ddnet/src/game/server/player.h
Romain Labolle bb971bdcf0 Adding vote to force-pause players (instead of just moving them to spectators).
* Add the following config variables :
  * sv_vote_pause: Allow voting to pause players (instead of moving to spectators) (default: 1)
  * sv_vote_pause_time: The time (in seconds) players have to wait in pause when paused by vote (default: 60)
  * sv_vote_pause_auto: Automatically unpaused players after the force-pause delay or not (default: 0)
* Add the following functions :
  * force_pause v?i : Force v to pause for i seconds
  * force_unpause v : Force v to unpause
2011-06-07 16:48:49 +02:00

160 lines
3.2 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()
public:
CPlayer(CGameContext *pGameServer, int ClientID, int Team);
~CPlayer();
void Init(int CID);
void TryRespawn();
void Respawn();
void SetTeam(int Team);
int GetTeam() const { return m_Team; };
int GetCID() const { return m_ClientID; };
void Tick();
void PostTick();
void Snap(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();
//---------------------------------------------------------
// this is used for snapping so we know how we can clip the view for the player
vec2 m_ViewPos;
// 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;
// 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;
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:
struct PauseInfo
{
CCharacterCore m_Core;
int m_StartTime;
int m_DDRaceState;
int m_FreezeTime;
int m_Armor;
int m_LastMove;
vec2 m_PrevPos;
int m_ActiveWeapon;
int m_LastWeapon;
bool m_Respawn;
bool m_aHasWeapon[NUM_WEAPONS];
bool m_Super;
bool m_DeepFreeze;
bool m_EndlessHook;
int m_PauseTime;
int m_Team;
int m_TeleCheckpoint;
int m_CpActive;
float m_CpCurrent[25];
} m_PauseInfo;
int m_ForcePauseTime;
bool m_InfoSaved;
bool IsPlaying();
void LoadCharacter();
void SaveCharacter();
int64 m_Last_KickVote;
int64 m_Last_Team;
int m_Authed;
bool m_IsUsingDDRaceClient;
bool m_ShowOthers;
int m_ChatScore;
bool AfkTimer(int new_target_x, int new_target_y); //returns true if kicked
int64 m_LastPlaytime;
int m_LastTarget_x;
int m_LastTarget_y;
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];
};
#endif