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source: code/branches/shaders/src/orxonox/infos/PlayerInfo.h @ 9888

Last change on this file since 9888 was 8706, checked in by dafrick, 14 years ago

Merging presentation branch back into trunk.
There are many new features and also a lot of other changes and bugfixes, if you want to know, digg through the svn log.
Not everything is yet working as it should, but it should be fairly stable. If you habe any bug reports, just send me an email.

  • Property svn:eol-style set to native
File size: 3.7 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            virtual void changedName();
47            virtual void changedGametype();
48
49            virtual void changedController() {}
50            virtual void changedControllableEntity() {}
51
52            inline bool isHumanPlayer() const
53                { return this->bHumanPlayer_; }
54            inline bool isLocalPlayer() const
55                { return this->bLocalPlayer_; }
56            inline unsigned int getClientID() const
57                { return this->clientID_; }
58
59            virtual bool isInitialized() const = 0;
60            virtual float getPing() const = 0;
61            virtual float getPacketLossRatio() const = 0;
62
63            inline void setReadyToSpawn(bool bReady)
64                { this->bReadyToSpawn_ = bReady; }
65            inline bool isReadyToSpawn() const
66                { return this->bReadyToSpawn_; }
67
68            void startControl(ControllableEntity* entity);
69            void stopControl();
70            void pauseControl();
71            void startTemporaryControl(ControllableEntity* entity);
72            void stopTemporaryControl();
73
74            inline ControllableEntity* getControllableEntity() const
75                { return this->controllableEntity_; }
76
77            inline Controller* getController() const
78                { return this->controller_; }
79
80            inline const GametypeInfo* getGametypeInfo() const
81                { return this->gtinfo_; }
82
83        protected:
84            void createController();
85
86            bool bHumanPlayer_;
87            bool bLocalPlayer_;
88            bool bSetUnreadyAfterSpawn_;
89            SubclassIdentifier<Controller> defaultController_;
90            unsigned int clientID_;
91
92        private:
93            void registerVariables();
94            void networkcallback_changedcontrollableentityID();
95            void networkcallback_changedgtinfoID();
96            void updateGametypeInfo();
97
98            bool bReadyToSpawn_;
99            Controller* controller_;
100            ControllableEntity* controllableEntity_;
101            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.
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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