1 | /* |
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2 | * ORXONOX - the hottest 3D action shooter ever to exist |
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3 | * > www.orxonox.net < |
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4 | * |
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5 | * |
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6 | * License notice: |
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7 | * |
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8 | * This program is free software; you can redistribute it and/or |
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9 | * modify it under the terms of the GNU General Public License |
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10 | * as published by the Free Software Foundation; either version 2 |
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11 | * of the License, or (at your option) any later version. |
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12 | * |
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13 | * This program is distributed in the hope that it will be useful, |
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14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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16 | * GNU General Public License for more details. |
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17 | * |
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18 | * You should have received a copy of the GNU General Public License |
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19 | * along with this program; if not, write to the Free Software |
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20 | * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. |
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21 | * |
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22 | * Author: |
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23 | * Fabian 'x3n' Landau |
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24 | * Co-authors: |
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25 | * ... |
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26 | * |
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27 | */ |
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28 | |
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29 | #include <cassert> |
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30 | |
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31 | #include "OrxonoxStableHeaders.h" |
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32 | #include "PlayerInfo.h" |
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33 | |
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34 | #include "core/CoreIncludes.h" |
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35 | #include "network/ClientInformation.h" |
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36 | #include "objects/gametypes/Gametype.h" |
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37 | |
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38 | namespace orxonox |
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39 | { |
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40 | PlayerInfo::PlayerInfo(BaseObject* creator) : Info(creator) |
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41 | { |
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42 | RegisterObject(PlayerInfo); |
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43 | |
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44 | this->clientID_ = CLIENTID_UNKNOWN; |
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45 | this->bHumanPlayer_ = false; |
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46 | this->bLocalPlayer_ = false; |
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47 | this->bReadyToSpawn_ = false; |
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48 | this->bSetUnreadyAfterSpawn_ = true; |
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49 | this->controller_ = 0; |
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50 | this->controllableEntity_ = 0; |
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51 | this->controllableEntityID_ = CLIENTID_UNKNOWN; |
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52 | |
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53 | this->registerVariables(); |
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54 | } |
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55 | |
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56 | PlayerInfo::~PlayerInfo() |
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57 | { |
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58 | if (this->BaseObject::isInitialized()) |
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59 | { |
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60 | this->stopControl(this->controllableEntity_); |
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61 | |
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62 | if (this->controller_) |
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63 | { |
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64 | delete this->controller_; |
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65 | this->controller_ = 0; |
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66 | } |
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67 | |
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68 | if (this->getGametype()) |
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69 | this->getGametype()->playerLeft(this); |
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70 | } |
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71 | } |
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72 | |
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73 | void PlayerInfo::registerVariables() |
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74 | { |
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75 | registerVariable(this->name_, variableDirection::toclient, new NetworkCallback<PlayerInfo>(this, &PlayerInfo::changedName)); |
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76 | registerVariable(this->controllableEntityID_, variableDirection::toclient, new NetworkCallback<PlayerInfo>(this, &PlayerInfo::networkcallback_changedcontrollableentityID)); |
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77 | registerVariable(this->bReadyToSpawn_, variableDirection::toserver); |
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78 | } |
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79 | |
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80 | void PlayerInfo::changedName() |
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81 | { |
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82 | SUPER(PlayerInfo, changedName); |
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83 | |
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84 | if (this->isInitialized() && this->getGametype()) |
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85 | this->getGametype()->playerChangedName(this); |
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86 | } |
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87 | |
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88 | void PlayerInfo::changedGametype() |
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89 | { |
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90 | if (this->isInitialized()) |
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91 | { |
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92 | if (this->getOldGametype()) |
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93 | { |
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94 | if (this->getGametype()) |
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95 | this->getOldGametype()->playerSwitched(this, this->getGametype()); |
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96 | else |
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97 | this->getOldGametype()->playerLeft(this); |
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98 | } |
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99 | |
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100 | if (this->getGametype()) |
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101 | { |
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102 | if (this->getOldGametype()) |
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103 | this->getGametype()->playerSwitchedBack(this, this->getOldGametype()); |
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104 | else |
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105 | this->getGametype()->playerEntered(this); |
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106 | } |
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107 | } |
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108 | } |
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109 | |
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110 | void PlayerInfo::createController() |
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111 | { |
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112 | this->controller_ = this->defaultController_.fabricate(this); |
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113 | assert(this->controller_); |
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114 | this->controller_->setPlayer(this); |
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115 | if (this->controllableEntity_) |
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116 | this->controller_->setControllableEntity(this->controllableEntity_); |
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117 | this->changedController(); |
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118 | } |
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119 | |
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120 | void PlayerInfo::startControl(ControllableEntity* entity, bool callback) |
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121 | { |
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122 | if (entity == this->controllableEntity_) |
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123 | return; |
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124 | |
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125 | if (this->controllableEntity_) |
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126 | this->stopControl(this->controllableEntity_, callback); |
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127 | |
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128 | this->controllableEntity_ = entity; |
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129 | |
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130 | if (entity) |
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131 | { |
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132 | this->controllableEntityID_ = entity->getObjectID(); |
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133 | entity->setPlayer(this); |
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134 | this->bReadyToSpawn_ &= (!this->bSetUnreadyAfterSpawn_); |
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135 | } |
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136 | else |
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137 | { |
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138 | this->controllableEntityID_ = OBJECTID_UNKNOWN; |
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139 | } |
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140 | |
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141 | if (this->controller_) |
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142 | this->controller_->setControllableEntity(entity); |
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143 | |
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144 | this->changedControllableEntity(); |
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145 | } |
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146 | |
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147 | void PlayerInfo::stopControl(ControllableEntity* entity, bool callback) |
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148 | { |
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149 | if (entity && this->controllableEntity_ == entity) |
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150 | { |
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151 | this->controllableEntity_ = 0; |
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152 | this->controllableEntityID_ = OBJECTID_UNKNOWN; |
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153 | |
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154 | if (this->controller_) |
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155 | this->controller_->setControllableEntity(0); |
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156 | |
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157 | if (callback) |
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158 | entity->removePlayer(); |
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159 | |
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160 | this->changedControllableEntity(); |
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161 | } |
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162 | } |
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163 | |
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164 | void PlayerInfo::networkcallback_changedcontrollableentityID() |
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165 | { |
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166 | if (this->controllableEntityID_ != OBJECTID_UNKNOWN) |
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167 | { |
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168 | Synchronisable* temp = Synchronisable::getSynchronisable(this->controllableEntityID_); |
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169 | ControllableEntity* entity = dynamic_cast<ControllableEntity*>(temp); |
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170 | |
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171 | this->startControl(entity); |
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172 | } |
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173 | else |
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174 | { |
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175 | this->stopControl(this->controllableEntity_); |
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176 | } |
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177 | } |
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178 | } |
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