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[/] [openrisc/] [trunk/] [gnu-dev/] [or1k-gcc/] [libjava/] [classpath/] [examples/] [gnu/] [classpath/] [examples/] [CORBA/] [swing/] [x5/] [PlayerImpl.java] - Blame information for rev 781

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1 781 jeremybenn
/* PlayerImpl.java --
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 Copyright (C) 2005 Free Software Foundation, Inc.
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 This file is part of GNU Classpath.
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 GNU Classpath is free software; you can redistribute it and/or modify
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 it under the terms of the GNU General Public License as published by
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 the Free Software Foundation; either version 2, or (at your option)
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 any later version.
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 GNU Classpath is distributed in the hope that it will be useful, but
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 WITHOUT ANY WARRANTY; without even the implied warranty of
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 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
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 General Public License for more details.
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 You should have received a copy of the GNU General Public License
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 along with GNU Classpath; see the file COPYING.  If not, write to the
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 Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA
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 02110-1301 USA.
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 Linking this library statically or dynamically with other modules is
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 making a combined work based on this library.  Thus, the terms and
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 conditions of the GNU General Public License cover the whole
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 combination.
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 As a special exception, the copyright holders of this library give you
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 permission to link this library with independent modules to produce an
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 executable, regardless of the license terms of these independent
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 modules, and to copy and distribute the resulting executable under
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 terms of your choice, provided that you also meet, for each linked
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 independent module, the terms and conditions of the license of that
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 module.  An independent module is a module which is not derived from
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 or based on this library.  If you modify this library, you may extend
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 this exception to your version of the library, but you are not
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 obligated to do so.  If you do not wish to do so, delete this
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 exception statement from your version. */
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package gnu.classpath.examples.CORBA.swing.x5;
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import java.awt.Color;
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import java.awt.Point;
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import java.rmi.RemoteException;
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/**
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 * The implementation of the PlayerCommunicator, providing the local
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 * functionality. Apart remote methods, the class also defines some local
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 * methods, needed for the co-ordinated work with the game user interface.
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 *
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 * @author Audrius Meskauskas (AudriusA@Bioinformatics.org)
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 */
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public class PlayerImpl
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  implements Player, State
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{
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  /**
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   * The playing table.
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   */
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  PlayingDesk desk;
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  /**
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   * The state of this player (one of the constants, defined in the player
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   * interface.
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   */
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  private int state = DISCONNECTED;
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  /**
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   * The other player.
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   */
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  Player partner;
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  /**
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   * Called when the local player refuses to continue the game.
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   */
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  public void leave()
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  {
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    try
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      {
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        if (state == I_THINK || state == I_WAIT_FOR_YOUR_MOVE)
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          {
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            partner.receive_chat(ChatConstants.REMOTE_PLAYER,
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              "Your partner has left the game.");
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            partner.disconnect();
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          }
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        else if (state == State.QUEUED)
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          {
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            if (desk.manager != null)
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              desk.manager.unregister(desk.player);
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            receive_chat(ChatConstants.SYSTEM,
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              "Do not be so pessimistic, try to play first!");
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          }
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        set_current_state(State.DISCONNECTED);
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        desk.frame.bChat.setEnabled(false);
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        desk.frame.bLeave.setEnabled(false);
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        desk.frame.bConnect.setEnabled(true);
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        desk.frame.taUrl.setText(desk.frame.mior);
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      }
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    catch (RemoteException ex)
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      {
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        // We will print the exception because this is a demo application that
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        // may be modified for learning purposes.
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        ex.printStackTrace();
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      }
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  }
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  /**
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   * Called when we make the move. The PlayingTable is responsible for checking
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   * the correctness of the move and detecting the victory.
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   *
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   * @param x x position of the new dot.
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   * @param y y position of the new dot.
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   *
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   * @param victory array of two memebers, representing the endpoints of the
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   * drawn line (victory detected) or null if no such yet exists.
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   */
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  public void we_move(int x, int y, Point[] victory)
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  {
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    try
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      {
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        set_current_state(I_WAIT_FOR_YOUR_MOVE);
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        partner.receive_move(x, y, victory);
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      }
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    catch (RemoteException ex)
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      {
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        // We will print the exception because this is a demo application that
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        // may be modified for learning purposes.
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        ex.printStackTrace();
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        state = ERROR;
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      }
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  }
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  /**
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   * Set the current state.
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   */
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  public void set_current_state(int new_state)
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  {
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    state = new_state;
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    if (state == DISCONNECTED)
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      {
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        setStatus("Disconnected");
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      }
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    else if (state == I_THINK)
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      {
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        setStatus("Our move");
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      }
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    else if (state == I_WAIT_FOR_YOUR_MOVE)
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      {
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        setStatus("Partner's move");
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      }
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    else if (state == ERROR)
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      {
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        setStatus("Error.");
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      }
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    else if (state == I_HAVE_LOST)
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      {
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        setStatus("We lost");
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      }
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    else if (state == I_HAVE_WON)
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      {
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        setStatus("Victory");
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      }
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    else if (state == QUEUED)
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      {
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        setStatus("Queued");
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      }
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    else
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      {
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        setStatus("State " + state);
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      }
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    boolean connected = state != State.DISCONNECTED;
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    desk.frame.bConnect.setEnabled(!connected && state != State.QUEUED);
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    desk.frame.bReset.setEnabled(connected);
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    desk.frame.bLeave.setEnabled(connected);
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    desk.frame.bChat.setEnabled(connected);
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  }
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  /**
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   * Show the state in the status line.
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   */
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  public void setStatus(String status)
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  {
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    desk.frame.lbState.setText(status);
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  }
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  /**
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   * Receive the invitation to play from the patner or the game manager.
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   *
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   * @param address the address (host and port) of the remote partner.
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   * @param youStart if true, the game manager instructs to start the game first
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   * (another side is instructed to start the game second).
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   *
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   * Game server may also chat a little bit with both players, saying that the
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   * game has started.
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   *
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   * @return true on success.
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   */
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  public boolean start_game(Player otherPlayer, boolean youStart)
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    throws RemoteException
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  {
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    partner = otherPlayer;
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    desk.reset();
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    if (youStart)
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      {
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        set_current_state(I_THINK);
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      }
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    else
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      {
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        set_current_state(I_WAIT_FOR_YOUR_MOVE);
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      }
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    desk.frame.taUrl.setText("");
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    return true;
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  }
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  /**
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   * Get the state of the local player (one of the constants, defined in this
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   * interface).
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   */
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  public int get_current_state()
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    throws RemoteException
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  {
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    return state;
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  }
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  /**
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   * Receive the chat message from the friend or challenge server (remote).
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   * Possible at any state, always remote.
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   *
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   * @param color the color code, used to highlight the message.
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   * @param text the message text.
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   */
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  public void receive_chat(byte color, String text)
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    throws RemoteException
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  {
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    if (color >= ChatConstants.colors.length)
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      color = ChatConstants.REMOTE_PLAYER;
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    desk.frame.talk(ChatConstants.colors[color], text);
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  }
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  /**
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   * Indicated that the remote side leaves the game (capitulating).
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   */
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  public void disconnect()
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    throws RemoteException
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  {
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    desk.frame.talk(Color.red, "The partner leaves the game.");
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    partner = null;
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    set_current_state(DISCONNECTED);
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    desk.frame.taUrl.setText(desk.frame.mior);
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  }
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  /**
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   * Receive friends move (possible at I_WAIT_FOR_YOUR_MOVE).
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   *
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   * @param x grid position.
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   * @param y grid position.
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   * @param victory if not a null, the friend thinks that it has won, the
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   * parameter containing the ends of the builded line.
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   */
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  public void receive_move(int x, int y, Point[] victory)
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    throws RemoteException
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  {
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    // The state changes are handled by the PlayingTable
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    desk.friendsMove(x, y, victory);
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  }
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}

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