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Diffstat (limited to 'Source/Game/avatar_control_manager.h')
-rw-r--r--Source/Game/avatar_control_manager.h57
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diff --git a/Source/Game/avatar_control_manager.h b/Source/Game/avatar_control_manager.h
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+//-----------------------------------------------------------------------------
+// Name: avatar_control_manager.h
+// Developer: Wolfire Games LLC
+// Description:
+// License: Read below
+//-----------------------------------------------------------------------------
+//
+//
+// Copyright 2022 Wolfire Games LLC
+//
+// Licensed under the Apache License, Version 2.0 (the "License");
+// you may not use this file except in compliance with the License.
+// You may obtain a copy of the License at
+//
+// http://www.apache.org/licenses/LICENSE-2.0
+//
+// Unless required by applicable law or agreed to in writing, software
+// distributed under the License is distributed on an "AS IS" BASIS,
+// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+// See the License for the specific language governing permissions and
+// limitations under the License.
+//
+//-----------------------------------------------------------------------------
+#pragma once
+
+#include <Objects/object.h>
+
+#include <vector>
+#include <utility>
+
+class Possession {
+public:
+ ObjectID avatar;
+ int controller_id;
+ int camera_id;
+ bool is_local;
+
+ Possession(ObjectID avatar, int controller_id, int camera_id, bool is_local) : avatar(avatar), controller_id(controller_id), camera_id(camera_id), is_local(is_local) {};
+};
+
+
+//The AvatarControlManager dynamically changes player avatars control states base on requested possesions and engine state.
+//This is done because the player characters can get AI possesion when switching into an editor state, or other non-game states.
+//But needs to correctly revert to the possesor on demand, both local and online.
+class AvatarControlManager {
+private:
+ //std::vector<std::pair<ObjectID, int>> possesions;
+
+ //Get a list of what controller input controlsw what player avatar.
+ std::vector<Possession> GeneratePossessionList();
+
+ std::vector<ObjectID> GetUnpossessedAvatars();
+
+public:
+ //void DefinePlayerPossesion(ObjectID avatar, int controller_id);
+ void Update();
+};