/* bzflag
 * Copyright (c) 1993-2017 Tim Riker
 *
 * This package is free software;  you can redistribute it and/or
 * modify it under the terms of the license found in the file
 * named COPYING that should have accompanied this file.
 *
 * THIS PACKAGE IS PROVIDED ``AS IS'' AND WITHOUT ANY EXPRESS OR
 * IMPLIED WARRANTIES, INCLUDING, WITHOUT LIMITATION, THE IMPLIED
 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE.
 */

#ifndef	BZF_PLAYERSTATE_H
#define	BZF_PLAYERSTATE_H

#include "common.h"


class PlayerState
{
  public:
    enum PStatus {			// bit masks
      DeadStatus =	0,		// not alive, not paused, etc.
      Alive =		(1 << 0),	// player is alive
      Paused =		(1 << 1),	// player is paused
      Exploding =	(1 << 2),	// currently blowing up
      Teleporting =	(1 << 3),	// teleported recently
      FlagActive =	(1 << 4),	// flag special powers active
      CrossingWall =	(1 << 5),	// tank crossing building wall
      Falling =		(1 << 6),	// tank accel'd by gravity
      OnDriver =	(1 << 7),	// tank is on a physics driver
      UserInputs =	(1 << 8),	// user speed and angvel are sent
      JumpJets =	(1 << 9),	// tank has jump jets on
      PlaySound =	(1 << 10)	// play one or more sounds
    };

    enum PStatusSounds {
      NoSounds =	0,
      JumpSound =	(1 << 0),
      WingsSound =	(1 << 1),
      BounceSound =	(1 << 2)
    };


    PlayerState();
    void*	pack(void*, uint16_t& code);
    const void*	unpack(const void*, uint16_t code);

    long	order;		// packet ordering
    short	status;		// see PStatus enum
    float	pos[3];		// position of tank
    float	velocity[3];	// velocity of tank
    float	azimuth;	// orientation of tank
    float	angVel;		// angular velocity of tank
    int		phydrv;		// physics driver

    // the following are to be used only for drawing
    float	userSpeed;	// user's desired angular velocity
    float	userAngVel;	// angular velocity of tank
    float	jumpJetsScale;	// angular velocity of tank

    // used to avoid awkward remote bouncy sounds
    uint8_t	sounds;		// for playing sounds
};


#endif

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