Moved player status tracking and in/out of game status from puzzles to

games.  Updated the PLAYER_KNOCKED_OUT variable name to prevent some
namespace contention issues.


git-svn-id: svn+ssh://src.earth.threerings.net/narya/trunk@3386 542714f4-19e9-0310-aa3c-eee0fc999fb1
This commit is contained in:
Ted V
2005-03-09 22:52:03 +00:00
parent c36ebdc8d4
commit 94bf03ec9d
4 changed files with 79 additions and 75 deletions
@@ -60,6 +60,9 @@ public class GameObject extends PlaceObject
/** The field name of the <code>creator</code> field. */
public static final String CREATOR = "creator";
/** The field name of the <code>playerStatus</code> field. */
public static final String PLAYER_STATUS = "playerStatus";
// AUTO-GENERATED: FIELDS END
/** A game state constant indicating that the game has not yet started
@@ -75,6 +78,14 @@ public class GameObject extends PlaceObject
/** A game state constant indicating that the game was cancelled. */
public static final int CANCELLED = 3;
/** The player status constant for a player whose game is in play. */
public static final int PLAYER_IN_PLAY = 0;
/** The player status constant for a player whose has been knocked out
* of the game. NOTE: This can include a player choosing to leave a
* game prematurely. */
public static final int PLAYER_LEFT_GAME = 1;
/** Provides general game invocation services. */
public GameMarshaller gameService;
@@ -98,6 +109,11 @@ public class GameObject extends PlaceObject
/** The player index of the creating player if this is a party game. */
public int creator;
/** The status of each of the players in the game. The status value
* is one of {@link #PLAYER_LEFT_GAME} or {@link
* #PLAYER_IN_PLAY}. */
public int[] playerStatus;
/**
* Returns the number of players in the game.
*/
@@ -113,6 +129,32 @@ public class GameObject extends PlaceObject
return count;
}
/**
* Returns the number of active players in the game.
*/
public int getActivePlayerCount ()
{
int count = 0;
int size = players.length;
for (int ii = 0; ii < size; ii++) {
if (isActivePlayer(ii)) {
count++;
}
}
return count;
}
/**
* Returns whether the given player is still an active player in
* the game. (Ie. whether or not they are still participating.)
*/
public boolean isActivePlayer (int pidx)
{
return (isOccupiedPlayer(pidx) &&
playerStatus != null && playerStatus[pidx] == PLAYER_IN_PLAY);
}
/**
* Returns the player index of the given user in the game, or
* <code>-1</code> if the player is not involved in the game.
@@ -349,5 +391,38 @@ public class GameObject extends PlaceObject
CREATOR, new Integer(value), new Integer(ovalue));
this.creator = value;
}
/**
* Requests that the <code>playerStatus</code> field be set to the
* specified value. The local value will be updated immediately and an
* event will be propagated through the system to notify all listeners
* that the attribute did change. Proxied copies of this object (on
* clients) will apply the value change when they received the
* attribute changed notification.
*/
public void setPlayerStatus (int[] value)
{
int[] ovalue = this.playerStatus;
requestAttributeChange(
PLAYER_STATUS, value, ovalue);
this.playerStatus = (value == null) ? null : (int[])value.clone();
}
/**
* Requests that the <code>index</code>th element of
* <code>playerStatus</code> field be set to the specified value.
* The local value will be updated immediately and an event will be
* propagated through the system to notify all listeners that the
* attribute did change. Proxied copies of this object (on clients)
* will apply the value change when they received the attribute
* changed notification.
*/
public void setPlayerStatusAt (int value, int index)
{
int ovalue = this.playerStatus[index];
requestElementUpdate(
PLAYER_STATUS, index, new Integer(value), new Integer(ovalue));
this.playerStatus[index] = value;
}
// AUTO-GENERATED: METHODS END
}