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 | PlayerManager::getInstance(); // ensure existence of PlayerManager |
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46 | } |
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47 | |
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48 | LevelManager::~LevelManager() |
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49 | { |
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50 | assert(singletonRef_s != 0); |
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51 | singletonRef_s = 0; |
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52 | } |
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53 | |
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54 | void LevelManager::requestActivity(Level* level) |
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55 | { |
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56 | this->levels_s.push_back(level); |
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57 | if (this->levels_s.size() == 1) |
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58 | this->activateNextLevel(); |
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59 | } |
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60 | |
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61 | void LevelManager::releaseActivity(Level* level) |
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62 | { |
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63 | if (this->levels_s.size() > 0) |
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64 | { |
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65 | if (this->levels_s.front() == level) |
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66 | { |
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67 | level->setActive(false); |
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68 | this->levels_s.pop_front(); |
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69 | this->activateNextLevel(); |
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70 | } |
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71 | else |
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72 | { |
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73 | for (std::list<Level*>::iterator it = this->levels_s.begin(); it != this->levels_s.end(); ++it) |
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74 | if ((*it) == level) |
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75 | this->levels_s.erase(it); |
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76 | } |
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77 | } |
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78 | } |
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79 | |
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80 | Level* LevelManager::getActiveLevel() |
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81 | { |
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82 | if (this->levels_s.size() > 0) |
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83 | return this->levels_s.front(); |
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84 | else |
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85 | return 0; |
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86 | } |
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87 | |
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88 | void LevelManager::activateNextLevel() |
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89 | { |
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90 | if (this->levels_s.size() > 0) |
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91 | { |
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92 | this->levels_s.front()->setActive(true); |
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93 | for (std::map<unsigned int, PlayerInfo*>::const_iterator it = PlayerManager::getInstance().getClients().begin(); it != PlayerManager::getInstance().getClients().end(); ++it) |
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94 | this->levels_s.front()->playerEntered(it->second); |
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95 | } |
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96 | } |
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97 | } |
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