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source: code/branches/network/src/orxonox/objects/infos/PlayerInfo.cc @ 2540

Last change on this file since 2540 was 2245, checked in by scheusso, 16 years ago

most coding is done, still testing now
types should get transfered in platform independent formats now

  • Property svn:eol-style set to native
File size: 4.9 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 "OrxonoxStableHeaders.h"
32#include "PlayerInfo.h"
33
34#include "core/CoreIncludes.h"
35#include "network/ClientInformation.h"
36#include "objects/gametypes/Gametype.h"
37
38namespace orxonox
39{
40    PlayerInfo::PlayerInfo(BaseObject* creator) : Info(creator)
41    {
42        RegisterObject(PlayerInfo);
43
44        this->clientID_ = CLIENTID_UNKNOWN;
45        this->bHumanPlayer_ = false;
46        this->bLocalPlayer_ = false;
47        this->bReadyToSpawn_ = false;
48        this->controller_ = 0;
49        this->controllableEntity_ = 0;
50        this->controllableEntityID_ = CLIENTID_UNKNOWN;
51
52        this->registerVariables();
53    }
54
55    PlayerInfo::~PlayerInfo()
56    {
57        if (this->BaseObject::isInitialized())
58        {
59            this->stopControl(this->controllableEntity_);
60
61            if (this->controller_)
62            {
63                delete this->controller_;
64                this->controller_ = 0;
65            }
66        }
67    }
68
69    void PlayerInfo::registerVariables()
70    {
71        registerVariable(this->name_,                 variableDirection::toclient, new NetworkCallback<PlayerInfo>(this, &PlayerInfo::changedName));
72        registerVariable(this->controllableEntityID_, variableDirection::toclient, new NetworkCallback<PlayerInfo>(this, &PlayerInfo::networkcallback_changedcontrollableentityID));
73        registerVariable(this->bReadyToSpawn_,        variableDirection::toserver);
74    }
75
76    void PlayerInfo::changedName()
77    {
78        if (this->isInitialized() && this->getGametype())
79            this->getGametype()->playerChangedName(this);
80    }
81
82    void PlayerInfo::changedGametype()
83    {
84        if (this->isInitialized())
85        {
86            if (this->getOldGametype())
87            {
88                if (this->getGametype())
89                    this->getOldGametype()->playerSwitched(this, this->getGametype());
90                else
91                    this->getOldGametype()->playerLeft(this);
92            }
93
94            if (this->getGametype())
95            {
96                if (this->getOldGametype())
97                    this->getGametype()->playerSwitchedBack(this, this->getOldGametype());
98                else
99                    this->getGametype()->playerEntered(this);
100            }
101        }
102    }
103
104    void PlayerInfo::createController()
105    {
106        this->controller_ = this->defaultController_.fabricate(this);
107        assert(this->controller_);
108        this->controller_->setPlayer(this);
109        if (this->controllableEntity_)
110            this->controller_->setControllableEntity(this->controllableEntity_);
111    }
112
113    void PlayerInfo::startControl(ControllableEntity* entity)
114    {
115        if (this->controllableEntity_)
116            this->stopControl(this->controllableEntity_);
117
118        this->controllableEntity_ = entity;
119
120        if (entity)
121        {
122            this->controllableEntityID_ = entity->getObjectID();
123            entity->setPlayer(this);
124            this->bReadyToSpawn_ = false;
125        }
126        else
127        {
128            this->controllableEntityID_ = OBJECTID_UNKNOWN;
129        }
130
131        if (this->controller_)
132            this->controller_->setControllableEntity(entity);
133    }
134
135    void PlayerInfo::stopControl(ControllableEntity* entity, bool callback)
136    {
137        if (entity && this->controllableEntity_ == entity)
138        {
139            this->controllableEntity_ = 0;
140            this->controllableEntityID_ = OBJECTID_UNKNOWN;
141
142            if (this->controller_)
143                this->controller_->setControllableEntity(0);
144
145            if (callback)
146                entity->removePlayer();
147        }
148    }
149
150    void PlayerInfo::networkcallback_changedcontrollableentityID()
151    {
152        if (this->controllableEntityID_ != OBJECTID_UNKNOWN)
153        {
154            Synchronisable* temp = Synchronisable::getSynchronisable(this->controllableEntityID_);
155            ControllableEntity* entity = dynamic_cast<ControllableEntity*>(temp);
156
157            this->startControl(entity);
158        }
159        else
160        {
161            this->stopControl(this->controllableEntity_);
162        }
163    }
164}
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