Serious-Engine/Sources/Engine/Network/PlayerSource.h

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2016-03-11 14:57:17 +01:00
/* Copyright (c) 2002-2012 Croteam Ltd. All rights reserved. */
#ifndef SE_INCL_PLAYERSOURCE_H
#define SE_INCL_PLAYERSOURCE_H
#ifdef PRAGMA_ONCE
#pragma once
#endif
#include <Engine/Base/Synchronization.h>
#include <Engine/Network/NetworkMessage.h>
#include <Engine/Entities/PlayerCharacter.h>
/*
* Player source, located on client computer; creating actions and receiving updates
*/
class ENGINE_API CPlayerSource {
public:
INDEX pls_Index;
BOOL pls_Active; // set if this player exists
CPlayerCharacter pls_pcCharacter; // this player's character data
CTCriticalSection pls_csAction; // access to player action
CPlayerAction pls_paAction; // action that this player is currently doing
#define PLS_MAXLASTACTIONS 3
CPlayerAction pls_apaLastActions[PLS_MAXLASTACTIONS]; // old actions remembered for resending
public:
/* Activate a new player. */
void Start_t(CPlayerCharacter &pcCharacter);
/* Deactivate removed player. */
void Stop(void);
/* Check if this player is active. */
BOOL IsActive(void) { return pls_Active; };
// request character change for a player
// NOTE: the request is asynchronious and possible failure cannot be detected
void ChangeCharacter(CPlayerCharacter &pcNew);
/* Create action packet from current player commands and for sending to server. */
void WriteActionPacket(CNetworkMessage &nm);
public:
CPlayerSource();
~CPlayerSource();
/* Set current player action. */
void SetAction(const CPlayerAction &paAction);
// get mask of this player for chat messages
ULONG GetChatMask(void);
};
#endif /* include-once check. */