1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78
|
/* Author: Tobi Vollebregt */
/* based on code from GlobalSynced.{cpp,h} */
#ifndef PLAYERHANDLER_H
#define PLAYERHANDLER_H
#include <assert.h>
#include <vector>
#include "creg/creg_cond.h"
#include "Player.h"
#define PATHING_FLAG 0xFFFF
class CGameSetup;
class CPlayerHandler
{
public:
CR_DECLARE(CPlayerHandler);
CPlayerHandler();
~CPlayerHandler();
void LoadFromSetup(const CGameSetup* setup);
/**
* @brief Player
* @param i index to fetch
* @return CPlayer pointer
*
* Accesses a CPlayer instance at a given index
*/
CPlayer* Player(int i) { assert(unsigned(i) < players.size()); return &players[i]; }
/**
* @brief Player
* @param name name of the player
* @return his playernumber of -1 if not found
*
* Search a player by name.
*/
int Player(const std::string& name) const;
void PlayerLeft(int playernum, unsigned char reason);
/**
* @brief Number of players the game was created for
*
* Constant at runtime
*/
int ActivePlayers() const { return players.size(); };
/**
* @brief Number of players in a team
*
* Will change during runtime (Connection lost, died, ...).
* This excludes spectators and AIs.
*/
std::vector<int> ActivePlayersInTeam(int teamId) const;
void GameFrame(int frameNum);
private:
typedef std::vector<CPlayer> playerVec;
/**
* @brief players
*
* for all the players in the game
*/
playerVec players;
};
extern CPlayerHandler* playerHandler;
#endif // !PLAYERHANDLER_H
|