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source: code/trunk/src/orxonox/gametypes/Deathmatch.cc @ 8858

Last change on this file since 8858 was 8858, checked in by landauf, 13 years ago

merged output branch back to trunk.

Changes:

  • you have to include util/Output.h instead of util/Debug.h
  • COUT(x) is now called orxout(level)
  • output levels are now defined by an enum instead of numbers. see util/Output.h for the definition
  • it's possible to use output contexts with orxout(level, context). see util/Output.h for some common contexts. you can define more contexts
  • you must use 'endl' at the end of an output message, '\n' does not flush the message

Output levels:

  • instead of COUT(0) use orxout()
  • instead of COUT(1) use orxout(user_error) or orxout(internal_error)
  • instead of COUT(2) use orxout(user_warning) or orxout(internal_warning)
  • instead of COUT(3) use orxout(user_status/user_info) or orxout(internal_status/internal_info)
  • instead of COUT(4) use orxout(verbose)
  • instead of COUT(5) use orxout(verbose_more)
  • instead of COUT(6) use orxout(verbose_ultra)

Guidelines:

  • user_* levels are for the user, visible in the console and the log-file
  • internal_* levels are for developers, visible in the log-file
  • verbose_* levels are for debugging, only visible if the context of the output is activated

Usage in C++:

  • orxout() << "message" << endl;
  • orxout(level) << "message" << endl;
  • orxout(level, context) << "message" << endl;

Usage in Lua:

  • orxout("message")
  • orxout(orxonox.level.levelname, "message")
  • orxout(orxonox.level.levelname, "context", "message")

Usage in Tcl (and in the in-game-console):

  • orxout levelname message
  • orxout_context levelname context message
  • shortcuts: log message, error message, warning message, status message, info message, debug message
  • Property svn:eol-style set to native
File size: 3.4 KB
Line 
1/*
2 *   ORXONOX - the hottest 3D action shooter ever to exist
3 *                    > www.orxonox.net <
4 *
5 *
6 *   License notice:
7 *
8 *   This program is free software; you can redistribute it and/or
9 *   modify it under the terms of the GNU General Public License
10 *   as published by the Free Software Foundation; either version 2
11 *   of the License, or (at your option) any later version.
12 *
13 *   This program is distributed in the hope that it will be useful,
14 *   but WITHOUT ANY WARRANTY; without even the implied warranty of
15 *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
16 *   GNU General Public License for more details.
17 *
18 *   You should have received a copy of the GNU General Public License
19 *   along with this program; if not, write to the Free Software
20 *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
21 *
22 *   Author:
23 *      Fabian 'x3n' Landau
24 *   Co-authors:
25 *      ...
26 *
27 */
28
29#include "Deathmatch.h"
30
31#include "core/CoreIncludes.h"
32#include "chat/ChatManager.h"
33#include "infos/PlayerInfo.h"
34#include "worldentities/pawns/Pawn.h"
35
36namespace orxonox
37{
38    CreateUnloadableFactory(Deathmatch);
39
40    Deathmatch::Deathmatch(BaseObject* creator) : Gametype(creator)
41    {
42        RegisterObject(Deathmatch);
43    }
44
45    void Deathmatch::start()
46    {
47        Gametype::start();
48
49        std::string message("The match has started!");
50        ChatManager::message(message);
51    }
52
53    void Deathmatch::end()
54    {
55        Gametype::end();
56
57        std::string message("The match has ended.");
58        ChatManager::message(message);
59    }
60
61    void Deathmatch::playerEntered(PlayerInfo* player)
62    {
63        Gametype::playerEntered(player);
64
65        const std::string& message = player->getName() + " entered the game";
66        ChatManager::message(message);
67    }
68
69    bool Deathmatch::playerLeft(PlayerInfo* player)
70    {
71        bool valid_player = Gametype::playerLeft(player);
72
73        if (valid_player)
74        {
75            const std::string& message = player->getName() + " left the game";
76            ChatManager::message(message);
77        }
78
79        return valid_player;
80    }
81
82    bool Deathmatch::playerChangedName(PlayerInfo* player)
83    {
84        bool valid_player = Gametype::playerChangedName(player);
85
86        if (valid_player)
87        {
88            const std::string& message = player->getOldName() + " changed name to " + player->getName();
89            ChatManager::message(message);
90        }
91
92        return valid_player;
93    }
94
95    void Deathmatch::pawnKilled(Pawn* victim, Pawn* killer)
96    {
97        if (victim && victim->getPlayer())
98        {
99            std::string message;
100            if (killer)
101            {
102                if (killer->getPlayer())
103                    message = victim->getPlayer()->getName() + " was killed by " + killer->getPlayer()->getName();
104                else
105                    message = victim->getPlayer()->getName() + " was killed";
106            }
107            else
108                message = victim->getPlayer()->getName() + " died";
109
110            ChatManager::message(message);
111        }
112
113        Gametype::pawnKilled(victim, killer);
114    }
115
116    void Deathmatch::playerScored(PlayerInfo* player)
117    {
118        Gametype::playerScored(player);
119
120        if (player)
121        {
122            const std::string& message = player->getName() + " scores!";
123            ChatManager::message(message);
124        }
125    }
126}
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