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source: code/branches/questsystem5/src/orxonox/objects/infos/PlayerInfo.cc @ 3015

Last change on this file since 3015 was 2908, checked in by dafrick, 16 years ago

Reverted to revision 2906 (because I'm too stupid to merge correctly, 2nd try will follow shortly. ;))

  • Property svn:eol-style set to native
File size: 5.2 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->bSetUnreadyAfterSpawn_ = true;
49        this->controller_ = 0;
50        this->controllableEntity_ = 0;
51        this->controllableEntityID_ = CLIENTID_UNKNOWN;
52
53        this->registerVariables();
54    }
55
56    PlayerInfo::~PlayerInfo()
57    {
58        if (this->BaseObject::isInitialized())
59        {
60            this->stopControl(this->controllableEntity_);
61
62            if (this->controller_)
63            {
64                delete this->controller_;
65                this->controller_ = 0;
66            }
67
68            if (this->getGametype())
69                this->getGametype()->playerLeft(this);
70        }
71    }
72
73    void PlayerInfo::registerVariables()
74    {
75        registerVariable(this->name_,                 variableDirection::toclient, new NetworkCallback<PlayerInfo>(this, &PlayerInfo::changedName));
76        registerVariable(this->controllableEntityID_, variableDirection::toclient, new NetworkCallback<PlayerInfo>(this, &PlayerInfo::networkcallback_changedcontrollableentityID));
77        registerVariable(this->bReadyToSpawn_,        variableDirection::toserver);
78    }
79
80    void PlayerInfo::changedName()
81    {
82        SUPER(PlayerInfo, changedName);
83
84        if (this->isInitialized() && this->getGametype())
85            this->getGametype()->playerChangedName(this);
86    }
87
88    void PlayerInfo::changedGametype()
89    {
90        if (this->isInitialized())
91        {
92            if (this->getOldGametype())
93            {
94                if (this->getGametype())
95                    this->getOldGametype()->playerSwitched(this, this->getGametype());
96                else
97                    this->getOldGametype()->playerLeft(this);
98            }
99
100            if (this->getGametype())
101            {
102                if (this->getOldGametype())
103                    this->getGametype()->playerSwitchedBack(this, this->getOldGametype());
104                else
105                    this->getGametype()->playerEntered(this);
106            }
107        }
108    }
109
110    void PlayerInfo::createController()
111    {
112        this->controller_ = this->defaultController_.fabricate(this);
113        assert(this->controller_);
114        this->controller_->setPlayer(this);
115        if (this->controllableEntity_)
116            this->controller_->setControllableEntity(this->controllableEntity_);
117        this->changedController();
118    }
119
120    void PlayerInfo::startControl(ControllableEntity* entity, bool callback)
121    {
122        if (entity == this->controllableEntity_)
123            return;
124
125        if (this->controllableEntity_)
126            this->stopControl(this->controllableEntity_, callback);
127
128        this->controllableEntity_ = entity;
129
130        if (entity)
131        {
132            this->controllableEntityID_ = entity->getObjectID();
133            entity->setPlayer(this);
134            this->bReadyToSpawn_ &= (!this->bSetUnreadyAfterSpawn_);
135        }
136        else
137        {
138            this->controllableEntityID_ = OBJECTID_UNKNOWN;
139        }
140
141        if (this->controller_)
142            this->controller_->setControllableEntity(entity);
143    }
144
145    void PlayerInfo::stopControl(ControllableEntity* entity, bool callback)
146    {
147        if (entity && this->controllableEntity_ == entity)
148        {
149            this->controllableEntity_ = 0;
150            this->controllableEntityID_ = OBJECTID_UNKNOWN;
151
152            if (this->controller_)
153                this->controller_->setControllableEntity(0);
154
155            if (callback)
156                entity->removePlayer();
157        }
158    }
159
160    void PlayerInfo::networkcallback_changedcontrollableentityID()
161    {
162        if (this->controllableEntityID_ != OBJECTID_UNKNOWN)
163        {
164            Synchronisable* temp = Synchronisable::getSynchronisable(this->controllableEntityID_);
165            ControllableEntity* entity = dynamic_cast<ControllableEntity*>(temp);
166
167            this->startControl(entity);
168        }
169        else
170        {
171            this->stopControl(this->controllableEntity_);
172        }
173    }
174}
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