/* (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. */ #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 ClientID, int Team); ~CPlayer(); void Init(int CID); void TryRespawn(); void Respawn(); void SetTeam(int Team); int GetTeam() const { return m_Team; }; int GetCID() const { return m_ClientID; }; void Tick(); void PostTick(); void Snap(int SnappingClient); void OnDirectInput(CNetObj_PlayerInput *NewInput); void OnPredictedInput(CNetObj_PlayerInput *NewInput); void OnDisconnect(const char *pReason); void KillCharacter(int Weapon = WEAPON_GAME); CCharacter *GetCharacter(); //--------------------------------------------------------- // this is used for snapping so we know how we can clip the view for the player vec2 m_ViewPos; // 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; // 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; // 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; bool m_ForceBalanced; int m_LastActionTick; struct { int m_TargetX; int m_TargetY; } m_LatestActivity; // network latency calculations struct { int m_Accum; int m_AccumMin; int m_AccumMax; int m_Avg; int m_Min; int m_Max; } m_Latency; private: CCharacter *m_pCharacter; CGameContext *m_pGameServer; CGameContext *GameServer() const { return m_pGameServer; } IServer *Server() const; // bool m_Spawning; int m_ClientID; int m_Team; // DDRace public: struct PauseInfo { CCharacterCore m_Core; int m_StartTime; int m_DDRaceState; int m_FreezeTime; int m_Armor; int m_LastMove; vec2 m_PrevPos; int m_ActiveWeapon; int m_LastWeapon; bool m_Respawn; bool m_aHasWeapon[NUM_WEAPONS]; bool m_Super; bool m_DeepFreeze; bool m_EndlessHook; int m_PauseTime; int m_Team; int m_TeleCheckpoint; int m_CpActive; float m_CpCurrent[25]; } m_PauseInfo; bool m_InfoSaved; bool IsPlaying(); void LoadCharacter(); void SaveCharacter(); int64 m_Last_KickVote; int64 m_Last_Team; int m_Authed; bool m_IsUsingDDRaceClient; bool m_ShowOthers; int m_ChatScore; bool AfkTimer(int new_target_x, int new_target_y); //returns true if kicked int64 m_LastPlaytime; int m_LastTarget_x; int m_LastTarget_y; int m_Sent1stAfkWarning; // afk timer's 1st warning after 50% of sv_max_afk_time int m_Sent2ndAfkWarning; // afk timer's 2nd warning after 90% of sv_max_afk_time char m_pAfkMsg[160]; }; #endif