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source: code/trunk/src/orxonox/infos/PlayerInfo.h @ 11494

Last change on this file since 11494 was 11071, checked in by landauf, 9 years ago

merged branch cpp11_v3 back to trunk

  • Property svn:eol-style set to native
File size: 3.7 KB
RevLine 
[2072]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"
[9667]35#include "core/class/SubclassIdentifier.h"
[2072]36
[7163]37namespace orxonox // tolua_export
38{ // tolua_export
39    class _OrxonoxExport PlayerInfo // tolua_export
40        : public Info
41    { // tolua_export
[2072]42        public:
[9667]43            PlayerInfo(Context* context);
[2072]44            virtual ~PlayerInfo();
45
[11071]46            virtual void changedName() override;
[10624]47            virtual void switchGametype(Gametype* gametype);
[2072]48
[2826]49            virtual void changedController() {}
50            virtual void changedControllableEntity() {}
51
[2072]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
[2171]59            virtual bool isInitialized() const = 0;
[2072]60            virtual float getPing() const = 0;
61            virtual float getPacketLossRatio() const = 0;
62
63            inline void setReadyToSpawn(bool bReady)
64                { this->bReadyToSpawn_ = bReady; }
[2171]65            inline bool isReadyToSpawn() const
66                { return this->bReadyToSpawn_; }
[2072]67
[3038]68            void startControl(ControllableEntity* entity);
69            void stopControl();
[8706]70            void pauseControl();
[6417]71            void startTemporaryControl(ControllableEntity* entity);
72            void stopTemporaryControl();
[2072]73
74            inline ControllableEntity* getControllableEntity() const
75                { return this->controllableEntity_; }
76
[2662]77            inline Controller* getController() const
78                { return this->controller_; }
79
[2973]80            inline const GametypeInfo* getGametypeInfo() const
81                { return this->gtinfo_; }
82
[2072]83        protected:
84            void createController();
85
86            bool bHumanPlayer_;
87            bool bLocalPlayer_;
[2662]88            bool bSetUnreadyAfterSpawn_;
89            SubclassIdentifier<Controller> defaultController_;
90            unsigned int clientID_;
91
92        private:
[7163]93            void registerVariables();
[2662]94            void networkcallback_changedcontrollableentityID();
[2973]95            void networkcallback_changedgtinfoID();
[10624]96            void updateGametypeInfo(Gametype* gametype);
[2662]97
[2072]98            bool bReadyToSpawn_;
99            Controller* controller_;
100            ControllableEntity* controllableEntity_;
[11071]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.
[2072]102            unsigned int controllableEntityID_;
[2973]103
104            const GametypeInfo* gtinfo_;
105            unsigned int gtinfoID_;
[7163]106    }; // tolua_export
107} // tolua_export
[2072]108
109#endif /* _PlayerInfo_H__ */
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