[Orxonox-commit 3770] r8450 - in code/branches/tutoriallevel2: data/overlays src/modules/notifications src/modules/overlays/hud src/orxonox/gametypes src/orxonox/infos

dafrick at orxonox.net dafrick at orxonox.net
Thu May 12 00:11:53 CEST 2011


Author: dafrick
Date: 2011-05-12 00:11:53 +0200 (Thu, 12 May 2011)
New Revision: 8450

Removed:
   code/branches/tutoriallevel2/src/modules/overlays/hud/GametypeStatus.cc
   code/branches/tutoriallevel2/src/modules/overlays/hud/GametypeStatus.h
Modified:
   code/branches/tutoriallevel2/data/overlays/debug.oxo
   code/branches/tutoriallevel2/src/modules/notifications/NotificationQueueCEGUI.cc
   code/branches/tutoriallevel2/src/modules/notifications/NotificationQueueCEGUI.h
   code/branches/tutoriallevel2/src/modules/overlays/hud/CMakeLists.txt
   code/branches/tutoriallevel2/src/orxonox/gametypes/Gametype.cc
   code/branches/tutoriallevel2/src/orxonox/gametypes/Gametype.h
   code/branches/tutoriallevel2/src/orxonox/infos/GametypeInfo.cc
   code/branches/tutoriallevel2/src/orxonox/infos/GametypeInfo.h
Log:
Replacing GametypeStatus overlay with notifications.


Modified: code/branches/tutoriallevel2/data/overlays/debug.oxo
===================================================================
--- code/branches/tutoriallevel2/data/overlays/debug.oxo	2011-05-11 20:55:30 UTC (rev 8449)
+++ code/branches/tutoriallevel2/data/overlays/debug.oxo	2011-05-11 22:11:53 UTC (rev 8450)
@@ -83,13 +83,5 @@
      align    = "center"
     />
 
-    <GametypeStatus
-     name     = "state"
-     position = "0.5, 0.85"
-     font     = "VeraMono"
-     textsize = 0.05
-     colour   = "1.0, 1.0, 0.0, 0.8"
-     align    = "center"
-    />
   </OverlayGroup>
 </Template>

Modified: code/branches/tutoriallevel2/src/modules/notifications/NotificationQueueCEGUI.cc
===================================================================
--- code/branches/tutoriallevel2/src/modules/notifications/NotificationQueueCEGUI.cc	2011-05-11 20:55:30 UTC (rev 8449)
+++ code/branches/tutoriallevel2/src/modules/notifications/NotificationQueueCEGUI.cc	2011-05-11 22:11:53 UTC (rev 8450)
@@ -49,6 +49,8 @@
     // Register tolua_open function when loading the library.
     DeclareToluaInterface(Notifications);
 
+    /*static*/ const std::string NotificationQueueCEGUI::NOTIFICATION_LAYER("NotificationLayer");
+
     NotificationQueueCEGUI::NotificationQueueCEGUI(const std::string& name, const std::string& senders, unsigned int size, unsigned int displayTime) : NotificationQueue(name, senders, size, displayTime)
     {
         RegisterObject(NotificationQueueCEGUI);
@@ -80,7 +82,7 @@
     {
         // Remove the NotificationQueue in lua.
         if(GameMode::showsGraphics() && !noGraphics)
-            GUIManager::getInstance().getLuaState()->doString("NotificationLayer.removeQueue(\"" + this->getName() +  "\")");
+            GUIManager::getInstance().getLuaState()->doString(NotificationQueueCEGUI::NOTIFICATION_LAYER + ".removeQueue(\"" + this->getName() +  "\")");
 
         NotificationQueue::destroy();
     }
@@ -109,9 +111,9 @@
 
         this->displaySize_ = size;
         if(size.z == 0.0 && size.w == 0.0)
-            GUIManager::getInstance().getLuaState()->doString("NotificationLayer.resizeQueue(\"" + this->getName() + "\", " + multi_cast<std::string>(this->displaySize_.x) + ", " + multi_cast<std::string>(this->displaySize_.y) + ")");
+            GUIManager::getInstance().getLuaState()->doString(NotificationQueueCEGUI::NOTIFICATION_LAYER + ".resizeQueue(\"" + this->getName() + "\", " + multi_cast<std::string>(this->displaySize_.x) + ", " + multi_cast<std::string>(this->displaySize_.y) + ")");
         else
-            GUIManager::getInstance().getLuaState()->doString("NotificationLayer.resizeQueue(\"" + this->getName() + "\", " + multi_cast<std::string>(this->displaySize_.x) + ", " + multi_cast<std::string>(this->displaySize_.y) + ", " + multi_cast<std::string>(this->displaySize_.z) + ", " + multi_cast<std::string>(this->displaySize_.w) + ")");
+            GUIManager::getInstance().getLuaState()->doString(NotificationQueueCEGUI::NOTIFICATION_LAYER + ".resizeQueue(\"" + this->getName() + "\", " + multi_cast<std::string>(this->displaySize_.x) + ", " + multi_cast<std::string>(this->displaySize_.y) + ", " + multi_cast<std::string>(this->displaySize_.z) + ", " + multi_cast<std::string>(this->displaySize_.w) + ")");
     }
 
     /**
@@ -136,7 +138,7 @@
         }
 
         this->position_ = position;
-        GUIManager::getInstance().getLuaState()->doString("NotificationLayer.moveQueue(\"" + this->getName() + "\", " + multi_cast<std::string>(this->position_.x) + ", " + multi_cast<std::string>(this->position_.y) + ", " + multi_cast<std::string>(this->position_.z) + ", " + multi_cast<std::string>(this->position_.w) + ")");
+        GUIManager::getInstance().getLuaState()->doString(NotificationQueueCEGUI::NOTIFICATION_LAYER + ".moveQueue(\"" + this->getName() + "\", " + multi_cast<std::string>(this->position_.x) + ", " + multi_cast<std::string>(this->position_.y) + ", " + multi_cast<std::string>(this->position_.z) + ", " + multi_cast<std::string>(this->position_.w) + ")");
     }
 
     /**
@@ -153,7 +155,7 @@
 
         // TODO: Check whether the alignment string is correct?
         this->alignment_ = alignment;
-        GUIManager::getInstance().getLuaState()->doString("NotificationLayer.changeQueueAlignment(\"" + this->getName() + "\", \"" + this->alignment_ + "\")");
+        GUIManager::getInstance().getLuaState()->doString(NotificationQueueCEGUI::NOTIFICATION_LAYER + ".changeQueueAlignment(\"" + this->getName() + "\", \"" + this->alignment_ + "\")");
     }
 
     /**
@@ -168,7 +170,7 @@
             return;
 
         this->fontSize_ = size;
-        GUIManager::getInstance().getLuaState()->doString("NotificationLayer.changeQueueFontSize(\"" + this->getName() + "\", " + multi_cast<std::string>(this->fontSize_) + ")");
+        GUIManager::getInstance().getLuaState()->doString(NotificationQueueCEGUI::NOTIFICATION_LAYER + ".changeQueueFontSize(\"" + this->getName() + "\", " + multi_cast<std::string>(this->fontSize_) + ")");
     }
 
     /**
@@ -188,7 +190,7 @@
         for(unsigned int i = 0; i < 4; i++)
             stream << std::hex << std::setw(2) << std::setfill('0') << int(this->fontColor_[(i+3)%4]*255);
         this->fontColorStr_ = stream.str();
-        GUIManager::getInstance().getLuaState()->doString("NotificationLayer.changeQueueFontColor(\"" + this->getName() + "\", \"" + this->fontColorStr_ + "\")");
+        GUIManager::getInstance().getLuaState()->doString(NotificationQueueCEGUI::NOTIFICATION_LAYER + ".changeQueueFontColor(\"" + this->getName() + "\", \"" + this->fontColorStr_ + "\")");
     }
 
     /**
@@ -217,7 +219,7 @@
     {
          // Push the Notification to the GUI.
         if(GameMode::showsGraphics())
-            GUIManager::getInstance().getLuaState()->doString("NotificationLayer.pushNotification(\"" + this->getName() + "\", \"" + notification->getMessage() + "\")");
+            GUIManager::getInstance().getLuaState()->doString(NotificationQueueCEGUI::NOTIFICATION_LAYER + ".pushNotification(\"" + this->getName() + "\", \"" + notification->getMessage() + "\")");
     }
 
     /**
@@ -228,7 +230,7 @@
     {
         // Pops the Notification from the GUI.
         if(GameMode::showsGraphics())
-            GUIManager::getInstance().getLuaState()->doString("NotificationLayer.popNotification(\"" + this->getName() + "\")");
+            GUIManager::getInstance().getLuaState()->doString(NotificationQueueCEGUI::NOTIFICATION_LAYER + ".popNotification(\"" + this->getName() + "\")");
     }
 
     /**
@@ -239,7 +241,7 @@
     {
         // Removes the Notification from the GUI.
         if(GameMode::showsGraphics())
-            GUIManager::getInstance().getLuaState()->doString("NotificationLayer.removeNotification(\"" + this->getName() + "\", " + multi_cast<std::string>(index) + ")");
+            GUIManager::getInstance().getLuaState()->doString(NotificationQueueCEGUI::NOTIFICATION_LAYER + ".removeNotification(\"" + this->getName() + "\", " + multi_cast<std::string>(index) + ")");
     }
 
     /**
@@ -254,7 +256,7 @@
 
         // Clear the NotificationQueue in the GUI.
         if(GameMode::showsGraphics() && !noGraphics)
-            GUIManager::getInstance().getLuaState()->doString("NotificationLayer.clearQueue(\"" + this->getName() + "\")");
+            GUIManager::getInstance().getLuaState()->doString(NotificationQueueCEGUI::NOTIFICATION_LAYER + ".clearQueue(\"" + this->getName() + "\")");
     }
 
     /**
@@ -264,7 +266,7 @@
     void NotificationQueueCEGUI::create(void)
     {
         if(GameMode::showsGraphics())
-            GUIManager::getInstance().getLuaState()->doString("NotificationLayer.createQueue(\"" + this->getName() +  "\", " + multi_cast<std::string>(this->getMaxSize()) + ")");
+            GUIManager::getInstance().getLuaState()->doString(NotificationQueueCEGUI::NOTIFICATION_LAYER + ".createQueue(\"" + this->getName() +  "\", " + multi_cast<std::string>(this->getMaxSize()) + ")");
     }
 
 }

Modified: code/branches/tutoriallevel2/src/modules/notifications/NotificationQueueCEGUI.h
===================================================================
--- code/branches/tutoriallevel2/src/modules/notifications/NotificationQueueCEGUI.h	2011-05-11 20:55:30 UTC (rev 8449)
+++ code/branches/tutoriallevel2/src/modules/notifications/NotificationQueueCEGUI.h	2011-05-11 22:11:53 UTC (rev 8450)
@@ -126,7 +126,7 @@
             inline const std::string& getFontColorStr(void) const
                 { return this->fontColorStr_; }
 
-            static NotificationQueueCEGUI* getQueue(const std::string& name); // tolua_export
+            static NotificationQueueCEGUI* getQueue(const std::string& name); // tolua_export // Get the NotificationQueueCEGUI with the input name.
             
         protected:
             virtual void notificationPushed(Notification* notification); // Is called by the NotificationQueue when a notification was pushed
@@ -134,6 +134,9 @@
             virtual void notificationRemoved(unsigned int index); // Is called when a notification was removed.
             
             virtual void clear(bool noGraphics = false); // Clears the NotificationQueue by removing all NotificationContainers.
+
+        protected:
+            static const std::string NOTIFICATION_LAYER; //!< The name of the NotificationLayer menu sheet.
             
         private:
             Vector4 displaySize_; //!< The size of the window that displays the NotificationQueue.

Modified: code/branches/tutoriallevel2/src/modules/overlays/hud/CMakeLists.txt
===================================================================
--- code/branches/tutoriallevel2/src/modules/overlays/hud/CMakeLists.txt	2011-05-11 20:55:30 UTC (rev 8449)
+++ code/branches/tutoriallevel2/src/modules/overlays/hud/CMakeLists.txt	2011-05-11 22:11:53 UTC (rev 8450)
@@ -6,7 +6,6 @@
   HUDHealthBar.cc
   HUDTimer.cc
   ChatOverlay.cc
-  GametypeStatus.cc
   AnnounceMessage.cc
   KillMessage.cc
   DeathMessage.cc

Deleted: code/branches/tutoriallevel2/src/modules/overlays/hud/GametypeStatus.cc
===================================================================
--- code/branches/tutoriallevel2/src/modules/overlays/hud/GametypeStatus.cc	2011-05-11 20:55:30 UTC (rev 8449)
+++ code/branches/tutoriallevel2/src/modules/overlays/hud/GametypeStatus.cc	2011-05-11 22:11:53 UTC (rev 8450)
@@ -1,126 +0,0 @@
-/*
- *   ORXONOX - the hottest 3D action shooter ever to exist
- *                    > www.orxonox.net <
- *
- *
- *   License notice:
- *
- *   This program 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.
- *
- *   This program 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 this program; if not, write to the Free Software
- *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
- *
- *   Author:
- *      Fabian 'x3n' Landau
- *   Co-authors:
- *      ...
- *
- */
-
-#include "GametypeStatus.h"
-
-#include "util/Convert.h"
-#include "core/CoreIncludes.h"
-#include "core/command/ConsoleCommand.h"
-#include "infos/GametypeInfo.h"
-#include "infos/PlayerInfo.h"
-#include "worldentities/ControllableEntity.h"
-#include "worldentities/pawns/Spectator.h"
-//#include "gametypes/Gametype.h"
-
-namespace orxonox
-{
-    CreateFactory(GametypeStatus);
-
-    static const std::string __CC_GametypeStatus_name = "GametypeStatus";
-    static const std::string __CC_displayCaption_name = "displayCaption";
-
-    SetConsoleCommand(__CC_GametypeStatus_name, __CC_displayCaption_name, &GametypeStatus::setDisplayCaption);
-
-    GametypeStatus::GametypeStatus(BaseObject* creator) : OverlayText(creator)
-    {
-        RegisterObject(GametypeStatus);
-
-        //this->game_ = 0;
-        this->owner_ = 0;
-        this->bNoCaption_ = false;
-        //this->bForcedSpawn_ = false;
-
-        ModifyConsoleCommand(__CC_GametypeStatus_name, __CC_displayCaption_name).setObject(this);
-    }
-
-    GametypeStatus::~GametypeStatus()
-    {
-        ModifyConsoleCommand(__CC_GametypeStatus_name, __CC_displayCaption_name).setObject(0);
-    }
-
-    void GametypeStatus::tick(float dt)
-    {
-        SUPER(GametypeStatus, tick, dt);
-
-        if (this->owner_ && this->owner_->getGametypeInfo() && this->owner_->getControllableEntity())
-        {
-            //if (this->game_)
-            //    this->bForcedSpawn_ = this->game_->getForceSpawn();
-            //else
-            //    this->bForcedSpawn_ = false;
-
-            const GametypeInfo* gtinfo = this->owner_->getGametypeInfo();
-            ControllableEntity* ce = this->owner_->getControllableEntity();
-
-            if (this->bNoCaption_) // No captions are displayed.
-            {
-                this->setCaption("");
-                return;
-            }
-
-            if (!gtinfo->hasStarted() && !gtinfo->isStartCountdownRunning())
-            {
-                if (!this->owner_->isReadyToSpawn())
-                    this->setCaption("Press [Fire] to start the match");
-                else
-                    this->setCaption("Waiting for other players");
-            }
-            else if (!gtinfo->hasEnded())
-            {
-                if (gtinfo->isStartCountdownRunning())
-                    this->setCaption(multi_cast<std::string>(static_cast<int>(ceil(gtinfo->getStartCountdown()))));
-                else if (ce->isA(Class(Spectator))/*&&(!bForcedSpawn_)*/)
-                    this->setCaption("Press [Fire] to respawn");
-                else
-                    this->setCaption("");
-            }
-            else
-                this->setCaption("Game has ended");
-        }
-    }
-
-
-    void GametypeStatus::changedOwner()
-    {
-        SUPER(GametypeStatus, changedOwner);
-        //this->game_ = orxonox_cast<Gametype*>(this->getOwner());
-        this->owner_ = orxonox_cast<PlayerInfo*>(this->getOwner());
-    }
-
-    /**
-    @brief
-        Sets whether the gametype status is displayed.
-    @param bValue
-        If true captions are displayed, if false, not.
-    */
-    void GametypeStatus::setDisplayCaption(bool bValue)
-    {
-        this->bNoCaption_ = !bValue;
-    }
-
-}

Deleted: code/branches/tutoriallevel2/src/modules/overlays/hud/GametypeStatus.h
===================================================================
--- code/branches/tutoriallevel2/src/modules/overlays/hud/GametypeStatus.h	2011-05-11 20:55:30 UTC (rev 8449)
+++ code/branches/tutoriallevel2/src/modules/overlays/hud/GametypeStatus.h	2011-05-11 22:11:53 UTC (rev 8450)
@@ -1,58 +0,0 @@
-/*
- *   ORXONOX - the hottest 3D action shooter ever to exist
- *                    > www.orxonox.net <
- *
- *
- *   License notice:
- *
- *   This program 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.
- *
- *   This program 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 this program; if not, write to the Free Software
- *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
- *
- *   Author:
- *      Fabian 'x3n' Landau
- *   Co-authors:
- *      ...
- *
- */
-
-#ifndef _GametypeStatus_H__
-#define _GametypeStatus_H__
-
-#include "overlays/OverlaysPrereqs.h"
-
-#include "tools/interfaces/Tickable.h"
-#include "overlays/OverlayText.h"
-
-namespace orxonox
-{
-    class _OverlaysExport GametypeStatus : public OverlayText, public Tickable
-    {
-        public:
-            GametypeStatus(BaseObject* creator);
-            virtual ~GametypeStatus();
-
-            virtual void tick(float dt);
-            virtual void changedOwner();
-
-            void setDisplayCaption(bool bValue); //!< Toggles whether the gametype status is displayed.
-
-        private:
-            //Gametype* game_;
-            PlayerInfo* owner_;
-            bool bNoCaption_;
-            //bool bForcedSpawn_;
-
-    };
-}
-#endif /* _GametypeStatus_H__ */

Modified: code/branches/tutoriallevel2/src/orxonox/gametypes/Gametype.cc
===================================================================
--- code/branches/tutoriallevel2/src/orxonox/gametypes/Gametype.cc	2011-05-11 20:55:30 UTC (rev 8449)
+++ code/branches/tutoriallevel2/src/orxonox/gametypes/Gametype.cc	2011-05-11 22:11:53 UTC (rev 8450)
@@ -58,6 +58,8 @@
 
         this->defaultControllableEntity_ = Class(Spectator);
 
+        this->bFirstTick_ = true;
+        
         this->bAutoStart_ = false;
         this->bForceSpawn_ = false;
         this->numberOfBots_ = 0;
@@ -111,6 +113,13 @@
     {
         SUPER(Gametype, tick, dt);
 
+        // Activate the GametypeInfo.
+        if(this->bFirstTick_)
+        {
+            this->gtinfo_->setActive(true);
+            this->bFirstTick_ = false;
+        }
+
         //count timer
         if (timerIsActive_)
         {
@@ -120,12 +129,12 @@
                 this->time_ -= dt;
         }
 
-        if (this->gtinfo_->bStartCountdownRunning_ && !this->gtinfo_->bStarted_)
-            this->gtinfo_->startCountdown_ -= dt;
+        if (this->gtinfo_->isStartCountdownRunning() && !this->gtinfo_->hasStarted())
+            this->gtinfo_->countdownStartCountdown(dt);
 
-        if (!this->gtinfo_->bStarted_)
+        if (!this->gtinfo_->hasStarted())
             this->checkStart();
-        else if (!this->gtinfo_->bEnded_)
+        else if (!this->gtinfo_->hasEnded())
             this->spawnDeadPlayersIfRequested();
 
         this->assignDefaultPawnsIfNeeded();
@@ -135,14 +144,14 @@
     {
         this->addBots(this->numberOfBots_);
 
-        this->gtinfo_->bStarted_ = true;
+        this->gtinfo_->start();
 
         this->spawnPlayersIfRequested();
     }
 
     void Gametype::end()
     {
-        this->gtinfo_->bEnded_ = true;
+        this->gtinfo_->end();
 
         for (std::map<PlayerInfo*, Player>::iterator it = this->players_.begin(); it != this->players_.end(); ++it)
         {
@@ -269,6 +278,9 @@
                     }
                 }
 
+                if(victim->getPlayer()->isHumanPlayer())
+                    this->gtinfo_->pawnKilled(victim->getPlayer());
+
                 ControllableEntity* entity = this->defaultControllableEntity_.fabricate(victim->getCreator());
                 if (victim->getCamera())
                 {
@@ -345,7 +357,7 @@
             {
                 it->second.state_ = PlayerState::Dead;
 
-                if (!it->first->isReadyToSpawn() || !this->gtinfo_->bStarted_)
+                if (!it->first->isReadyToSpawn() || !this->gtinfo_->hasStarted())
                 {
                     this->spawnPlayerAsDefaultPawn(it->first);
                     it->second.state_ = PlayerState::Dead;
@@ -356,14 +368,14 @@
 
     void Gametype::checkStart()
     {
-        if (!this->gtinfo_->bStarted_)
+        if (!this->gtinfo_->hasStarted())
         {
-            if (this->gtinfo_->bStartCountdownRunning_)
+            if (this->gtinfo_->isStartCountdownRunning())
             {
-                if (this->gtinfo_->startCountdown_ <= 0)
+                if (this->gtinfo_->getStartCountdown() <= 0.0f)
                 {
-                    this->gtinfo_->bStartCountdownRunning_ = false;
-                    this->gtinfo_->startCountdown_ = 0;
+                    this->gtinfo_->stopStartCountdown();
+                    this->gtinfo_->setStartCountdown(0.0f);;
                     this->start();
                 }
             }
@@ -383,15 +395,20 @@
                             allplayersready = false;
                         if (it->first->isHumanPlayer())
                             hashumanplayers = true;
+
+                        // Inform the GametypeInfo that the player is ready to spawn.
+                        // TODO: Can it happen, that that changes?
+                        if(it->first->isHumanPlayer() && it->first->isReadyToSpawn())
+                            this->gtinfo_->playerReadyToSpawn(it->first);
                     }
                     if (allplayersready && hashumanplayers)
                     {
                         // If in developer's mode, there is no start countdown.
                         if(Core::getInstance().inDevMode())
-                            this->gtinfo_->startCountdown_ = 0;
+                            this->start();
                         else
-                            this->gtinfo_->startCountdown_ = this->initialStartCountdown_;
-                        this->gtinfo_->bStartCountdownRunning_ = true;
+                            this->gtinfo_->setStartCountdown(this->initialStartCountdown_);
+                        this->gtinfo_->startStartCountdown();
                     }
                 }
             }
@@ -401,8 +418,10 @@
     void Gametype::spawnPlayersIfRequested()
     {
         for (std::map<PlayerInfo*, Player>::iterator it = this->players_.begin(); it != this->players_.end(); ++it)
+        {
             if (it->first->isReadyToSpawn() || this->bForceSpawn_)
                 this->spawnPlayer(it->first);
+        }
     }
 
     void Gametype::spawnDeadPlayersIfRequested()
@@ -421,6 +440,10 @@
             this->playerPreSpawn(player);
             player->startControl(spawnpoint->spawn());
             this->players_[player].state_ = PlayerState::Alive;
+
+            if(player->isHumanPlayer())
+                this->gtinfo_->playerSpawned(player);
+            
             this->playerPostSpawn(player);
         }
         else

Modified: code/branches/tutoriallevel2/src/orxonox/gametypes/Gametype.h
===================================================================
--- code/branches/tutoriallevel2/src/orxonox/gametypes/Gametype.h	2011-05-11 20:55:30 UTC (rev 8449)
+++ code/branches/tutoriallevel2/src/orxonox/gametypes/Gametype.h	2011-05-11 22:11:53 UTC (rev 8450)
@@ -77,9 +77,9 @@
                 { return this->gtinfo_; }
 
             inline bool hasStarted() const
-                { return this->gtinfo_->bStarted_; }
+                { return this->gtinfo_->hasStarted(); }
             inline bool hasEnded() const
-                { return this->gtinfo_->bEnded_; }
+                { return this->gtinfo_->hasEnded(); }
 
             virtual void start();
             virtual void end();
@@ -113,14 +113,14 @@
                 { this->spawnpoints_.insert(spawnpoint); }
 
             inline bool isStartCountdownRunning() const
-                { return this->gtinfo_->bStartCountdownRunning_; }
+                { return this->gtinfo_->isStartCountdownRunning(); }
             inline float getStartCountdown() const
-                { return this->gtinfo_->startCountdown_; }
+                { return this->gtinfo_->getStartCountdown(); }
 
             inline void setHUDTemplate(const std::string& name)
-                { this->gtinfo_->hudtemplate_ = name; }
+                { this->gtinfo_->setHUDTemplate(name); }
             inline const std::string& getHUDTemplate() const
-                { return this->gtinfo_->hudtemplate_; }
+                { return this->gtinfo_->getHUDTemplate(); }
 
             void addBots(unsigned int amount);
             void killBots(unsigned int amount = 0);
@@ -167,6 +167,8 @@
 
             SmartPtr<GametypeInfo> gtinfo_;
 
+            bool bFirstTick_; //!< Whether this is the first tick or not.
+            
             bool bAutoStart_;
             bool bForceSpawn_;
 

Modified: code/branches/tutoriallevel2/src/orxonox/infos/GametypeInfo.cc
===================================================================
--- code/branches/tutoriallevel2/src/orxonox/infos/GametypeInfo.cc	2011-05-11 20:55:30 UTC (rev 8449)
+++ code/branches/tutoriallevel2/src/orxonox/infos/GametypeInfo.cc	2011-05-11 22:11:53 UTC (rev 8450)
@@ -22,18 +22,28 @@
  *   Author:
  *      Fabian 'x3n' Landau
  *   Co-authors:
- *      ...
+ *      Damian 'Mozork' Frick
  *
  */
 
+/**
+    @file GametypeInfo.cc
+    @brief Implementation of the GametypeInfo class
+*/
+
 #include "GametypeInfo.h"
 
 #include "core/CoreIncludes.h"
 #include "core/GameMode.h"
+#include "network/Host.h"
 #include "network/NetworkFunction.h"
-#include "network/Host.h"
+#include "util/Convert.h"
+
 #include "interfaces/GametypeMessageListener.h"
+#include "interfaces/NotificationListener.h"
 
+#include "PlayerInfo.h"
+
 namespace orxonox
 {
     CreateUnloadableFactory(GametypeInfo);
@@ -44,14 +54,23 @@
     registerMemberNetworkFunction(GametypeInfo, dispatchStaticMessage);
     registerMemberNetworkFunction(GametypeInfo, dispatchFadingMessage);
 
+    /*static*/ const std::string GametypeInfo::NOTIFICATION_SENDER("gameinfo");
+
+    /**
+    @brief
+        Registers and initializes the object.
+    */
     GametypeInfo::GametypeInfo(BaseObject* creator) : Info(creator)
     {
         RegisterObject(GametypeInfo);
 
+        this->bActive_ = false; // At first the GametypeInfo is inactive.
+        
         this->bStarted_ = false;
         this->bEnded_ = false;
-        this->startCountdown_ = 0;
+        this->startCountdown_ = 0.0f;
         this->bStartCountdownRunning_ = false;
+        this->counter_ = 0;
 
         this->registerVariables();
     }
@@ -62,13 +81,226 @@
 
     void GametypeInfo::registerVariables()
     {
-        registerVariable(this->bStarted_,               VariableDirection::ToClient);
-        registerVariable(this->bEnded_,                 VariableDirection::ToClient);
+        registerVariable(this->bStarted_,               VariableDirection::ToClient, new NetworkCallback<GametypeInfo>(this, &GametypeInfo::changedStarted));
+        registerVariable(this->bEnded_,                 VariableDirection::ToClient, new NetworkCallback<GametypeInfo>(this, &GametypeInfo::changedEnded));
+        registerVariable(this->bStartCountdownRunning_, VariableDirection::ToClient, new NetworkCallback<GametypeInfo>(this, &GametypeInfo::changedStartCountdownRunning));
         registerVariable(this->startCountdown_,         VariableDirection::ToClient);
-        registerVariable(this->bStartCountdownRunning_, VariableDirection::ToClient);
+        registerVariable(this->counter_,                VariableDirection::ToClient, new NetworkCallback<GametypeInfo>(this, &GametypeInfo::changedCountdownCounter));
         registerVariable(this->hudtemplate_,            VariableDirection::ToClient);
     }
 
+    /**
+    @brief
+        Is called when the activity has changed.
+    */
+    void GametypeInfo::changedActivity(void)
+    {
+        SUPER(GametypeInfo, changedActivity);
+
+        // If the GametypeInfo has become active the "Press [Fire] to start the match" notification is sent.
+        if(this->isActive())
+            NotificationListener::sendNotification("Press [Fire] to start the match", GametypeInfo::NOTIFICATION_SENDER);
+    }
+
+    /**
+    @brief
+        Is called when the game has changed to started.
+    */
+    void GametypeInfo::changedStarted(void)
+    {
+        
+    }
+
+    /**
+    @brief
+        Is called when the game has changed to ended.
+    */
+    void GametypeInfo::changedEnded(void)
+    {
+        // If the game has ended, a "Game has ended" notification is displayed.
+        if(this->hasEnded())
+            NotificationListener::sendNotification("Game has ended", GametypeInfo::NOTIFICATION_SENDER);
+    }
+
+    /**
+    @brief
+        Is called when the start countdown has been either started or stopped.
+    */
+    void GametypeInfo::changedStartCountdownRunning(void)
+    {
+        // Clear the notifications if the countdown has stopped running.
+        if(!this->hasStarted() && !this->isStartCountdownRunning() && !this->hasEnded())
+            NotificationListener::sendCommand("clear", GametypeInfo::NOTIFICATION_SENDER);
+        // Send first countdown notification if the countdown has started.
+        if(!this->hasStarted() && this->isStartCountdownRunning() && !this->hasEnded())
+            NotificationListener::sendNotification(multi_cast<std::string>(this->counter_), GametypeInfo::NOTIFICATION_SENDER);
+    }
+
+    /**
+    @brief
+        Is called when the start countdown counter has changed.
+    */
+    void GametypeInfo::changedCountdownCounter(void)
+    {
+        // Send countdown notification if the counter has gone down.
+        if(!this->hasStarted() && this->isStartCountdownRunning() && !this->hasEnded())
+            NotificationListener::sendNotification(multi_cast<std::string>(this->counter_), GametypeInfo::NOTIFICATION_SENDER);
+    }
+
+    /**
+    @brief
+        Is called when a player has become ready to spawn.
+    @param player
+        The player that has become ready to spawn.
+    */
+    void GametypeInfo::changedReadyToSpawn(PlayerInfo* player)
+    {
+        // Send "Waiting for other players" over the network to the right player if a player has become ready to spawn.
+        if(!this->hasStarted() && !this->isStartCountdownRunning() && !this->hasEnded())
+            NotificationListener::sendNotification("Waiting for other players", GametypeInfo::NOTIFICATION_SENDER, notificationMessageType::info, notificationSendMode::network, player->getClientID());
+        // Clear the notifications if the player has respawned.
+        if(this->hasStarted() && !this->hasEnded())
+            NotificationListener::sendCommand("clear", GametypeInfo::NOTIFICATION_SENDER, notificationSendMode::network, player->getClientID());
+    }
+
+    /**
+    @brief
+        Inform the GametypeInfo that the game has started.
+    */
+    void GametypeInfo::start(void)
+    {
+        if(this->bStarted_)
+            return;
+        
+        this->bStarted_ = true;
+        this->changedStarted();
+    }
+
+    /**
+    @brief
+        Inform the GametypeInfo that the game has ended.
+    */
+    void GametypeInfo::end(void)
+    {
+        if(this->bEnded_)
+            return;
+
+        this->bEnded_ = true;
+        this->changedEnded();
+    }
+
+    /**
+    @brief
+        Set the start countdown to the input value.
+    @param countdown
+        The countdown to be set.
+    */
+    void GametypeInfo::setStartCountdown(float countdown)
+    {
+        if(this->startCountdown_ == countdown || countdown < 0.0f)
+            return;
+        
+        this->startCountdown_ = countdown;
+        // Set the counter to the ceiling of the current countdown.
+        this->counter_ = ceil(countdown);
+        this->changedCountdownCounter();
+    }
+
+    /**
+    @brief
+        Count down the start countdown by the specified value.
+    @param countDown
+        The amount by which we count down.
+    */
+    void GametypeInfo::countdownStartCountdown(float countDown)
+    {
+        float newCountdown = this->startCountdown_ - countDown;
+        // If we have switched integers or arrived at zero, we also count down the start countdown counter.
+        if(ceil(newCountdown) != ceil(this->startCountdown_) || newCountdown <= 0.0f)
+            this->countDown();
+        this->startCountdown_ = newCountdown;
+    }
+
+    /**
+    @brief
+        Count down the start countdown counter.
+    */
+    void GametypeInfo::countDown()
+    {
+        if(this->counter_ == 0)
+            return;
+        
+        this->counter_--;
+        this->changedCountdownCounter();
+    }
+
+    /**
+    @brief
+        Inform the GametypeInfo about the start of the start countdown.
+    */
+    void GametypeInfo::startStartCountdown(void)
+    {
+        if(this->bStartCountdownRunning_)
+            return;
+        
+        this->bStartCountdownRunning_ = true;
+        this->changedStartCountdownRunning();
+    }
+
+    /**
+    @brief
+        Inform the GametypeInfo about the stop of the start countdown.
+    */
+    void GametypeInfo::stopStartCountdown(void)
+    {
+        if(!this->bStartCountdownRunning_)
+            return;
+        
+        this->bStartCountdownRunning_ = false;
+        this->changedStartCountdownRunning();
+    }
+
+    /**
+    @brief
+        Inform the GametypeInfo about a player that is ready to spawn.
+    @param player
+        The player that is ready to spawn.
+    */
+    void GametypeInfo::playerReadyToSpawn(PlayerInfo* player)
+    {
+        // If the player has spawned already.
+        if(this->spawned_.find(player) != this->spawned_.end())
+            return;
+
+        this->spawned_.insert(player);
+        this->changedReadyToSpawn(player);
+    }
+
+    /**
+    @brief
+        Inform the GametypeInfo about a player whose Pawn has been killed.
+    @param player
+        The player whose Pawn has been killed.
+    */
+    void GametypeInfo::pawnKilled(PlayerInfo* player)
+    {
+        NotificationListener::sendNotification("Press [Fire] to respawn", GametypeInfo::NOTIFICATION_SENDER, notificationMessageType::info, notificationSendMode::network, player->getClientID());
+        // Remove the player from the list of players that have spawned, since it currently is not.
+        this->spawned_.erase(player);
+    }
+
+    /**
+    @brief
+        Inform the GametypeInfo about a player that has spawned.
+    @param player
+        The player that has spawned.
+    */
+    void GametypeInfo::playerSpawned(PlayerInfo* player)
+    {
+        if(this->hasStarted() && !this->hasEnded())
+            NotificationListener::sendCommand("clear", GametypeInfo::NOTIFICATION_SENDER, notificationSendMode::network, player->getClientID());
+    }
+
     void GametypeInfo::sendAnnounceMessage(const std::string& message)
     {
         if (GameMode::isMaster())

Modified: code/branches/tutoriallevel2/src/orxonox/infos/GametypeInfo.h
===================================================================
--- code/branches/tutoriallevel2/src/orxonox/infos/GametypeInfo.h	2011-05-11 20:55:30 UTC (rev 8449)
+++ code/branches/tutoriallevel2/src/orxonox/infos/GametypeInfo.h	2011-05-11 22:11:53 UTC (rev 8450)
@@ -22,20 +22,36 @@
  *   Author:
  *      Fabian 'x3n' Landau
  *   Co-authors:
- *      ...
+ *      Damian 'Mozork' Frick
  *
  */
 
+/**
+    @file GametypeInfo.h
+    @brief Definition of the GametypeInfo class
+*/
+
 #ifndef _GametypeInfo_H__
 #define _GametypeInfo_H__
 
 #include "OrxonoxPrereqs.h"
 
 #include <string>
+
 #include "Info.h"
 
 namespace orxonox
 {
+
+    /**
+    @brief
+        The GametypeInfo class keeps track of the state of the game and provides facilities to inform the player about it.
+
+    @author
+        Fabian 'x3n' Landau
+    @author
+        Damian 'Mozork' Frick
+    */
     class _OrxonoxExport GametypeInfo : public Info
     {
         friend class Gametype;
@@ -44,16 +60,48 @@
             GametypeInfo(BaseObject* creator);
             virtual ~GametypeInfo();
 
+            virtual void changedActivity(void); // Is called when the activity has changed.
+
+            /**
+            @brief Get whether the game has started yet.
+            @return Returns true if the game has started, false if not.
+            */
             inline bool hasStarted() const
                 { return this->bStarted_; }
+            void changedStarted(void); // Is called when the game has changed to started.
+            
+            /**
+            @brief Get whether the game has ended yet.
+            @return Returns true if the game has ended, false if not.
+            */
             inline bool hasEnded() const
                 { return this->bEnded_; }
+            void changedEnded(void); // Is called when the game has changed to ended.
 
+            /**
+            @brief Get whether the start countdown is currently running.
+            @return Returns true if the countdown is running, false if not.
+            */
             inline bool isStartCountdownRunning() const
                 { return this->bStartCountdownRunning_; }
+            void changedStartCountdownRunning(void); // Is called when the start countdown has been either started or stopped.
+
+            /**
+            @brief Get the current value of the start countdown.
+            @return Returns the current value of the start countdown.
+            */
             inline float getStartCountdown() const
                 { return this->startCountdown_; }
 
+            /**
+            @brief Get the current start countdown counter.
+                   The start countdown counter only has integer values that correspond to the actually displayed countdown.
+            @return Returns the current integer countdown counter.
+            */
+            inline unsigned int getStartCountdownCounter() const
+                { return this->counter_; }
+            void changedCountdownCounter(void); // Is called when the start countdown counter has changed.
+
             inline const std::string& getHUDTemplate() const
                 { return this->hudtemplate_; }
 
@@ -69,15 +117,37 @@
             void dispatchDeathMessage(const std::string& message);
             void dispatchStaticMessage(const std::string& message,const ColourValue& colour);
             void dispatchFadingMessage(const std::string& message);
+            
+        protected:
+            void changedReadyToSpawn(PlayerInfo* player); // Is called when a player has become ready to spawn.
+            
+            void start(void); // Inform the GametypeInfo that the game has started.
+            void end(void); // Inform the GametypeInfo that the game has ended.
+            void setStartCountdown(float countdown); // Set the start countdown to the input value.
+            void countdownStartCountdown(float countDown); // Count down the start countdown by the specified value.
+            void countDown(); // Count down the start countdown counter.
+            void startStartCountdown(void); // Inform the GametypeInfo about the start of the start countdown.
+            void stopStartCountdown(void); // Inform the GametypeInfo about the stop of the start countdown.
+            void playerReadyToSpawn(PlayerInfo* player); // Inform the GametypeInfo about a player that is ready to spawn.
+            void pawnKilled(PlayerInfo* player); // Inform the GametypeInfo about a player whose Pawn has been killed.
+            void playerSpawned(PlayerInfo* player); // Inform the GametypeInfo about a player that has spawned.
 
+            inline void setHUDTemplate(const std::string& templateName)
+                { this->hudtemplate_ = templateName; };
+
         private:
             void registerVariables();
 
-            bool bStarted_;
-            bool bEnded_;
-            bool bStartCountdownRunning_;
-            float startCountdown_;
+            static const std::string NOTIFICATION_SENDER; //!< The name of the sender for the sending of notifications.
+
+            bool bStarted_; //!< Whether the game has started,
+            bool bEnded_; //!< Whether the game has ended.
+            bool bStartCountdownRunning_; //!< Whether the start countdown is running.
+            float startCountdown_; //!< The current value of the start countdown.
+            unsigned int counter_; //!< The current integer value of the start countdown, the start countdown counter.
             std::string hudtemplate_;
+            
+            std::set<PlayerInfo*> spawned_; //!< A set of players that are currently spawned.
     };
 }
 




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