/* * ORXONOX - the hottest 3D action shooter ever to exist * > www.orxonox.net < * * * License notice: * * This program 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. * * This program 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 this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * Author: * Fabian 'x3n' Landau * Co-authors: * ... * */ #include "OrxonoxStableHeaders.h" #include "PlayerInfo.h" #include #include "core/CoreIncludes.h" #include "core/ConfigValueIncludes.h" #include "core/XMLPort.h" #include "core/Core.h" #include "network/Host.h" #include "GraphicsEngine.h" #include "objects/gametypes/Gametype.h" #include "objects/worldentities/ControllableEntity.h" namespace orxonox { CreateUnloadableFactory(PlayerInfo); PlayerInfo::PlayerInfo() { RegisterObject(PlayerInfo); this->ping_ = -1; this->clientID_ = network::CLIENTID_UNKNOWN; this->bLocalPlayer_ = Core::isStandalone(); this->bLocalPlayer_ = false; this->bHumanPlayer_ = false; this->bFinishedSetup_ = false; this->pawn_ = 0; this->pawnID_ = network::OBJECTID_UNKNOWN; this->setConfigValues(); this->registerVariables(); //COUT(0) << "created PlayerInfo (" << this->getObjectID() << ")" << std::endl; } PlayerInfo::~PlayerInfo() { Gametype* gametype = Gametype::getCurrentGametype(); if (gametype) gametype->removePlayer(this); //COUT(0) << "destroyed PlayerInfo (" << this->getObjectID() << ")" << std::endl; } void PlayerInfo::setConfigValues() { SetConfigValue(nick_, "Player").callback(this, &PlayerInfo::checkNick); } void PlayerInfo::checkNick() { //std::cout << "# PI(" << this->getObjectID() << "): checkName: " << this->bLocalPlayer_ << std::endl; if (this->bLocalPlayer_) { this->playerName_ = this->nick_; if (Core::isMaster()) this->setName(this->playerName_); } } void PlayerInfo::changedName() { //std::cout << "# PI(" << this->getObjectID() << "): changedName to " << this->getName() << std::endl; Gametype* gametype = Gametype::getCurrentGametype(); if (gametype) gametype->playerChangedName(this); } void PlayerInfo::registerVariables() { REGISTERSTRING(name_, network::direction::toclient, new network::NetworkCallback(this, &PlayerInfo::changedName)); REGISTERSTRING(playerName_, network::direction::toserver, new network::NetworkCallback(this, &PlayerInfo::clientChangedName)); REGISTERDATA(clientID_, network::direction::toclient, new network::NetworkCallback(this, &PlayerInfo::checkClientID)); REGISTERDATA(ping_, network::direction::toclient); REGISTERDATA(bHumanPlayer_, network::direction::toclient); REGISTERDATA(pawnID_, network::direction::toclient, new network::NetworkCallback(this, &PlayerInfo::updatePawn)); REGISTERDATA(bFinishedSetup_, network::direction::bidirectional, new network::NetworkCallback(this, &PlayerInfo::finishedSetup)); } void PlayerInfo::clientChangedName() { //std::cout << "# PI(" << this->getObjectID() << "): clientChangedName() from " << this->getName() << " to " << this->playerName_ << std::endl; this->setName(this->playerName_); } void PlayerInfo::checkClientID() { //std::cout << "# PI(" << this->getObjectID() << "): checkClientID()" << std::endl; this->bHumanPlayer_ = true; if (this->clientID_ == network::Host::getPlayerID()) { //std::cout << "# PI(" << this->getObjectID() << "): checkClientID(): it's the client's ID" << std::endl; this->bLocalPlayer_ = true; this->playerName_ = this->nick_; //std::cout << "# PI(" << this->getObjectID() << "): checkClientID(): name: " << this->getName() << std::endl; if (Core::isClient()) { //std::cout << "# PI(" << this->getObjectID() << "): checkClientID(): we're on a client: set object mode to bidirectional" << std::endl; this->setObjectMode(network::direction::bidirectional); //std::cout << "# PI(" << this->getObjectID() << "): checkClientID(): proposed name: " << this->playerName_ << std::endl; } else { //std::cout << "# PI(" << this->getObjectID() << "): checkClientID(): we're not on a client: finish setup" << std::endl; this->clientChangedName(); this->bFinishedSetup_ = true; this->finishedSetup(); } } } void PlayerInfo::finishedSetup() { //std::cout << "# PI(" << this->getObjectID() << "): finishedSetup(): " << this->bFinishedSetup_ << std::endl; if (Core::isClient()) { //std::cout << "# PI(" << this->getObjectID() << "): finishedSetup(): we're a client: finish setup" << std::endl; this->bFinishedSetup_ = true; } else if (this->bFinishedSetup_) { //std::cout << "# PI(" << this->getObjectID() << "): finishedSetup(): we're a server: add player" << std::endl; Gametype* gametype = Gametype::getCurrentGametype(); if (gametype) gametype->addPlayer(this); } else { //std::cout << "# PI(" << this->getObjectID() << "): finishedSetup(): we're a server: client not yet finished" << std::endl; } } void PlayerInfo::startControl(ControllableEntity* pawn) { pawn->setPlayer(this); this->pawn_ = pawn; this->pawnID_ = pawn->getObjectID(); } void PlayerInfo::stopControl() { this->pawn_->removePlayer(); this->pawn_ = 0; this->pawnID_ = network::OBJECTID_UNKNOWN; } void PlayerInfo::updatePawn() { this->pawn_ = dynamic_cast(network::Synchronisable::getSynchronisable(this->pawnID_)); if (this->pawn_ && (this->pawn_->getPlayer() != this)) this->pawn_->setPlayer(this); } }