#pragma once /** * Purpose: common player state, usable on client and server * Client: singleton representing the viewed player * Server: instance per client, clients decoupled from players */ CLASS(PlayerState, Object) ATTRIB(PlayerState, m_client, entity, NULL) CONSTRUCTOR(PlayerState, entity client) { CONSTRUCT(PlayerState); this.m_client = client; } ATTRIB(PlayerState, m_switchingweapon, Weapon, Weapons_from(-1)) ATTRIB(PlayerState, m_switchweapon, Weapon, Weapons_from(-1)) ATTRIB(PlayerState, m_weapon, Weapon, Weapons_from(-1)) METHOD(PlayerState, ps_push, void(PlayerState this, entity cl)) { STAT(ACTIVEWEAPON, cl) = this.m_weapon.m_id; STAT(SWITCHINGWEAPON, cl) = this.m_switchingweapon.m_id; STAT(SWITCHWEAPON, cl) = this.m_switchweapon.m_id; } ENDCLASS(PlayerState) .PlayerState _ps; #if NDEBUG #define PS(this) (this._ps) #else PlayerState PS(entity this) { assert(IS_CLIENT(this)); return this._ps; } #endif void PlayerState_attach(entity this) { // TODO: dynamic // this._ps = NEW(PlayerState, this); } void PlayerState_detach(entity this) { // TODO: dynamic // if (!PS(this)) return; // initial connect // remove(PS(this)); // this._ps = NULL; } /** * Purpose: common client state, usable on client and server * Client: singleton representing the viewed player * Server: instance per client */ CLASS(ClientState, Object) ATTRIB(ClientState, m_client, entity, NULL) CONSTRUCTOR(ClientState, entity client) { CONSTRUCT(ClientState); this.m_client = client; } ENDCLASS(ClientState) .ClientState _cs; #if NDEBUG #define CS(this) (this._cs) #else ClientState CS(entity this) { assert(IS_CLIENT(this)); assert(this._cs); return this._cs; } #endif void ClientState_attach(entity this) { this._cs = NEW(ClientState, this); this._ps = NEW(PlayerState, this); // TODO: dynamic } void ClientState_detach(entity this) { remove(CS(this)); this._cs = NULL; this._ps = NULL; // TODO: dynamic }