Planet
navi homePPSaboutscreenshotsdownloaddevelopmentforum

source: code/branches/hud/src/orxonox/infos/PlayerInfo.cc @ 8930

Last change on this file since 8930 was 8906, checked in by mspaling, 13 years ago

names added in hud

  • Property svn:eol-style set to native
File size: 8.9 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 <cassert>
30
31#include "PlayerInfo.h"
32
33#include "core/CoreIncludes.h"
34// #include "network/ClientInformation.h"
35#include "gametypes/Gametype.h"
36#include "worldentities/ControllableEntity.h"
37#include "controllers/Controller.h"
38#include "worldentities/pawns/SpaceShip.h"
39
40namespace orxonox
41{
42    PlayerInfo::PlayerInfo(BaseObject* creator) : Info(creator)
43    {
44        RegisterObject(PlayerInfo);
45
46        this->clientID_ = NETWORK_PEER_ID_UNKNOWN;
47        this->bHumanPlayer_ = false;
48        this->bLocalPlayer_ = false;
49        this->bReadyToSpawn_ = false;
50        this->bSetUnreadyAfterSpawn_ = true;
51        this->controller_ = 0;
52        this->controllableEntity_ = 0;
53        this->controllableEntityID_ = OBJECTID_UNKNOWN;
54
55        this->gtinfo_ = 0;
56        this->gtinfoID_ = OBJECTID_UNKNOWN;
57        this->updateGametypeInfo();
58
59        this->registerVariables();
60    }
61
62    PlayerInfo::~PlayerInfo()
63    {
64        if (this->BaseObject::isInitialized())
65        {
66            this->stopControl();
67
68            if (this->controller_)
69            {
70                this->controller_->destroy();
71                this->controller_ = 0;
72            }
73
74            if (this->getGametype())
75                this->getGametype()->playerLeft(this);
76        }
77    }
78
79    void PlayerInfo::registerVariables()
80    {
81        registerVariable(this->name_,                 VariableDirection::ToClient, new NetworkCallback<PlayerInfo>(this, &PlayerInfo::changedName));
82        registerVariable(this->controllableEntityID_, VariableDirection::ToClient, new NetworkCallback<PlayerInfo>(this, &PlayerInfo::networkcallback_changedcontrollableentityID));
83        registerVariable(this->gtinfoID_,             VariableDirection::ToClient, new NetworkCallback<PlayerInfo>(this, &PlayerInfo::networkcallback_changedgtinfoID));
84    }
85
86    void PlayerInfo::changedName()
87    {
88        SUPER(PlayerInfo, changedName);
89
90        if (this->isInitialized() && this->getGametype())
91            this->getGametype()->playerChangedName(this);
92    }
93
94    void PlayerInfo::changedGametype()
95    {
96        this->updateGametypeInfo();
97
98        if (this->isInitialized())
99        {
100            if (this->getOldGametype())
101            {
102                if (this->getGametype())
103                    this->getOldGametype()->playerSwitched(this, this->getGametype());
104                else
105                    this->getOldGametype()->playerLeft(this);
106            }
107
108            if (this->getGametype())
109            {
110                if (this->getOldGametype())
111                    this->getGametype()->playerSwitchedBack(this, this->getOldGametype());
112                else
113                    this->getGametype()->playerEntered(this);
114            }
115        }
116    }
117
118    void PlayerInfo::updateGametypeInfo()
119    {
120        this->gtinfo_ = 0;
121        this->gtinfoID_ = OBJECTID_UNKNOWN;
122
123        if (this->getGametype() && this->getGametype()->getGametypeInfo())
124        {
125            this->gtinfo_ = this->getGametype()->getGametypeInfo();
126            this->gtinfoID_ = this->gtinfo_->getObjectID();
127        }
128    }
129
130    void PlayerInfo::createController()
131    {
132        if (this->controller_)
133        {
134            this->controller_->destroy();
135            this->controller_ = 0;
136        }
137        this->controller_ = this->defaultController_.fabricate(this);
138        assert(this->controller_);
139        this->controller_->setPlayer(this);
140        if (this->controllableEntity_)
141        {
142            this->controller_->setControllableEntity(this->controllableEntity_);
143            this->controllableEntity_->setController(this->controller_);
144        }
145        this->changedController();
146    }
147
148    void PlayerInfo::startControl(ControllableEntity* entity)
149    {
150        if (!entity || entity == this->controllableEntity_)
151            return;
152
153        while (this->previousControllableEntity_.size() > 0)
154            this->stopTemporaryControl();
155       
156        if (this->controllableEntity_)
157            this->stopControl();
158
159        this->controllableEntity_ = entity;
160        this->controllableEntityID_ = entity->getObjectID();
161
162        entity->setPlayer(this);
163
164        this->bReadyToSpawn_ &= (!this->bSetUnreadyAfterSpawn_);
165
166        if (this->controller_)
167        {
168            this->controller_->setControllableEntity(entity);
169            this->controllableEntity_->setController(this->controller_);
170        }
171
172        this->changedControllableEntity();
173                SpaceShip* spaceship = dynamic_cast<SpaceShip*>(entity);
174        if (spaceship != NULL)
175        {
176            spaceship->setRVName(this->getName());
177        }
178    }
179
180    void PlayerInfo::startTemporaryControl(ControllableEntity* entity)
181    {
182        if (!entity)
183            return;
184
185        this->controllableEntity_->destroyHud(); // HACK-ish
186        this->previousControllableEntity_.push_back(WeakPtr<ControllableEntity>(this->controllableEntity_));
187        this->controllableEntity_ = entity;
188        this->controllableEntityID_ = entity->getObjectID();
189
190        entity->setPlayer(this);
191        entity->setController(this->controller_);
192
193        if (this->controller_)
194            this->controller_->setControllableEntity(entity);
195
196        this->changedControllableEntity();
197    }
198
199    void PlayerInfo::stopControl()
200    {
201        while ( this->previousControllableEntity_.size() > 0)
202            this->stopTemporaryControl();
203
204        ControllableEntity* entity = this->controllableEntity_;
205
206        if (!entity)
207            return;
208
209        this->controllableEntity_->setController(0);
210        this->controllableEntity_ = 0;
211        this->controllableEntityID_ = OBJECTID_UNKNOWN;
212
213        if (this->controller_)
214            this->controller_->setControllableEntity(0);
215
216        if ( GameMode::isMaster() )
217            entity->removePlayer();
218
219        this->changedControllableEntity();
220    }
221
222    void PlayerInfo::pauseControl()
223    {
224        ControllableEntity* entity = this->controllableEntity_;
225
226        if (!entity)
227            return;
228
229        this->controllableEntity_->getController()->setActive(false);
230        //this->controllableEntity_->getController()->setControllableEntity(NULL);
231        this->controllableEntity_->setController(0);
232    }
233
234    void PlayerInfo::stopTemporaryControl()
235    {
236        ControllableEntity* entity = this->controllableEntity_;
237
238        assert(this->controllableEntity_ != NULL);
239        if( !entity || this->previousControllableEntity_.size() == 0 )
240            return;
241
242        this->controllableEntity_->setController(0);
243        this->controllableEntity_->destroyHud(); // HACK-ish
244       
245//        this->controllableEntity_ = this->previousControllableEntity_.back();
246        do {
247            this->controllableEntity_ = this->previousControllableEntity_.back();
248        } while(this->controllableEntity_ == NULL && this->previousControllableEntity_.size() > 0);
249        this->controllableEntityID_ = this->controllableEntity_->getObjectID();
250        this->previousControllableEntity_.pop_back();
251
252        if ( this->controllableEntity_ != NULL && this->controller_ != NULL)
253            this->controller_->setControllableEntity(this->controllableEntity_);
254
255         // HACK-ish
256        if(this->controllableEntity_ != NULL)
257            this->controllableEntity_->createHud();
258
259        if ( GameMode::isMaster() )
260            entity->removePlayer();
261
262        this->changedControllableEntity();
263    }
264
265    void PlayerInfo::networkcallback_changedcontrollableentityID()
266    {
267        if (this->controllableEntityID_ != OBJECTID_UNKNOWN)
268        {
269            Synchronisable* temp = Synchronisable::getSynchronisable(this->controllableEntityID_);
270            ControllableEntity* entity = orxonox_cast<ControllableEntity*>(temp);
271            this->startControl(entity);
272        }
273        else
274        {
275            this->stopControl();
276        }
277    }
278
279
280    void PlayerInfo::networkcallback_changedgtinfoID()
281    {
282        if (this->gtinfoID_ != OBJECTID_UNKNOWN)
283        {
284            this->gtinfo_ = orxonox_cast<GametypeInfo*>(Synchronisable::getSynchronisable(this->gtinfoID_));
285
286            if (!this->gtinfo_)
287                this->gtinfoID_ = OBJECTID_UNKNOWN;
288        }
289    }
290}
Note: See TracBrowser for help on using the repository browser.