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source: code/branches/objecthierarchy/src/orxonox/objects/infos/PlayerInfo.cc @ 1953

Last change on this file since 1953 was 1953, checked in by landauf, 16 years ago

added chat overlay

File size: 5.9 KB
RevLine 
[1940]1/*
2 *   ORXONOX - the hottest 3D action shooter ever to exist
3 *                    > www.orxonox.net <
4 *
5 *
6 *   License notice:
7 *
8 *   This program is free software; you can redistribute it and/or
9 *   modify it under the terms of the GNU General Public License
10 *   as published by the Free Software Foundation; either version 2
11 *   of the License, or (at your option) any later version.
12 *
13 *   This program is distributed in the hope that it will be useful,
14 *   but WITHOUT ANY WARRANTY; without even the implied warranty of
15 *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
16 *   GNU General Public License for more details.
17 *
18 *   You should have received a copy of the GNU General Public License
19 *   along with this program; if not, write to the Free Software
20 *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
21 *
22 *   Author:
23 *      Fabian 'x3n' Landau
24 *   Co-authors:
25 *      ...
26 *
27 */
28
[1947]29#include "OrxonoxStableHeaders.h"
[1940]30#include "PlayerInfo.h"
31
32#include <OgreSceneManager.h>
33
34#include "core/CoreIncludes.h"
35#include "core/ConfigValueIncludes.h"
36#include "core/XMLPort.h"
[1949]37#include "core/Core.h"
[1940]38
39#include "network/Host.h"
40
41#include "GraphicsEngine.h"
42#include "objects/gametypes/Gametype.h"
43
44namespace orxonox
45{
46    CreateUnloadableFactory(PlayerInfo);
47
48    PlayerInfo::PlayerInfo()
49    {
50        RegisterObject(PlayerInfo);
51
52        this->ping_ = -1;
[1953]53        this->clientID_ = network::CLIENTID_UNKNOWN;
[1949]54        this->bLocalPlayer_ = Core::isStandalone();
[1940]55        this->bLocalPlayer_ = false;
56        this->bHumanPlayer_ = false;
57        this->bFinishedSetup_ = false;
58
59        this->setConfigValues();
60        this->registerVariables();
61
[1953]62//COUT(0) << "created PlayerInfo (" << this->getObjectID() << ")" << std::endl;
[1940]63    }
64
65    PlayerInfo::~PlayerInfo()
66    {
67        Gametype* gametype = Gametype::getCurrentGametype();
68        if (gametype)
69            gametype->removePlayer(this);
[1953]70//COUT(0) << "destroyed PlayerInfo (" << this->getObjectID() << ")" << std::endl;
[1940]71    }
72
73    void PlayerInfo::setConfigValues()
74    {
[1953]75        SetConfigValue(nick_, "Player").callback(this, &PlayerInfo::checkNick);
[1940]76    }
77
[1953]78    void PlayerInfo::checkNick()
[1945]79    {
[1953]80//std::cout << "# PI(" << this->getObjectID() << "): checkName: " << this->bLocalPlayer_ << std::endl;
81        if (this->bLocalPlayer_)
82        {
83            this->playerName_ = this->nick_;
84
85            if (Core::isMaster())
86                this->setName(this->playerName_);
87        }
[1945]88    }
89
[1946]90    void PlayerInfo::changedName()
91    {
[1953]92//std::cout << "# PI(" << this->getObjectID() << "): changedName to " << this->getName() << std::endl;
[1950]93        Gametype* gametype = Gametype::getCurrentGametype();
94        if (gametype)
95            gametype->playerChangedName(this);
[1946]96    }
97
[1940]98    void PlayerInfo::registerVariables()
99    {
[1946]100        REGISTERSTRING(name_,         network::direction::toclient, new network::NetworkCallback<PlayerInfo>(this, &PlayerInfo::changedName));
101        REGISTERSTRING(playerName_,   network::direction::toserver, new network::NetworkCallback<PlayerInfo>(this, &PlayerInfo::clientChangedName));
102        REGISTERDATA(clientID_,       network::direction::toclient, new network::NetworkCallback<PlayerInfo>(this, &PlayerInfo::checkClientID));
103        REGISTERDATA(ping_,           network::direction::toclient);
104        REGISTERDATA(bHumanPlayer_,   network::direction::toclient);
105        REGISTERDATA(bFinishedSetup_, network::direction::bidirectional, new network::NetworkCallback<PlayerInfo>(this, &PlayerInfo::finishedSetup));
106    }
[1940]107
[1946]108    void PlayerInfo::clientChangedName()
109    {
[1953]110//std::cout << "# PI(" << this->getObjectID() << "): clientChangedName() from " << this->getName() << " to " << this->playerName_ << std::endl;
[1946]111        this->setName(this->playerName_);
[1940]112    }
113
114    void PlayerInfo::checkClientID()
115    {
[1953]116//std::cout << "# PI(" << this->getObjectID() << "): checkClientID()" << std::endl;
[1940]117        this->bHumanPlayer_ = true;
118
119        if (this->clientID_ == network::Host::getPlayerID())
120        {
[1953]121//std::cout << "# PI(" << this->getObjectID() << "): checkClientID(): it's the client's ID" << std::endl;
[1940]122            this->bLocalPlayer_ = true;
[1953]123            this->playerName_ = this->nick_;
[1946]124//std::cout << "# PI(" << this->getObjectID() << "): checkClientID(): name: " << this->getName() << std::endl;
[1940]125
[1949]126            if (Core::isClient())
[1940]127            {
[1953]128//std::cout << "# PI(" << this->getObjectID() << "): checkClientID(): we're on a client: set object mode to bidirectional" << std::endl;
[1946]129                this->setObjectMode(network::direction::bidirectional);
[1953]130//std::cout << "# PI(" << this->getObjectID() << "): checkClientID(): proposed name: " << this->playerName_ << std::endl;
[1946]131            }
132            else
133            {
[1953]134//std::cout << "# PI(" << this->getObjectID() << "): checkClientID(): we're not on a client: finish setup" << std::endl;
[1946]135                this->clientChangedName();
[1940]136                this->bFinishedSetup_ = true;
137                this->finishedSetup();
138            }
139        }
140    }
141
142    void PlayerInfo::finishedSetup()
143    {
[1953]144//std::cout << "# PI(" << this->getObjectID() << "): finishedSetup(): " << this->bFinishedSetup_ << std::endl;
[1949]145        if (Core::isClient())
[1945]146        {
[1953]147//std::cout << "# PI(" << this->getObjectID() << "): finishedSetup(): we're a client: finish setup" << std::endl;
[1940]148            this->bFinishedSetup_ = true;
[1945]149        }
[1940]150        else if (this->bFinishedSetup_)
151        {
[1953]152//std::cout << "# PI(" << this->getObjectID() << "): finishedSetup(): we're a server: add player" << std::endl;
[1940]153            Gametype* gametype = Gametype::getCurrentGametype();
154            if (gametype)
155                gametype->addPlayer(this);
156        }
[1945]157        else
158        {
[1953]159//std::cout << "# PI(" << this->getObjectID() << "): finishedSetup(): we're a server: client not yet finished" << std::endl;
[1945]160        }
[1940]161    }
162}
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