| 1 | /* | 
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| 2 |  *   ORXONOX - the hottest 3D action shooter ever to exist | 
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| 3 |  *                    > www.orxonox.net < | 
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| 4 |  * | 
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| 5 |  * | 
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| 6 |  *   License notice: | 
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| 7 |  * | 
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| 8 |  *   This program is free software; you can redistribute it and/or | 
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| 9 |  *   modify it under the terms of the GNU General Public License | 
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| 10 |  *   as published by the Free Software Foundation; either version 2 | 
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| 11 |  *   of the License, or (at your option) any later version. | 
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| 12 |  * | 
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| 13 |  *   This program is distributed in the hope that it will be useful, | 
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| 14 |  *   but WITHOUT ANY WARRANTY; without even the implied warranty of | 
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| 15 |  *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the | 
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| 16 |  *   GNU General Public License for more details. | 
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| 17 |  * | 
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| 18 |  *   You should have received a copy of the GNU General Public License | 
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| 19 |  *   along with this program; if not, write to the Free Software | 
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| 20 |  *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA. | 
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| 21 |  * | 
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| 22 |  *   Author: | 
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| 23 |  *      Fabian 'x3n' Landau | 
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| 24 |  *   Co-authors: | 
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| 25 |  *      ... | 
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| 26 |  * | 
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| 27 |  */ | 
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| 28 |  | 
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| 29 | #ifndef _PlayerInfo_H__ | 
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| 30 | #define _PlayerInfo_H__ | 
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| 31 |  | 
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| 32 | #include "OrxonoxPrereqs.h" | 
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| 33 |  | 
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| 34 | #include "Info.h" | 
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| 35 | #include "core/class/SubclassIdentifier.h" | 
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| 36 |  | 
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| 37 | namespace orxonox // tolua_export | 
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| 38 | { // tolua_export | 
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| 39 |     class _OrxonoxExport PlayerInfo // tolua_export | 
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| 40 |         : public Info | 
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| 41 |     { // tolua_export | 
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| 42 |         public: | 
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| 43 |             PlayerInfo(Context* context); | 
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| 44 |             virtual ~PlayerInfo(); | 
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| 45 |  | 
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| 46 |             virtual void changedName() override; | 
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| 47 |             virtual void switchGametype(Gametype* gametype); | 
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| 48 |  | 
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| 49 |             virtual void changedController() {} | 
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| 50 |             virtual void changedControllableEntity() {} | 
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| 51 |  | 
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| 52 |             inline bool isHumanPlayer() const | 
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| 53 |                 { return this->bHumanPlayer_; } | 
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| 54 |             inline bool isLocalPlayer() const | 
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| 55 |                 { return this->bLocalPlayer_; } | 
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| 56 |             inline unsigned int getClientID() const | 
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| 57 |                 { return this->clientID_; } | 
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| 58 |  | 
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| 59 |             virtual bool isInitialized() const = 0; | 
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| 60 |             virtual float getPing() const = 0; | 
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| 61 |             virtual float getPacketLossRatio() const = 0; | 
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| 62 |  | 
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| 63 |             inline void setReadyToSpawn(bool bReady) | 
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| 64 |                 { this->bReadyToSpawn_ = bReady; } | 
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| 65 |             inline bool isReadyToSpawn() const | 
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| 66 |                 { return this->bReadyToSpawn_; } | 
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| 67 |  | 
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| 68 |             void startControl(ControllableEntity* entity); | 
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| 69 |             void stopControl(); | 
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| 70 |             void pauseControl(); | 
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| 71 |             void startTemporaryControl(ControllableEntity* entity); | 
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| 72 |             void stopTemporaryControl(); | 
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| 73 |  | 
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| 74 |             inline ControllableEntity* getControllableEntity() const | 
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| 75 |                 { return this->controllableEntity_; } | 
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| 76 |  | 
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| 77 |             inline Controller* getController() const | 
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| 78 |                 { return this->controller_; } | 
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| 79 |  | 
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| 80 |             inline const GametypeInfo* getGametypeInfo() const | 
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| 81 |                 { return this->gtinfo_; } | 
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| 82 |  | 
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| 83 |         protected: | 
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| 84 |             void createController(); | 
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| 85 |  | 
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| 86 |             bool bHumanPlayer_; | 
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| 87 |             bool bLocalPlayer_; | 
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| 88 |             bool bSetUnreadyAfterSpawn_; | 
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| 89 |             SubclassIdentifier<Controller> defaultController_; | 
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| 90 |             unsigned int clientID_; | 
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| 91 |  | 
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| 92 |         private: | 
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| 93 |             void registerVariables(); | 
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| 94 |             void networkcallback_changedcontrollableentityID(); | 
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| 95 |             void networkcallback_changedgtinfoID(); | 
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| 96 |             void updateGametypeInfo(Gametype* gametype); | 
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| 97 |  | 
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| 98 |             bool bReadyToSpawn_; | 
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| 99 |             Controller* controller_; | 
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| 100 |             ControllableEntity* controllableEntity_; | 
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| 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. | 
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| 102 |             unsigned int controllableEntityID_; | 
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| 103 |  | 
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| 104 |             const GametypeInfo* gtinfo_; | 
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| 105 |             unsigned int gtinfoID_; | 
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| 106 |     }; // tolua_export | 
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| 107 | } // tolua_export | 
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| 108 |  | 
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| 109 | #endif /* _PlayerInfo_H__ */ | 
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