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/*
core/gameinterface.cc
This file is part of the Osirion project and is distributed under
the terms of the GNU General Public License version 2
*/
#include <cstdlib>
#include <iostream>
#include <iomanip>
#include "auxiliary/functions.h"
#include "core/application.h"
#include "core/cvar.h"
#include "core/func.h"
#include "core/info.h"
#include "core/gameinterface.h"
#include "core/player.h"
#include "core/zone.h"
#include "model/material.h"
#include "model/model.h"
#include "sys/sys.h"
namespace core
{
void func_list_players(std::string const &args)
{
if (args.size()) {
Player *player = game()->find_player(args);
if (!player) {
con_print << "^BPlayer '" + args + "^B' not found";
return;
} else {
player->print();
}
} else {
game()->list_players();
}
}
Player GameInterface::game_localplayer(0);
EntityControlable *localcontrol()
{
if (game()->localplayer())
return game()->localplayer()->control();
else
return 0;
}
Player *localplayer()
{
return game()->localplayer();
}
GameInterface::GameInterface()
{
clear();
game_localplayer.clear();
if (Cvar::sv_dedicated->value()) {
game_localplayer.player_name.assign("Console");
} else {
game_localplayer.player_name.assign("Player");
game_localplayer.update_info();
}
Func *func = Func::add("list_players", func_list_players);
func->set_info("get the local list of connected players");
// TODO this should be moved back into render
size_t mb = (size_t) Cvar::mem_vertex->value();
if (mb < 4 * sizeof(float))
mb = 4 * sizeof(float);
if (mb > 512)
mb = 512;
(*Cvar::mem_vertex) = (float) mb;
game_vertexarray = new model::VertexArray(mb);
model::Material::init();
game_timestamp = 0;
game_running = false;
game_interactive = false;
}
GameInterface::~GameInterface()
{
Func::remove("list_players");
game_localplayer.clear();
clear();
// delete vertex array
if (game_vertexarray) {
delete game_vertexarray;
game_vertexarray = 0;
}
}
// clear all game related objects
void GameInterface::clear()
{
// remove all entities
Entity::clear();
// remove all zones
Zone::clear();
// remove info records
Info::clear();
// remove models
model::Model::clear();
// remove materials
model::Material::clear();
// clear player list
for (Players::iterator it = game_players.begin(); it != game_players.end(); it++) {
Player *player = (*it);
if (player != localplayer()) {
delete player;
}
}
game_players.clear();
game_playerlist_timestamp = 0;
// remove all game functions
for (Func::Registry::iterator it = Func::registry().begin(); it != Func::registry().end();) {
if (((*it).second->flags() & Func::Game) == Func::Game) {
delete(*it).second;
Func::registry().erase(it++);
} else {
++it;
}
}
// remove all game cvars
for (Cvar::Registry::iterator it = Cvar::registry().begin(); it != Cvar::registry().end();) {
if (((*it).second->flags() & Cvar::Game) == Cvar::Game) {
delete(*it).second;
Cvar::registry().erase(it++);
} else {
++it;
}
}
game_running = false;
game_interactive = true;
}
void GameInterface::set_running(const bool running)
{
game_running = running;
}
void GameInterface::set_interactive(const bool interactive)
{
game_interactive = interactive;
}
void GameInterface::set_timestamp(const unsigned long timestamp)
{
game_timestamp = timestamp;
}
void GameInterface::set_playerlist_timestamp(const unsigned long timestamp)
{
game_playerlist_timestamp = ( timestamp > 0 ? timestamp : 1);
}
void GameInterface::abort() {
game_running = false;
}
Player *GameInterface::find_player(const int playerid)
{
if (playerid == 0) {
return 0;
}
for (std::list<Player *>:: iterator it = game_players.begin(); it != game_players.end(); it++) {
if ((*it)->id() == playerid) {
return (*it);
}
}
return 0;
}
Player *GameInterface::find_player(const std::string &search)
{
std::istringstream searchstr(search);
int id = 0;
if (searchstr >> id) {
for (std::list<Player *>:: iterator it = game_players.begin(); it != game_players.end(); it++) {
if ((*it)->id() == id) {
return (*it);
}
}
}
if (search.size() < 3)
return 0;
for (std::list<Player *>:: iterator it = game_players.begin(); it != game_players.end(); it++) {
if (aux::text_strip_lowercase((*it)->name()).find(aux::lowercase(search)) != std::string::npos)
return (*it);
}
return 0;
}
void GameInterface::list_players()
{
int count = 0;
for (Players::iterator it = game_players.begin(); it != game_players.end(); it++) {
const Player *player = (*it);
con_print << " " << std::setfill(' ')
<< aux::pad_left(player->name(), 24) << "^N "
<< "id^B" << std::setw(4) << player->id() << " "
<< "ping^B" << std::setw(4) << player->ping() << "^N "
<< "level^B" << std::setw(4) << player->level() << "^N";
if (player->zone())
con_print << aux::pad_left(player->zone()->name(), 24) << "^N";
con_print << std::endl;
count++;
}
con_print << count << " connected " << aux::plural("player", count) << std::endl;
}
}
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