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/* Tenes Empanadas Graciela
*
* Copyright (C) 2000 Ricardo Quesada
*
* Author: Ricardo Calixto Quesada <rquesada@core-sdi.com>
*
* 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; only version 2 of the License
*
* 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.
*/
/*
* client side player functions
*/
#include "player.h"
#include <list>
#include <algorithm>
#include <cassert>
#include <string.h>
#include "client.h"
namespace teg::client
{
using ClientPlayerList = std::list<Player>;
ClientPlayerList players;
TEG_STATUS player_whois(int numjug, PCPLAYER *j)
{
TEG_STATUS result = TEG_STATUS_PLAYERNOTFOUND;
players_map_int([&result, &j, numjug](Player& player) {
if((result != TEG_STATUS_SUCCESS) && (player.numjug == numjug)) {
*j = &player;
result = TEG_STATUS_SUCCESS;
return false;
}
return true;
});
return result;
}
TEG_STATUS player_update(PCPLAYER j)
{
PCPLAYER i{nullptr};
if(player_whois(j->numjug, &i) != TEG_STATUS_SUCCESS) {
return TEG_STATUS_PLAYERNOTFOUND;
}
*i = *j;
return TEG_STATUS_SUCCESS;
}
void player_ins(PCPLAYER j)
{
players.push_back(*j);
g_game.playeres = players.size();
}
void player_del(PCPLAYER pJ)
{
assert(players.size() > 0);
auto it = std::find_if(players.begin(), players.end(),
[pJ](Player &p) {
return &p == pJ;
});
assert(it!=players.end());
players.erase(it);
g_game.playeres = players.size();
}
void player_flush(void)
{
players.clear();
g_game.playeres = players.size();
}
void player_init(void)
{
}
void players_map(PlayersCallback cb)
{
std::for_each(players.begin(), players.end(), cb);
}
void players_map_int(InterruptablePlayersCallback cb)
{
for(Player& p: players) {
if(!cb(p)) {
return;
}
}
}
}
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