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source: code/branches/objecthierarchy/src/orxonox/objects/infos/HumanPlayer.cc @ 2019

Last change on this file since 2019 was 2019, checked in by landauf, 16 years ago

many changes, most important: BaseObject takes now a pointer to it's creator which is needed to build a level hierarchy (with different scenes)

File size: 4.4 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
40namespace orxonox
41{
42    CreateUnloadableFactory(HumanPlayer);
43
44    HumanPlayer::HumanPlayer(BaseObject* creator) : PlayerInfo(creator)
45    {
46        RegisterObject(HumanPlayer);
47
48        this->server_ready_ = Core::isMaster();
49        this->client_ready_ = false;
50
51        this->bHumanPlayer_ = true;
52        this->defaultController_ = Class(HumanController);
53
54        this->setConfigValues();
55        this->registerVariables();
56
57        COUT(0) << "HumanPlayer created" << std::endl;
58    }
59
60    HumanPlayer::~HumanPlayer()
61    {
62    }
63
64    void HumanPlayer::setConfigValues()
65    {
66        SetConfigValue(nick_, "Player").callback(this, &HumanPlayer::configvaluecallback_changednick);
67    }
68
69    void HumanPlayer::registerVariables()
70    {
71        REGISTERSTRING(this->synchronize_nick_, network::direction::toserver, new network::NetworkCallback<HumanPlayer>(this, &HumanPlayer::networkcallback_changednick));
72
73        REGISTERDATA(this->clientID_,     network::direction::toclient, new network::NetworkCallback<HumanPlayer>(this, &HumanPlayer::networkcallback_clientIDchanged));
74        REGISTERDATA(this->server_ready_, network::direction::toclient, new network::NetworkCallback<HumanPlayer>(this, &HumanPlayer::networkcallback_server_ready));
75        REGISTERDATA(this->client_ready_, network::direction::toserver, new network::NetworkCallback<HumanPlayer>(this, &HumanPlayer::networkcallback_client_ready));
76    }
77
78    void HumanPlayer::configvaluecallback_changednick()
79    {
80        if (this->isLocalPlayer())
81        {
82            this->synchronize_nick_ = this->nick_;
83
84            if (Core::isMaster())
85                this->setName(this->nick_);
86        }
87    }
88
89    void HumanPlayer::networkcallback_changednick()
90    {
91        this->setName(this->synchronize_nick_);
92    }
93
94    void HumanPlayer::networkcallback_clientIDchanged()
95    {
96        if (this->clientID_ == network::Host::getPlayerID())
97        {
98            this->bLocalPlayer_ = true;
99            this->synchronize_nick_ = this->nick_;
100            this->client_ready_ = true;
101
102            if (!Core::isMaster())
103                this->setObjectMode(network::direction::bidirectional);
104            else
105                this->setName(this->nick_);
106
107            this->createController();
108        }
109    }
110
111    void HumanPlayer::networkcallback_server_ready()
112    {
113        this->client_ready_ = true;
114    }
115
116    void HumanPlayer::networkcallback_client_ready()
117    {
118        if (this->getGametype())
119            this->getGametype()->playerEntered(this);
120    }
121
122    bool HumanPlayer::isReady() const
123    {
124        return (this->server_ready_ && this->client_ready_);
125    }
126
127    float HumanPlayer::getPing() const
128    {
129        return network::ClientInformation::findClient(this->getClientID())->getRTT();
130    }
131
132    float HumanPlayer::getPacketLossRatio() const
133    {
134        return network::ClientInformation::findClient(this->getClientID())->getPacketLoss();
135    }
136
137    void HumanPlayer::setClientID(unsigned int clientID)
138    {
139        this->clientID_ = clientID;
140        this->networkcallback_clientIDchanged();
141    }
142}
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