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Ignore:
Timestamp:
Aug 23, 2011, 12:45:53 AM (13 years ago)
Author:
landauf
Message:

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
Location:
code/trunk
Files:
2 edited

Legend:

Unmodified
Added
Removed
  • code/trunk

  • code/trunk/src/orxonox/gametypes/LastManStanding.cc

    r8327 r8858  
    3030
    3131#include "core/CoreIncludes.h"
    32 #include "network/Host.h"
     32#include "chat/ChatManager.h"
    3333#include "infos/PlayerInfo.h"
    3434#include "worldentities/pawns/Pawn.h"
     
    9090                const std::string& message = ""; // resets Camper-Warning-message
    9191                this->gtinfo_->sendFadingMessage(message,it->first->getClientID());
    92             }   
     92            }
    9393        }
    9494        return true;
     
    105105            this->playersAlive--;
    106106            const std::string& message = victim->getPlayer()->getName() + " has lost all lives";
    107             COUT(0) << message << std::endl;
    108             Host::Broadcast(message);
     107            ChatManager::message(message);
    109108        }
    110109
     
    128127    {
    129128        Gametype::end();
    130        
     129
    131130        for (std::map<PlayerInfo*, int>::iterator it = this->playerLives_.begin(); it != this->playerLives_.end(); ++it)
    132131        {
     
    148147            return 0;
    149148    }
    150    
     149
    151150    int LastManStanding::getNumPlayersAlive() const
    152151    {
     
    190189        this->timeToAct_[player]=timeRemaining+3.0f+respawnDelay;//reset timer
    191190        this->playerDelayTime_[player]=respawnDelay;
    192        
     191
    193192        std::map<PlayerInfo*, Player>::iterator it = this->players_.find(player);
    194193        if (it != this->players_.end())
     
    198197            const std::string& message = ""; // resets Camper-Warning-message
    199198            this->gtinfo_->sendFadingMessage(message,it->first->getClientID());
    200         } 
     199        }
    201200    }
    202201
     
    239238            }
    240239            for (std::map<PlayerInfo*, float>::iterator it = this->timeToAct_.begin(); it != this->timeToAct_.end(); ++it)
    241             {   
     240            {
    242241                if (playerGetLives(it->first)<=0)//Players without lives shouldn't be affected by time.
    243                     continue;     
     242                    continue;
    244243                it->second-=dt;//Decreases punishment time.
    245                 if (!inGame_[it->first])//Manages respawn delay - player is forced to respawn after the delaytime is used up. 
     244                if (!inGame_[it->first])//Manages respawn delay - player is forced to respawn after the delaytime is used up.
    246245                {
    247246                    playerDelayTime_[it->first]-=dt;
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