| 1 | /* |
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| 2 | * ORXONOX - the hottest 3D action shooter ever to exist |
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| 3 | * > www.orxonox.net < |
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| 4 | * |
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| 5 | * |
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| 6 | * License notice: |
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| 7 | * |
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| 8 | * This program is free software; you can redistribute it and/or |
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| 9 | * modify it under the terms of the GNU General Public License |
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| 10 | * as published by the Free Software Foundation; either version 2 |
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| 11 | * of the License, or (at your option) any later version. |
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| 12 | * |
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| 13 | * This program is distributed in the hope that it will be useful, |
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| 14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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| 15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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| 16 | * GNU General Public License for more details. |
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| 17 | * |
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| 18 | * You should have received a copy of the GNU General Public License |
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| 19 | * along with this program; if not, write to the Free Software |
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| 20 | * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. |
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| 21 | * |
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| 22 | * Author: |
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| 23 | * Fabian 'x3n' Landau |
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| 24 | * Co-authors: |
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| 25 | * ... |
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| 26 | * |
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| 27 | */ |
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| 28 | |
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| 29 | #include "OrxonoxStableHeaders.h" |
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| 30 | #include "LevelManager.h" |
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| 31 | |
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| 32 | #include "PlayerManager.h" |
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| 33 | #include "objects/Level.h" |
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| 34 | #include "objects/infos/HumanPlayer.h" |
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| 35 | |
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| 36 | namespace orxonox |
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| 37 | { |
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| 38 | LevelManager* LevelManager::singletonRef_s = 0; |
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| 39 | |
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| 40 | LevelManager::LevelManager() |
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| 41 | { |
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| 42 | assert(singletonRef_s == 0); |
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| 43 | singletonRef_s = this; |
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| 44 | } |
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| 45 | |
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| 46 | LevelManager::~LevelManager() |
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| 47 | { |
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| 48 | assert(singletonRef_s != 0); |
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| 49 | singletonRef_s = 0; |
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| 50 | } |
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| 51 | |
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| 52 | void LevelManager::requestActivity(Level* level) |
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| 53 | { |
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| 54 | this->levels_s.push_back(level); |
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| 55 | if (this->levels_s.size() == 1) |
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| 56 | this->activateNextLevel(); |
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| 57 | } |
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| 58 | |
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| 59 | void LevelManager::releaseActivity(Level* level) |
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| 60 | { |
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| 61 | if (this->levels_s.size() > 0) |
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| 62 | { |
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| 63 | if (this->levels_s.front() == level) |
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| 64 | { |
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| 65 | level->setActive(false); |
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| 66 | this->levels_s.pop_front(); |
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| 67 | this->activateNextLevel(); |
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| 68 | } |
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| 69 | else |
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| 70 | { |
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| 71 | for (std::list<Level*>::iterator it = this->levels_s.begin(); it != this->levels_s.end(); ++it) |
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| 72 | if ((*it) == level) |
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| 73 | this->levels_s.erase(it); |
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| 74 | } |
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| 75 | } |
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| 76 | } |
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| 77 | |
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| 78 | Level* LevelManager::getActiveLevel() |
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| 79 | { |
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| 80 | if (this->levels_s.size() > 0) |
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| 81 | return this->levels_s.front(); |
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| 82 | else |
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| 83 | return 0; |
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| 84 | } |
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| 85 | |
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| 86 | void LevelManager::activateNextLevel() |
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| 87 | { |
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| 88 | if (this->levels_s.size() > 0) |
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| 89 | { |
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| 90 | this->levels_s.front()->setActive(true); |
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| 91 | for (std::map<unsigned int, PlayerInfo*>::const_iterator it = PlayerManager::getInstance().getClients().begin(); it != PlayerManager::getInstance().getClients().end(); ++it) |
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| 92 | this->levels_s.front()->playerEntered(it->second); |
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| 93 | } |
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| 94 | } |
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| 95 | } |
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