/* * ORXONOX - the hottest 3D action shooter ever to exist * > www.orxonox.net < * * * License notice: * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * Author: * Reto Grieder * Co-authors: * ... * */ #include "GSRoot.h" #include "util/Clock.h" #include "core/BaseObject.h" #include "core/ConsoleCommand.h" #include "core/Game.h" #include "core/GameMode.h" #include "network/NetworkFunction.h" #include "tools/Timer.h" #include "tools/interfaces/TimeFactorListener.h" #include "tools/interfaces/Tickable.h" namespace orxonox { DeclareGameState(GSRoot, "root", false, false); SetConsoleCommandShortcut(GSRoot, printObjects); GSRoot::GSRoot(const GameStateInfo& info) : GameState(info) , bPaused_(false) , timeFactorPauseBackup_(1.0f) { } GSRoot::~GSRoot() { NetworkFunctionBase::destroyAllNetworkFunctions(); } void GSRoot::printObjects() { unsigned int nr=0; for (ObjectList::iterator it = ObjectList::begin(); it; ++it) { if (dynamic_cast(*it)) COUT(0) << "object: " << it->getIdentifier()->getName() << " id: " << dynamic_cast(*it)->getObjectID() << std::endl; else COUT(0) << "object: " << it->getIdentifier()->getName() << std::endl; nr++; } COUT(0) << "currently got " << nr << " objects" << std::endl; } void GSRoot::activate() { // reset game speed to normal TimeFactorListener::setTimeFactor(1.0f); // time factor console command ConsoleCommand* command = createConsoleCommand(createFunctor(&GSRoot::setTimeFactor, this), "setTimeFactor"); CommandExecutor::addConsoleCommandShortcut(command).accessLevel(AccessLevel::Offline).defaultValue(0, 1.0); // time factor console command command = createConsoleCommand(createFunctor(&GSRoot::pause, this), "pause"); CommandExecutor::addConsoleCommandShortcut(command).accessLevel(AccessLevel::Offline); } void GSRoot::deactivate() { } void GSRoot::update(const Clock& time) { for (ObjectList::iterator it = ObjectList::begin(); it; ) { Timer* object = *it; ++it; object->tick(time); } /*** HACK *** HACK ***/ // Call the Tickable objects float leveldt = time.getDeltaTime(); if (leveldt > 1.0f) { // just loaded leveldt = 0.0f; } float realdt = leveldt * TimeFactorListener::getTimeFactor(); for (ObjectList::iterator it = ObjectList::begin(); it; ) { Tickable* object = *it; ++it; object->tick(realdt); } /*** HACK *** HACK ***/ } /** @brief Changes the speed of Orxonox @remark This function is a hack when placed here! Timefactor should be related to the scene (level or so), not the game */ void GSRoot::setTimeFactor(float factor) { if (GameMode::isMaster()) { if (!this->bPaused_) { TimeFactorListener::setTimeFactor(factor); } else this->timeFactorPauseBackup_ = factor; } } void GSRoot::pause() { if (GameMode::isMaster()) { if (!this->bPaused_) { this->timeFactorPauseBackup_ = TimeFactorListener::getTimeFactor(); this->setTimeFactor(0.0f); this->bPaused_ = true; } else { this->bPaused_ = false; this->setTimeFactor(this->timeFactorPauseBackup_); } } } float GSRoot::getTimeFactor() { return TimeFactorListener::getTimeFactor(); } }