/* * 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 "LevelManager.h" #include "PlayerManager.h" #include "objects/Level.h" #include "objects/infos/HumanPlayer.h" namespace orxonox { LevelManager* LevelManager::singletonRef_s = 0; LevelManager::LevelManager() { assert(singletonRef_s == 0); singletonRef_s = this; PlayerManager::getInstance(); // ensure existence of PlayerManager } LevelManager::~LevelManager() { assert(singletonRef_s != 0); singletonRef_s = 0; } void LevelManager::requestActivity(Level* level) { this->levels_s.push_back(level); if (this->levels_s.size() == 1) this->activateNextLevel(); } void LevelManager::releaseActivity(Level* level) { if (this->levels_s.size() > 0) { if (this->levels_s.front() == level) { level->setActive(false); this->levels_s.pop_front(); this->activateNextLevel(); } else { for (std::list::iterator it = this->levels_s.begin(); it != this->levels_s.end(); ++it) if ((*it) == level) this->levels_s.erase(it); } } } Level* LevelManager::getActiveLevel() { if (this->levels_s.size() > 0) return this->levels_s.front(); else return 0; } void LevelManager::activateNextLevel() { if (this->levels_s.size() > 0) { this->levels_s.front()->setActive(true); for (std::map::const_iterator it = PlayerManager::getInstance().getClients().begin(); it != PlayerManager::getInstance().getClients().end(); ++it) this->levels_s.front()->playerEntered(it->second); } } }