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//
// $Id$
//
// Vilya library - tools for developing networked games
// Copyright (C) 2002-2012 Three Rings Design, Inc., All Rights Reserved
// http://code.google.com/p/vilya/
//
// This library is free software; you can redistribute it and/or modify it
// under the terms of the GNU Lesser General Public License as published
// by the Free Software Foundation; either version 2.1 of the License, or
// (at your option) any later version.
//
// This library 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
// Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public
// License along with this library; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA

package com.threerings.puzzle.client;

import com.threerings.crowd.data.PlaceObject;

import com.threerings.parlor.game.client.GameControllerDelegate;

import com.threerings.puzzle.data.Board;
import com.threerings.puzzle.data.PuzzleCodes;
import com.threerings.puzzle.data.PuzzleGameCodes;
import com.threerings.puzzle.data.PuzzleObject;

/**
 * A base class for puzzle controller delegates. Provides access to some delegated puzzle
 * controller methods ({@link #startAction}, {@link #clearAction}, etc.) and provides a casted
 * reference to the puzzle object.
 */
public class PuzzleControllerDelegate extends GameControllerDelegate
    implements PuzzleCodes, PuzzleGameCodes
{
    /**
     * Constructs a puzzle controller delegate.
     */
    public PuzzleControllerDelegate (PuzzleController ctrl)
    {
        super(ctrl);

        // keep around a casted reference to our controller
        _ctrl = ctrl;
    }

    @Override
    public void willEnterPlace (PlaceObject plobj)
    {
        super.willEnterPlace(plobj);

        // get a casted reference to our game object
        _puzobj = (PuzzleObject)plobj;
    }

    @Override
    public void didLeavePlace (PlaceObject plobj)
    {
        super.didLeavePlace(plobj);

        _puzobj = null;
    }

    /**
     * Called when a player is knocked out of the game.
     */
    public void playerKnockedOut (int pidx)
    {
    }

    /**
     * Called when the user toggles chatting mode.
     */
    public void setChatting (boolean chatting)
    {
    }

    /**
     * Can we start chatting at the instant that this method is called?
     */
    protected boolean canStartChatting ()
    {
        return true;
    }

    /**
     * Derived classes should override this method and do whatever is necessary to start up the
     * action for their puzzle. This could be called when the user is already in the "room" and
     * the game starts, or immediately upon entering the room if the game is already started (for
     * example if they disconnected and reconnected to a game already in progress).
     */
    protected void startAction ()
    {
    }

    /**
     * Delegates that wish to postpone action clearing can override this method to return false
     * until such time as the action can be cleared. They must, however, call
     * {@link #maybeClearAction} when conditions become such that they would once again allow
     * action to be cleared.
     */
    protected boolean canClearAction ()
    {
        return true;
    }

    /**
     * Calls {@link PuzzleController#maybeClearAction}, preserving its protected access but making
     * the method available to all PuzzleControllerDelegate derivations.
     */
    protected void maybeClearAction ()
    {
        _ctrl.maybeClearAction();
    }

    /**
     * Puzzles should override this method and clear out any action on the board and generally
     * clean up anything that was going on because the game was in play. This is called when the
     * game has ended or when it is going to reset and when the client leaves the game "room".
     * Anything that is cleared out here should be recreated in {@link #startAction}.
     */
    protected void clearAction ()
    {
    }

    /**
     * Called when the puzzle controller sets up a new board for the player.
     *
     * @param board the newly initialized and ready-to-go board.
     */
    public void setBoard (Board board)
    {
    }

    /** Our puzzle controller. */
    protected PuzzleController _ctrl;

    /** The puzzle distributed object. */
    protected PuzzleObject _puzobj;
}




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