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source: code/trunk/src/orxonox/objects/infos/HumanPlayer.cc @ 2925

Last change on this file since 2925 was 2896, checked in by landauf, 16 years ago

Merged gui branch back to trunk.

I did 2 small changes in IngameManager.cc on line 777 and 888 (yes, really), because const_reverse_iterator strangely doesn't work on MinGW.

  • Property svn:eol-style set to native
File size: 6.2 KB
RevLine 
[2072]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
[2896]32#include "core/GameMode.h"
[2072]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"
[2662]39#include "overlays/OverlayGroup.h"
[2072]40
41namespace orxonox
42{
43    CreateUnloadableFactory(HumanPlayer);
44
45    HumanPlayer::HumanPlayer(BaseObject* creator) : PlayerInfo(creator)
46    {
47        RegisterObject(HumanPlayer);
48
[2896]49        this->server_initialized_ = GameMode::isMaster();
[2171]50        this->client_initialized_ = false;
[2072]51
52        this->bHumanPlayer_ = true;
53        this->defaultController_ = Class(HumanController);
54
[2826]55        this->humanHud_ = 0;
56        this->gametypeHud_ = 0;
57
[2072]58        this->setConfigValues();
59        this->registerVariables();
60    }
61
62    HumanPlayer::~HumanPlayer()
63    {
[2826]64        if (this->BaseObject::isInitialized())
65        {
66            if (this->humanHud_)
67                delete this->humanHud_;
68
69            if (this->gametypeHud_)
70                delete this->gametypeHud_;
71        }
[2072]72    }
73
74    void HumanPlayer::setConfigValues()
75    {
76        SetConfigValue(nick_, "Player").callback(this, &HumanPlayer::configvaluecallback_changednick);
[2662]77        SetConfigValue(hudtemplate_, "defaultHUD").callback(this, &HumanPlayer::configvaluecallback_changedHUDTemplate);
[2072]78    }
79
80    void HumanPlayer::registerVariables()
81    {
[2662]82        registerVariable(this->synchronize_nick_, variableDirection::toserver, new NetworkCallback<HumanPlayer>(this, &HumanPlayer::networkcallback_changednick));
[2072]83
[2662]84        registerVariable(this->clientID_,           variableDirection::toclient, new NetworkCallback<HumanPlayer>(this, &HumanPlayer::networkcallback_clientIDchanged));
85        registerVariable(this->server_initialized_, variableDirection::toclient, new NetworkCallback<HumanPlayer>(this, &HumanPlayer::networkcallback_server_initialized));
86        registerVariable(this->client_initialized_, variableDirection::toserver, new NetworkCallback<HumanPlayer>(this, &HumanPlayer::networkcallback_client_initialized));
[2072]87    }
88
89    void HumanPlayer::configvaluecallback_changednick()
90    {
91        if (this->isLocalPlayer())
92        {
93            this->synchronize_nick_ = this->nick_;
94
[2896]95            if (GameMode::isMaster())
[2072]96                this->setName(this->nick_);
97        }
98    }
99
[2662]100    void HumanPlayer::configvaluecallback_changedHUDTemplate()
101    {
[2826]102        this->setHumanHUDTemplate(this->hudtemplate_);
[2662]103    }
104
[2072]105    void HumanPlayer::networkcallback_changednick()
106    {
107        this->setName(this->synchronize_nick_);
108    }
109
110    void HumanPlayer::networkcallback_clientIDchanged()
111    {
[2171]112        if (this->clientID_ == Host::getPlayerID())
[2072]113        {
114            this->bLocalPlayer_ = true;
115            this->synchronize_nick_ = this->nick_;
[2171]116            this->client_initialized_ = true;
[2072]117
[2896]118            if (!GameMode::isMaster())
[2662]119                this->setObjectMode(objectDirection::bidirectional);
[2072]120            else
121                this->setName(this->nick_);
122
123            this->createController();
[2826]124            this->updateHumanHUD();
[2072]125        }
126    }
127
[2171]128    void HumanPlayer::networkcallback_server_initialized()
[2072]129    {
[2171]130        this->client_initialized_ = true;
[2072]131    }
132
[2171]133    void HumanPlayer::networkcallback_client_initialized()
[2072]134    {
135        if (this->getGametype())
136            this->getGametype()->playerEntered(this);
137    }
138
[2171]139    bool HumanPlayer::isInitialized() const
[2072]140    {
[2171]141        return (this->server_initialized_ && this->client_initialized_);
[2072]142    }
143
144    float HumanPlayer::getPing() const
145    {
[2171]146        return ClientInformation::findClient(this->getClientID())->getRTT();
[2072]147    }
148
149    float HumanPlayer::getPacketLossRatio() const
150    {
[2171]151        return ClientInformation::findClient(this->getClientID())->getPacketLoss();
[2072]152    }
153
154    void HumanPlayer::setClientID(unsigned int clientID)
155    {
156        this->clientID_ = clientID;
157        this->networkcallback_clientIDchanged();
158    }
[2662]159
[2826]160    void HumanPlayer::changedGametype()
[2662]161    {
[2826]162        PlayerInfo::changedGametype();
163
164        if (this->isInitialized() && this->isLocalPlayer())
165            if (this->getGametype()->getHUDTemplate() != "")
166                this->setGametypeHUDTemplate(this->getGametype()->getHUDTemplate());
167    }
168
169    void HumanPlayer::changedControllableEntity()
170    {
171        PlayerInfo::changedControllableEntity();
172
173        if (this->humanHud_)
174            this->humanHud_->setOwner(this->getControllableEntity());
175    }
176
177    void HumanPlayer::updateHumanHUD()
178    {
179        if (this->humanHud_)
[2662]180        {
[2826]181            delete this->humanHud_;
182            this->humanHud_ = 0;
183        }
[2662]184
[2826]185        if (this->isLocalPlayer() && this->humanHudTemplate_ != "")
186        {
187            this->humanHud_ = new OverlayGroup(this);
188            this->humanHud_->addTemplate(this->humanHudTemplate_);
189            this->humanHud_->setOwner(this->getControllableEntity());
[2662]190        }
191    }
[2826]192
193    void HumanPlayer::updateGametypeHUD()
194    {
195        if (this->gametypeHud_)
196        {
197            delete this->gametypeHud_;
198            this->gametypeHud_ = 0;
199        }
200
201        if (this->isLocalPlayer() && this->gametypeHudTemplate_ != "")
202        {
203            this->gametypeHud_ = new OverlayGroup(this);
204            this->gametypeHud_->addTemplate(this->gametypeHudTemplate_);
[2890]205            this->gametypeHud_->setOwner(this->getGametype());
[2826]206        }
207    }
[2072]208}
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