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#ifndef PLAYER_H
#define PLAYER_H
// Player.h: interface for the CPlayer class.
//
//////////////////////////////////////////////////////////////////////
#include <string>
#include <set>
#include "creg/creg_cond.h"
#include "PlayerBase.h"
#include "PlayerStatistics.h"
#include "float3.h"
class CPlayer;
class CUnit;
struct DirectControlStruct {
bool forward;
bool back;
bool left;
bool right;
bool mouse1;
bool mouse2;
float3 viewDir;
float3 targetPos;
float targetDist;
CUnit* target;
CPlayer* myController;
};
struct DirectControlClientState {
DirectControlClientState() {
oldPitch = 0;
oldHeading = 0;
oldState = 255;
oldDCpos = ZeroVector;
}
void SendStateUpdate(bool*);
CUnit* playerControlledUnit; //! synced
short oldHeading, oldPitch; //! unsynced
unsigned char oldState; //! unsynced
float3 oldDCpos; //! unsynced
// todo: relocate the CUnit* from GlobalUnsynced
// to here as well so everything is in one place
};
class CPlayer : public PlayerBase
{
public:
CR_DECLARE(CPlayer);
CPlayer();
~CPlayer();
bool CanControlTeam(int teamID) const {
return (controlledTeams.find(teamID) != controlledTeams.end());
}
void SetControlledTeams();
static void UpdateControlledTeams(); // SetControlledTeams() for all players
void StartSpectating();
void GameFrame(int frameNum);
void operator=(const PlayerBase& base) { PlayerBase::operator=(base); };
bool active;
int playerNum;
int ping;
typedef PlayerStatistics Statistics;
Statistics currentStats;
DirectControlStruct myControl;
DirectControlClientState dccs;
void StopControllingUnit();
private:
std::set<int> controlledTeams;
};
#endif /* PLAYER_H */
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