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source: code/branches/presentation3/src/orxonox/infos/PlayerInfo.h @ 7104

Last change on this file since 7104 was 7072, checked in by dafrick, 14 years ago

Made the QuestGUI completely lua based in an attempt to remove a segfault that occured when closing orxonox. Successfully, I might add. ;)
In the process of doing so I expanded the GUITools by adding a function that calculates the height that text in an input window needs, with word-wrap enabled.
Also fixed a small error in the Quest_PirateAttack level.

  • Property svn:eol-style set to native
File size: 3.5 KB
Line 
1/*
2 *   ORXONOX - the hottest 3D action shooter ever to exist
3 *                    > www.orxonox.net <
4 *
5 *
6 *   License notice:
7 *
8 *   This program is free software; you can redistribute it and/or
9 *   modify it under the terms of the GNU General Public License
10 *   as published by the Free Software Foundation; either version 2
11 *   of the License, or (at your option) any later version.
12 *
13 *   This program is distributed in the hope that it will be useful,
14 *   but WITHOUT ANY WARRANTY; without even the implied warranty of
15 *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
16 *   GNU General Public License for more details.
17 *
18 *   You should have received a copy of the GNU General Public License
19 *   along with this program; if not, write to the Free Software
20 *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
21 *
22 *   Author:
23 *      Fabian 'x3n' Landau
24 *   Co-authors:
25 *      ...
26 *
27 */
28
29#ifndef _PlayerInfo_H__
30#define _PlayerInfo_H__
31
32#include "OrxonoxPrereqs.h"
33
34#include "Info.h"
35#include "core/SubclassIdentifier.h"
36
37namespace orxonox // tolua_export
38{ // tolua_export
39    class _OrxonoxExport PlayerInfo // tolua_export
40        : public Info
41    { // tolua_export
42        public:
43            PlayerInfo(BaseObject* creator);
44            virtual ~PlayerInfo();
45
46            void registerVariables();
47
48            virtual void changedName();
49            virtual void changedGametype();
50
51            virtual void changedController() {}
52            virtual void changedControllableEntity() {}
53
54            inline bool isHumanPlayer() const
55                { return this->bHumanPlayer_; }
56            inline bool isLocalPlayer() const
57                { return this->bLocalPlayer_; }
58            inline unsigned int getClientID() const
59                { return this->clientID_; }
60
61            virtual bool isInitialized() const = 0;
62            virtual float getPing() const = 0;
63            virtual float getPacketLossRatio() const = 0;
64
65            inline void setReadyToSpawn(bool bReady)
66                { this->bReadyToSpawn_ = bReady; }
67            inline bool isReadyToSpawn() const
68                { return this->bReadyToSpawn_; }
69
70            void startControl(ControllableEntity* entity);
71            void stopControl();
72            void startTemporaryControl(ControllableEntity* entity);
73            void stopTemporaryControl();
74
75            inline ControllableEntity* getControllableEntity() const
76                { return this->controllableEntity_; }
77
78            inline Controller* getController() const
79                { return this->controller_; }
80
81            inline const GametypeInfo* getGametypeInfo() const
82                { return this->gtinfo_; }
83
84        protected:
85            void createController();
86
87            bool bHumanPlayer_;
88            bool bLocalPlayer_;
89            bool bSetUnreadyAfterSpawn_;
90            SubclassIdentifier<Controller> defaultController_;
91            unsigned int clientID_;
92
93        private:
94            void networkcallback_changedcontrollableentityID();
95            void networkcallback_changedgtinfoID();
96            void updateGametypeInfo();
97
98            bool bReadyToSpawn_;
99            Controller* controller_;
100            ControllableEntity* controllableEntity_;
101            ControllableEntity* oldControllableEntity_;
102            unsigned int controllableEntityID_;
103
104            const GametypeInfo* gtinfo_;
105            unsigned int gtinfoID_;
106    }; // tolua_export
107} // tolua_export
108
109#endif /* _PlayerInfo_H__ */
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