SleepIsDeath/gameSource/PlayerGame.cpp

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#include "PlayerGame.h"
#include "TimerDisplay.h"
#include "Connection.h"
#include "ToolTipManager.h"
#include "musicPlayer.h"
#include "resourceManager.h"
#include "Song.h"
#include "common.h"
#include <stdlib.h>
#include "minorGems/util/TranslationManager.h"
#include "minorGems/util/SettingsManager.h"
#include "minorGems/util/log/AppLog.h"
extern TimerDisplay *mainTimerDisplay;
extern Connection *connection;
PlayerGame::PlayerGame( ScreenGL *inScreen )
: mConnected( true ) {
setScreen( inScreen );
// fetch failed resources from network
setUseNetwork( true );
char turnLengthFound = false;
mSecondsPerMove = SettingsManager::getIntSetting( "timeLimit",
&turnLengthFound );
if( !turnLengthFound ) {
mSecondsPerMove = 30;
}
mStepsPerSecond = 30;
resetTimer();
ToolTipManager::freeze( false );
ToolTipManager::setTip(
(char*)TranslationManager::translate( "tip_waiting" ) );
ToolTipManager::freeze( true );
mEditor = new PlayerMoveEditor( inScreen );
mEditor->setVisible( true );
//mEditor->addActionListener( this );
// wait for first move from player....
mEditor->setMovesDisabled( true );
mEditor->enableSend( false );
// for send button
mEditor->addActionListener( this );
}
PlayerGame::~PlayerGame() {
mEditor->setVisible( false );
delete mEditor;
}
// from musicPlayer.cpp
extern char noteToggles[PARTS][S][N][N];
extern int partLengths[PARTS];
void PlayerGame::resetTimer() {
mainTimerDisplay->setTime( 0 );
mStepsLeft = -1;
mLastStepTime = Time::getCurrentTime();
}
void PlayerGame::step() {
if( connection != NULL && connection->isConnected() ) {
if( ! mConnected ) {
mConnected = true;
if( mStepsLeft < 0 ) {
ToolTipManager::setTip(
(char*)TranslationManager::translate( "tip_waiting" ) );
ToolTipManager::freeze( true );
}
else {
// clear no connection
ToolTipManager::freeze( false );
ToolTipManager::setTip( NULL );
}
}
decrementStepCount();
mainTimerDisplay->freeze( false );
mainTimerDisplay->setTime( mStepsLeft / mStepsPerSecond );
if( mStepsLeft > 0 ) {
mEditor->enableSend( true );
}
}
else {
if( mConnected ) {
mConnected = false;
if( mStepsLeft < 0 ) {
ToolTipManager::freeze( false );
ToolTipManager::setTip(
(char*)TranslationManager::translate(
"tip_noConnection" ) );
ToolTipManager::freeze( true );
}
}
mainTimerDisplay->freeze( true );
mEditor->enableSend( false );
}
// printf( "Waiting for message\n" );
if( mStepsLeft == 0 ) {
// force a step here, regardless of system time
// we NEVER want to run step 0 more than once (send same
// state more than once)
mStepsLeft --;
if( connection != NULL ) {
AppLog::info( "Sending game state\n" );
mEditor->enableSend( false );
// first, clear speech that player is done reading
mEditor->clearNonPlayerSpeech();
int numBytes;
unsigned char *message =
mEditor->mGameStateToEdit->getStateAsMessage(
&numBytes );
connection->sendMessage( message, numBytes );
delete [] message;
ToolTipManager::setTip(
(char*)TranslationManager::translate( "tip_waiting" ) );
ToolTipManager::freeze( true );
}
// wait for controler's response
mEditor->setMovesDisabled( true );
}
else if( mStepsLeft < 0 ) {
// try to receive message from controller
if( connection != NULL ) {
int numBytes;
unsigned char *message = connection->receiveMessage( &numBytes );
if( message != NULL ) {
AppLog::info( "Got message\n" );
GameState *state = new GameState( message, numBytes );
delete [] message;
if( ! state->hasSong() ) {
// copy received note toggles into music player
// try to recreat v13 timbre bands
for( int y=0; y<N-1; y++ ) {
for( int x=0; x<N; x++ ) {
noteToggles[y/5][0][y%5][x] =
GameState::sNoteToggleBuffer[y][x];
}
}
// top row goes in last timbre, too
for( int x=0; x<N; x++ ) {
noteToggles[2][0][5][x] =
GameState::sNoteToggleBuffer[N-1][x];
}
partLengths[0] = 1;
partLengths[1] = 1;
partLengths[2] = 1;
}
else {
// probably coming from v14 Controller
// apply these changes to playing music
Song::setInPlayer( mLiveSong, state->mLiveSongReceived );
mLiveSong = state->mLiveSongReceived;
}
// do this *AFTER* snapshot is taken to avoid blank
// action arrows in snapshot (if player position frozen)
//mEditor->setMovesDisabled( false );
mEditor->setGameStateToEdit( state );
// stale now, because controller done editing it
// thus, it will be cleared right as player sends move
// (before taking flipbook screenshot, to avoid redundant
// speech in screenshots)
mEditor->mGameStateToEdit->markNonPlayerSpeechStale();
// player gets to move again
mStepsLeft = mStepsPerSecond * mSecondsPerMove;
mLastStepTime = Time::getCurrentTime();
// clear waiting tip
ToolTipManager::freeze( false );
ToolTipManager::setTip( NULL );
mEditor->enableSend( true );
}
}
}
}
void PlayerGame::drawScene() {
// right after we receive their move
// OR
// right after we sent our move
if( mStepsLeft == mStepsPerSecond * mSecondsPerMove
||
mStepsLeft == -1 ) {
mEditor->saveFlipBookImage();
if( mStepsLeft == mStepsPerSecond * mSecondsPerMove ) {
// just received a move, and took a snapshot of it...
// now enable player to move
mEditor->setMovesDisabled( false );
}
}
}
void PlayerGame::actionPerformed( GUIComponent *inTarget ) {
if( inTarget == mEditor ) {
// event from this means "send"
AppLog::info( "Send button pressed\n" );
if( mStepsLeft > 0 ) {
// will send on very next step
mStepsLeft = 1;
mainTimerDisplay->setTime( 0 );
}
else {
AppLog::error(
"ERROR: Send button pressed when mStepsLeft not positive" );
}
}
}