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objectmanager.cpp
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#include "objectmanager.h"
namespace SSJServer {
int ObjectManager::nextId = 0;
void ObjectManager::addObjectToObjectsList(Object * object)
{
DataContainer::ObjectLists.push_back(object);
object->syncId = nextId++;
}
ObjectManager::ObjectManager()
{
}
void ObjectManager::CreatePlayer(string PlayerId)
{
MainPlayer *obiekt = new MainPlayer();
obiekt->setPlayerId(PlayerId);
obiekt->setMapPosition(640,640);
ObjectManager::addObjectToObjectsList(obiekt);
DataContainer::PlayerList[PlayerId] = obiekt;
}
void ObjectManager::CreateBullet(Json::Value parameters){
Bullet* tmp;
Point tmpPoint;
cout << parameters[_J(_ownerSyncId)] << endl;
BulletFactory::setOwnerId(parameters[_J(_ownerSyncId)].asInt());
tmpPoint.x = parameters[_J(_ownerPositionX)].asFloat();
tmpPoint.y = parameters[_J(_ownerPositionY)].asFloat();
Degrees tmpDegrees = parameters[_J(_ownerAngle)].asFloat();
BulletFactory::setOwnerPosition(tmpPoint);
BulletFactory::setOwnerAngle(tmpDegrees);
switch(static_cast<WeaponType>(parameters[_J(_weaponType)].asInt())){
case Glock:
tmp = BulletFactory::CreateGlockBullet();
break;
case Uzi:
tmp = BulletFactory::CreateUziBullet();
break;
case Ak47:
tmp = BulletFactory::CreateAk47Bullet();
break;
case M16:
tmp = BulletFactory::CreateM16Bullet();
break;
case Shotgun:
tmp = BulletFactory::CreateShotgunBullet();
break;
case SniperRifle:
tmp = BulletFactory::CreateSniperRifleBullet();
break;
case Bazooka:
tmp = BulletFactory::CreateBazookaBullet();
break;
case Grenade:
tmp = BulletFactory::CreateGrenadeBullet();
break;
case Knife:
tmp = BulletFactory::CreateKnifeBullet();
break;
}
ObjectManager::addObjectToObjectsList(tmp);
}
void ObjectManager::CreateWeapon(Json::Value parameters, string playerID){
/* Weapon* tmp;
Point tmpPoint;
tmpPoint.x = parameters[_J(_ownerPositionX)].asFloat();
tmpPoint.y = parameters[_J(_ownerPositionY)].asFloat();
WeaponFactory::setOwner(dynamic_cast<DynamicObject*>(DataContainer::PlayerList.at(playerID)));
switch(static_cast<WeaponType>(parameters[_J(_weaponType)].asInt())){
case Glock:
tmp = WeaponFactory::CreateGlockObject();
break;
case Uzi:
tmp = WeaponFactory::CreateUziObject();
break;
case Ak47:
tmp = WeaponFactory::CreateAk47Object();
break;
case M16:
tmp = WeaponFactory::CreateM16Object();
break;
case Shotgun:
tmp = WeaponFactory::CreateShotgunObject();
break;
case SniperRifle:
tmp = WeaponFactory::CreateSniperRifleObject();
break;
case Bazooka:
tmp = WeaponFactory::CreateBazookaObject();
break;
case Grenade:
tmp = WeaponFactory::CreateGrenadeObject();
break;
case Knife:
tmp = WeaponFactory::CreateKnifeObject();
break;
}
ObjectManager::addObjectToObjectsList(tmp);
*/
}
}