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| 65 |         OrxAssert(this->activity_.active == false, "Deleting an active GameState is a very bad idea.."); | 
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| 66 |     } | 
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| 67 |  | 
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| 68 |     /** | 
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| 69 |     @brief | 
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| 70 |         Adds a child to the current tree. The Child can contain children of its own. | 
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| 71 |         But you cannot a state tree that already has an active state. | 
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| 72 |     @param state | 
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| 73 |         The state to be added. | 
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| 74 |     */ | 
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| 75 |     void GameState::addChild(GameState* state) | 
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| 76 |     { | 
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| 77 |         assert(state != NULL); | 
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| 78 |  | 
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| 79 |         std::map<std::string, GameState*>::const_iterator it = this->children_.find(state->getName()); | 
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| 80 |         if (it == this->children_.end()) | 
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| 81 |         { | 
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| 82 |             this->children_[state->getName()] = state; | 
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| 83 |             // mark us as parent | 
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| 84 |             state->setParent(this); | 
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| 85 |         } | 
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| 86 |         else | 
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| 87 |         { | 
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| 88 |             ThrowException(GameState, "Cannot add two children with the same name"); | 
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| 89 |         } | 
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| 90 |     } | 
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| 91 |  | 
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| 92 |     /** | 
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| 93 |     @brief | 
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| 94 |         Removes a child by instance. This splits the tree in two parts, | 
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| 95 |         each of them functional on its own. | 
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| 96 |     @param state | 
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| 97 |         GameState by instance pointer | 
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| 98 |     */ | 
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| 99 |     void GameState::removeChild(GameState* state) | 
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| 100 |     { | 
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| 101 |         assert(state != NULL); | 
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| 102 |  | 
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| 103 |         std::map<std::string, GameState*>::iterator it = this->children_.find(state->getName()); | 
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| 104 |         if (it != this->children_.end()) | 
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| 105 |             this->children_.erase(it); | 
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| 106 |         else | 
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| 107 |         { | 
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| 108 |             ThrowException(GameState, "Game state '" + name_ + "' doesn't have a child named '" | 
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| 109 |                 + state->getName() + "'."); | 
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| 110 |         } | 
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| 111 |     } | 
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| 112 |  | 
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| 113 |     void GameState::activateInternal() | 
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| 114 |     { | 
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| 115 |         this->activity_.activating = true; | 
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| 116 |         this->activate(); | 
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| 117 |         this->activity_.activating = false; | 
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| 118 |         this->activity_.active = true; | 
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| 119 |     } | 
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| 120 |  | 
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| 121 |     void GameState::deactivateInternal() | 
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| 122 |     { | 
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| 123 |         this->activity_.active = false; | 
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| 124 |         this->activity_.deactivating = true; | 
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| 125 |         this->activate(); | 
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| 126 |         this->activity_.deactivating = false; | 
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| 127 |         this->activity_.suspended = false; | 
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| 128 |         this->activity_.updating = false; | 
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| 129 |     } | 
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| 130 |  | 
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| 131 |     void GameState::updateInternal(const Clock& time) | 
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| 132 |     { | 
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| 133 |         this->activity_.updating = true; | 
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| 134 |         this->update(time); | 
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| 135 |         this->activity_.updating = false; | 
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| 136 |     } | 
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| 137 | } | 
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