/* * ORXONOX - the hottest 3D action shooter ever to exist * > www.orxonox.net < * * * License notice: * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * Author: * Fabian 'x3n' Landau * Co-authors: * ... * */ #ifndef _PlayerInfo_H__ #define _PlayerInfo_H__ #include "OrxonoxPrereqs.h" #include "Info.h" #include "core/class/SubclassIdentifier.h" namespace orxonox // tolua_export { // tolua_export class _OrxonoxExport PlayerInfo // tolua_export : public Info { // tolua_export public: PlayerInfo(Context* context); virtual ~PlayerInfo(); virtual void changedName(); virtual void switchGametype(Gametype* gametype); virtual void changedController() {} virtual void changedControllableEntity() {} inline bool isHumanPlayer() const { return this->bHumanPlayer_; } inline bool isLocalPlayer() const { return this->bLocalPlayer_; } inline unsigned int getClientID() const { return this->clientID_; } virtual bool isInitialized() const = 0; virtual float getPing() const = 0; virtual float getPacketLossRatio() const = 0; inline void setReadyToSpawn(bool bReady) { this->bReadyToSpawn_ = bReady; } inline bool isReadyToSpawn() const { return this->bReadyToSpawn_; } void startControl(ControllableEntity* entity); void stopControl(); void pauseControl(); void startTemporaryControl(ControllableEntity* entity); void stopTemporaryControl(); inline ControllableEntity* getControllableEntity() const { return this->controllableEntity_; } inline Controller* getController() const { return this->controller_; } inline const GametypeInfo* getGametypeInfo() const { return this->gtinfo_; } protected: void createController(); bool bHumanPlayer_; bool bLocalPlayer_; bool bSetUnreadyAfterSpawn_; SubclassIdentifier defaultController_; unsigned int clientID_; private: void registerVariables(); void networkcallback_changedcontrollableentityID(); void networkcallback_changedgtinfoID(); void updateGametypeInfo(Gametype* gametype); bool bReadyToSpawn_; Controller* controller_; ControllableEntity* controllableEntity_; std::vector< WeakPtr > previousControllableEntity_; //!< List of the previous ControllableEntities if repeatedly startTemporary control was called. The ControllableEntity at the back is the most recent. unsigned int controllableEntityID_; const GametypeInfo* gtinfo_; unsigned int gtinfoID_; }; // tolua_export } // tolua_export #endif /* _PlayerInfo_H__ */