| 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/ConsoleCommand.h" | 
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| 34 | #include "core/Game.h" | 
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| 35 | #include "core/GameMode.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/TimeFactorListener.h" | 
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| 39 | #include "tools/interfaces/Tickable.h" | 
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| 40 |  | 
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| 41 | namespace orxonox | 
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| 42 | { | 
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| 43 | DeclareGameState(GSRoot, "root", false, false); | 
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| 44 | SetConsoleCommandShortcut(GSRoot, printObjects); | 
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| 45 |  | 
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| 46 | GSRoot::GSRoot(const GameStateInfo& info) | 
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| 47 | : GameState(info) | 
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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 | { | 
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| 63 | if (dynamic_cast<Synchronisable*>(*it)) | 
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| 64 | COUT(0) << "object: " << it->getIdentifier()->getName() << " id: " << dynamic_cast<Synchronisable*>(*it)->getObjectID() << std::endl; | 
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| 65 | else | 
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| 66 | COUT(0) << "object: " << it->getIdentifier()->getName() << std::endl; | 
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| 67 | nr++; | 
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| 68 | } | 
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| 69 | COUT(0) << "currently got " << nr << " objects" << std::endl; | 
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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 | TimeFactorListener::setTimeFactor(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 | for (ObjectList<Timer>::iterator it = ObjectList<Timer>::begin(); it; ) | 
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| 93 | { | 
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| 94 | Timer* object = *it; | 
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| 95 | ++it; | 
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| 96 | object->tick(time); | 
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| 97 | } | 
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| 98 |  | 
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| 99 | /*** HACK *** HACK ***/ | 
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| 100 | // Call the Tickable objects | 
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| 101 | float leveldt = time.getDeltaTime(); | 
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| 102 | if (leveldt > 1.0f) | 
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| 103 | { | 
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| 104 | // just loaded | 
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| 105 | leveldt = 0.0f; | 
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| 106 | } | 
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| 107 | float realdt = leveldt * TimeFactorListener::getTimeFactor(); | 
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| 108 | for (ObjectList<Tickable>::iterator it = ObjectList<Tickable>::begin(); it; ) | 
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| 109 | { | 
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| 110 | Tickable* object = *it; | 
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| 111 | ++it; | 
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| 112 | object->tick(realdt); | 
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| 113 | } | 
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| 114 | /*** HACK *** HACK ***/ | 
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| 115 | } | 
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| 116 |  | 
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| 117 | /** | 
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| 118 | @brief | 
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| 119 | Changes the speed of Orxonox | 
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| 120 | @remark | 
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| 121 | This function is a hack when placed here! | 
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| 122 | Timefactor should be related to the scene (level or so), not the game | 
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| 123 | */ | 
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| 124 | void GSRoot::setTimeFactor(float factor) | 
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| 125 | { | 
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| 126 | if (GameMode::isMaster()) | 
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| 127 | { | 
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| 128 | if (!this->bPaused_) | 
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| 129 | { | 
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| 130 | TimeFactorListener::setTimeFactor(factor); | 
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| 131 | } | 
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| 132 | else | 
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| 133 | this->timeFactorPauseBackup_ = factor; | 
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| 134 | } | 
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| 135 | } | 
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| 136 |  | 
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| 137 | void GSRoot::pause() | 
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| 138 | { | 
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| 139 | if (GameMode::isMaster()) | 
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| 140 | { | 
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| 141 | if (!this->bPaused_) | 
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| 142 | { | 
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| 143 | this->timeFactorPauseBackup_ = TimeFactorListener::getTimeFactor(); | 
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| 144 | this->setTimeFactor(0.0f); | 
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| 145 | this->bPaused_ = true; | 
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| 146 | } | 
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| 147 | else | 
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| 148 | { | 
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| 149 | this->bPaused_ = false; | 
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| 150 | this->setTimeFactor(this->timeFactorPauseBackup_); | 
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| 151 | } | 
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| 152 | } | 
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| 153 | } | 
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| 154 |  | 
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| 155 | float GSRoot::getTimeFactor() | 
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| 156 | { | 
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| 157 | return TimeFactorListener::getTimeFactor(); | 
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| 158 | } | 
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| 159 | } | 
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