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/*
core/player.h
This file is part of the Osirion project and is distributed under
the terms of the GNU General Public License version 2.
*/
#ifndef __INCLUDED_CORE_PLAYER_H__
#define __INCLUDED_CORE_PLAYER_H__
namespace core
{
class Player;
}
#include "core/entity.h"
#include "math/mathlib.h"
#include <string>
#include <list>
namespace core
{
/// a player in the game
class Player
{
public:
/// default constructor
Player();
/// default destructor
~Player();
/*----- inspectors ------------------------------------------------ */
/// id of the player
inline int id() const { return player_id; }
/// name of the player
inline std::string const &name() const { return player_name; }
/// dirty flag
inline bool dirty() const { return player_dirty; }
/// the entity the Player is currently controling
inline EntityControlable *control() const { return player_control; }
/// player base color
inline math::Color const & color() const { return player_color; }
/// player has been muted by admin or console
inline bool mute() const { return player_mute; }
/*----- mutators -------------------------------------------------- */
/// serialize player info to a stream
void serialize_server_update(std::ostream & os) const;
/// receive player info from a stream
void recieve_server_update(std::istream &is);
/// serialize player info to a stream
void serialize_client_update(std::ostream & os);
/// receive player info from a stream
void recieve_client_update(std::istream &is);
/// clear all the data
void clear();
/// clear assets
void clear_assets();
/// add an asset
void add_asset(EntityControlable *entity);
/// remove an asset
void remove_asset(EntityControlable *entity);
/// remove an asset
void remove_asset(unsigned int id);
/// update player info from client variables
void update_info();
/* -- should actually not be public --*/
/// dirty state
bool player_dirty;
/// indicates rcon access
bool player_rcon;
/// id of the player
int player_id;
// name of the player
std::string player_name;
/// player color
math::Color player_color;
/// player is muted by admin
bool player_mute;
/// the entity the Player is currently controling
EntityControlable *player_control;
std::list<EntityControlable*> assets;
};
}
#endif // __INCLUDED_CORE_PLAYER_H__
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