/
PlayerManager.cpp
154 lines (132 loc) · 4.43 KB
/
PlayerManager.cpp
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#include "Ogre.h"
#include "PlayerManager.h"
#include "PlayerController.h"
#include "SmartController.h"
#include "HumanController.h"
#include "Player.h"
#include "GUI.h"
#include "FTLog.h"
PlayerManager::PlayerManager()
{
}
PlayerManager::~PlayerManager()
{
}
void PlayerManager::setSceneManager(Ogre::SceneManager* sceneMgr)
{
mSceneMgr = sceneMgr;
}
void PlayerManager::setGameBoard(GameBoard* gameBoard)
{
mGameBoard = gameBoard;
}
Player* PlayerManager::createPlayer(const Ogre::String& name, PlayerController *pc, bool showModel)
{
Ogre::Vector3 initPos = Ogre::Vector3(
(((Ogre::Real)rand() / RAND_MAX) * 10000) - 5000,
(((Ogre::Real)rand() / RAND_MAX) * 10000) - 5000,
(((Ogre::Real)rand() / RAND_MAX) * 10000) - 5000);
Ogre::SceneNode *node = mSceneMgr->getRootSceneNode()->createChildSceneNode(name + "PlayerNode", initPos);
// TODO: Player Type - Factory?
Player* player = new Player(node, mGameBoard, name, showModel);
if(pc) {
pc->setPlayer(player);
pc->setPlayerManager(this);
}
mPlayerMap[name] = new ControllerPlayer(pc, player);
return player;
}
Player* PlayerManager::createHumanPlayer(const Ogre::String& name, Ogre::RenderWindow *window, GUI* gui)
{
// TODO: Handle Human Multiplayer, also this code should be somewhere else
Ogre::Camera *camera = mSceneMgr->createCamera("Player1");
camera->setNearClipDistance(NEAR_CLIP_DISTANCE);
Ogre::Viewport *vp = window->addViewport(camera);
vp->setBackgroundColour(Ogre::ColourValue(0,0,0));
camera->setAspectRatio(Ogre::Real(vp->getActualWidth()) / Ogre::Real(vp->getActualHeight()));
HumanController* hc = new HumanController(gui);
Player* player = createPlayer(name + "Human", hc, false);
player->attachCamera(camera);
return player;
}
Player* PlayerManager::getPlayer(const Ogre::String& name)
{
return mPlayerMap[name]->player;
}
bool PlayerManager::playerExists(const Ogre::String& name)
{
return mPlayerMap.find(name) != mPlayerMap.end();
}
void PlayerManager::queueDestroy(const Ogre::String& name)
{
mDestroyQueue.push_back(name);
}
void PlayerManager::destroyPlayer(const Ogre::String& name)
{
ControllerPlayer* cp = mPlayerMap[name];
PlayerController *pc = cp->controller;
Player* p = cp->player;
mPlayerMap.erase(name);
// Notify Friends of Death
PlayerMap::iterator i;
for(i = mPlayerMap.begin(); i != mPlayerMap.end(); ++i) {
ControllerPlayer* icp = (ControllerPlayer*)i->second;
if(icp->controller) icp->controller->destroyNotify(p);
}
delete cp;
delete pc;
delete p;
}
void PlayerManager::doFrame(Ogre::Real fracSec, GUI* gui)
{
if(!mDestroyQueue.empty()) {
DestroyQueue::iterator idq;
for(idq = mDestroyQueue.begin(); idq != mDestroyQueue.end(); ++idq) {
if(playerExists((Ogre::String)(*idq))) {
destroyPlayer((Ogre::String)*idq);
}
}
mDestroyQueue.clear();
}
PlayerMap::iterator i;
for(i = mPlayerMap.begin(); i != mPlayerMap.end(); ++i) {
ControllerPlayer* cp = (ControllerPlayer*)i->second;
if(cp->controller) {
cp->controller->doFrame(fracSec);
}
cp->player->doFrame(fracSec);
if(!cp->controller) continue;
SmartController* c = dynamic_cast<SmartController*>(cp->controller);
if(c) {
gui->displayStats(cp->player->getName(), c->getStateString(),
c->hasTarget() ? c->getTarget()->getName() : "NONE");
}
//gui->displayStats(cp->player->getName(), cp->player->getActualInertialSpeed(),
//cp->player->getInertialPitch(), cp->player->getInertialYaw(),
//cp->player->getInertialRoll());
}
}
void PlayerManager::stopAllPlayers()
{
PlayerMap::iterator i;
for(i = mPlayerMap.begin(); i != mPlayerMap.end(); ++i) {
ControllerPlayer* cp = (ControllerPlayer*)i->second;
cp->player->setSpeed(0);
}
}
void PlayerManager::goAllPlayers()
{
PlayerMap::iterator i;
for(i = mPlayerMap.begin(); i != mPlayerMap.end(); ++i) {
ControllerPlayer* cp = (ControllerPlayer*)i->second;
cp->player->setSpeed(1);
}
}
void PlayerManager::visitAllPlayers(PlayerVisitor* p)
{
PlayerMap::iterator i;
for(i = mPlayerMap.begin(); i != mPlayerMap.end(); ++i) {
ControllerPlayer* cp = (ControllerPlayer*)i->second;
p->visit(cp->player, cp->controller);
}
}