/* (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 "score.h" #include "gamecontext.h" #include #if defined(CONF_SQL) class CSqlPlayerResult; #endif // player object class CPlayer { MACRO_ALLOC_POOL_ID() friend class CSaveTee; public: CPlayer(CGameContext *pGameServer, int ClientID, int Team); ~CPlayer(); void Reset(); 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); int GetTeam() const { return m_Team; }; int GetCID() const { return m_ClientID; }; int GetClientVersion() const; void Tick(); void PostTick(); // will be called after all Tick and PostTick calls from other players void PostPostTick(); void Snap(int SnappingClient); void FakeSnap(); void OnDirectInput(CNetObj_PlayerInput *NewInput); void OnPredictedInput(CNetObj_PlayerInput *NewInput); void OnPredictedEarlyInput(CNetObj_PlayerInput *NewInput); void OnDisconnect(const char *pReason); void KillCharacter(int Weapon = WEAPON_GAME); CCharacter *GetCharacter(); void SpectatePlayerName(const char *pName); //--------------------------------------------------------- // this is used for snapping so we know how we can clip the view for the player vec2 m_ViewPos; 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; // 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; int m_LastCommands[4]; int m_LastCommandPos; int m_LastWhisperTo; int m_LastInvited; int m_SendVoteIndex; // TODO: clean this up struct { char m_SkinName[64]; int m_UseCustomColor; int m_ColorBody; int m_ColorFeet; } m_TeeInfos; int m_DieTick; int m_PreviousDieTick; int m_Score; int m_JoinTick; bool m_ForceBalanced; int m_LastActionTick; int m_TeamChangeTick; bool m_SentSemicolonTip; 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; int m_NumInputs; CGameContext *m_pGameServer; CGameContext *GameServer() const { return m_pGameServer; } IServer *Server() const; // bool m_Spawning; bool m_WeakHookSpawn; int m_ClientID; int m_Team; int m_Paused; int64 m_ForcePauseTime; int64 m_LastPause; public: enum { PAUSE_NONE=0, PAUSE_PAUSED, PAUSE_SPEC }; enum { TIMERTYPE_GAMETIMER=0, TIMERTYPE_BROADCAST, TIMERTYPE_GAMETIMER_AND_BROADCAST, TIMERTYPE_NONE, }; bool m_DND; int64 m_FirstVoteTick; char m_TimeoutCode[64]; void ProcessPause(); int Pause(int State, bool Force); int ForcePause(int Time); int IsPaused(); bool IsPlaying(); int64 m_Last_KickVote; int64 m_Last_Team; bool m_ShowOthers; bool m_ShowAll; bool m_SpecTeam; bool m_NinjaJetpack; bool m_Afk; bool m_HasFinishScore; int m_ChatScore; bool m_Moderating; bool AfkTimer(int new_target_x, int new_target_y); //returns true if kicked void AfkVoteTimer(CNetObj_PlayerInput *NewTarget); int64 m_LastPlaytime; int64 m_LastEyeEmote; int64 m_LastBroadcast; bool m_LastBroadcastImportance; int m_LastTarget_x; int m_LastTarget_y; CNetObj_PlayerInput *m_pLastTarget; 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]; bool m_EyeEmote; int m_TimerType; int m_DefEmote; int m_DefEmoteReset; bool m_Halloween; bool m_FirstPacket; #if defined(CONF_SQL) void ProcessSqlResult(CSqlPlayerResult &Result); int64 m_LastSQLQuery; std::shared_ptr m_SqlQueryResult; std::shared_ptr m_SqlFinishResult; #endif bool m_NotEligibleForFinish; int64 m_EligibleForFinishCheck; bool m_VotedForPractice; }; #endif