/* * 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/Identifier.h" #include "objects/controllers/Controller.h" namespace orxonox { class _OrxonoxExport PlayerInfo : public Info { public: PlayerInfo(BaseObject* creator); virtual ~PlayerInfo(); void registerVariables(); virtual void changedName(); virtual void changedGametype(); inline bool isHumanPlayer() const { return this->bHumanPlayer_; } inline bool isLocalPlayer() const { return this->bLocalPlayer_; } inline unsigned int getClientID() const { return this->clientID_; } inline bool isReadyToSpawn() const { return this->bReadyToSpawn_; } virtual bool isReady() const = 0; virtual float getPing() const = 0; virtual float getPacketLossRatio() const = 0; inline void setReadyToSpawn(bool bReady) { this->bReadyToSpawn_ = bReady; } void startControl(ControllableEntity* entity); void stopControl(ControllableEntity* entity, bool callback = true); inline ControllableEntity* getControllableEntity() const { return this->controllableEntity_; } protected: void createController(); void networkcallback_changedcontrollableentityID(); bool bHumanPlayer_; bool bLocalPlayer_; bool bReadyToSpawn_; SubclassIdentifier defaultController_; Controller* controller_; ControllableEntity* controllableEntity_; unsigned int controllableEntityID_; unsigned int clientID_; }; } #endif /* _PlayerInfo_H__ */