Serious-Engine/Sources/Engine/Entities/PlayerCharacter.cpp
Ryan C. Gordon 24cb244d43 First attempt to hand-merge Ryan's Linux and Mac OS X port.
This was a _ton_ of changes, made 15 years ago, so there are probably some
problems to work out still.

Among others: Engine/Base/Stream.* was mostly abandoned and will need to be
re-ported.

Still, this is a pretty good start, and probably holds a world record for
lines of changes or something.  :)
2016-03-28 23:46:13 -04:00

212 lines
5.2 KiB
C++

/* Copyright (c) 2002-2012 Croteam Ltd. All rights reserved. */
#include "Engine/StdH.h"
#include <Engine/Entities/PlayerCharacter.h>
#include <Engine/Base/Timer.h>
#include <Engine/Base/Stream.h>
#include <Engine/Network/NetworkMessage.h>
#ifdef PLATFORM_WIN32
typedef HRESULT __stdcall CoCreateGuid_t(UBYTE *pguid);
#else
#include <stdlib.h>
#endif
// get a GUID from system
static void GetGUID(UBYTE aub[16])
{
#ifdef PLATFORM_WIN32
HINSTANCE hOle32Lib = NULL;
CoCreateGuid_t *pCoCreateGuid = NULL;
try {
// load ole32
hOle32Lib = ::LoadLibraryA( "ole32.dll");
if( hOle32Lib == NULL) {
ThrowF_t(TRANS("Cannot load ole32.dll."));
}
// find GUID function
pCoCreateGuid = (CoCreateGuid_t*)GetProcAddress(hOle32Lib, "CoCreateGuid");
if (pCoCreateGuid==NULL) {
ThrowF_t(TRANS("Cannot find CoCreateGuid()."));
}
// create the guid
HRESULT hres = pCoCreateGuid(&aub[0]);
// check for success
if (hres!=S_OK) {
ThrowF_t(TRANS("CoCreateGuid(): Error 0x%08x"), hres);
}
// free the ole32 library
FreeLibrary(hOle32Lib);
} catch(char *strError) {
FatalError(TRANS("Cannot make GUID for a player:\n%s"), strError);
}
#else
// !!! FIXME : rcg10112001 Is this sufficient for these purposes?
for (int i = 0; i < sizeof (aub) / sizeof (aub[0]); i++)
aub[i] = (UBYTE) (255.0 * rand() / (RAND_MAX + 1.0));
#endif
}
/*
* Default constructor -- no character.
*/
CPlayerCharacter::CPlayerCharacter(void)
: pc_strName("<invalid player>"), pc_strTeam("")
{
memset(pc_aubGUID, 0, PLAYERGUIDSIZE);
memset(pc_aubAppearance, 0, MAX_PLAYERAPPEARANCE);
}
/*
* Create a new character with its name.
*/
CPlayerCharacter::CPlayerCharacter(const CTString &strName)
: pc_strName(strName), pc_strTeam("")
{
// if the name passed to constructor is empty string
if (strName=="") {
// make this an unnamed player
pc_strName = "<unnamed player>";
}
// create the guid
GetGUID(pc_aubGUID);
memset(pc_aubAppearance, 0, MAX_PLAYERAPPEARANCE);
}
void CPlayerCharacter::Load_t( const CTFileName &fnFile) // throw char *
{
CTFileStream strm;
strm.Open_t(fnFile);
Read_t(&strm);
strm.Close();
}
void CPlayerCharacter::Save_t( const CTFileName &fnFile) // throw char *
{
CTFileStream strm;
strm.Create_t(fnFile);
Write_t(&strm);
strm.Close();
}
/*
* Read character from a stream.
*/
void CPlayerCharacter::Read_t(CTStream *pstr) // throw char *
{
pstr->ExpectID_t("PLC4");
(*pstr)>>pc_strName>>pc_strTeam;
pstr->Read_t(pc_aubGUID, sizeof(pc_aubGUID));
pstr->Read_t(pc_aubAppearance, sizeof(pc_aubAppearance));
}
/*
* Write character into a stream.
*/
void CPlayerCharacter::Write_t(CTStream *pstr) // throw char *
{
pstr->WriteID_t("PLC4");
(*pstr)<<pc_strName<<pc_strTeam;
pstr->Write_t(pc_aubGUID, sizeof(pc_aubGUID));
pstr->Write_t(pc_aubAppearance, sizeof(pc_aubAppearance));
}
/* Get character name. */
const CTString &CPlayerCharacter::GetName(void) const
{
return pc_strName;
};
const CTString CPlayerCharacter::GetNameForPrinting(void) const
{
CTString strName(pc_strName);
// get rid of newlines in the name
strName.ReplaceSubstr("\n", "");
strName.ReplaceSubstr("\r", "");
return "^o"+pc_strName+"^r";
}
/* Set character name. */
void CPlayerCharacter::SetName(CTString strName)
{
// limit string length to 20 characters not including decorated text control codes
// strName.TrimRightNaked(20); !!!! needs checking
pc_strName = strName;
};
/* Get character team. */
const CTString &CPlayerCharacter::GetTeam(void) const
{
return pc_strTeam;
}
const CTString CPlayerCharacter::GetTeamForPrinting(void) const
{
return "^o"+pc_strTeam+"^r";
}
/* Set character team. */
void CPlayerCharacter::SetTeam(CTString strTeam)
{
// limit string length to 20 characters not including decorated text control codes
// strTeam.TrimRightNaked(20); !!!! needs checking
pc_strTeam = strTeam;
}
/* Assignment operator. */
CPlayerCharacter &CPlayerCharacter::operator=(const CPlayerCharacter &pcOther)
{
ASSERT(this!=NULL && &pcOther!=NULL);
pc_strName = pcOther.pc_strName;
pc_strTeam = pcOther.pc_strTeam;
memcpy(pc_aubGUID, pcOther.pc_aubGUID, PLAYERGUIDSIZE);
memcpy(pc_aubAppearance, pcOther.pc_aubAppearance, MAX_PLAYERAPPEARANCE);
return *this;
};
/* Comparison operator. */
BOOL CPlayerCharacter::operator==(const CPlayerCharacter &pcOther) const
{
for(INDEX i=0;i<PLAYERGUIDSIZE; i++) {
if (pc_aubGUID[i] != pcOther.pc_aubGUID[i]) {
return FALSE;
}
}
return TRUE;
};
// stream operations
CTStream &operator<<(CTStream &strm, CPlayerCharacter &pc)
{
pc.Write_t(&strm);
return strm;
};
CTStream &operator>>(CTStream &strm, CPlayerCharacter &pc)
{
pc.Read_t(&strm);
return strm;
};
// message operations
CNetworkMessage &operator<<(CNetworkMessage &nm, CPlayerCharacter &pc)
{
nm<<pc.pc_strName<<pc.pc_strTeam;
nm.Write(pc.pc_aubGUID, PLAYERGUIDSIZE);
nm.Write(pc.pc_aubAppearance, MAX_PLAYERAPPEARANCE);
return nm;
};
CNetworkMessage &operator>>(CNetworkMessage &nm, CPlayerCharacter &pc)
{
nm>>pc.pc_strName>>pc.pc_strTeam;
nm.Read(pc.pc_aubGUID, PLAYERGUIDSIZE);
nm.Read(pc.pc_aubAppearance, MAX_PLAYERAPPEARANCE);
return nm;
};