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