2008-08-14 18:46:52 +00:00
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#include <new>
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#include <engine/e_server_interface.h>
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#include "player.hpp"
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#include "gamecontext.hpp"
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PLAYER::PLAYER()
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{
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}
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void PLAYER::init(int client_id)
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{
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// clear everything
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mem_zero(this, sizeof(*this));
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new(this) PLAYER();
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this->client_id = client_id;
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}
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void PLAYER::tick()
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{
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server_setclientscore(client_id, score);
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// do latency stuff
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{
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CLIENT_INFO info;
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if(server_getclientinfo(client_id, &info))
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{
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latency.accum += info.latency;
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latency.accum_max = max(latency.accum_max, info.latency);
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latency.accum_min = min(latency.accum_min, info.latency);
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}
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if(server_tick()%server_tickspeed() == 0)
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{
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latency.avg = latency.accum/server_tickspeed();
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latency.max = latency.accum_max;
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latency.min = latency.accum_min;
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latency.accum = 0;
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latency.accum_min = 1000;
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latency.accum_max = 0;
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}
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}
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if(spawning && !get_character())
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try_respawn();
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if(get_character())
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view_pos = get_character()->pos;
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}
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void PLAYER::snap(int snaping_client)
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{
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NETOBJ_PLAYER_INFO *info = (NETOBJ_PLAYER_INFO *)snap_new_item(NETOBJTYPE_PLAYER_INFO, client_id, sizeof(NETOBJ_PLAYER_INFO));
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info->latency = latency.min;
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info->latency_flux = latency.max-latency.min;
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info->local = 0;
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info->cid = client_id;
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info->score = score;
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info->team = team;
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if(client_id == snaping_client)
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info->local = 1;
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}
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void PLAYER::on_disconnect()
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{
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kill_character();
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//game.controller->on_player_death(&game.players[client_id], 0, -1);
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char buf[512];
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str_format(buf, sizeof(buf), "%s has left the game", server_clientname(client_id));
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game.send_chat(-1, GAMECONTEXT::CHAT_ALL, buf);
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dbg_msg("game", "leave player='%d:%s'", client_id, server_clientname(client_id));
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// clear this whole structure
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init(-1);
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}
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void PLAYER::on_predicted_input(NETOBJ_PLAYER_INPUT *new_input)
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{
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CHARACTER *chr = get_character();
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if(chr)
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chr->on_predicted_input(new_input);
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}
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void PLAYER::on_direct_input(NETOBJ_PLAYER_INPUT *new_input)
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{
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CHARACTER *chr = get_character();
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if(chr)
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chr->on_direct_input(new_input);
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if(!chr && team >= 0 && (new_input->fire&1))
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{
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spawning = true;
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dbg_msg("", "I wanna spawn");
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}
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}
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CHARACTER *PLAYER::get_character()
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{
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if(character.alive)
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return &character;
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return 0;
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}
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void PLAYER::kill_character()
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{
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CHARACTER *chr = get_character();
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if(chr)
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chr->die(-1, -1);
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}
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void PLAYER::respawn()
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{
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spawning = true;
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}
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void PLAYER::set_team(int new_team)
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{
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// clamp the team
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new_team = game.controller->clampteam(new_team);
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if(team == new_team)
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return;
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char buf[512];
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str_format(buf, sizeof(buf), "%s joined the %s", server_clientname(client_id), game.controller->get_team_name(new_team));
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game.send_chat(-1, GAMECONTEXT::CHAT_ALL, buf);
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kill_character();
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team = new_team;
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score = 0;
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dbg_msg("game", "team_join player='%d:%s' team=%d", client_id, server_clientname(client_id), team);
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game.controller->on_player_info_change(&game.players[client_id]);
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// send all info to this client
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for(int i = 0; i < MAX_CLIENTS; i++)
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{
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if(game.players[i].client_id != -1)
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game.send_info(i, -1);
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}
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}
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void PLAYER::try_respawn()
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{
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vec2 spawnpos = vec2(100.0f, -60.0f);
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2008-08-27 15:48:50 +00:00
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if(!game.controller->can_spawn(this, &spawnpos))
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return;
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2008-08-14 18:46:52 +00:00
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// check if the position is occupado
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ENTITY *ents[2] = {0};
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int num_ents = game.world.find_entities(spawnpos, 64, ents, 2, NETOBJTYPE_CHARACTER);
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if(num_ents == 0)
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{
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spawning = false;
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character.spawn(this, spawnpos, team);
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}
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}
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