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