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ActionController.cpp from Scorched 3D at Krugle


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////////////////////////////////////////////////////////////////////////////////
//    Scorched3D (c) 2000-2003
//
//    This file is part of Scorched3D.
//
//    Scorched3D 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.
//
//    Scorched3D 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 Scorched3D; if not, write to the Free Software
//    Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
////////////////////////////////////////////////////////////////////////////////

#include <engine/ActionController.h>
#include <engine/ScorchedContext.h>
#include <engine/SyncCheck.h>
#include <movement/TargetMovement.h>
#include <common/Logger.h>
#include <common/OptionsScorched.h>
#include <list>

ActionController::ActionController() : 
	GameStateI("ActionController"),
	speed_(1.0f), referenceCount_(0), time_(0.0f), 
	context_(0), lastTraceTime_(0.0f),
	actionTracing_(false), stepTime_(0.0f),
	actionEvents_(false), actionProfiling_(false),
	actionNumber_(0)
{

}

ActionController::~ActionController()
{

}

void ActionController::clear(bool warn)
{
	// New actions
	std::list<Action *>::iterator newItor;
	for (newItor = newActions_.begin();
		newItor != newActions_.end();
		newItor++)
	{
		Action *act = *newItor;
		if (warn)
		{
			Logger::log(formatString("Warning: removing added timed out action %s, %s",
				act->getActionType(), (act->getReferenced()?"Ref":"UnRef")));
		}
		delete act;
	}
	newActions_.clear();

	// Current actions
	for (int a=0; a<actions_.actionCount; a++)
	{
		Action *act = actions_.actions[a];
		if (warn)
		{
			Logger::log(formatString("Warning: removing added timed out action %s, %s",
				act->getActionType(), (act->getReferenced()?"Ref":"UnRef")));
		}
		delete act;
	}
	actions_.clear();

	// Ref count
	referenceCount_ = 0;
}

bool ActionController::allEvents()
{
	// Criteria to add more events :-
	// Check that there are referenced actions in the simulation,
	// and that these referenced actions are not events
	std::list<Action *>::iterator newItor;
	for (newItor = newActions_.begin();
		newItor != newActions_.end();
		newItor++)
	{
		Action *act = *newItor;
		if (!act->getActionEvent() &&
			act->getReferenced()) return false;
	}
	for (int a=0; a<actions_.actionCount; a++)
	{
		Action *act = actions_.actions[a];
		if (!act->getActionEvent() &&
			act->getReferenced()) return false;
	}
	return true;
}

void ActionController::logActions()
{
	Logger::log(formatString("ActionLog : Time %.2f, New %i, Ref %i",
		time_,
		(int) newActions_.size(), 
		referenceCount_));
	for (int a=0; a<actions_.actionCount; a++)
	{
		Action *act = actions_.actions[a];
		Logger::log(formatString("Action : %s", act->getActionType()));
	}
}

void ActionController::logProfiledActions()
{
	if (!actionProfiling_) return;

	Logger::log("Logging Profiled Actions --------------------");
	int totalCount = 0;
	std::map<std::string, int>::iterator itor;
	for (itor =  actionProfile_.begin();
		itor != actionProfile_.end();
		itor++)
	{
		const std::string &name = (*itor).first;
		int count = (*itor).second;
		totalCount += count;
		Logger::log(formatString("%s - %i", name.c_str(), count));
	}
	Logger::log(formatString("Total - %i", totalCount));
	Logger::log("---------------------------------------------");

	actionProfile_.clear();
}

bool ActionController::noReferencedActions()
{
	bool finished = (newActions_.empty() && 
		(referenceCount_ == 0));

	if (actionTracing_)
	{
		if (time_ - lastTraceTime_ > 5.0f)
		{
			lastTraceTime_ = time_;
			logActions();
		}
	}

	return finished;
}

void ActionController::resetTime()
{
	time_ = 0.0f;
	lastTraceTime_ = 0.0f;
	stepTime_ = 0.0f;
}

void ActionController::setScorchedContext(ScorchedContext *context)
{
	context_ = context;
}

void ActionController::setFast(float speedMult)
{
	speed_ = speedMult;
}

void ActionController::addAction(Action *action)
{
	action->setScorchedContext(context_);
	action->setActionStartTime(time_);
	action->setActionEvent(actionEvents_);

	if (action->getReferenced())
	{
		action->setActionNumber(++actionNumber_);

		/*SyncCheck::instance()->addString(*context_, 
			formatString("Action : %f %u %s", 
				time_, action->getActionNumber(), action->getActionType()));*/
	}

	newActions_.push_back(action);

	if (actionProfiling_)
	{
		std::map<std::string, int>::iterator findItor =
			actionProfile_.find(action->getActionType());
		if (findItor == actionProfile_.end())
		{
			actionProfile_[action->getActionType()] = 1;
		}
		else
		{
			(*findItor).second++;
		}	
	}
}

void ActionController::addNewActions()
{
	while (!newActions_.empty())
	{
		Action *action = newActions_.front(); 

		action->setScorchedContext(context_);
		action->setActionStartTime(time_);
		if (action->getReferenced()) referenceCount_ ++;

		action->init();
		actions_.push_back(action);

		newActions_.pop_front();
	}
}

void ActionController::draw(const unsigned state)
{
	// Itterate and draw all of the actions
	for (int a=0; a<actions_.actionCount; a++)
	{
		Action *act = actions_.actions[a];
		act->draw();
	}
}

void ActionController::simulate(const unsigned state, float frameTime)
{
	frameTime *= speed_;

	// As this simulator gives differing results dependant on
	// step size, always ensure step size is the same
	stepTime_ += frameTime;

	// step size = 1.0 / physics fps = steps per second
	const float stepSize = 1.0f / float(context_->optionsGame->getPhysicsFPS());
	while (stepTime_ >= stepSize)
	{
		time_ += stepSize;
		stepActions(stepSize);

		// More time has passed
		stepTime_ -= stepSize;
	}
}

void ActionController::stepActions(float frameTime)
{
	// Ensure any new actions are added
	addNewActions();

	// Add any new events (if allowed)
	if (time_ < 10.0f && !allEvents())
	{
		actionEvents_ = true;
		events_.simulate(frameTime, *context_);
		actionEvents_ = false;
	}

	// Move the targets
	context_->targetMovement->simulate(frameTime);

	// Itterate and draw all of the actions
	int keepcount=0;
	for (int a=0; a<actions_.actionCount; a++)
	{
		Action *act = actions_.actions[a];
		bool remove = false;
		act->simulate(frameTime, remove);

		// Ensure that no referenced actions over do their time
		if (act->getReferenced())
		{
			if ((time_ - act->getActionStartTime() > 30.0f))
			{
				Logger::log(formatString("Warning: removing timed out action %s",
					act->getActionType()));
				remove = true;
			}
		}

		// If this action has finished add to list to be removed
		if (remove)
		{
			if (act->getReferenced())
			{
				referenceCount_--;
				if (referenceCount_<0) referenceCount_ = 0;
			}

			delete act;
		}
		else
		{
			actions_.actions[keepcount] = act;
			keepcount++;
		}
	}
	actions_.actionCount = keepcount;
}





See more files for this project here

Scorched 3D

Scorched3D is a 3D remake of the popular 2D artillery game Scorched Earth.\r\nScorched3D can be played against the computer, other players and remotely across the internet or LAN.

Project homepage: http://sourceforge.net/projects/scorched3d
Programming language(s): C,C++,XML
License: gpl2

  Action.cpp
  Action.h
  ActionController.cpp
  ActionController.h
  ActionReferenced.cpp
  ActionReferenced.h
  EventContainer.cpp
  EventContainer.h
  GameState.cpp
  GameState.h
  GameStateI.cpp
  GameStateI.h
  GameStateStimulusI.cpp
  GameStateStimulusI.h
  MainLoop.cpp
  MainLoop.h
  MainLoopI.cpp
  MainLoopI.h
  MetaClass.cpp
  MetaClass.h
  ModDirs.cpp
  ModDirs.h
  ModFileEntry.cpp
  ModFileEntry.h
  ModFiles.cpp
  ModFiles.h
  ModInfo.cpp
  ModInfo.h
  PhysicsParticle.cpp
  PhysicsParticle.h
  PhysicsParticleObject.cpp
  PhysicsParticleObject.h
  PlayShots.cpp
  PlayShots.h
  ScorchedCollisionIds.cpp
  ScorchedCollisionIds.h
  ScorchedContext.cpp
  ScorchedContext.h
  ShotState.cpp
  ShotState.h
  SyncCheck.cpp
  SyncCheck.h
  ViewPoints.cpp
  ViewPoints.h