ddnet/src/game/server/player.h
2014-10-26 19:39:42 +01:00

179 lines
3.6 KiB
C++

/* (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()
friend class CSaveTee;
public:
CPlayer(CGameContext *pGameServer, int ClientID, int Team);
~CPlayer();
void Reset();
void TryRespawn();
void Respawn();
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; };
void Tick();
void PostTick();
void Snap(int SnappingClient);
void FakeSnap(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();
void FindDuplicateSkins();
//---------------------------------------------------------
// 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_SendVoteIndex;
// 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;
bool m_StolenSkin;
int m_TeamChangeTick;
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:
enum
{
PAUSED_NONE=0,
PAUSED_SPEC,
PAUSED_PAUSED,
PAUSED_FORCE
};
int m_Paused;
bool m_DND;
int64 m_NextPauseTick;
char m_TimeoutCode[64];
void ProcessPause();
int m_ForcePauseTime;
bool IsPlaying();
int64 m_Last_KickVote;
int64 m_Last_Team;
int m_Authed;
int m_ClientVersion;
bool m_ShowOthers;
bool m_ShowAll;
bool m_SpecTeam;
bool m_NinjaJetpack;
bool m_Afk;
int m_ChatScore;
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;
int m_LastTarget_x;
int m_LastTarget_y;
CNetObj_PlayerInput m_LastTarget;
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)
int64 m_LastSQLQuery;
#endif
};
#endif