Exemple #1
0
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 = selectedUnitsHandler.netSelected[this->playerNum];

		if (ourSelectedUnits.empty()) {
			return;
		}

		// pick the first unit we have selected
		newControlleeUnit = unitHandler->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 (eventHandler.AllowDirectUnitControl(this->playerNum, newControlleeUnit)) {
			newControlleeUnit->fpsControlPlayer = this;
			fpsController.SetControlleeUnit(newControlleeUnit);
			selectedUnitsHandler.ClearNetSelect(this->playerNum);

			if (this->playerNum == gu->myPlayerNum) {
				// update the unsynced state
				selectedUnitsHandler.ClearSelected();

				gu->fpsMode = true;
				mouse->wasLocked = mouse->locked;

				if (!mouse->locked) {
					mouse->locked = true;
					mouse->HideMouse();
				}
				camHandler->PushMode();
				camHandler->SetCameraMode(0);
			}
		}
	}
}
Exemple #2
0
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);
}