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