ddnet/src/game/server/player.h

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#ifndef GAME_SERVER_PLAYER_H
#define GAME_SERVER_PLAYER_H
// this include should perhaps be removed
#include "entities/character.h"
#include "gamecontext.h"
// player object
class CPlayer
{
MACRO_ALLOC_POOL_ID()
public:
CPlayer(CGameContext *pGameServer, int CID, int Team);
~CPlayer();
//void Init(int CID); idk what this does or where it is so i commented it. GreYFoXWas Here
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void TryRespawn();
void Respawn();
void SetTeam(int Team);
int GetTeam() const { return m_Team; };
int GetCID() const { return m_ClientID; };
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void Tick();
void Snap(int SnappingClient);
void OnDirectInput(CNetObj_PlayerInput *NewInput);
void OnPredictedInput(CNetObj_PlayerInput *NewInput);
void OnDisconnect();
void KillCharacter(int Weapon = WEAPON_GAME);
CCharacter *GetCharacter();
struct PauseInfo {
CCharacterCore m_Core;
int m_StartTime;
int m_RaceState;
//int m_RefreshTime;
int m_FreezeTime;
bool m_Doored;
vec2 m_OldPos;
vec2 m_OlderPos;
int m_LastAction;
int m_Jumped;
int m_Health;
int m_Armor;
int m_PlayerState;
int m_LastMove;
vec2 m_PrevPos;
int m_ActiveWeapon;
int m_LastWeapon;
bool m_Respawn;
bool m_aHasWeapon[NUM_WEAPONS];
int m_HammerType;
bool m_Super;
int m_PauseTime;
} m_PauseInfo;
bool m_InfoSaved;
void LoadCharacter();
void SaveCharacter();
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//---------------------------------------------------------
// this is used for snapping so we know how we can clip the view for the player
vec2 m_ViewPos;
//
int m_Vote;
int m_VotePos;
//
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int64 m_Last_KickVote;
int64 m_Last_VoteCall;
int64 m_Last_VoteTry;
int64 m_Last_Chat;
int64 m_Last_SetTeam;
int64 m_Last_ChangeInfo;
int64 m_Last_Emote;
int64 m_Last_Kill;
bool m_Invisible;
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int m_Muted;
//int hammer_ type;
// TODO: clean this up
int m_Authed;
int m_Resistent;
bool m_ColorSet; // Set if player changed color at least once
int m_Starttime;
int m_Refreshtime;
int m_RaceState;
int m_Besttick;
int m_Lasttick;
float m_BestLap;
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// TODO: clean this up
struct
{
char m_SkinName[64];
int m_UseCustomColor;
int m_ColorBody;
int m_ColorFeet;
} m_TeeInfos;
int m_RespawnTick;
int m_DieTick;
int m_Score;
int m_ScoreStartTick;
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bool m_ForceBalanced;
int m_LastActionTick;
struct
{
int m_TargetX;
int m_TargetY;
} m_LatestActivity;
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float m_BestTime;
float m_aBestCpTime[25];
bool m_ResetPickups;
bool m_RconFreeze;
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private:
CCharacter *Character;
CGameContext *m_pGameServer;
CGameContext *GameServer() const { return m_pGameServer; }
IServer *Server() const;
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//
bool m_Spawning;
int m_ClientID;
int m_Team;
// network latency calculations
struct
{
int m_Accum;
int m_AccumMin;
int m_AccumMax;
int m_Avg;
int m_Min;
int m_Max;
} m_Latency;
};
#endif