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source: code/branches/miniprojects/src/orxonox/objects/infos/PlayerInfo.h @ 2789

Last change on this file since 2789 was 2789, checked in by landauf, 15 years ago
  • Moved default-hud (chat, gamestate info) from Controller to HumanPlayer
  • Added support for a Gametype-HUD to Gametype and PlayerInfo
  • 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/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            virtual void changedController() {}
52            virtual void changedControllableEntity();
53
54            inline bool isHumanPlayer() const
55                { return this->bHumanPlayer_; }
56            inline bool isLocalPlayer() const
57                { return this->bLocalPlayer_; }
58            inline unsigned int getClientID() const
59                { return this->clientID_; }
60
61            virtual bool isInitialized() const = 0;
62            virtual float getPing() const = 0;
63            virtual float getPacketLossRatio() const = 0;
64
65            inline void setReadyToSpawn(bool bReady)
66                { this->bReadyToSpawn_ = bReady; }
67            inline bool isReadyToSpawn() const
68                { return this->bReadyToSpawn_; }
69
70            void startControl(ControllableEntity* entity, bool callback = true);
71            void stopControl(ControllableEntity* entity, bool callback = true);
72
73            inline ControllableEntity* getControllableEntity() const
74                { return this->controllableEntity_; }
75
76            inline Controller* getController() const
77                { return this->controller_; }
78
79            inline void setGametypeHUDTemplate(const std::string& name)
80            {
81                if (name != this->gametypeHudTemplate_)
82                {
83                    this->gametypeHudTemplate_ = name;
84                    this->updateGametypeHUD();
85                }
86            }
87            inline const std::string& getGametypeHUDTemplate() const
88                { return this->gametypeHudTemplate_; }
89
90            inline OverlayGroup* getGametypeHUD() const
91                { return this->gametypeHud_; }
92
93        protected:
94            void createController();
95
96            bool bHumanPlayer_;
97            bool bLocalPlayer_;
98            bool bSetUnreadyAfterSpawn_;
99            SubclassIdentifier<Controller> defaultController_;
100            unsigned int clientID_;
101
102        private:
103            void networkcallback_changedcontrollableentityID();
104            void updateGametypeHUD();
105
106            bool bReadyToSpawn_;
107            Controller* controller_;
108            ControllableEntity* controllableEntity_;
109            unsigned int controllableEntityID_;
110            std::string gametypeHudTemplate_;
111            OverlayGroup* gametypeHud_;
112    };
113}
114
115#endif /* _PlayerInfo_H__ */
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