📄 gamesettings.java
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/*
Netwar
Copyright (C) 2002 Daniel Grund, Kyle Kakligian, Jason Komutrattananon, & Brian Hibler.
This file is part of Netwar.
Netwar 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 2 of the License, or
(at your option) any later version.
Netwar 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 Netwar; if not, write to the Free Software
Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
package netwar.settings;
import netwar.Netwar;
import netwar.utils.*;
import java.io.Serializable;
/** STRUCT style class used for network coordination.
* Contains a single GlobalSettings, plus one PlayerSettings per player.
* When a setting is changed, it is submitted to the server, and propogated to all clients.
* <p> The proper way to change a player's PlayerSettings, for example, is to alter
* Netwar.netwar.pset (a PlayerSettings maintained for just this purpose) and then call:
* Netwar.nc.clientBroadcastSettings(Netwar.nc.playerNumber, Netwar.netwar.pset, null);
* @author Group N2 - Project Netwar
* @author Daniel Grund
*/
public class GameSettings implements Serializable {
/** The current collection of settings. This is updated by the server. */
public static GameSettings currentSettings = null;
/** The number of players currently connected to the game. This is subject to change until startGame() is called. */
public int playerCount = 0;
/** The GlobalSettings, which contains initialization data not specific to any one player. */
public GlobalSettings global = new GlobalSettings(0);
/** The PlayerSettings array, which contains the player-specific initialization data for each player. */
public PlayerSettings players[] = new PlayerSettings[0];
/** Creates a new instance of GameSettings */
public GameSettings() {
}
/** Alters this GameSettings by replacing player pNumber's settings, or if pNumber == 0, replaces the GlobalSettings.
* This should only be called by the NetworkServer. This is part a thread-safing technique made
* necessary by the fact that all players will alter GameSettings.currentSettings at least once.
*/
public void reviseSettings(int pNumber, PlayerSettings pset, GlobalSettings gset) {
if(pNumber == 0)
{
global = gset;
return;
}else{
if(pNumber > playerCount) {
Assert.notFalse(pNumber == playerCount + 1, "Player Count jump!");
playerCount = pNumber;
PlayerSettings ps[] = new PlayerSettings[pNumber];
for(int i = 0; i < pNumber - 1; i++)
ps[i] = players[i];
ps[pNumber - 1] = pset;
players = ps;
}else{
Assert.notFalse(pNumber > 0, "Player number less than one!");
players[pNumber - 1] = pset;
}
}
Netwar.netwar.getDataViewer().repaint();
}
}
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