//////////////////////////////////////////////////////////////////////////////// // Scorched3D (c) 2000-2003 // // This file is part of Scorched3D. // // Scorched3D 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. // // Scorched3D 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 Scorched3D; if not, write to the Free Software // Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA //////////////////////////////////////////////////////////////////////////////// #include #include #include #include #include #include #include #include #include #include #include ServerNextShotState::ServerNextShotState() : GameStateI("ServerNextShotState") { } ServerNextShotState::~ServerNextShotState() { } bool ServerNextShotState::getRoundFinished() { // Check why this round has finished int teamWonGame = ScorchedServer::instance()->getContext().tankTeamScore->getWonGame(); if (teamWonGame > 0) { // A team has won return true; } std::map &tanks = ScorchedServer::instance()->getTankContainer().getAllTanks(); std::map::iterator itor; for (itor = tanks.begin(); itor != tanks.end(); itor++) { Tank *tank = (*itor).second; if (tank->getScore().getWonGame()) { return true; } } if (ScorchedServer::instance()->getOptionsGame().getTeams() > 1 && ScorchedServer::instance()->getTankContainer().teamCount() == 1) { // Only one team left return true; } else if (ScorchedServer::instance()->getTankContainer().aliveCount() < 2) { // Only one person left return true; } return false; } void ServerNextShotState::enterState(const unsigned state) { // Check if this round has finished if (getRoundFinished()) { // We have finished with this round // check for all rounds completely finished if (ScorchedServer::instance()->getOptionsTransient().getCurrentRoundNo() >= ScorchedServer::instance()->getOptionsGame().getNoRounds()) { // We have finished with all rounds restart ScorchedServer::instance()->getGameState().stimulate(ServerState::ServerStimulusStarting); } else { // We have finished with this round, go onto the next round ScorchedServer::instance()->getGameState().stimulate(ServerState::ServerStimulusNewGame); } } else { // Check if turn limit has been exceeded if (ScorchedServer::instance()->getOptionsTransient().getCurrentGameNo() > ScorchedServer::instance()->getOptionsGame().getNoMaxRoundTurns() && ScorchedServer::instance()->getOptionsGame().getNoMaxRoundTurns() > 0) { ServerCommon::sendString(0, "Skipping round due to turn limit"); // We have shots to make, lets make them ServerShotHolder::instance()->clearShots(); ScorchedServer::instance()->getGameState().stimulate(ServerState::ServerStimulusNextTurn); } else { TurnController::instance()->nextShot(); if (TurnController::instance()->getPlayersThisShot().empty()) { // There are no players still to have a shot // The round must have finished ScorchedServer::instance()->getGameState().stimulate(ServerState::ServerStimulusNextRound); } else { // We have shots to make, lets make them ScorchedServer::instance()->getGameState().stimulate(ServerState::ServerStimulusNextTurn); } } } }