ddnet/src/game/server/player.h

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/* (c) Magnus Auvinen. See licence.txt in the root of the distribution for more information. */
/* If you are missing that file, acquire a complete release at teeworlds.com. */
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#ifndef GAME_SERVER_PLAYER_H
#define GAME_SERVER_PLAYER_H
#include "alloc.h"
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// this include should perhaps be removed
#include "score.h"
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#include "teeinfo.h"
enum
{
WEAPON_GAME = -3, // team switching etc
WEAPON_SELF = -2, // console kill command
WEAPON_WORLD = -1, // death tiles etc
};
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// player object
class CPlayer
{
MACRO_ALLOC_POOL_ID()
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public:
CPlayer(CGameContext *pGameServer, int ClientID, int Team);
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~CPlayer();
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void Reset();
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void TryRespawn();
void Respawn(bool WeakHook = false); // with WeakHook == true the character will be spawned after all calls of Tick from other Players
CCharacter *ForceSpawn(vec2 Pos); // required for loading savegames
void SetTeam(int Team, bool DoChatMsg = true);
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int GetTeam() const { return m_Team; };
int GetCID() const { return m_ClientID; };
int GetClientVersion() const;
bool SetTimerType(int NewType);
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void Tick();
void PostTick();
// will be called after all Tick and PostTick calls from other players
void PostPostTick();
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void Snap(int SnappingClient);
void FakeSnap();
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void OnDirectInput(CNetObj_PlayerInput *NewInput);
void OnPredictedInput(CNetObj_PlayerInput *NewInput);
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void OnPredictedEarlyInput(CNetObj_PlayerInput *NewInput);
void OnDisconnect();
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void KillCharacter(int Weapon = WEAPON_GAME);
CCharacter *GetCharacter();
void SpectatePlayerName(const char *pName);
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//---------------------------------------------------------
// this is used for snapping so we know how we can clip the view for the player
vec2 m_ViewPos;
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int m_TuneZone;
int m_TuneZoneOld;
// states if the client is chatting, accessing a menu etc.
int m_PlayerFlags;
// used for snapping to just update latency if the scoreboard is active
int m_aActLatency[MAX_CLIENTS];
// used for spectator mode
int m_SpectatorID;
bool m_IsReady;
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//
int m_Vote;
int m_VotePos;
//
int m_LastVoteCall;
int m_LastVoteTry;
int m_LastChat;
int m_LastSetTeam;
int m_LastSetSpectatorMode;
int m_LastChangeInfo;
int m_LastEmote;
int m_LastKill;
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int m_LastCommands[4];
int m_LastCommandPos;
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int m_LastWhisperTo;
int m_LastInvited;
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int m_SendVoteIndex;
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CTeeInfo m_TeeInfos;
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int m_DieTick;
int m_PreviousDieTick;
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int m_Score;
int m_JoinTick;
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bool m_ForceBalanced;
int m_LastActionTick;
int m_TeamChangeTick;
bool m_SentSemicolonTip;
// network latency calculations
struct
{
int m_Accum;
int m_AccumMin;
int m_AccumMax;
int m_Avg;
int m_Min;
int m_Max;
} m_Latency;
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private:
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CCharacter *m_pCharacter;
int m_NumInputs;
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CGameContext *m_pGameServer;
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CGameContext *GameServer() const { return m_pGameServer; }
IServer *Server() const;
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//
bool m_Spawning;
bool m_WeakHookSpawn;
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int m_ClientID;
int m_Team;
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int m_Paused;
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int64_t m_ForcePauseTime;
int64_t m_LastPause;
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int m_DefEmote;
int m_OverrideEmote;
int m_OverrideEmoteReset;
bool m_Halloween;
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public:
enum
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{
PAUSE_NONE = 0,
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PAUSE_PAUSED,
PAUSE_SPEC
};
enum
{
TIMERTYPE_DEFAULT = -1,
TIMERTYPE_GAMETIMER = 0,
TIMERTYPE_BROADCAST,
TIMERTYPE_GAMETIMER_AND_BROADCAST,
TIMERTYPE_SIXUP,
TIMERTYPE_NONE,
};
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bool m_DND;
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int64_t m_FirstVoteTick;
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char m_aTimeoutCode[64];
void ProcessPause();
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int Pause(int State, bool Force);
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int ForcePause(int Time);
int IsPaused();
bool IsPlaying();
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int64_t m_Last_KickVote;
int64_t m_Last_Team;
int m_ShowOthers;
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bool m_ShowAll;
vec2 m_ShowDistance;
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bool m_SpecTeam;
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bool m_NinjaJetpack;
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bool m_Afk;
bool m_HasFinishScore;
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int m_ChatScore;
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bool m_Moderating;
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bool AfkTimer(CNetObj_PlayerInput *pNewTarget); // returns true if kicked
void UpdatePlaytime();
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void AfkVoteTimer(CNetObj_PlayerInput *pNewTarget);
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int64_t m_LastPlaytime;
int64_t m_LastEyeEmote;
int64_t m_LastBroadcast;
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bool m_LastBroadcastImportance;
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CNetObj_PlayerInput *m_pLastTarget;
bool m_LastTargetInit;
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/*
afk timer's 1st warning after 50% of sv_max_afk_time
2nd warning after 90%
kick after reaching 100% of sv_max_afk_time
*/
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bool m_SentAfkWarning[2];
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bool m_EyeEmoteEnabled;
int m_TimerType;
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int GetDefaultEmote() const;
void OverrideDefaultEmote(int Emote, int Tick);
bool CanOverrideDefaultEmote() const;
bool m_FirstPacket;
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int64_t m_LastSQLQuery;
void ProcessScoreResult(CScorePlayerResult &Result);
std::shared_ptr<CScorePlayerResult> m_ScoreQueryResult;
std::shared_ptr<CScorePlayerResult> m_ScoreFinishResult;
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bool m_NotEligibleForFinish;
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int64_t m_EligibleForFinishCheck;
bool m_VotedForPractice;
int m_SwapTargetsClientID; //Client ID of the swap target for the given player
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};
#endif