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source: code/branches/toonshader/src/orxonox/LevelManager.cc @ 3864

Last change on this file since 3864 was 2171, checked in by landauf, 16 years ago

merged revisions 2111-2170 from objecthierarchy branch back to trunk.

  • Property svn:eol-style set to native
File size: 2.7 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
46    LevelManager::~LevelManager()
47    {
48        assert(singletonRef_s != 0);
49        singletonRef_s = 0;
50    }
51
52    void LevelManager::requestActivity(Level* level)
53    {
54        this->levels_s.push_back(level);
55        if (this->levels_s.size() == 1)
56            this->activateNextLevel();
57    }
58
59    void LevelManager::releaseActivity(Level* level)
60    {
61        if (this->levels_s.size() > 0)
62        {
63            if (this->levels_s.front() == level)
64            {
65                level->setActive(false);
66                this->levels_s.pop_front();
67                this->activateNextLevel();
68            }
69            else
70            {
71                for (std::list<Level*>::iterator it = this->levels_s.begin(); it != this->levels_s.end(); ++it)
72                    if ((*it) == level)
73                        this->levels_s.erase(it);
74            }
75        }
76    }
77
78    Level* LevelManager::getActiveLevel()
79    {
80        if (this->levels_s.size() > 0)
81            return this->levels_s.front();
82        else
83            return 0;
84    }
85
86    void LevelManager::activateNextLevel()
87    {
88        if (this->levels_s.size() > 0)
89        {
90            this->levels_s.front()->setActive(true);
91            for (std::map<unsigned int, PlayerInfo*>::const_iterator it = PlayerManager::getInstance().getClients().begin(); it != PlayerManager::getInstance().getClients().end(); ++it)
92                this->levels_s.front()->playerEntered(it->second);
93        }
94    }
95}
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