//////////////////////////////////////////////////////////////////////////////// // 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 ServerTooFewPlayersStimulus *ServerTooFewPlayersStimulus::instance_ = 0; ServerTooFewPlayersStimulus *ServerTooFewPlayersStimulus::instance() { if (!instance_) { instance_ = new ServerTooFewPlayersStimulus; } return instance_; } ServerTooFewPlayersStimulus::ServerTooFewPlayersStimulus() { } ServerTooFewPlayersStimulus::~ServerTooFewPlayersStimulus() { } bool ServerTooFewPlayersStimulus::acceptStateChange(const unsigned state, const unsigned nextState, float frameTime) { // Check if we need to add any new bots ServerNewGameState::checkBots(false); // Make sure we have enough players to play a game if (ScorchedServer::instance()->getTankContainer().getNoOfNonSpectatorTanks() < ScorchedServer::instance()->getOptionsGame().getNoMinPlayers()) { return true; } // Check we have enough team players if (ScorchedServer::instance()->getOptionsGame().getTeams() > 1 && ScorchedServer::instance()->getOptionsGame().getTeamBallance() != OptionsGame::TeamBallanceAuto && ScorchedServer::instance()->getOptionsGame().getTeamBallance() != OptionsGame::TeamBallanceAutoByScore && ScorchedServer::instance()->getOptionsGame().getTeamBallance() != OptionsGame::TeamBallanceAutoByBots) { // If it is auto ballanced, then if there are at least two players // then we are ok. And if there are not two players then // the first check will catch it. // Move players between teams ServerNewGameState::checkTeams(); // Check there is at least one player in each team int teamCount[4]; for (int i=0; igetOptionsGame().getTeams();i++) { teamCount[i] = 0; } std::map &playingTanks = ScorchedServer::instance()->getTankContainer().getPlayingTanks(); std::map::iterator mainitor; for (mainitor = playingTanks.begin(); mainitor != playingTanks.end(); mainitor++) { Tank *current = (*mainitor).second; if (!current->getState().getSpectator()) { if (current->getTeam() > 0) { teamCount[current->getTeam() - 1]++; } } } for (int i=0; igetOptionsGame().getTeams();i++) { if (teamCount[i] == 0) return true; } } return false; }