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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 "core/message.h"
#include "core/zone.h"
#include "math/mathlib.h"
#include <string>
#include <list>
namespace core
{
/// a player in the game
class Player
{
public:
/// default constructor
Player();
/// default destructor
virtual ~Player();
/*----- inspectors ------------------------------------------------ */
/// id of the player
inline const int id() const { return player_id; }
/// name of the player
inline const std::string & name() const { return player_name; }
/// dirty flag
inline const bool dirty() const { return player_dirty; }
/// the entity the Player is currently controling
inline EntityControlable *control() const { return player_control; }
/// the zone the player is currently in
inline Zone *zone() const { return player_zone; }
/// set the zone the player is currently in
void set_zone(Zone *zone);
inline const bool zonechange() const { return player_zonechange; }
/// player primary color
inline const math::Color & color() const { return player_color; }
/// player secondary color
inline const math::Color & color_second() const { return player_color_second; }
/// player has been muted by admin or console
inline const bool mute() const { return player_mute; }
inline const std::string &rconpassword() const { return player_rconpassword; }
/// mission target
inline Entity *mission_target() { return player_mission_target; }
/// view
inline Entity *view() { return player_view; }
/// credits
inline long credits() const { return player_credits; }
/// network ping
inline long ping() const { return player_ping; }
/// returns true of the player has enough credits to pay amount
inline bool has_credits(const long amount) const { return (player_credits >= amount); }
/// print player info to console
virtual void print() const;
/// player level
const int level() const { return player_level; }
/*----- messages -------------------------------------------------- */
void send(const std::string name);
virtual void sound(const std::string name);
virtual void message(core::Message::Channel channel, const std::string text);
/*----- mutators -------------------------------------------------- */
/// serialize player info to a stream
void serialize_server_update(std::ostream & os) const;
/// receive player info from a stream
void receive_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 receive_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();
/**
* @brief set the entity the player is currenty controlling
* This will automaticly set zone() to the zone the entity is in
*/
void set_control(EntityControlable *entitycontrolable);
/// set mission target
void set_mission_target(Entity *new_mission_target);
/// set the current view
void set_view(Entity *view);
/// set the amount of credits the players has
void set_credits(const long amount);
/**
* @brief add an amount to the player's credits
* @param amount the amount of credits to add, can be negative
*/
void add_credits(const long amount);
/**
* @brief set the player's network ping
*/
void set_ping(const long ping);
/// set the player level
void set_level(const int level);
/// set the dirty bit
inline void set_dirty(const bool dirty = true) { player_dirty = dirty; }
/// set the zonechange bit
inline void set_zonechange(const bool dirty = true) { player_zonechange = dirty; }
/* -- should actually not be public --*/
/// id of the player
int player_id;
/// name of the player
std::string player_name;
/// player primary color
math::Color player_color;
/// player secondary color
math::Color player_color_second;
/// player is muted by admin
bool player_mute;
std::list<EntityControlable *> assets;
private:
// entity the Player is currently controling
EntityControlable *player_control;
// entity the Player is currently looking at
Entity *player_view;
// current mission target
Entity *player_mission_target;
// the zone the player is currently in
Zone *player_zone;
long player_credits;
long player_ping;
std::string player_rconpassword;
int player_level;
// dirty bit
bool player_dirty;
// bit to indicate zone has changed
bool player_zonechange;
};
}
#endif // __INCLUDED_CORE_PLAYER_H__
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