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/*
Copyright (C) 2008 Bradley Arsenault
This program 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 3 of the License, or
(at your option) any later version.
This program 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 this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#include "NetGamePlayerManager.h"
#include "FormatableString.h"
#include "YOGServerGame.h"
#include "Player.h"
#include "AINames.h"
using namespace GAGCore;
NetGamePlayerManager::NetGamePlayerManager(GameHeader& gameHeader)
: gameHeader(gameHeader)
{
for(int x=0; x<32; ++x)
{
readyToStart[x] = true;
}
numberOfTeams = 0;
}
void NetGamePlayerManager::addPerson(Uint16 playerID, const std::string& name)
{
int team_number;
if(reteamInfo.doesPlayerHaveTeam(name))
{
team_number = reteamInfo.getPlayersTeam(name);
}
else
{
team_number = chooseTeamNumber();
}
//Add the player into the first spare slot
for(int x=0; x<32; ++x)
{
BasePlayer& bp = gameHeader.getBasePlayer(x);
if(bp.type == BasePlayer::P_NONE)
{
bp = BasePlayer(x, name, team_number, BasePlayer::P_IP);
bp.playerID = playerID;
if(gameHeader.getNumberOfPlayers() != 0)
readyToStart[x] = false;
break;
}
}
gameHeader.setNumberOfPlayers(gameHeader.getNumberOfPlayers() + 1);
}
void NetGamePlayerManager::addAIPlayer(AI::ImplementitionID type)
{
//16 is current maximum
if(gameHeader.getNumberOfPlayers() < 16)
{
int team_number = chooseTeamNumber();
for(int x=0; x<32; ++x)
{
BasePlayer& bp = gameHeader.getBasePlayer(x);
if(bp.type == BasePlayer::P_NONE)
{
FormatableString name("%0 %1");
name.arg(AINames::getAIText(type)).arg(x+1);
bp = BasePlayer(x, name, team_number, Player::playerTypeFromImplementitionID(type));
readyToStart[x] = true;
break;
}
}
gameHeader.setNumberOfPlayers(gameHeader.getNumberOfPlayers() + 1);
}
}
void NetGamePlayerManager::removePerson(Uint16 playerID)
{
for(int x=0; x<32; ++x)
{
BasePlayer& bp = gameHeader.getBasePlayer(x);
if(bp.playerID == playerID)
{
removePlayer(x);
break;
}
}
}
void NetGamePlayerManager::removePlayer(int playerNumber)
{
//Remove the player. Any players that are after this player are moved backwards
gameHeader.getBasePlayer(playerNumber) = BasePlayer();
for(int x=playerNumber+1; x<32; ++x)
{
BasePlayer& bp = gameHeader.getBasePlayer(x);
if(bp.type != Player::P_NONE)
{
bp.number -= 1;
bp.numberMask = 1u>>bp.number;
if(bp.type >= Player::P_AI)
{
FormatableString name("%0 %1");
name.arg(AINames::getAIText(bp.type - (int)Player::P_AI)).arg(bp.number+1);
bp.name = name;
}
gameHeader.getBasePlayer(x-1) = bp;
bp = BasePlayer();
readyToStart[x-1] = readyToStart[x];
readyToStart[x] = true;
}
}
readyToStart[playerNumber] = true;
gameHeader.setNumberOfPlayers(gameHeader.getNumberOfPlayers() - 1);
}
void NetGamePlayerManager::changeTeamNumber(int playerNumber, int newTeamNumber)
{
//Changes the team
gameHeader.getBasePlayer(playerNumber).teamNumber = newTeamNumber;
}
void NetGamePlayerManager::setReadyToGo(int playerID, bool isReady)
{
for(int x=0; x<32; ++x)
{
BasePlayer& bp = gameHeader.getBasePlayer(x);
if(bp.playerID == playerID)
{
readyToStart[x] = isReady;
break;
}
}
}
bool NetGamePlayerManager::isEveryoneReadyToGo()
{
for(int x=0; x<32; ++x)
{
if(readyToStart[x] == false)
{
return false;
}
}
return true;
}
bool NetGamePlayerManager::isReadyToGo(int playerID)
{
for(int x=0; x<32; ++x)
{
BasePlayer& bp = gameHeader.getBasePlayer(x);
if(bp.playerID == playerID)
{
return readyToStart[x];
}
}
}
void NetGamePlayerManager::setNumberOfTeams(int nnumberOfTeams)
{
numberOfTeams = nnumberOfTeams;
}
void NetGamePlayerManager::setReteamingInformation(const NetReteamingInformation& information)
{
reteamInfo = information;
}
const NetReteamingInformation& NetGamePlayerManager::getReteamingInformation() const
{
return reteamInfo;
}
int NetGamePlayerManager::chooseTeamNumber()
{
//Find a spare team number to give to the player. If there aren't any, recycle a number that has the fewest number of attached players
//Count number of players for each team
std::vector<int> numberOfPlayersPerTeam(32, 0);
for(int x=0; x<32; ++x)
{
BasePlayer& bp = gameHeader.getBasePlayer(x);
if(bp.type != BasePlayer::P_NONE)
numberOfPlayersPerTeam[bp.teamNumber] += 1;
}
//Chooes a team number that has the lowest number of players attached
int lowest_number = 10000;
int team_number = 0;
for(int x=0; x<numberOfTeams; ++x)
{
if(numberOfPlayersPerTeam[x] < lowest_number)
{
lowest_number = numberOfPlayersPerTeam[x];
team_number = x;
}
}
return team_number;
}
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