00001 //////////////////////////////////////////////////////////////////////////////// 00002 // Scorched3D (c) 2000-2009 00003 // 00004 // This file is part of Scorched3D. 00005 // 00006 // Scorched3D is free software; you can redistribute it and/or modify 00007 // it under the terms of the GNU General Public License as published by 00008 // the Free Software Foundation; either version 2 of the License, or 00009 // (at your option) any later version. 00010 // 00011 // Scorched3D is distributed in the hope that it will be useful, 00012 // but WITHOUT ANY WARRANTY; without even the implied warranty of 00013 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 00014 // GNU General Public License for more details. 00015 // 00016 // You should have received a copy of the GNU General Public License 00017 // along with Scorched3D; if not, write to the Free Software 00018 // Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA 00019 //////////////////////////////////////////////////////////////////////////////// 00020 00021 #include <server/ServerNextRoundState.h> 00022 #include <server/ServerState.h> 00023 #include <server/ServerShotHolder.h> 00024 #include <server/ScorchedServer.h> 00025 #include <server/TurnController.h> 00026 #include <tank/TankContainer.h> 00027 #include <engine/ActionController.h> 00028 #include <coms/ComsMessageSender.h> 00029 #include <coms/ComsGameStateMessage.h> 00030 #include <common/Logger.h> 00031 #include <common/OptionsScorched.h> 00032 #include <common/OptionsTransient.h> 00033 #include <common/StatsLogger.h> 00034 #include <lua/LUAScriptHook.h> 00035 00036 ServerNextRoundState::ServerNextRoundState() : 00037 GameStateI("ServerNextRoundState") 00038 { 00039 ScorchedServer::instance()->getLUAScriptHook().addHookProvider("server_newround"); 00040 } 00041 00042 ServerNextRoundState::~ServerNextRoundState() 00043 { 00044 } 00045 00046 void ServerNextRoundState::enterState(const unsigned state) 00047 { 00048 // Move all tanks into the next round 00049 // Load the set of options for this next player 00050 ScorchedServer::instance()->getContext().getOptionsTransient().nextRound(); 00051 00052 // Tell the stats about the start of a new round 00053 bool weaponBuy = 00054 (ScorchedServer::instance()->getOptionsTransient().getCurrentGameNo() == 0); 00055 if (!weaponBuy) 00056 { 00057 std::list<Tank *> currentTanks; 00058 std::map<unsigned int, Tank *> &playingTanks = 00059 ScorchedServer::instance()->getTankContainer().getPlayingTanks(); 00060 std::map<unsigned int, Tank *>::iterator playingTanksItor; 00061 for (playingTanksItor = playingTanks.begin(); 00062 playingTanksItor != playingTanks.end(); 00063 playingTanksItor++) 00064 { 00065 Tank *tank = (*playingTanksItor).second; 00066 currentTanks.push_back(tank); 00067 } 00068 StatsLogger::instance()->roundStart(currentTanks); 00069 } 00070 00071 // Setup this list of players that need to move before this round is over 00072 TurnController::instance()->nextRound(); 00073 00074 // Notify scripts of a new game starting 00075 ScorchedServer::instance()->getLUAScriptHook().callHook("server_newround"); 00076 00077 // Make sure all clients have the correct game settings 00078 ComsGameStateMessage message; 00079 ComsMessageSender::sendToAllPlayingClients(message); 00080 00081 // Move into the ready state 00082 ScorchedServer::instance()->getGameState().stimulate(ServerState::ServerStimulusNextShot); 00083 }
1.5.3