File: PlayerHandler.h

package info (click to toggle)
spring 88.0%2Bdfsg1-1.1
  • links: PTS, VCS
  • area: main
  • in suites: wheezy
  • size: 41,524 kB
  • sloc: cpp: 343,114; ansic: 38,414; python: 12,257; java: 12,203; awk: 5,748; sh: 1,204; xml: 997; perl: 405; objc: 192; makefile: 181; php: 134; sed: 2
file content (90 lines) | stat: -rwxr-xr-x 1,889 bytes parent folder | download
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
79
80
81
82
83
84
85
86
87
88
89
90
/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */

#ifndef PLAYER_HANDLER_H
#define PLAYER_HANDLER_H

#include "System/creg/creg_cond.h"

#include <cassert>
#include <vector>

class CGameSetup;
class CPlayer;


class CPlayerHandler
{
public:
	CR_DECLARE(CPlayerHandler);

	CPlayerHandler();
	~CPlayerHandler();

	void LoadFromSetup(const CGameSetup* setup);

	/**
	 * @brief Player
	 * @param id index to fetch
	 * @return CPlayer pointer
	 *
	 * Accesses a CPlayer instance at a given index
	 */
	CPlayer* Player(int id) { assert(unsigned(id) < players.size()); return players[id]; }

	/**
	 * @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 id, unsigned char reason);

	/**
	 * @brief Number of players the game was created for
	 * 
	 * Will change at runtime, for example if a new spectator joins
	 */
	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;

	/**
	 * @brief is the supplied id a valid playerId?
	 * 
	 * Will change during at runtime when a new spectator joins
	 */
	bool IsValidPlayer(int id) const {
		return ((id >= 0) && (id < ActivePlayers()));
	}

	void GameFrame(int frameNum);

	/**
	 * @brief Adds a new player for dynamic join
	 *
	 * This resizes the playerlist adding stubs if there's gaps to his playerNum
	 */
	void AddPlayer(const CPlayer& player);

private:
	typedef std::vector<CPlayer*> playerVec;
	/**
	 * @brief players
	 *
	 * for all the players in the game
	 */
	playerVec players;
};

extern CPlayerHandler* playerHandler;

#endif // !PLAYER_HANDLER_H