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Ignore:
Timestamp:
May 28, 2011, 5:10:01 PM (14 years ago)
Author:
dafrick
Message:

Merging tutoriallevel3 branch into presentation branch.

Location:
code/branches/presentation
Files:
3 edited

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  • code/branches/presentation

  • code/branches/presentation/src/orxonox/infos/GametypeInfo.cc

    r8327 r8637  
    2323 *      Fabian 'x3n' Landau
    2424 *   Co-authors:
    25  *      ...
     25 *      Damian 'Mozork' Frick
    2626 *
    2727 */
     28
     29/**
     30    @file GametypeInfo.cc
     31    @brief Implementation of the GametypeInfo class
     32*/
    2833
    2934#include "GametypeInfo.h"
     
    3136#include "core/CoreIncludes.h"
    3237#include "core/GameMode.h"
     38#include "network/Host.h"
    3339#include "network/NetworkFunction.h"
    34 #include "network/Host.h"
     40#include "util/Convert.h"
     41
     42#include "controllers/HumanController.h"
    3543#include "interfaces/GametypeMessageListener.h"
     44#include "interfaces/NotificationListener.h"
     45
     46#include "PlayerInfo.h"
    3647
    3748namespace orxonox
     
    4556    registerMemberNetworkFunction(GametypeInfo, dispatchFadingMessage);
    4657
     58    registerMemberNetworkFunction(GametypeInfo, changedReadyToSpawn);
     59    registerMemberNetworkFunction(GametypeInfo, changedSpawned);
     60
     61    /*static*/ const std::string GametypeInfo::NOTIFICATION_SENDER("gameinfo");
     62
     63    /**
     64    @brief
     65        Registers and initializes the object.
     66    */
    4767    GametypeInfo::GametypeInfo(BaseObject* creator) : Info(creator)
    4868    {
    4969        RegisterObject(GametypeInfo);
    50 
     70       
    5171        this->bStarted_ = false;
    5272        this->bEnded_ = false;
    53         this->startCountdown_ = 0;
     73        this->startCountdown_ = 0.0f;
    5474        this->bStartCountdownRunning_ = false;
     75        this->counter_ = 0;
     76        this->spawned_ = false;
     77        this->readyToSpawn_ = false;
    5578
    5679        this->registerVariables();
     
    6386    void GametypeInfo::registerVariables()
    6487    {
    65         registerVariable(this->bStarted_,               VariableDirection::ToClient);
    66         registerVariable(this->bEnded_,                 VariableDirection::ToClient);
     88        registerVariable(this->bStarted_,               VariableDirection::ToClient, new NetworkCallback<GametypeInfo>(this, &GametypeInfo::changedStarted));
     89        registerVariable(this->bEnded_,                 VariableDirection::ToClient, new NetworkCallback<GametypeInfo>(this, &GametypeInfo::changedEnded));
     90        registerVariable(this->bStartCountdownRunning_, VariableDirection::ToClient, new NetworkCallback<GametypeInfo>(this, &GametypeInfo::changedStartCountdownRunning));
    6791        registerVariable(this->startCountdown_,         VariableDirection::ToClient);
    68         registerVariable(this->bStartCountdownRunning_, VariableDirection::ToClient);
     92        registerVariable(this->counter_,                VariableDirection::ToClient, new NetworkCallback<GametypeInfo>(this, &GametypeInfo::changedCountdownCounter));
    6993        registerVariable(this->hudtemplate_,            VariableDirection::ToClient);
    7094    }
     95
     96    /**
     97    @brief
     98        Is called when the game has changed to started.
     99    */
     100    void GametypeInfo::changedStarted(void)
     101    {
     102       
     103    }
     104
     105    /**
     106    @brief
     107        Is called when the game has changed to ended.
     108    */
     109    void GametypeInfo::changedEnded(void)
     110    {
     111        // If the game has ended, a "Game has ended" notification is displayed.
     112        if(this->hasEnded())
     113            NotificationListener::sendNotification("Game has ended", GametypeInfo::NOTIFICATION_SENDER);
     114    }
     115
     116    /**
     117    @brief
     118        Is called when the start countdown has been either started or stopped.
     119    */
     120    void GametypeInfo::changedStartCountdownRunning(void)
     121    {
     122        // Send first countdown notification if the countdown has started.
     123        if(this->isReadyToSpawn() && !this->hasStarted() && this->isStartCountdownRunning() && !this->hasEnded())
     124            NotificationListener::sendNotification(multi_cast<std::string>(this->counter_), GametypeInfo::NOTIFICATION_SENDER);
     125    }
     126
     127    /**
     128    @brief
     129        Is called when the start countdown counter has changed.
     130    */
     131    void GametypeInfo::changedCountdownCounter(void)
     132    {
     133        // Send countdown notification if the counter has gone down.
     134        if(this->isReadyToSpawn() &&  !this->hasStarted() && this->isStartCountdownRunning() && !this->hasEnded())
     135            NotificationListener::sendNotification(multi_cast<std::string>(this->counter_), GametypeInfo::NOTIFICATION_SENDER);
     136    }
     137
     138    /**
     139    @brief
     140        Inform the GametypeInfo that the local player has changed its ready to spawn status.
     141    @param ready
     142        Whether the player has become ready to spawn or not.
     143    */
     144    void GametypeInfo::changedReadyToSpawn(bool ready)
     145    {
     146        if(this->readyToSpawn_ == ready)
     147            return;
     148
     149        this->readyToSpawn_ = ready;
     150
     151        // Send "Waiting for other players" if the player is ready to spawn but the game has not yet started nor is the countdown running.
     152        if(this->readyToSpawn_ && !this->hasStarted() && !this->isStartCountdownRunning() && !this->hasEnded())
     153            NotificationListener::sendNotification("Waiting for other players", GametypeInfo::NOTIFICATION_SENDER);
     154        // Send current countdown if the player is ready to spawn and the countdown has already started.
     155        else if(this->readyToSpawn_ && !this->hasStarted() && this->isStartCountdownRunning() && !this->hasEnded())
     156            NotificationListener::sendNotification(multi_cast<std::string>(this->counter_), GametypeInfo::NOTIFICATION_SENDER);
     157    }
     158
     159    /**
     160    @brief
     161        Inform the GametypeInfo that the game has started.
     162    */
     163    void GametypeInfo::start(void)
     164    {
     165        if(this->bStarted_)
     166            return;
     167       
     168        this->bStarted_ = true;
     169        this->changedStarted();
     170    }
     171
     172    /**
     173    @brief
     174        Inform the GametypeInfo that the game has ended.
     175    */
     176    void GametypeInfo::end(void)
     177    {
     178        if(this->bEnded_)
     179            return;
     180
     181        this->bEnded_ = true;
     182        this->changedEnded();
     183    }
     184
     185    /**
     186    @brief
     187        Set the start countdown to the input value.
     188    @param countdown
     189        The countdown to be set.
     190    */
     191    void GametypeInfo::setStartCountdown(float countdown)
     192    {
     193        if(this->startCountdown_ == countdown || countdown < 0.0f)
     194            return;
     195       
     196        this->startCountdown_ = countdown;
     197        // Set the counter to the ceiling of the current countdown.
     198        this->counter_ = ceil(countdown);
     199        this->changedCountdownCounter();
     200    }
     201
     202    /**
     203    @brief
     204        Count down the start countdown by the specified value.
     205    @param countDown
     206        The amount by which we count down.
     207    */
     208    void GametypeInfo::countdownStartCountdown(float countDown)
     209    {
     210        float newCountdown = this->startCountdown_ - countDown;
     211        // If we have switched integers or arrived at zero, we also count down the start countdown counter.
     212        if(ceil(newCountdown) != ceil(this->startCountdown_) || newCountdown <= 0.0f)
     213            this->countDown();
     214        this->startCountdown_ = newCountdown;
     215    }
     216
     217    /**
     218    @brief
     219        Count down the start countdown counter.
     220    */
     221    void GametypeInfo::countDown()
     222    {
     223        if(this->counter_ == 0)
     224            return;
     225       
     226        this->counter_--;
     227        this->changedCountdownCounter();
     228    }
     229
     230    /**
     231    @brief
     232        Inform the GametypeInfo about the start of the start countdown.
     233    */
     234    void GametypeInfo::startStartCountdown(void)
     235    {
     236        if(GameMode::isMaster())
     237        {
     238            if(this->bStartCountdownRunning_)
     239                return;
     240
     241            this->bStartCountdownRunning_ = true;
     242            this->changedStartCountdownRunning();
     243        }
     244    }
     245
     246    /**
     247    @brief
     248        Inform the GametypeInfo about the stop of the start countdown.
     249    */
     250    void GametypeInfo::stopStartCountdown(void)
     251    {
     252        if(GameMode::isMaster())
     253        {
     254            if(!this->bStartCountdownRunning_)
     255                return;
     256
     257            this->bStartCountdownRunning_ = false;
     258            this->changedStartCountdownRunning();
     259        }
     260    }
     261
     262    /**
     263    @brief
     264        Inform the GametypeInfo about a player that is ready to spawn.
     265    @param player
     266        The player that is ready to spawn.
     267    */
     268    void GametypeInfo::playerReadyToSpawn(PlayerInfo* player)
     269    {
     270        if(GameMode::isMaster())
     271        {
     272            // If the player has spawned already.
     273            if(this->spawnedPlayers_.find(player) != this->spawnedPlayers_.end())
     274                return;
     275
     276            this->spawnedPlayers_.insert(player);
     277            this->setReadyToSpawnHelper(player, true);
     278        }
     279    }
     280
     281    /**
     282    @brief
     283        Inform the GametypeInfo about a player whose Pawn has been killed.
     284    @param player
     285        The player whose Pawn has been killed.
     286    */
     287    void GametypeInfo::pawnKilled(PlayerInfo* player)
     288    {
     289        if(GameMode::isMaster())
     290        {
     291            NotificationListener::sendNotification("Press [Fire] to respawn", GametypeInfo::NOTIFICATION_SENDER, notificationMessageType::info, notificationSendMode::network, player->getClientID());
     292            // Remove the player from the list of players that have spawned, since it currently is not.
     293            this->spawnedPlayers_.erase(player);
     294            this->setReadyToSpawnHelper(player, false);
     295            this->setSpawnedHelper(player, false);
     296        }
     297    }
     298
     299    /**
     300    @brief
     301        Inform the GametypeInfo about a player that has spawned.
     302    @param player
     303        The player that has spawned.
     304    */
     305    void GametypeInfo::playerSpawned(PlayerInfo* player)
     306    {
     307        if(GameMode::isMaster())
     308        {
     309            if(this->hasStarted() && !this->hasEnded())
     310            {
     311                //NotificationListener::sendCommand("clear", GametypeInfo::NOTIFICATION_SENDER, notificationSendMode::network, player->getClientID());
     312                this->setSpawnedHelper(player, true);
     313            }
     314        }
     315    }
     316
     317    /**
     318    @brief
     319        Inform the GametypeInfo that the local player has changed its spawned status.
     320    @param spawned
     321        Whether the local player has changed to spawned or to not spawned.
     322    */
     323    void GametypeInfo::changedSpawned(bool spawned)
     324    {
     325        if(this->spawned_ == spawned)
     326            return;
     327       
     328        this->spawned_ = spawned;
     329        // Clear the notifications if the Player has spawned.
     330        if(this->spawned_ && !this->hasEnded())
     331            NotificationListener::sendCommand("clear", GametypeInfo::NOTIFICATION_SENDER);
     332    }
     333
     334    /**
     335    @brief
     336        Inform the GametypeInfo about a player that has entered,
     337    @param player
     338        The player that has entered.
     339    */
     340    void GametypeInfo::playerEntered(PlayerInfo* player)
     341    {
     342        if(GameMode::isMaster())
     343        {
     344            // Display "Press [Fire] to start the match" if the game has not yet ended.
     345            if(!this->hasEnded())
     346                NotificationListener::sendNotification("Press [Fire] to start the match", GametypeInfo::NOTIFICATION_SENDER, notificationMessageType::info, notificationSendMode::network, player->getClientID());
     347            // Else display "Game has ended".
     348            else
     349                NotificationListener::sendNotification("Game has ended", GametypeInfo::NOTIFICATION_SENDER, notificationMessageType::info, notificationSendMode::network, player->getClientID());
     350        }
     351    }
     352
     353    /**
     354    @brief
     355        Helper method. Sends changedReadyToSpawn notifiers over the network.
     356    @param player
     357        The player that has changed its ready to spawn status.
     358    @param ready
     359        The new ready to spawn status.
     360    */
     361    void GametypeInfo::setReadyToSpawnHelper(PlayerInfo* player, bool ready)
     362    {
     363        if(GameMode::isMaster())
     364        {
     365            if(player->getClientID() == CLIENTID_SERVER)
     366                this->changedReadyToSpawn(ready);
     367            else
     368                callMemberNetworkFunction(GametypeInfo, changedReadyToSpawn, this->getObjectID(), player->getClientID(), ready);
     369        }
     370    }
     371
     372    /**
     373    @brief
     374        Helper method. Sends changedSpawned notifiers over the network.
     375    @param player
     376        The player that has changed its spawned status.
     377    @param ready
     378        The new spawned status.
     379    */
     380    void GametypeInfo::setSpawnedHelper(PlayerInfo* player, bool spawned)
     381    {
     382        if(GameMode::isMaster())
     383        {
     384            if(player->getClientID() == CLIENTID_SERVER)
     385                    this->changedSpawned(spawned);
     386            else
     387                callMemberNetworkFunction(GametypeInfo, changedSpawned, this->getObjectID(), player->getClientID(), spawned);
     388        }
     389    }
     390
     391    // Announce messages.
     392    // TODO: Replace with notifications.
    71393
    72394    void GametypeInfo::sendAnnounceMessage(const std::string& message)
  • code/branches/presentation/src/orxonox/infos/GametypeInfo.h

    r7163 r8637  
    2323 *      Fabian 'x3n' Landau
    2424 *   Co-authors:
    25  *      ...
     25 *      Damian 'Mozork' Frick
    2626 *
    2727 */
     28
     29/**
     30    @file GametypeInfo.h
     31    @brief Definition of the GametypeInfo class
     32*/
    2833
    2934#ifndef _GametypeInfo_H__
     
    3338
    3439#include <string>
     40
    3541#include "Info.h"
    3642
    3743namespace orxonox
    3844{
     45
     46    /**
     47    @brief
     48        The GametypeInfo class keeps track of the state of the game and provides facilities to inform the player about it.
     49
     50    @author
     51        Fabian 'x3n' Landau
     52    @author
     53        Damian 'Mozork' Frick
     54    */
    3955    class _OrxonoxExport GametypeInfo : public Info
    4056    {
     
    4561            virtual ~GametypeInfo();
    4662
     63            /**
     64            @brief Get whether the game has started yet.
     65            @return Returns true if the game has started, false if not.
     66            */
    4767            inline bool hasStarted() const
    4868                { return this->bStarted_; }
     69            void changedStarted(void); // Is called when the game has changed to started.
     70           
     71            /**
     72            @brief Get whether the game has ended yet.
     73            @return Returns true if the game has ended, false if not.
     74            */
    4975            inline bool hasEnded() const
    5076                { return this->bEnded_; }
     77            void changedEnded(void); // Is called when the game has changed to ended.
    5178
     79            /**
     80            @brief Get whether the start countdown is currently running.
     81            @return Returns true if the countdown is running, false if not.
     82            */
    5283            inline bool isStartCountdownRunning() const
    5384                { return this->bStartCountdownRunning_; }
     85            void changedStartCountdownRunning(void); // Is called when the start countdown has been either started or stopped.
     86
     87            /**
     88            @brief Get the current value of the start countdown.
     89            @return Returns the current value of the start countdown.
     90            */
    5491            inline float getStartCountdown() const
    5592                { return this->startCountdown_; }
     93
     94            /**
     95            @brief Get the current start countdown counter.
     96                   The start countdown counter only has integer values that correspond to the actually displayed countdown.
     97            @return Returns the current integer countdown counter.
     98            */
     99            inline unsigned int getStartCountdownCounter() const
     100                { return this->counter_; }
     101            void changedCountdownCounter(void); // Is called when the start countdown counter has changed.
     102
     103            /**
     104            @brief Get whether the local player is ready to spawn.
     105            @return Returns true if the player is ready to spawn, false if not.
     106            */
     107            inline bool isReadyToSpawn() const
     108                { return this->readyToSpawn_; }
     109            void changedReadyToSpawn(bool ready); // Inform the GametypeInfo that the local player has changed its spawned status.
     110           
     111            /**
     112            @brief Get whether the local player is spawned.
     113            @return Returns true if the local player is currently spawned, false if not.
     114            */
     115            inline bool isSpawned() const
     116                { return this->spawned_; }
     117            void changedSpawned(bool spawned); // Inform the GametypeInfo that the local player has changed its spawned status.
    56118
    57119            inline const std::string& getHUDTemplate() const
     
    70132            void dispatchStaticMessage(const std::string& message,const ColourValue& colour);
    71133            void dispatchFadingMessage(const std::string& message);
     134           
     135        protected:
     136            void start(void); // Inform the GametypeInfo that the game has started.
     137            void end(void); // Inform the GametypeInfo that the game has ended.
     138            void setStartCountdown(float countdown); // Set the start countdown to the input value.
     139            void countdownStartCountdown(float countDown); // Count down the start countdown by the specified value.
     140            void countDown(); // Count down the start countdown counter.
     141            void startStartCountdown(void); // Inform the GametypeInfo about the start of the start countdown.
     142            void stopStartCountdown(void); // Inform the GametypeInfo about the stop of the start countdown.
     143            void playerReadyToSpawn(PlayerInfo* player); // Inform the GametypeInfo about a player that is ready to spawn.
     144            void pawnKilled(PlayerInfo* player); // Inform the GametypeInfo about a player whose Pawn has been killed.
     145            void playerSpawned(PlayerInfo* player); // Inform the GametypeInfo about a player that has spawned.
     146            void playerEntered(PlayerInfo* player); // Inform the GametypeInfo about a player that has entered,
     147
     148            inline void setHUDTemplate(const std::string& templateName)
     149                { this->hudtemplate_ = templateName; };
    72150
    73151        private:
    74152            void registerVariables();
     153            void setSpawnedHelper(PlayerInfo* player, bool spawned); // Helper method. Sends changedReadyToSpawn notifiers over the network.
     154            void setReadyToSpawnHelper(PlayerInfo* player, bool ready); // Helper method. Sends changedSpawned notifiers over the network.
    75155
    76             bool bStarted_;
    77             bool bEnded_;
    78             bool bStartCountdownRunning_;
    79             float startCountdown_;
     156            static const std::string NOTIFICATION_SENDER; //!< The name of the sender for the sending of notifications.
     157
     158            bool bStarted_; //!< Whether the game has started,
     159            bool bEnded_; //!< Whether the game has ended.
     160            bool bStartCountdownRunning_; //!< Whether the start countdown is running.
     161            float startCountdown_; //!< The current value of the start countdown.
     162            unsigned int counter_; //!< The current integer value of the start countdown, the start countdown counter.
    80163            std::string hudtemplate_;
     164           
     165            std::set<PlayerInfo*> spawnedPlayers_; //!< A set of players that are currently spawned.
     166            bool spawned_; //!< Whether the local Player is currently spawned.
     167            bool readyToSpawn_; //!< Whether the local Player is ready to spawn.
    81168    };
    82169}
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