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source: code/trunk/src/orxonox/objects/infos/HumanPlayer.cc @ 2890

Last change on this file since 2890 was 2890, checked in by landauf, 15 years ago
  • Added overlay element for the Pong Gametype
  • Changed the type of the overlay's owner to BaseObject (former ControllableEntity) to allow other classes to own an overlay (for example a Gametype)
  • OverlayGroup does now use a std::set instead of a std::map to store it's overlay elements. Therefore a name is not anymore compulsory for an overlay element.
  • Property svn:eol-style set to native
File size: 6.2 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 "OrxonoxStableHeaders.h"
30#include "HumanPlayer.h"
31
32#include "core/Core.h"
33#include "core/CoreIncludes.h"
34#include "core/ConfigValueIncludes.h"
35#include "network/ClientInformation.h"
36#include "network/Host.h"
37#include "objects/controllers/HumanController.h"
38#include "objects/gametypes/Gametype.h"
39#include "overlays/OverlayGroup.h"
40
41namespace orxonox
42{
43    CreateUnloadableFactory(HumanPlayer);
44
45    HumanPlayer::HumanPlayer(BaseObject* creator) : PlayerInfo(creator)
46    {
47        RegisterObject(HumanPlayer);
48
49        this->server_initialized_ = Core::isMaster();
50        this->client_initialized_ = false;
51
52        this->bHumanPlayer_ = true;
53        this->defaultController_ = Class(HumanController);
54
55        this->humanHud_ = 0;
56        this->gametypeHud_ = 0;
57
58        this->setConfigValues();
59        this->registerVariables();
60    }
61
62    HumanPlayer::~HumanPlayer()
63    {
64        if (this->BaseObject::isInitialized())
65        {
66            if (this->humanHud_)
67                delete this->humanHud_;
68
69            if (this->gametypeHud_)
70                delete this->gametypeHud_;
71        }
72    }
73
74    void HumanPlayer::setConfigValues()
75    {
76        SetConfigValue(nick_, "Player").callback(this, &HumanPlayer::configvaluecallback_changednick);
77        SetConfigValue(hudtemplate_, "defaultHUD").callback(this, &HumanPlayer::configvaluecallback_changedHUDTemplate);
78    }
79
80    void HumanPlayer::registerVariables()
81    {
82        registerVariable(this->synchronize_nick_, variableDirection::toserver, new NetworkCallback<HumanPlayer>(this, &HumanPlayer::networkcallback_changednick));
83
84        registerVariable(this->clientID_,           variableDirection::toclient, new NetworkCallback<HumanPlayer>(this, &HumanPlayer::networkcallback_clientIDchanged));
85        registerVariable(this->server_initialized_, variableDirection::toclient, new NetworkCallback<HumanPlayer>(this, &HumanPlayer::networkcallback_server_initialized));
86        registerVariable(this->client_initialized_, variableDirection::toserver, new NetworkCallback<HumanPlayer>(this, &HumanPlayer::networkcallback_client_initialized));
87    }
88
89    void HumanPlayer::configvaluecallback_changednick()
90    {
91        if (this->isLocalPlayer())
92        {
93            this->synchronize_nick_ = this->nick_;
94
95            if (Core::isMaster())
96                this->setName(this->nick_);
97        }
98    }
99
100    void HumanPlayer::configvaluecallback_changedHUDTemplate()
101    {
102        this->setHumanHUDTemplate(this->hudtemplate_);
103    }
104
105    void HumanPlayer::networkcallback_changednick()
106    {
107        this->setName(this->synchronize_nick_);
108    }
109
110    void HumanPlayer::networkcallback_clientIDchanged()
111    {
112        if (this->clientID_ == Host::getPlayerID())
113        {
114            this->bLocalPlayer_ = true;
115            this->synchronize_nick_ = this->nick_;
116            this->client_initialized_ = true;
117
118            if (!Core::isMaster())
119                this->setObjectMode(objectDirection::bidirectional);
120            else
121                this->setName(this->nick_);
122
123            this->createController();
124            this->updateHumanHUD();
125        }
126    }
127
128    void HumanPlayer::networkcallback_server_initialized()
129    {
130        this->client_initialized_ = true;
131    }
132
133    void HumanPlayer::networkcallback_client_initialized()
134    {
135        if (this->getGametype())
136            this->getGametype()->playerEntered(this);
137    }
138
139    bool HumanPlayer::isInitialized() const
140    {
141        return (this->server_initialized_ && this->client_initialized_);
142    }
143
144    float HumanPlayer::getPing() const
145    {
146        return ClientInformation::findClient(this->getClientID())->getRTT();
147    }
148
149    float HumanPlayer::getPacketLossRatio() const
150    {
151        return ClientInformation::findClient(this->getClientID())->getPacketLoss();
152    }
153
154    void HumanPlayer::setClientID(unsigned int clientID)
155    {
156        this->clientID_ = clientID;
157        this->networkcallback_clientIDchanged();
158    }
159
160    void HumanPlayer::changedGametype()
161    {
162        PlayerInfo::changedGametype();
163
164        if (this->isInitialized() && this->isLocalPlayer())
165            if (this->getGametype()->getHUDTemplate() != "")
166                this->setGametypeHUDTemplate(this->getGametype()->getHUDTemplate());
167    }
168
169    void HumanPlayer::changedControllableEntity()
170    {
171        PlayerInfo::changedControllableEntity();
172
173        if (this->humanHud_)
174            this->humanHud_->setOwner(this->getControllableEntity());
175    }
176
177    void HumanPlayer::updateHumanHUD()
178    {
179        if (this->humanHud_)
180        {
181            delete this->humanHud_;
182            this->humanHud_ = 0;
183        }
184
185        if (this->isLocalPlayer() && this->humanHudTemplate_ != "")
186        {
187            this->humanHud_ = new OverlayGroup(this);
188            this->humanHud_->addTemplate(this->humanHudTemplate_);
189            this->humanHud_->setOwner(this->getControllableEntity());
190        }
191    }
192
193    void HumanPlayer::updateGametypeHUD()
194    {
195        if (this->gametypeHud_)
196        {
197            delete this->gametypeHud_;
198            this->gametypeHud_ = 0;
199        }
200
201        if (this->isLocalPlayer() && this->gametypeHudTemplate_ != "")
202        {
203            this->gametypeHud_ = new OverlayGroup(this);
204            this->gametypeHud_->addTemplate(this->gametypeHudTemplate_);
205            this->gametypeHud_->setOwner(this->getGametype());
206        }
207    }
208}
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