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source: code/branches/objecthierarchy2/src/orxonox/LevelManager.cc @ 2173

Last change on this file since 2173 was 2173, checked in by landauf, 15 years ago
  • Added new XMLPort mode, ExpandObject, which works like LoadObject but doesn't use default values if there are missing parameters. This is used if an object is expanded by templates (like adding CameraPositions).
  • Changed default level to sample3.oxw in objecthierarchy2 branch
  • Small fix with doubly added clients in Level- and PlayerManager
  • Property svn:eol-style set to native
File size: 2.8 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 "LevelManager.h"
31
32#include "PlayerManager.h"
33#include "objects/Level.h"
34#include "objects/infos/HumanPlayer.h"
35
36namespace orxonox
37{
38    LevelManager* LevelManager::singletonRef_s = 0;
39
40    LevelManager::LevelManager()
41    {
42        assert(singletonRef_s == 0);
43        singletonRef_s = this;
44
45        PlayerManager::getInstance(); // ensure existence of PlayerManager
46    }
47
48    LevelManager::~LevelManager()
49    {
50        assert(singletonRef_s != 0);
51        singletonRef_s = 0;
52    }
53
54    void LevelManager::requestActivity(Level* level)
55    {
56        this->levels_s.push_back(level);
57        if (this->levels_s.size() == 1)
58            this->activateNextLevel();
59    }
60
61    void LevelManager::releaseActivity(Level* level)
62    {
63        if (this->levels_s.size() > 0)
64        {
65            if (this->levels_s.front() == level)
66            {
67                level->setActive(false);
68                this->levels_s.pop_front();
69                this->activateNextLevel();
70            }
71            else
72            {
73                for (std::list<Level*>::iterator it = this->levels_s.begin(); it != this->levels_s.end(); ++it)
74                    if ((*it) == level)
75                        this->levels_s.erase(it);
76            }
77        }
78    }
79
80    Level* LevelManager::getActiveLevel()
81    {
82        if (this->levels_s.size() > 0)
83            return this->levels_s.front();
84        else
85            return 0;
86    }
87
88    void LevelManager::activateNextLevel()
89    {
90        if (this->levels_s.size() > 0)
91        {
92            this->levels_s.front()->setActive(true);
93            for (std::map<unsigned int, PlayerInfo*>::const_iterator it = PlayerManager::getInstance().getClients().begin(); it != PlayerManager::getInstance().getClients().end(); ++it)
94                this->levels_s.front()->playerEntered(it->second);
95        }
96    }
97}
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