Planet
navi homePPSaboutscreenshotsdownloaddevelopmentforum

source: code/branches/core7/src/orxonox/infos/PlayerInfo.h @ 10576

Last change on this file since 10576 was 10576, checked in by landauf, 9 years ago

removed changedGametype and getOldGametype from BaseObject. the gametype is never supposed to change anyway. the only exception is PlayerInfo which may change a gametype. but this happens in a completely controlled manner and can be done with a separate new function (switchGametype).

  • 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/class/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(Context* context);
44            virtual ~PlayerInfo();
45
46            virtual void changedName();
47            virtual void switchGametype(Gametype* gametype);
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(Gametype* gametype);
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__ */
Note: See TracBrowser for help on using the repository browser.