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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#include <assert.h>
#include "System/mmgr.h"
#include "ExternalAI/SkirmishAIHandler.h"
#include "Game/Player.h"
#include "Game/PlayerHandler.h"
#include "Game/Camera.h"
#include "Game/CameraHandler.h"
#include "Game/GlobalUnsynced.h"
#include "Game/SelectedUnits.h"
#include "Game/UI/MouseHandler.h"
#include "Game/UI/UnitTracker.h"
#include "Lua/LuaRules.h"
#include "Lua/LuaUI.h"
#include "Sim/Misc/TeamHandler.h"
#include "Sim/Misc/GlobalSynced.h"
#include "Sim/Units/Unit.h"
#include "Sim/Units/UnitHandler.h"
#include "System/myMath.h"
#include "System/EventHandler.h"
#include "System/Log/ILog.h"
CR_BIND(CPlayer,);
CR_REG_METADATA(CPlayer, (
CR_MEMBER(name),
CR_MEMBER(countryCode),
CR_MEMBER(rank),
CR_MEMBER(spectator),
CR_MEMBER(team),
CR_MEMBER(active),
CR_MEMBER(playerNum),
// CR_MEMBER(readyToStart),
// CR_MEMBER(cpuUsage),
// CR_MEMBER(ping),
// CR_MEMBER(currentStats),
// CR_MEMBER(controlledTeams),
CR_RESERVED(32)
));
//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////
CPlayer::CPlayer()
: PlayerBase()
, active(false)
, playerNum(-1)
, ping(0)
{
fpsController.SetControllerPlayer(this);
}
void CPlayer::SetControlledTeams()
{
controlledTeams.clear();
if (gs->godMode) {
// anyone can control any unit
for (int t = 0; t < teamHandler->ActiveTeams(); t++) {
controlledTeams.insert(t);
}
return;
}
if (!spectator) {
// my team
controlledTeams.insert(team);
}
// AI teams
const CSkirmishAIHandler::id_ai_t aiIds = skirmishAIHandler.GetAllSkirmishAIs();
for (CSkirmishAIHandler::id_ai_t::const_iterator ai = aiIds.begin(); ai != aiIds.end(); ++ai) {
const bool isHostedByUs = (ai->second.hostPlayer == playerNum);
if (isHostedByUs) {
controlledTeams.insert(ai->second.team);
}
}
}
void CPlayer::UpdateControlledTeams()
{
for (int p = 0; p < playerHandler->ActivePlayers(); p++) {
CPlayer* player = playerHandler->Player(p);
if (player) {
player->SetControlledTeams();
}
}
}
void CPlayer::StartSpectating()
{
if (spectator) {
return;
}
spectator = true;
if (gu->myPlayerNum == this->playerNum) {
// HACK: unsynced code should just listen for the PlayerChanged event
gu->spectating = true;
gu->spectatingFullView = true;
gu->spectatingFullSelect = true;
CLuaUI::UpdateTeams();
selectedUnits.ClearSelected();
unitTracker.Disable();
}
StopControllingUnit();
eventHandler.PlayerChanged(playerNum);
}
void CPlayer::JoinTeam(int newTeam)
{
// a player that joins a team always stops spectating
spectator = false;
team = newTeam;
if (gu->myPlayerNum == this->playerNum) {
// HACK: see StartSpectating
gu->myPlayingTeam = gu->myTeam = newTeam;
gu->myPlayingAllyTeam = gu->myAllyTeam = teamHandler->AllyTeam(gu->myTeam);
gu->spectating = false;
gu->spectatingFullView = false;
gu->spectatingFullSelect = false;
CLuaUI::UpdateTeams();
selectedUnits.ClearSelected();
unitTracker.Disable();
}
eventHandler.PlayerChanged(playerNum);
}
void CPlayer::GameFrame(int frameNum)
{
if (!active || (fpsController.GetControllee() == NULL)) {
return;
}
fpsController.Update();
}
void CPlayer::StartControllingUnit()
{
CUnit* curControlleeUnit = fpsController.GetControllee();
CUnit* newControlleeUnit = NULL;
if (curControlleeUnit != NULL) {
// player released control
StopControllingUnit();
} else {
// player took control
const std::vector<int>& ourSelectedUnits = selectedUnits.netSelected[this->playerNum];
if (ourSelectedUnits.empty()) {
return;
}
// pick the first unit we have selected
newControlleeUnit = uh->GetUnit(ourSelectedUnits[0]);
if (newControlleeUnit == NULL || newControlleeUnit->weapons.empty()) {
return;
}
if (newControlleeUnit->fpsControlPlayer != NULL) {
if (this->playerNum == gu->myPlayerNum) {
LOG_L(L_WARNING,
"player %d (%s) is already controlling unit %d",
newControlleeUnit->fpsControlPlayer->playerNum,
newControlleeUnit->fpsControlPlayer->name.c_str(),
newControlleeUnit->id);
}
return;
}
if (luaRules == NULL || luaRules->AllowDirectUnitControl(this->playerNum, newControlleeUnit)) {
newControlleeUnit->fpsControlPlayer = this;
fpsController.SetControlleeUnit(newControlleeUnit);
selectedUnits.ClearNetSelect(this->playerNum);
if (this->playerNum == gu->myPlayerNum) {
// update the unsynced state
selectedUnits.ClearSelected();
gu->fpsMode = true;
mouse->wasLocked = mouse->locked;
if (!mouse->locked) {
mouse->locked = true;
mouse->HideMouse();
}
camHandler->PushMode();
camHandler->SetCameraMode(0);
}
}
}
}
void CPlayer::StopControllingUnit()
{
if (fpsController.GetControllee() == NULL || mouse == NULL) {
return;
}
CPlayer* that = gu->GetMyPlayer();
CUnit* thatUnit = that->fpsController.GetControllee();
CUnit* thisUnit = this->fpsController.GetControllee();
// note: probably better to issue CMD_STOP via thisUnit->commandAI
thisUnit->AttackUnit(NULL, false, true);
thisUnit->fpsControlPlayer = NULL;
fpsController.SetControlleeUnit(NULL);
selectedUnits.ClearNetSelect(this->playerNum);
if (thatUnit == thisUnit) {
// update the unsynced state
selectedUnits.ClearSelected();
gu->fpsMode = false;
assert(gu->myPlayerNum == this->playerNum);
// switch back to the camera we were using before
camHandler->PopMode();
if (mouse->locked && !mouse->wasLocked) {
mouse->locked = false;
mouse->ShowMouse();
}
}
}
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