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source: code/branches/objecthierarchy/src/orxonox/objects/gametypes/Gametype.cc @ 1950

Last change on this file since 1950 was 1950, checked in by landauf, 16 years ago

small update to do further network tests

File size: 3.9 KB
Line 
1/*
2 *   ORXONOX - the hottest 3D action shooter ever to exist
3 *                    > www.orxonox.net <
4 *
5 *
6 *   License notice:
7 *
8 *   This program is free software; you can redistribute it and/or
9 *   modify it under the terms of the GNU General Public License
10 *   as published by the Free Software Foundation; either version 2
11 *   of the License, or (at your option) any later version.
12 *
13 *   This program is distributed in the hope that it will be useful,
14 *   but WITHOUT ANY WARRANTY; without even the implied warranty of
15 *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
16 *   GNU General Public License for more details.
17 *
18 *   You should have received a copy of the GNU General Public License
19 *   along with this program; if not, write to the Free Software
20 *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
21 *
22 *   Author:
23 *      Fabian 'x3n' Landau
24 *   Co-authors:
25 *      ...
26 *
27 */
28
29#include "OrxonoxStableHeaders.h"
30#include "Gametype.h"
31
32#include "core/CoreIncludes.h"
33#include "core/ConsoleCommand.h"
34#include "objects/infos/PlayerInfo.h"
35
36namespace orxonox
37{
38    SetConsoleCommand(Gametype, listPlayers, true);
39
40    CreateUnloadableFactory(Gametype);
41
42    Gametype::Gametype()
43    {
44        RegisterObject(Gametype);
45
46        this->getConnectedClients();
47
48        COUT(0) << "created Gametype" << std::endl;
49    }
50
51    Gametype* Gametype::getCurrentGametype()
52    {
53        for (ObjectList<Gametype>::iterator it = ObjectList<Gametype>::begin(); it != ObjectList<Gametype>::end(); ++it)
54            return (*it);
55
56        return 0;
57    }
58
59    void Gametype::listPlayers()
60    {
61        Gametype* gametype = Gametype::getCurrentGametype();
62
63        if (gametype)
64        {
65            for (std::set<PlayerInfo*>::const_iterator it = gametype->players_.begin(); it != gametype->players_.end(); ++it)
66                COUT(0) << "ID: " << (*it)->getClientID() << ", Name: " << (*it)->getName() << std::endl;
67        }
68        else
69        {
70            for (ObjectList<PlayerInfo>::iterator it = ObjectList<PlayerInfo>::begin(); it != ObjectList<PlayerInfo>::end(); ++it)
71                COUT(0) << "ID: " << (*it)->getClientID() << ", Name: " << (*it)->getName() << std::endl;
72        }
73    }
74
75    void Gametype::clientConnected(unsigned int clientID)
76    {
77        COUT(0) << "client connected" << std::endl;
78
79        // create new PlayerInfo instance
80        PlayerInfo* player = new PlayerInfo();
81        player->setClientID(clientID);
82
83        // add to clients-map
84        assert(!this->clients_[clientID]);
85        this->clients_[clientID] = player;
86    }
87
88    void Gametype::clientDisconnected(unsigned int clientID)
89    {
90        COUT(0) << "client disconnected" << std::endl;
91
92        // remove from clients-map
93        PlayerInfo* player = this->clients_[clientID];
94        this->clients_.erase(clientID);
95
96        // delete PlayerInfo instance
97        delete player;
98    }
99
100    void Gametype::addPlayer(PlayerInfo* player)
101    {
102        this->players_.insert(player);
103        this->playerJoined(player);
104    }
105
106    void Gametype::removePlayer(PlayerInfo* player)
107    {
108        this->players_.erase(player);
109        this->playerLeft(player);
110    }
111
112    void Gametype::playerJoined(PlayerInfo* player)
113    {
114        COUT(0) << "player " << player->getName() << " joined" << std::endl;
115    }
116
117    void Gametype::playerLeft(PlayerInfo* player)
118    {
119        COUT(0) << "player " << player->getName() << " left" << std::endl;
120    }
121
122    void Gametype::playerChangedName(PlayerInfo* player)
123    {
124        if (this->players_.find(player) != this->players_.end())
125        {
126            if (player->getName() != player->getOldName())
127            {
128                COUT(0) << "player " << player->getOldName() << " changed name to " << player->getName() << std::endl;
129            }
130        }
131    }
132}
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