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source: code/branches/objecthierarchy/src/orxonox/objects/infos/PlayerInfo.cc @ 1946

Last change on this file since 1946 was 1946, checked in by landauf, 16 years ago

synchronizes the players name

File size: 5.6 KB
Line 
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
29#include "PlayerInfo.h"
30
31#include <OgreSceneManager.h>
32
33#include "core/CoreIncludes.h"
34#include "core/ConfigValueIncludes.h"
35#include "core/XMLPort.h"
36
37#include "network/Host.h"
38
39#include "Settings.h"
40#include "GraphicsEngine.h"
41#include "objects/gametypes/Gametype.h"
42
43namespace orxonox
44{
45    CreateUnloadableFactory(PlayerInfo);
46
47    PlayerInfo::PlayerInfo()
48    {
49        RegisterObject(PlayerInfo);
50
51        this->ping_ = -1;
52        this->bLocalPlayer_ = Settings::isStandalone();
53        this->bLocalPlayer_ = false;
54        this->bHumanPlayer_ = false;
55        this->bFinishedSetup_ = false;
56
57        this->setConfigValues();
58        this->registerVariables();
59
60        COUT(0) << "created PlayerInfo (" << this->getObjectID() << ")" << std::endl;
61    }
62
63    PlayerInfo::~PlayerInfo()
64    {
65        Gametype* gametype = Gametype::getCurrentGametype();
66        if (gametype)
67            gametype->removePlayer(this);
68        COUT(0) << "destroyed PlayerInfo (" << this->getObjectID() << ")" << std::endl;
69    }
70
71    void PlayerInfo::setConfigValues()
72    {
73        SetConfigValue(playerName_, "Player").callback(this, &PlayerInfo::checkName);
74    }
75
76    void PlayerInfo::checkName()
77    {
78std::cout << "# PI(" << this->getObjectID() << "): checkName: " << this->bLocalPlayer_ << std::endl;
79        if (this->bLocalPlayer_ && Settings::isMaster())
80            this->setName(this->playerName_);
81    }
82
83    void PlayerInfo::changedName()
84    {
85std::cout << "# PI(" << this->getObjectID() << "): changedName to " << this->getName() << std::endl;
86    }
87
88    void PlayerInfo::registerVariables()
89    {
90        REGISTERSTRING(name_,         network::direction::toclient, new network::NetworkCallback<PlayerInfo>(this, &PlayerInfo::changedName));
91        REGISTERSTRING(playerName_,   network::direction::toserver, new network::NetworkCallback<PlayerInfo>(this, &PlayerInfo::clientChangedName));
92        REGISTERDATA(clientID_,       network::direction::toclient, new network::NetworkCallback<PlayerInfo>(this, &PlayerInfo::checkClientID));
93        REGISTERDATA(ping_,           network::direction::toclient);
94        REGISTERDATA(bHumanPlayer_,   network::direction::toclient);
95        REGISTERDATA(bFinishedSetup_, network::direction::bidirectional, new network::NetworkCallback<PlayerInfo>(this, &PlayerInfo::finishedSetup));
96    }
97
98    void PlayerInfo::clientChangedName()
99    {
100std::cout << "# PI(" << this->getObjectID() << "): clientChangedName() to " << this->playerName_ << std::endl;
101        this->setName(this->playerName_);
102    }
103
104    void PlayerInfo::checkClientID()
105    {
106std::cout << "# PI(" << this->getObjectID() << "): checkClientID()" << std::endl;
107        this->bHumanPlayer_ = true;
108
109        if (this->clientID_ == network::Host::getPlayerID())
110        {
111std::cout << "# PI(" << this->getObjectID() << "): checkClientID(): it's the client's ID" << std::endl;
112            this->bLocalPlayer_ = true;
113//std::cout << "# PI(" << this->getObjectID() << "): checkClientID(): name: " << this->getName() << std::endl;
114
115            if (Settings::isClient())
116            {
117std::cout << "# PI(" << this->getObjectID() << "): checkClientID(): we're on a client: set object mode to bidirectional" << std::endl;
118                this->setObjectMode(network::direction::bidirectional);
119                this->playerName_ += "blub";
120std::cout << "# PI(" << this->getObjectID() << "): checkClientID(): proposed name: " << this->playerName_ << std::endl;
121            }
122            else
123            {
124std::cout << "# PI(" << this->getObjectID() << "): checkClientID(): we're not on a client: finish setup" << std::endl;
125                this->clientChangedName();
126                this->bFinishedSetup_ = true;
127                this->finishedSetup();
128            }
129        }
130    }
131
132    void PlayerInfo::finishedSetup()
133    {
134std::cout << "# PI(" << this->getObjectID() << "): finishedSetup(): " << this->bFinishedSetup_ << std::endl;
135        if (Settings::isClient())
136        {
137std::cout << "# PI(" << this->getObjectID() << "): finishedSetup(): we're a client: finish setup" << std::endl;
138            this->bFinishedSetup_ = true;
139        }
140        else if (this->bFinishedSetup_)
141        {
142std::cout << "# PI(" << this->getObjectID() << "): finishedSetup(): we're a server: add player" << std::endl;
143            Gametype* gametype = Gametype::getCurrentGametype();
144            if (gametype)
145                gametype->addPlayer(this);
146        }
147        else
148        {
149std::cout << "# PI(" << this->getObjectID() << "): finishedSetup(): we're a server: client not yet finished" << std::endl;
150        }
151    }
152}
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