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 | #include "objects/worldentities/ControllableEntity.h" |
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44 | |
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45 | namespace orxonox |
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46 | { |
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47 | CreateUnloadableFactory(PlayerInfo); |
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48 | |
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49 | PlayerInfo::PlayerInfo() |
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50 | { |
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51 | RegisterObject(PlayerInfo); |
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52 | |
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53 | this->ping_ = -1; |
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54 | this->clientID_ = network::CLIENTID_UNKNOWN; |
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55 | this->bLocalPlayer_ = Core::isStandalone(); |
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56 | this->bLocalPlayer_ = false; |
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57 | this->bHumanPlayer_ = false; |
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58 | this->bFinishedSetup_ = false; |
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59 | |
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60 | this->pawn_ = 0; |
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61 | this->pawnID_ = network::OBJECTID_UNKNOWN; |
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62 | |
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63 | this->setConfigValues(); |
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64 | this->registerVariables(); |
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65 | |
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66 | //COUT(0) << "created PlayerInfo (" << this->getObjectID() << ")" << std::endl; |
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67 | } |
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68 | |
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69 | PlayerInfo::~PlayerInfo() |
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70 | { |
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71 | Gametype* gametype = Gametype::getCurrentGametype(); |
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72 | if (gametype) |
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73 | gametype->removePlayer(this); |
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74 | //COUT(0) << "destroyed PlayerInfo (" << this->getObjectID() << ")" << std::endl; |
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75 | } |
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76 | |
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77 | void PlayerInfo::setConfigValues() |
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78 | { |
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79 | SetConfigValue(nick_, "Player").callback(this, &PlayerInfo::checkNick); |
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80 | } |
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81 | |
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82 | void PlayerInfo::checkNick() |
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83 | { |
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84 | //std::cout << "# PI(" << this->getObjectID() << "): checkName: " << this->bLocalPlayer_ << std::endl; |
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85 | if (this->bLocalPlayer_) |
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86 | { |
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87 | this->playerName_ = this->nick_; |
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88 | |
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89 | if (Core::isMaster()) |
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90 | this->setName(this->playerName_); |
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91 | } |
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92 | } |
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93 | |
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94 | void PlayerInfo::changedName() |
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95 | { |
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96 | //std::cout << "# PI(" << this->getObjectID() << "): changedName to " << this->getName() << std::endl; |
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97 | Gametype* gametype = Gametype::getCurrentGametype(); |
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98 | if (gametype) |
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99 | gametype->playerChangedName(this); |
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100 | } |
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101 | |
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102 | void PlayerInfo::registerVariables() |
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103 | { |
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104 | REGISTERSTRING(name_, network::direction::toclient, new network::NetworkCallback<PlayerInfo>(this, &PlayerInfo::changedName)); |
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105 | REGISTERSTRING(playerName_, network::direction::toserver, new network::NetworkCallback<PlayerInfo>(this, &PlayerInfo::clientChangedName)); |
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106 | REGISTERDATA(clientID_, network::direction::toclient, new network::NetworkCallback<PlayerInfo>(this, &PlayerInfo::checkClientID)); |
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107 | REGISTERDATA(ping_, network::direction::toclient); |
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108 | REGISTERDATA(bHumanPlayer_, network::direction::toclient); |
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109 | REGISTERDATA(pawnID_, network::direction::toclient, new network::NetworkCallback<PlayerInfo>(this, &PlayerInfo::updatePawn)); |
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110 | REGISTERDATA(bFinishedSetup_, network::direction::bidirectional, new network::NetworkCallback<PlayerInfo>(this, &PlayerInfo::finishedSetup)); |
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111 | } |
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112 | |
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113 | void PlayerInfo::clientChangedName() |
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114 | { |
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115 | //std::cout << "# PI(" << this->getObjectID() << "): clientChangedName() from " << this->getName() << " to " << this->playerName_ << std::endl; |
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116 | this->setName(this->playerName_); |
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117 | } |
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118 | |
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119 | void PlayerInfo::checkClientID() |
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120 | { |
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121 | //std::cout << "# PI(" << this->getObjectID() << "): checkClientID()" << std::endl; |
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122 | this->bHumanPlayer_ = true; |
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123 | |
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124 | if (this->clientID_ == network::Host::getPlayerID()) |
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125 | { |
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126 | //std::cout << "# PI(" << this->getObjectID() << "): checkClientID(): it's the client's ID" << std::endl; |
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127 | this->bLocalPlayer_ = true; |
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128 | this->playerName_ = this->nick_; |
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129 | //std::cout << "# PI(" << this->getObjectID() << "): checkClientID(): name: " << this->getName() << std::endl; |
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130 | |
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131 | if (Core::isClient()) |
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132 | { |
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133 | //std::cout << "# PI(" << this->getObjectID() << "): checkClientID(): we're on a client: set object mode to bidirectional" << std::endl; |
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134 | this->setObjectMode(network::direction::bidirectional); |
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135 | //std::cout << "# PI(" << this->getObjectID() << "): checkClientID(): proposed name: " << this->playerName_ << std::endl; |
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136 | } |
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137 | else |
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138 | { |
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139 | //std::cout << "# PI(" << this->getObjectID() << "): checkClientID(): we're not on a client: finish setup" << std::endl; |
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140 | this->clientChangedName(); |
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141 | this->bFinishedSetup_ = true; |
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142 | this->finishedSetup(); |
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143 | } |
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144 | } |
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145 | } |
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146 | |
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147 | void PlayerInfo::finishedSetup() |
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148 | { |
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149 | //std::cout << "# PI(" << this->getObjectID() << "): finishedSetup(): " << this->bFinishedSetup_ << std::endl; |
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150 | if (Core::isClient()) |
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151 | { |
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152 | //std::cout << "# PI(" << this->getObjectID() << "): finishedSetup(): we're a client: finish setup" << std::endl; |
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153 | this->bFinishedSetup_ = true; |
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154 | } |
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155 | else if (this->bFinishedSetup_) |
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156 | { |
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157 | //std::cout << "# PI(" << this->getObjectID() << "): finishedSetup(): we're a server: add player" << std::endl; |
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158 | Gametype* gametype = Gametype::getCurrentGametype(); |
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159 | if (gametype) |
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160 | gametype->addPlayer(this); |
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161 | } |
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162 | else |
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163 | { |
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164 | //std::cout << "# PI(" << this->getObjectID() << "): finishedSetup(): we're a server: client not yet finished" << std::endl; |
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165 | } |
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166 | } |
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167 | |
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168 | void PlayerInfo::startControl(ControllableEntity* pawn) |
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169 | { |
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170 | pawn->setPlayer(this); |
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171 | this->pawn_ = pawn; |
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172 | this->pawnID_ = pawn->getObjectID(); |
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173 | } |
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174 | |
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175 | void PlayerInfo::stopControl() |
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176 | { |
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177 | this->pawn_->removePlayer(); |
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178 | this->pawn_ = 0; |
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179 | this->pawnID_ = network::OBJECTID_UNKNOWN; |
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180 | } |
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181 | |
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182 | void PlayerInfo::updatePawn() |
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183 | { |
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184 | this->pawn_ = dynamic_cast<ControllableEntity*>(network::Synchronisable::getSynchronisable(this->pawnID_)); |
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185 | if (this->pawn_ && (this->pawn_->getPlayer() != this)) |
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186 | this->pawn_->setPlayer(this); |
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187 | } |
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188 | } |
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