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186 lines
3.9 KiB
C++
186 lines
3.9 KiB
C++
/* (c) Magnus Auvinen. See licence.txt in the root of the distribution for more information. */
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/* If you are missing that file, acquire a complete release at teeworlds.com. */
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#ifndef GAME_SERVER_PLAYER_H
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#define GAME_SERVER_PLAYER_H
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// this include should perhaps be removed
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#include "entities/character.h"
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#include "gamecontext.h"
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// player object
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class CPlayer
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{
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MACRO_ALLOC_POOL_ID()
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friend class CSaveTee;
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public:
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CPlayer(CGameContext *pGameServer, int ClientID, int Team);
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~CPlayer();
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void Reset();
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void TryRespawn();
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void Respawn(bool WeakHook = false); // with WeakHook == true the character will be spawned after all calls of Tick from other Players
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CCharacter* ForceSpawn(vec2 Pos); // required for loading savegames
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void SetTeam(int Team, bool DoChatMsg=true);
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int GetTeam() const { return m_Team; };
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int GetCID() const { return m_ClientID; };
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void Tick();
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void PostTick();
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// will be called after all Tick and PostTick calls from other players
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void PostPostTick();
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void Snap(int SnappingClient);
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void FakeSnap(int SnappingClient);
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void OnDirectInput(CNetObj_PlayerInput *NewInput);
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void OnPredictedInput(CNetObj_PlayerInput *NewInput);
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void OnDisconnect(const char *pReason);
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void ThreadKillCharacter(int Weapon = WEAPON_GAME);
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void KillCharacter(int Weapon = WEAPON_GAME);
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CCharacter *GetCharacter();
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void FindDuplicateSkins();
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//---------------------------------------------------------
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// this is used for snapping so we know how we can clip the view for the player
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vec2 m_ViewPos;
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int m_TuneZone;
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int m_TuneZoneOld;
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// states if the client is chatting, accessing a menu etc.
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int m_PlayerFlags;
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// used for snapping to just update latency if the scoreboard is active
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int m_aActLatency[MAX_CLIENTS];
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// used for spectator mode
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int m_SpectatorID;
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bool m_IsReady;
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//
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int m_Vote;
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int m_VotePos;
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//
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int m_LastVoteCall;
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int m_LastVoteTry;
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int m_LastChat;
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int m_LastSetTeam;
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int m_LastSetSpectatorMode;
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int m_LastChangeInfo;
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int m_LastEmote;
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int m_LastKill;
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int m_LastCommands[4];
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int m_LastCommandPos;
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int m_LastWhisperTo;
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int m_SendVoteIndex;
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// TODO: clean this up
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struct
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{
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char m_SkinName[64];
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int m_UseCustomColor;
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int m_ColorBody;
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int m_ColorFeet;
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} m_TeeInfos;
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int m_DieTick;
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int m_Score;
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int m_JoinTick;
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bool m_ForceBalanced;
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int m_LastActionTick;
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bool m_StolenSkin;
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int m_TeamChangeTick;
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struct
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{
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int m_TargetX;
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int m_TargetY;
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} m_LatestActivity;
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// network latency calculations
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struct
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{
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int m_Accum;
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int m_AccumMin;
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int m_AccumMax;
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int m_Avg;
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int m_Min;
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int m_Max;
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} m_Latency;
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private:
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CCharacter *m_pCharacter;
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int m_NumInputs;
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CGameContext *m_pGameServer;
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CGameContext *GameServer() const { return m_pGameServer; }
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IServer *Server() const;
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//
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bool m_Spawning;
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bool m_WeakHookSpawn;
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int m_ClientID;
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int m_Team;
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// DDRace
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public:
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enum
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{
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PAUSED_NONE=0,
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PAUSED_SPEC,
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PAUSED_PAUSED,
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PAUSED_FORCE
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};
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int m_Paused;
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bool m_DND;
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int64 m_FirstVoteTick;
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int64 m_NextPauseTick;
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char m_TimeoutCode[64];
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void ProcessPause();
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int m_ForcePauseTime;
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bool IsPlaying();
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int64 m_Last_KickVote;
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int64 m_Last_Team;
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int m_Authed;
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int m_ClientVersion;
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bool m_ShowOthers;
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bool m_ShowAll;
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bool m_SpecTeam;
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bool m_NinjaJetpack;
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bool m_Afk;
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int m_KillMe;
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int m_ChatScore;
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bool AfkTimer(int new_target_x, int new_target_y); //returns true if kicked
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void AfkVoteTimer(CNetObj_PlayerInput *NewTarget);
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int64 m_LastPlaytime;
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int64 m_LastEyeEmote;
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int m_LastTarget_x;
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int m_LastTarget_y;
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CNetObj_PlayerInput m_LastTarget;
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int m_Sent1stAfkWarning; // afk timer's 1st warning after 50% of sv_max_afk_time
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int m_Sent2ndAfkWarning; // afk timer's 2nd warning after 90% of sv_max_afk_time
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char m_pAfkMsg[160];
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bool m_EyeEmote;
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int m_TimerType;
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int m_DefEmote;
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int m_DefEmoteReset;
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bool m_Halloween;
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bool m_FirstPacket;
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#if defined(CONF_SQL)
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int64 m_LastSQLQuery;
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#endif
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};
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#endif
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