1 | /* |
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2 | * ORXONOX - the hottest 3D action shooter ever to exist |
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3 | * > www.orxonox.net < |
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4 | * |
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5 | * |
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6 | * License notice: |
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7 | * |
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8 | * This program is free software; you can redistribute it and/or |
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9 | * modify it under the terms of the GNU General Public License |
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10 | * as published by the Free Software Foundation; either version 2 |
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11 | * of the License, or (at your option) any later version. |
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12 | * |
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13 | * This program is distributed in the hope that it will be useful, |
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14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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16 | * GNU General Public License for more details. |
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17 | * |
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18 | * You should have received a copy of the GNU General Public License |
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19 | * along with this program; if not, write to the Free Software |
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20 | * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. |
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21 | * |
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22 | * Author: |
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23 | * Fabian 'x3n' Landau |
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24 | * Co-authors: |
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25 | * ... |
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26 | * |
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27 | */ |
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28 | |
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29 | #ifndef _PlayerInfo_H__ |
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30 | #define _PlayerInfo_H__ |
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31 | |
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32 | #include "OrxonoxPrereqs.h" |
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33 | |
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34 | #include "Info.h" |
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35 | #include "core/SubclassIdentifier.h" |
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36 | |
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37 | namespace orxonox // tolua_export |
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38 | { // tolua_export |
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39 | class _OrxonoxExport PlayerInfo // tolua_export |
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40 | : public Info |
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41 | { // tolua_export |
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42 | public: |
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43 | PlayerInfo(BaseObject* creator); |
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44 | virtual ~PlayerInfo(); |
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45 | |
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46 | virtual void changedName(); |
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47 | virtual void changedGametype(); |
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48 | |
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49 | virtual void changedController() {} |
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50 | virtual void changedControllableEntity() {} |
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51 | |
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52 | inline bool isHumanPlayer() const |
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53 | { return this->bHumanPlayer_; } |
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54 | inline bool isLocalPlayer() const |
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55 | { return this->bLocalPlayer_; } |
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56 | inline unsigned int getClientID() const |
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57 | { return this->clientID_; } |
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58 | |
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59 | virtual bool isInitialized() const = 0; |
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60 | virtual float getPing() const = 0; |
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61 | virtual float getPacketLossRatio() const = 0; |
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62 | |
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63 | inline void setReadyToSpawn(bool bReady) |
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64 | { this->bReadyToSpawn_ = bReady; } |
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65 | inline bool isReadyToSpawn() const |
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66 | { return this->bReadyToSpawn_; } |
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67 | |
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68 | void startControl(ControllableEntity* entity); |
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69 | void stopControl(); |
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70 | void startTemporaryControl(ControllableEntity* entity); |
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71 | void stopTemporaryControl(); |
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72 | |
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73 | inline ControllableEntity* getControllableEntity() const |
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74 | { return this->controllableEntity_; } |
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75 | |
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76 | inline Controller* getController() const |
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77 | { return this->controller_; } |
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78 | |
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79 | inline const GametypeInfo* getGametypeInfo() const |
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80 | { return this->gtinfo_; } |
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81 | |
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82 | protected: |
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83 | void createController(); |
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84 | |
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85 | bool bHumanPlayer_; |
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86 | bool bLocalPlayer_; |
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87 | bool bSetUnreadyAfterSpawn_; |
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88 | SubclassIdentifier<Controller> defaultController_; |
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89 | unsigned int clientID_; |
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90 | |
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91 | private: |
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92 | void registerVariables(); |
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93 | void networkcallback_changedcontrollableentityID(); |
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94 | void networkcallback_changedgtinfoID(); |
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95 | void updateGametypeInfo(); |
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96 | |
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97 | bool bReadyToSpawn_; |
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98 | Controller* controller_; |
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99 | ControllableEntity* controllableEntity_; |
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100 | std::vector< WeakPtr<ControllableEntity> > previousControllableEntity_; //!< List of the previous ControllableEntities if repeatedly startTemporary control was called. The ControllableEntity at the back is the most recent. |
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101 | unsigned int controllableEntityID_; |
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102 | |
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103 | const GametypeInfo* gtinfo_; |
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104 | unsigned int gtinfoID_; |
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105 | }; // tolua_export |
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106 | } // tolua_export |
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107 | |
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108 | #endif /* _PlayerInfo_H__ */ |
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