/* * ORXONOX - the hottest 3D action shooter ever to exist * > www.orxonox.net < * * * License notice: * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program 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 General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * Author: * Fabian 'x3n' Landau * Co-authors: * ... * */ #include "OrxonoxStableHeaders.h" #include "Gametype.h" #include "core/CoreIncludes.h" #include "core/ConsoleCommand.h" #include "objects/infos/PlayerInfo.h" #include "network/Host.h" namespace orxonox { SetConsoleCommand(Gametype, listPlayers, true); CreateUnloadableFactory(Gametype); Gametype::Gametype() { RegisterObject(Gametype); this->getConnectedClients(); COUT(0) << "created Gametype" << std::endl; } Gametype* Gametype::getCurrentGametype() { for (ObjectList::iterator it = ObjectList::begin(); it != ObjectList::end(); ++it) return (*it); return 0; } PlayerInfo* Gametype::getClient(unsigned int clientID) { Gametype* gametype = Gametype::getCurrentGametype(); if (gametype) { std::map::const_iterator it = gametype->clients_.find(clientID); if (it != gametype->clients_.end()) return it->second; } else { for (ObjectList::iterator it = ObjectList::begin(); it != ObjectList::end(); ++it) if (it->getClientID() == clientID) return (*it); } return 0; } void Gametype::listPlayers() { Gametype* gametype = Gametype::getCurrentGametype(); if (gametype) { for (std::set::const_iterator it = gametype->players_.begin(); it != gametype->players_.end(); ++it) COUT(0) << "ID: " << (*it)->getClientID() << ", Name: " << (*it)->getName() << std::endl; } else { for (ObjectList::iterator it = ObjectList::begin(); it != ObjectList::end(); ++it) COUT(0) << "ID: " << (*it)->getClientID() << ", Name: " << (*it)->getName() << std::endl; } } void Gametype::clientConnected(unsigned int clientID) { COUT(0) << "client connected" << std::endl; // create new PlayerInfo instance PlayerInfo* player = new PlayerInfo(); player->setClientID(clientID); // add to clients-map assert(!this->clients_[clientID]); this->clients_[clientID] = player; } void Gametype::clientDisconnected(unsigned int clientID) { COUT(0) << "client disconnected" << std::endl; // remove from clients-map PlayerInfo* player = this->clients_[clientID]; this->clients_.erase(clientID); // delete PlayerInfo instance delete player; } void Gametype::addPlayer(PlayerInfo* player) { this->players_.insert(player); this->playerJoined(player); } void Gametype::removePlayer(PlayerInfo* player) { this->players_.erase(player); this->playerLeft(player); } void Gametype::playerJoined(PlayerInfo* player) { std::string message = player->getName() + " entered the game"; COUT(0) << message << std::endl; network::Host::Broadcast(message); } void Gametype::playerLeft(PlayerInfo* player) { std::string message = player->getName() + " left the game"; COUT(0) << message << std::endl; network::Host::Broadcast(message); } void Gametype::playerChangedName(PlayerInfo* player) { if (this->players_.find(player) != this->players_.end()) { if (player->getName() != player->getOldName()) { std::string message = player->getOldName() + " changed name to " + player->getName(); COUT(0) << message << std::endl; network::Host::Broadcast(message); } } } }