ddnet/src/game/server/player.h
bors[bot] 6384ebf13f
Merge #2321
2321: Use the 0.7 race features better r=def- a=Learath2

Mostly tested, couldn't test the diffs though as I don't have score set up. It looks good to me though.

Co-authored-by: Learath <learath2@gmail.com>
2020-06-22 16:04:18 +00:00

209 lines
4.5 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 "score.h"
#include "teeinfo.h"
#include "gamecontext.h"
#include <memory>
#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;
bool SetTimerType(int NewType);
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;
CTeeInfo 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_DEFAULT=-1,
TIMERTYPE_GAMETIMER=0,
TIMERTYPE_BROADCAST,
TIMERTYPE_GAMETIMER_AND_BROADCAST,
TIMERTYPE_SIXUP,
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<CSqlPlayerResult> m_SqlQueryResult;
std::shared_ptr<CSqlPlayerResult> m_SqlFinishResult;
#endif
bool m_NotEligibleForFinish;
int64 m_EligibleForFinishCheck;
bool m_VotedForPractice;
};
#endif