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source: code/branches/objecthierarchy2/src/orxonox/objects/infos/PlayerInfo.h @ 2428

Last change on this file since 2428 was 2428, checked in by landauf, 15 years ago
  • Moved some variables from Gametype to GametypeInfo (Gametype exists only on the Server while GametypeInfo is synchronized)
  • Created a new HUD-element, GametypeStatus, based on GametypeInfo (the same effect was formerly achieved by using a hack in Spectator and a TextOverlay)
  • HumanController creates a HUD (additionally to the SpaceShips HUD) which includes GametypeStatus and ChatOverlay and even more in the future
  • Property svn:eol-style set to native
File size: 3.0 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/Identifier.h"
36#include "objects/controllers/Controller.h"
37
38namespace orxonox
39{
40    class _OrxonoxExport PlayerInfo : public Info
41    {
42        public:
43            PlayerInfo(BaseObject* creator);
44            virtual ~PlayerInfo();
45
46            void registerVariables();
47
48            virtual void changedName();
49            virtual void changedGametype();
50
51            inline bool isHumanPlayer() const
52                { return this->bHumanPlayer_; }
53            inline bool isLocalPlayer() const
54                { return this->bLocalPlayer_; }
55            inline unsigned int getClientID() const
56                { return this->clientID_; }
57
58            virtual bool isInitialized() const = 0;
59            virtual float getPing() const = 0;
60            virtual float getPacketLossRatio() const = 0;
61
62            inline void setReadyToSpawn(bool bReady)
63                { this->bReadyToSpawn_ = bReady; }
64            inline bool isReadyToSpawn() const
65                { return this->bReadyToSpawn_; }
66
67            void startControl(ControllableEntity* entity);
68            void stopControl(ControllableEntity* entity, bool callback = true);
69
70            inline ControllableEntity* getControllableEntity() const
71                { return this->controllableEntity_; }
72
73            inline Controller* getController() const
74                { return this->controller_; }
75            virtual void changedController() {}
76
77        protected:
78            void createController();
79
80            bool bHumanPlayer_;
81            bool bLocalPlayer_;
82            bool bSetUnreadyAfterSpawn_;
83            SubclassIdentifier<Controller> defaultController_;
84            unsigned int clientID_;
85
86        private:
87            void networkcallback_changedcontrollableentityID();
88
89            bool bReadyToSpawn_;
90            Controller* controller_;
91            ControllableEntity* controllableEntity_;
92            unsigned int controllableEntityID_;
93    };
94}
95
96#endif /* _PlayerInfo_H__ */
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