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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/item.h"
#include "core/gameinterface.h"
#include "core/player.h"
#include "core/zone.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();
	}
}

const float MIN_DELTA = 10e-10;

Player GameInterface::game_localplayer;

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");

	// size of the vertex array in megabytes
	Cvar::sv_arraysize = core::Cvar::get("sv_arraysize", 128.0f , core::Cvar::Archive);
	Cvar::sv_arraysize->set_info("[int] size of the vertex array in MegabBytes");

	size_t mb = (size_t) Cvar::sv_arraysize->value();
	if (mb < 4 * sizeof(float))
		mb = 4 * sizeof(float);
	if (mb > 512)
		mb = 512;
	(*Cvar::sv_arraysize) = (float) mb;
	game_vertexarray = new model::VertexArray(mb);

}

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()
{
	//con_debug << "Clearing game data\n";

	// remove all entities
	for (Entity::Registry::iterator it = Entity::registry().begin(); it != Entity::registry().end(); it++) {
		delete (*it).second;
	}
	Entity::registry().clear();

	// remove all zones
	for (Zone::Registry::iterator it = Zone::registry().begin(); it != Zone::registry().end(); it++) {
		Zone *zone = (*it).second;
		con_debug "  removing zone " << zone->label() << std::endl;
		delete zone;
	}
	Zone::registry().clear();

	// 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;
		}
	}

	// remove all models
	model::Model::clear();


	// remove infos
	Info::clear();

	// remove items
	Item::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();
}


Player *GameInterface::find_player(const std::string &search)
{
	using aux::lowercase;

	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(lowercase(search)) != std::string::npos)
			return (*it);
	}

	return 0;
}

void GameInterface::list_players()
{
	using namespace std;
	int count = 0;

	for (Players::iterator it = game_players.begin(); it != game_players.end(); it++) {
		const Player *player = (*it);
		con_print << "  "
			<< aux::pad_left(player->name(), 24) << "^N "
			<< "id^B" << setw(4) << player->id() << " "
			<< "ping^B" << setw(4) << player->ping() << "^N "
			<< "level^B" << 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;
}

}