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-rw-r--r--src/game/server/player.cpp311
1 files changed, 311 insertions, 0 deletions
diff --git a/src/game/server/player.cpp b/src/game/server/player.cpp
new file mode 100644
index 00000000..3c84e5e7
--- /dev/null
+++ b/src/game/server/player.cpp
@@ -0,0 +1,311 @@
+#include <new>
+
+#include <engine/e_server_interface.h>
+
+#include "player.hpp"
+#include "gamecontext.hpp"
+
+PLAYER::PLAYER()
+{
+}
+
+void PLAYER::init(int client_id)
+{
+	// clear everything
+	mem_zero(this, sizeof(*this));
+	new(this) PLAYER();
+	this->client_id = client_id;
+}
+
+void PLAYER::tick()
+{
+	server_setclientscore(client_id, score);
+
+	// do latency stuff
+	{
+		CLIENT_INFO info;
+		if(server_getclientinfo(client_id, &info))
+		{
+			latency.accum += info.latency;
+			latency.accum_max = max(latency.accum_max, info.latency);
+			latency.accum_min = min(latency.accum_min, info.latency);
+		}
+
+		if(server_tick()%server_tickspeed() == 0)
+		{
+			latency.avg = latency.accum/server_tickspeed();
+			latency.max = latency.accum_max;
+			latency.min = latency.accum_min;
+			latency.accum = 0;
+			latency.accum_min = 1000;
+			latency.accum_max = 0;
+		}
+	}
+	
+	if(spawning && !get_character())
+		try_respawn();
+		
+	if(get_character())
+		view_pos = get_character()->pos;
+}
+
+void PLAYER::snap(int snaping_client)
+{
+	NETOBJ_PLAYER_INFO *info = (NETOBJ_PLAYER_INFO *)snap_new_item(NETOBJTYPE_PLAYER_INFO, client_id, sizeof(NETOBJ_PLAYER_INFO));
+
+	info->latency = latency.min;
+	info->latency_flux = latency.max-latency.min;
+	info->local = 0;
+	info->cid = client_id;
+	info->score = score;
+	info->team = team;
+
+	if(client_id == snaping_client)
+		info->local = 1;	
+}
+
+void PLAYER::on_disconnect()
+{
+	kill_character();
+	
+	//game.controller->on_player_death(&game.players[client_id], 0, -1);
+		
+	char buf[512];
+	str_format(buf, sizeof(buf),  "%s has left the game", server_clientname(client_id));
+	game.send_chat(-1, GAMECONTEXT::CHAT_ALL, buf);
+
+	dbg_msg("game", "leave player='%d:%s'", client_id, server_clientname(client_id));
+
+	// clear this whole structure
+	init(-1);
+
+	/*game.world.remove_entity(&game.players[client_id]);
+	game.world.core.players[client_id] = 0x0;
+	game.players[client_id].client_id = -1;	*/
+}
+
+void PLAYER::on_predicted_input(NETOBJ_PLAYER_INPUT *new_input)
+{
+	CHARACTER *chr = get_character();
+	if(chr)
+		chr->on_predicted_input(new_input);
+}
+
+void PLAYER::on_direct_input(NETOBJ_PLAYER_INPUT *new_input)
+{
+	CHARACTER *chr = get_character();
+	if(chr)
+		chr->on_direct_input(new_input);
+
+	if(!chr && team >= 0 && (new_input->fire&1))
+	{
+		spawning = true;
+		dbg_msg("", "I wanna spawn");
+	}
+}
+
+CHARACTER *PLAYER::get_character()
+{
+	if(character.alive)
+		return &character;
+	return 0;
+}
+
+void PLAYER::kill_character()
+{
+	CHARACTER *chr = get_character();
+	if(chr)
+		chr->die(-1, -1);
+}
+
+void PLAYER::respawn()
+{
+	spawning = true;
+}
+
+void PLAYER::set_team(int new_team)
+{
+	// clamp the team
+	new_team = game.controller->clampteam(new_team);
+	if(team == new_team)
+		return;
+		
+	char buf[512];
+	str_format(buf, sizeof(buf), "%s joined the %s", server_clientname(client_id), game.controller->get_team_name(new_team));
+	game.send_chat(-1, GAMECONTEXT::CHAT_ALL, buf); 
+	
+	kill_character();
+	team = new_team;
+	score = 0;
+	dbg_msg("game", "team_join player='%d:%s' team=%d", client_id, server_clientname(client_id), team);
+	
+	game.controller->on_player_info_change(&game.players[client_id]);
+
+	// send all info to this client
+	for(int i = 0; i < MAX_CLIENTS; i++)
+	{
+		if(game.players[i].client_id != -1)
+			game.send_info(i, -1);
+	}
+}
+
+vec2 spawn_points[3][64];
+int num_spawn_points[3] = {0};
+
+struct SPAWNEVAL
+{
+	SPAWNEVAL()
+	{
+		got = false;
+		friendly_team = -1;
+//		die_pos = vec2(0,0);
+		pos = vec2(100,100);
+	}
+		
+	vec2 pos;
+	bool got;
+	int friendly_team;
+	float score;
+//	vec2 die_pos;
+};
+
+static float evaluate_spawn(SPAWNEVAL *eval, vec2 pos)
+{
+	float score = 0.0f;
+	CHARACTER *c = (CHARACTER *)game.world.find_first(NETOBJTYPE_CHARACTER);
+	for(; c; c = (CHARACTER *)c->typenext())
+	{
+		// team mates are not as dangerous as enemies
+		float scoremod = 1.0f;
+		if(eval->friendly_team != -1 && c->team == eval->friendly_team)
+			scoremod = 0.5f;
+			
+		float d = distance(pos, c->pos);
+		if(d == 0)
+			score += 1000000000.0f;
+		else
+			score += 1.0f/d;
+	}
+	
+	// weight in the die posititon
+	/*
+	float d = distance(pos, eval->die_pos);
+	if(d == 0)
+		score += 1000000000.0f;
+	else
+		score += 1.0f/d;*/
+	
+	return score;
+}
+
+static void evaluate_spawn_type(SPAWNEVAL *eval, int t)
+{
+	// get spawn point
+	/*
+	int start, num;
+	map_get_type(t, &start, &num);
+	if(!num)
+		return;
+	*/
+	for(int i  = 0; i < num_spawn_points[t]; i++)
+	{
+		//num_spawn_points[t]
+		//mapres_spawnpoint *sp = (mapres_spawnpoint*)map_get_item(start + i, NULL, NULL);
+		vec2 p = spawn_points[t][i];// vec2((float)sp->x, (float)sp->y);
+		float s = evaluate_spawn(eval, p);
+		if(!eval->got || eval->score > s)
+		{
+			eval->got = true;
+			eval->score = s;
+			eval->pos = p;
+		}
+	}
+}
+
+void PLAYER::try_respawn()
+{
+	vec2 spawnpos = vec2(100.0f, -60.0f);
+	
+	// get spawn point
+	SPAWNEVAL eval;
+	//eval.die_pos = die_pos;
+	
+	eval.pos = vec2(100, 100);
+	
+	if(game.controller->gametype == GAMETYPE_CTF)
+	{
+		eval.friendly_team = team;
+		
+		// try first try own team spawn, then normal spawn and then enemy
+		evaluate_spawn_type(&eval, 1+(team&1));
+		if(!eval.got)
+		{
+			evaluate_spawn_type(&eval, 0);
+			if(!eval.got)
+				evaluate_spawn_type(&eval, 1+((team+1)&1));
+		}
+	}
+	else
+	{
+		if(game.controller->gametype == GAMETYPE_TDM)
+			eval.friendly_team = team;
+			
+		evaluate_spawn_type(&eval, 0);
+		evaluate_spawn_type(&eval, 1);
+		evaluate_spawn_type(&eval, 2);
+	}
+	
+	spawnpos = eval.pos;
+
+	// check if the position is occupado
+	ENTITY *ents[2] = {0};
+	int num_ents = game.world.find_entities(spawnpos, 64, ents, 2, NETOBJTYPE_CHARACTER);
+	
+	if(num_ents == 0)
+	{
+		spawning = false;
+		character.spawn(this, spawnpos, team);
+	}
+	
+	/*
+	pos = spawnpos;
+
+	core.pos = pos;
+	core.vel = vec2(0,0);
+	core.hooked_player = -1;
+
+	health = 10;
+	armor = 0;
+	jumped = 0;
+	
+	mem_zero(&ninja, sizeof(ninja));
+	
+	dead = false;
+	player_state = PLAYERSTATE_PLAYING;
+	
+	game.world.insert_entity(this);
+
+	core.hook_state = HOOK_IDLE;
+
+	mem_zero(&input, sizeof(input));
+
+	// init weapons
+	mem_zero(&weapons, sizeof(weapons));
+	weapons[WEAPON_HAMMER].got = true;
+	weapons[WEAPON_HAMMER].ammo = -1;
+	weapons[WEAPON_GUN].got = true;
+	weapons[WEAPON_GUN].ammo = 10;
+
+	active_weapon = WEAPON_GUN;
+	last_weapon = WEAPON_HAMMER;
+	queued_weapon = 0;
+
+	reload_timer = 0;
+
+	// Create sound and spawn effects
+	game.create_sound(pos, SOUND_PLAYER_SPAWN);
+	game.create_playerspawn(pos);
+
+	game.controller->on_player_spawn(player);
+	*/
+}