Changeset 8637 for code/branches/presentation/src/orxonox/infos
- Timestamp:
- May 28, 2011, 5:10:01 PM (14 years ago)
- Location:
- code/branches/presentation
- Files:
-
- 3 edited
Legend:
- Unmodified
- Added
- Removed
-
code/branches/presentation
- Property svn:mergeinfo changed
/code/branches/tutoriallevel (added) merged: 7828-7831,7894,8370 /code/branches/tutoriallevel2 (added) merged: 8371,8374,8376-8378,8444-8451 /code/branches/tutoriallevel3 (added) merged: 8453,8634,8636
- Property svn:mergeinfo changed
-
code/branches/presentation/src/orxonox/infos/GametypeInfo.cc
r8327 r8637 23 23 * Fabian 'x3n' Landau 24 24 * Co-authors: 25 * ...25 * Damian 'Mozork' Frick 26 26 * 27 27 */ 28 29 /** 30 @file GametypeInfo.cc 31 @brief Implementation of the GametypeInfo class 32 */ 28 33 29 34 #include "GametypeInfo.h" … … 31 36 #include "core/CoreIncludes.h" 32 37 #include "core/GameMode.h" 38 #include "network/Host.h" 33 39 #include "network/NetworkFunction.h" 34 #include "network/Host.h" 40 #include "util/Convert.h" 41 42 #include "controllers/HumanController.h" 35 43 #include "interfaces/GametypeMessageListener.h" 44 #include "interfaces/NotificationListener.h" 45 46 #include "PlayerInfo.h" 36 47 37 48 namespace orxonox … … 45 56 registerMemberNetworkFunction(GametypeInfo, dispatchFadingMessage); 46 57 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 */ 47 67 GametypeInfo::GametypeInfo(BaseObject* creator) : Info(creator) 48 68 { 49 69 RegisterObject(GametypeInfo); 50 70 51 71 this->bStarted_ = false; 52 72 this->bEnded_ = false; 53 this->startCountdown_ = 0 ;73 this->startCountdown_ = 0.0f; 54 74 this->bStartCountdownRunning_ = false; 75 this->counter_ = 0; 76 this->spawned_ = false; 77 this->readyToSpawn_ = false; 55 78 56 79 this->registerVariables(); … … 63 86 void GametypeInfo::registerVariables() 64 87 { 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)); 67 91 registerVariable(this->startCountdown_, VariableDirection::ToClient); 68 registerVariable(this-> bStartCountdownRunning_, VariableDirection::ToClient);92 registerVariable(this->counter_, VariableDirection::ToClient, new NetworkCallback<GametypeInfo>(this, &GametypeInfo::changedCountdownCounter)); 69 93 registerVariable(this->hudtemplate_, VariableDirection::ToClient); 70 94 } 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. 71 393 72 394 void GametypeInfo::sendAnnounceMessage(const std::string& message) -
code/branches/presentation/src/orxonox/infos/GametypeInfo.h
r7163 r8637 23 23 * Fabian 'x3n' Landau 24 24 * Co-authors: 25 * ...25 * Damian 'Mozork' Frick 26 26 * 27 27 */ 28 29 /** 30 @file GametypeInfo.h 31 @brief Definition of the GametypeInfo class 32 */ 28 33 29 34 #ifndef _GametypeInfo_H__ … … 33 38 34 39 #include <string> 40 35 41 #include "Info.h" 36 42 37 43 namespace orxonox 38 44 { 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 */ 39 55 class _OrxonoxExport GametypeInfo : public Info 40 56 { … … 45 61 virtual ~GametypeInfo(); 46 62 63 /** 64 @brief Get whether the game has started yet. 65 @return Returns true if the game has started, false if not. 66 */ 47 67 inline bool hasStarted() const 48 68 { 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 */ 49 75 inline bool hasEnded() const 50 76 { return this->bEnded_; } 77 void changedEnded(void); // Is called when the game has changed to ended. 51 78 79 /** 80 @brief Get whether the start countdown is currently running. 81 @return Returns true if the countdown is running, false if not. 82 */ 52 83 inline bool isStartCountdownRunning() const 53 84 { 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 */ 54 91 inline float getStartCountdown() const 55 92 { 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. 56 118 57 119 inline const std::string& getHUDTemplate() const … … 70 132 void dispatchStaticMessage(const std::string& message,const ColourValue& colour); 71 133 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; }; 72 150 73 151 private: 74 152 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. 75 155 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. 80 163 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. 81 168 }; 82 169 }
Note: See TracChangeset
for help on using the changeset viewer.