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