public void addPlayer( Player p ) { if (fPlayers.contains(p)) return; // already joined this team fPlayers.addElement( p ); // make sure we find out if the team member disconnects p.addPlayerStateListener(this); // act as a damage filter for this member p.addDamageListener(this); // assign new skin assignSkinTo( p ); Object[] args = {p.getName(), fTeamIndex}; Game.localecast("q2java.ctf.CTFMessages", "join_team", args, Engine.PRINT_HIGH); //update players stats that he joined this team (the yellow line around team-icon) int index1 = ( this == Team.TEAM1 ? STAT_CTF_JOINED_TEAM1_PIC : STAT_CTF_JOINED_TEAM2_PIC ); int index2 = ( this == Team.TEAM1 ? STAT_CTF_JOINED_TEAM2_PIC : STAT_CTF_JOINED_TEAM1_PIC ); int picnum = Engine.getImageIndex("i_ctfj"); p.fEntity.setPlayerStat( index1, (short)picnum ); p.fEntity.setPlayerStat( index2, (short)0 ); }
public boolean removePlayer( Player p ) { if (!fPlayers.contains(p)) return false; //update players stats that he leaved this team (the yellow line around team-icon) p.fEntity.setPlayerStat( STAT_CTF_JOINED_TEAM1_PIC, (short)0 ); p.fEntity.setPlayerStat( STAT_CTF_JOINED_TEAM2_PIC, (short)0 ); p.removePlayerStateListener(this); p.removeDamageListener(this); return fPlayers.removeElement( p ); }
/** * Find a single-player spawnpoint. Kind of simplistic. * @return q2jgame.GameEntity, null if nothing available. */ public static GenericSpawnpoint getSpawnpointSingle() { String target = BaseQ2.getSpawnpoint(); if (target == null) { // look for an info_player_start spawnpoint that's not a target Vector list = Game.getLevelRegistryList(q2java.baseq2.spawn.info_player_start.REGISTRY_KEY); Enumeration enum = list.elements(); while (enum.hasMoreElements()) { GenericSpawnpoint sp = (GenericSpawnpoint) enum.nextElement(); if (sp.getTargetGroup() == null) return sp; } // all info_player_starts are targets, so settle for the first one (if available) if (list.size() > 0) return (GenericSpawnpoint) list.elementAt(0); } else
/** * Check if a player belongs to this team. * @return boolean * @param p The player we're checking on. */ public boolean isTeamMember(Object obj) { return fPlayers.contains(obj); }
public CTFPlayer[] getPlayers() { CTFPlayer[] players = new CTFPlayer[ fPlayers.size() ]; fPlayers.copyInto( players ); return players; }
public int getNumPlayers() { return fPlayers.size(); }
/** * Select a random spawnpoint, but exclude the two points closest * to other players. * @return q2jgame.GameEntity */ public static GenericSpawnpoint getSpawnpointRandom() { GenericSpawnpoint spawnPoint = null; GenericSpawnpoint spot1 = null; GenericSpawnpoint spot2 = null; float range1 = Float.MAX_VALUE; float range2 = Float.MAX_VALUE; int count = 0; // find the two deathmatch spawnpoints that are closest to any players Vector list = Game.getLevelRegistryList(q2java.baseq2.spawn.info_player_deathmatch.REGISTRY_KEY); // if no deathmatch spawnpoint, try single-player ones if (list.size() < 1) list = Game.getLevelRegistryList(q2java.baseq2.spawn.info_player_start.REGISTRY_KEY); Enumeration enum = list.elements(); while (enum.hasMoreElements()) { count++; spawnPoint = (GenericSpawnpoint) enum.nextElement(); float range = MiscUtil.nearestPlayerDistance(spawnPoint); if (range < range1) { range1 = range; spot1 = spawnPoint; } else { if (range < range2) { range2 = range; spot2 = spawnPoint; } } } if (count == 0) return null; if (count <= 2) spot1 = spot2 = null; else count -= 2; int selection = (GameUtil.randomInt() & 0x0fff) % count; spawnPoint = null; enum = list.elements(); while (enum.hasMoreElements()) { spawnPoint = (GenericSpawnpoint) enum.nextElement(); // skip the undesirable spots if ((spawnPoint == spot1) || (spawnPoint == spot2)) continue; if ((selection--) == 0) break; } return spawnPoint; }