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/*
core/gameinterface.cc
This file is part of the Osirion project and is distributed under
the terms of the GNU General Public License version 2
*/
#include <stdlib.h>
#include <iostream>
#include "core/application.h"
#include "core/cvar.h"
#include "core/func.h"
#include "core/gameinterface.h"
#include "core/player.h"
#include "model/model.h"
#include "sys/sys.h"
namespace core
{
void func_list_model(std::string const &args)
{
model::Model::list();
}
Player GameInterface::game_localplayer;
EntityControlable *localcontrol()
{
if (game()->localplayer())
return game()->localplayer()->control();
else
return 0;
}
Player *localplayer()
{
return game()->localplayer();
}
GameInterface::GameInterface()
{
clear();
game_localplayer.clear();
if (Cvar::sv_dedicated->value()) {
game_localplayer.player_name.assign("Console");
} else {
game_localplayer.player_name.assign("Player");
game_localplayer.update_info();
}
core::Func::add("list_model", (core::FuncPtr) func_list_model);
}
GameInterface::~GameInterface()
{
core::Func::remove("list_model");
game_localplayer.clear();
clear();
}
// clear all game related objects
void GameInterface::clear()
{
//con_debug << "Clearing game data\n";
// remove all entities
for (std::map<unsigned int, Entity*>::iterator it = Entity::registry.begin(); it != Entity::registry.end(); it++) {
delete (*it).second;
}
Entity::registry.clear();
// remove all game functions
for (std::map<std::string, Func*>::iterator it = Func::registry.begin(); it != Func::registry.end(); it++) {
if ( ((*it).second->flags() & Func::Game) == Func::Game) {
delete (*it).second;
Func::registry.erase(it);
}
}
// remove all game cvars
for (std::map<std::string, Cvar*>::iterator it = Cvar::registry.begin(); it != Cvar::registry.end(); it++) {
if ( ((*it).second->flags() & Cvar::Game) == Cvar::Game) {
delete (*it).second;
Cvar::registry.erase(it);
}
}
// remove all models
model::Model::clear();
game_previousframetime = 0;
game_serverframetime = 0;
game_clientframetime = 0;
game_timestep = 0;
game_frames = 0;
}
void GameInterface::reset_clientstate(float servertime)
{
game_timestep = (servertime - game_serverframetime);
if (game_timestep < 0)
game_timestep = 0;
game_previousframetime = game_serverframetime;
game_serverframetime = servertime;
game_clientframetime = game_previousframetime;
std::map<unsigned int, core::Entity *>::iterator it;
for (it=core::Entity::registry.begin(); it != core::Entity::registry.end(); it++) {
core::Entity *entity = (*it).second;
if (entity->state() && !(entity->flags() & Entity::Static))
entity->state()->assign(entity);
}
game_frames = 0;
}
void GameInterface::update_clientstate()
{
game_frames++;
game_clientframetime += game_timestep;
if (game_clientframetime > game_serverframetime)
game_clientframetime = game_serverframetime;
}
float GameInterface::timeoffset() {
float d = game_serverframetime - game_previousframetime;
if (d < 0)
d = 1;
float t = game_serverframetime - game_clientframetime;
return t/d;
}
}
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