Added getPlayerSlots() which returns the maximum number of players allowed
in the game and which doesn't choke if called before we have a game object. Modified code to use it where appropriate. git-svn-id: svn+ssh://src.earth.threerings.net/narya/trunk@1824 542714f4-19e9-0310-aa3c-eee0fc999fb1
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@@ -1,5 +1,5 @@
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//
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// $Id: GameManager.java,v 1.49 2002/10/24 07:01:08 shaper Exp $
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// $Id: GameManager.java,v 1.50 2002/10/24 18:51:41 mdb Exp $
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package com.threerings.parlor.game;
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@@ -62,8 +62,7 @@ public class GameManager extends PlaceManager
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{
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// determine the first available player index
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int pidx = -1;
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int size = _gameobj.players.length;
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for (int ii = 0; ii < size; ii++) {
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for (int ii = 0; ii < getPlayerSlots(); ii++) {
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if (!_gameobj.isOccupiedPlayer(ii)) {
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pidx = ii;
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break;
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@@ -95,7 +94,7 @@ public class GameManager extends PlaceManager
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public boolean addPlayerAt (String player, int pidx)
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{
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// make sure the specified player index is valid
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if (pidx < 0 || pidx >= _gameobj.players.length) {
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if (pidx < 0 || pidx >= getPlayerSlots()) {
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Log.warning("Attempt to add player at an invalid index " +
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"[game=" + _gameobj.which() + ", player=" + player +
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", pidx=" + pidx + "].");
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@@ -227,7 +226,7 @@ public class GameManager extends PlaceManager
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{
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if (_AIs == null) {
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// create and initialize the AI skill level array
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_AIs = new byte[_gameobj.players.length];
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_AIs = new byte[getPlayerCount()];
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Arrays.fill(_AIs, (byte)-1);
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// set up a delegate op for AI ticking
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_tickAIOp = new TickAIDelegateOp();
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@@ -277,6 +276,14 @@ public class GameManager extends PlaceManager
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return _playerCount;
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}
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/**
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* Returns the number of players allowed in this game.
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*/
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public int getPlayerSlots ()
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{
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return _gameconfig.players.length;
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}
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/**
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* Returns whether the player at the specified player index is an AI.
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*/
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@@ -346,8 +353,7 @@ public class GameManager extends PlaceManager
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_playerCount = _gameobj.getPlayerCount();
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// instantiate a player oid array which we'll fill in later
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int size = _gameobj.players.length;
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_playerOids = new int[size];
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_playerOids = new int[getPlayerSlots()];
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// create and fill in our game service object
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GameMarshaller service = (GameMarshaller)
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@@ -359,7 +365,7 @@ public class GameManager extends PlaceManager
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// let the players of this game know that we're ready to roll (if
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// we have a specific set of players)
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for (int ii = 0; ii < size; ii++) {
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for (int ii = 0; ii < getPlayerSlots(); ii++) {
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// skip non-existent players
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if (!_gameobj.isOccupiedPlayer(ii)) {
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continue;
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@@ -673,8 +679,7 @@ public class GameManager extends PlaceManager
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*/
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protected boolean allPlayersReady ()
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{
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int pcount = _gameobj.players.length;
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for (int ii = 0; ii < pcount; ii++) {
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for (int ii = 0; ii < getPlayerSlots(); ii++) {
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if (_gameobj.isOccupiedPlayer(ii) &&
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(_playerOids[ii] == 0) &&
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(_AIs == null || _AIs[ii] == -1)) {
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