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source: code/branches/presentation/src/orxonox/objects/infos/HumanPlayer.cc @ 2495

Last change on this file since 2495 was 2485, checked in by landauf, 16 years ago

Merged objecthierarchy2 into presentation branch

Couln't merge 2 lines in Gamestate.cc and a whole block of code in GSDedicated.cc (it seems like oli implemented in both branches something like a network-tick-limiter but with different approaches)

Not yet tested in network mode and with bots
The SpaceShips movement is also not yet fully adopted to the new physics (see Engine class)

  • Property svn:eol-style set to native
File size: 4.8 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->setConfigValues();
56        this->registerVariables();
57    }
58
59    HumanPlayer::~HumanPlayer()
60    {
61    }
62
63    void HumanPlayer::setConfigValues()
64    {
65        SetConfigValue(nick_, "Player").callback(this, &HumanPlayer::configvaluecallback_changednick);
66        SetConfigValue(hudtemplate_, "defaultHUD").callback(this, &HumanPlayer::configvaluecallback_changedHUDTemplate);
67    }
68
69    void HumanPlayer::registerVariables()
70    {
71        registerVariable(this->synchronize_nick_, variableDirection::toserver, new NetworkCallback<HumanPlayer>(this, &HumanPlayer::networkcallback_changednick));
72
73        registerVariable(this->clientID_,           variableDirection::toclient, new NetworkCallback<HumanPlayer>(this, &HumanPlayer::networkcallback_clientIDchanged));
74        registerVariable(this->server_initialized_, variableDirection::toclient, new NetworkCallback<HumanPlayer>(this, &HumanPlayer::networkcallback_server_initialized));
75        registerVariable(this->client_initialized_, variableDirection::toserver, new NetworkCallback<HumanPlayer>(this, &HumanPlayer::networkcallback_client_initialized));
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::configvaluecallback_changedHUDTemplate()
90    {
91        this->changedController();
92    }
93
94    void HumanPlayer::networkcallback_changednick()
95    {
96        this->setName(this->synchronize_nick_);
97    }
98
99    void HumanPlayer::networkcallback_clientIDchanged()
100    {
101        if (this->clientID_ == Host::getPlayerID())
102        {
103            this->bLocalPlayer_ = true;
104            this->synchronize_nick_ = this->nick_;
105            this->client_initialized_ = true;
106
107            if (!Core::isMaster())
108                this->setObjectMode(objectDirection::bidirectional);
109            else
110                this->setName(this->nick_);
111
112            this->createController();
113        }
114    }
115
116    void HumanPlayer::networkcallback_server_initialized()
117    {
118        this->client_initialized_ = true;
119    }
120
121    void HumanPlayer::networkcallback_client_initialized()
122    {
123        if (this->getGametype())
124            this->getGametype()->playerEntered(this);
125    }
126
127    bool HumanPlayer::isInitialized() const
128    {
129        return (this->server_initialized_ && this->client_initialized_);
130    }
131
132    float HumanPlayer::getPing() const
133    {
134        return ClientInformation::findClient(this->getClientID())->getRTT();
135    }
136
137    float HumanPlayer::getPacketLossRatio() const
138    {
139        return ClientInformation::findClient(this->getClientID())->getPacketLoss();
140    }
141
142    void HumanPlayer::setClientID(unsigned int clientID)
143    {
144        this->clientID_ = clientID;
145        this->networkcallback_clientIDchanged();
146    }
147
148    void HumanPlayer::changedController()
149    {
150        if (this->getController())
151        {
152            this->getController()->setHUDTemplate(this->hudtemplate_);
153
154            if (this->getController() && this->getController()->getHUD())
155                this->getController()->getHUD()->setOwner(this->getControllableEntity());
156        }
157    }
158}
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