/* (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. */ #include #include #include "player.h" MACRO_ALLOC_POOL_ID_IMPL(CPlayer, MAX_CLIENTS) IServer *CPlayer::Server() const { return m_pGameServer->Server(); } CPlayer::CPlayer(CGameContext *pGameServer, int ClientID, int Team) { m_pGameServer = pGameServer; m_RespawnTick = Server()->Tick(); m_DieTick = Server()->Tick(); m_ScoreStartTick = Server()->Tick(); Character = 0; this->m_ClientID = ClientID; m_Team = GameServer()->m_pController->ClampTeam(Team); m_SpectatorID = SPEC_FREEVIEW; m_LastActionTick = Server()->Tick(); } CPlayer::~CPlayer() { delete Character; Character = 0; } void CPlayer::Tick() { #ifdef CONF_DEBUG if(!g_Config.m_DbgDummies || m_ClientID < MAX_CLIENTS-g_Config.m_DbgDummies) #endif if(!Server()->ClientIngame(m_ClientID)) return; Server()->SetClientScore(m_ClientID, m_Score); // do latency stuff { IServer::CClientInfo Info; if(Server()->GetClientInfo(m_ClientID, &Info)) { m_Latency.m_Accum += Info.m_Latency; m_Latency.m_AccumMax = max(m_Latency.m_AccumMax, Info.m_Latency); m_Latency.m_AccumMin = min(m_Latency.m_AccumMin, Info.m_Latency); } // each second if(Server()->Tick()%Server()->TickSpeed() == 0) { m_Latency.m_Avg = m_Latency.m_Accum/Server()->TickSpeed(); m_Latency.m_Max = m_Latency.m_AccumMax; m_Latency.m_Min = m_Latency.m_AccumMin; m_Latency.m_Accum = 0; m_Latency.m_AccumMin = 1000; m_Latency.m_AccumMax = 0; } } if(!Character && m_DieTick+Server()->TickSpeed()*3 <= Server()->Tick()) m_Spawning = true; if(Character) { if(Character->IsAlive()) { m_ViewPos = Character->m_Pos; } else { delete Character; Character = 0; } } else if(m_Spawning && m_RespawnTick <= Server()->Tick()) TryRespawn(); } void CPlayer::PostTick() { // update latency value if(m_PlayerFlags&PLAYERFLAG_SCOREBOARD) { for(int i = 0; i < MAX_CLIENTS; ++i) { if(GameServer()->m_apPlayers[i] && GameServer()->m_apPlayers[i]->GetTeam() != TEAM_SPECTATORS) m_aActLatency[i] = GameServer()->m_apPlayers[i]->m_Latency.m_Min; } } // update view pos for spectators if(m_Team == TEAM_SPECTATORS && m_SpectatorID != SPEC_FREEVIEW && GameServer()->m_apPlayers[m_SpectatorID]) m_ViewPos = GameServer()->m_apPlayers[m_SpectatorID]->m_ViewPos; } void CPlayer::Snap(int SnappingClient) { #ifdef CONF_DEBUG if(!g_Config.m_DbgDummies || m_ClientID < MAX_CLIENTS-g_Config.m_DbgDummies) #endif if(!Server()->ClientIngame(m_ClientID)) return; CNetObj_ClientInfo *pClientInfo = static_cast(Server()->SnapNewItem(NETOBJTYPE_CLIENTINFO, m_ClientID, sizeof(CNetObj_ClientInfo))); if(!pClientInfo) return; StrToInts(&pClientInfo->m_Name0, 6, Server()->ClientName(m_ClientID)); StrToInts(&pClientInfo->m_Skin0, 6, m_TeeInfos.m_SkinName); pClientInfo->m_UseCustomColor = m_TeeInfos.m_UseCustomColor; pClientInfo->m_ColorBody = m_TeeInfos.m_ColorBody; pClientInfo->m_ColorFeet = m_TeeInfos.m_ColorFeet; CNetObj_PlayerInfo *pPlayerInfo = static_cast(Server()->SnapNewItem(NETOBJTYPE_PLAYERINFO, m_ClientID, sizeof(CNetObj_PlayerInfo))); if(!pPlayerInfo) return; pPlayerInfo->m_Latency = SnappingClient == -1 ? m_Latency.m_Min : GameServer()->m_apPlayers[SnappingClient]->m_aActLatency[m_ClientID]; pPlayerInfo->m_Local = 0; pPlayerInfo->m_ClientID = m_ClientID; pPlayerInfo->m_Score = m_Score; pPlayerInfo->m_Team = m_Team; if(m_ClientID == SnappingClient) pPlayerInfo->m_Local = 1; if(m_ClientID == SnappingClient && m_Team == TEAM_SPECTATORS) { CNetObj_SpectatorInfo *pSpectatorInfo = static_cast(Server()->SnapNewItem(NETOBJTYPE_SPECTATORINFO, m_ClientID, sizeof(CNetObj_SpectatorInfo))); if(!pSpectatorInfo) return; pSpectatorInfo->m_SpectatorID = m_SpectatorID; pSpectatorInfo->m_X = m_ViewPos.x; pSpectatorInfo->m_Y = m_ViewPos.y; } } void CPlayer::OnDisconnect() { KillCharacter(); if(Server()->ClientIngame(m_ClientID)) { char aBuf[512]; str_format(aBuf, sizeof(aBuf), "'%s' has left the game", Server()->ClientName(m_ClientID)); GameServer()->SendChat(-1, CGameContext::CHAT_ALL, aBuf); str_format(aBuf, sizeof(aBuf), "leave player='%d:%s'", m_ClientID, Server()->ClientName(m_ClientID)); GameServer()->Console()->Print(IConsole::OUTPUT_LEVEL_STANDARD, "game", aBuf); } } void CPlayer::OnPredictedInput(CNetObj_PlayerInput *NewInput) { if(Character) Character->OnPredictedInput(NewInput); } void CPlayer::OnDirectInput(CNetObj_PlayerInput *NewInput) { m_PlayerFlags = NewInput->m_PlayerFlags; if(Character) Character->OnDirectInput(NewInput); if(!Character && m_Team != TEAM_SPECTATORS && (NewInput->m_Fire&1)) m_Spawning = true; if(!Character && m_Team == TEAM_SPECTATORS && m_SpectatorID == SPEC_FREEVIEW) m_ViewPos = vec2(NewInput->m_TargetX, NewInput->m_TargetY); // check for activity if(NewInput->m_Direction || m_LatestActivity.m_TargetX != NewInput->m_TargetX || m_LatestActivity.m_TargetY != NewInput->m_TargetY || NewInput->m_Jump || NewInput->m_Fire&1 || NewInput->m_Hook) { m_LatestActivity.m_TargetX = NewInput->m_TargetX; m_LatestActivity.m_TargetY = NewInput->m_TargetY; m_LastActionTick = Server()->Tick(); } } CCharacter *CPlayer::GetCharacter() { if(Character && Character->IsAlive()) return Character; return 0; } void CPlayer::KillCharacter(int Weapon) { if(Character) { Character->Die(m_ClientID, Weapon); delete Character; Character = 0; } } void CPlayer::Respawn() { if(m_Team != TEAM_SPECTATORS) m_Spawning = true; } void CPlayer::SetTeam(int Team) { // clamp the team Team = GameServer()->m_pController->ClampTeam(Team); if(m_Team == Team) return; char aBuf[512]; str_format(aBuf, sizeof(aBuf), "'%s' joined the %s", Server()->ClientName(m_ClientID), GameServer()->m_pController->GetTeamName(Team)); GameServer()->SendChat(-1, CGameContext::CHAT_ALL, aBuf); KillCharacter(); m_Team = Team; m_LastActionTick = Server()->Tick(); // we got to wait 0.5 secs before respawning m_RespawnTick = Server()->Tick()+Server()->TickSpeed()/2; str_format(aBuf, sizeof(aBuf), "team_join player='%d:%s' m_Team=%d", m_ClientID, Server()->ClientName(m_ClientID), m_Team); GameServer()->Console()->Print(IConsole::OUTPUT_LEVEL_DEBUG, "game", aBuf); GameServer()->m_pController->OnPlayerInfoChange(GameServer()->m_apPlayers[m_ClientID]); } void CPlayer::TryRespawn() { vec2 SpawnPos; if(!GameServer()->m_pController->CanSpawn(m_Team, &SpawnPos)) return; m_Spawning = false; Character = new(m_ClientID) CCharacter(&GameServer()->m_World); Character->Spawn(this, SpawnPos); GameServer()->CreatePlayerSpawn(SpawnPos); }