165 lines
5.6 KiB
C++
165 lines
5.6 KiB
C++
|
//========= Copyright Valve Corporation, All rights reserved. ============//
|
||
|
//
|
||
|
// Purpose: Entity that propagates general data needed by clients for every player.
|
||
|
//
|
||
|
// $NoKeywords: $
|
||
|
//=============================================================================//
|
||
|
#include "cbase.h"
|
||
|
#include "player.h"
|
||
|
#include "player_resource.h"
|
||
|
#include <coordsize.h>
|
||
|
|
||
|
// memdbgon must be the last include file in a .cpp file!!!
|
||
|
#include "tier0/memdbgon.h"
|
||
|
|
||
|
// Datatable
|
||
|
IMPLEMENT_SERVERCLASS_ST_NOBASE(CPlayerResource, DT_PlayerResource)
|
||
|
// SendPropArray( SendPropString( SENDINFO(m_szName[0]) ), SENDARRAYINFO(m_szName) ),
|
||
|
SendPropArray3( SENDINFO_ARRAY3(m_iPing), SendPropInt( SENDINFO_ARRAY(m_iPing), 10, SPROP_UNSIGNED ) ),
|
||
|
// SendPropArray( SendPropInt( SENDINFO_ARRAY(m_iPacketloss), 7, SPROP_UNSIGNED ), m_iPacketloss ),
|
||
|
SendPropArray3( SENDINFO_ARRAY3(m_iScore), SendPropInt( SENDINFO_ARRAY(m_iScore), 12 ) ),
|
||
|
SendPropArray3( SENDINFO_ARRAY3(m_iDeaths), SendPropInt( SENDINFO_ARRAY(m_iDeaths), 12 ) ),
|
||
|
SendPropArray3( SENDINFO_ARRAY3(m_bConnected), SendPropInt( SENDINFO_ARRAY(m_bConnected), 1, SPROP_UNSIGNED ) ),
|
||
|
SendPropArray3( SENDINFO_ARRAY3(m_iTeam), SendPropInt( SENDINFO_ARRAY(m_iTeam), 4 ) ),
|
||
|
SendPropArray3( SENDINFO_ARRAY3(m_bAlive), SendPropInt( SENDINFO_ARRAY(m_bAlive), 1, SPROP_UNSIGNED ) ),
|
||
|
SendPropArray3( SENDINFO_ARRAY3(m_iHealth), SendPropInt( SENDINFO_ARRAY(m_iHealth), -1, SPROP_VARINT | SPROP_UNSIGNED ) ),
|
||
|
SendPropArray3( SENDINFO_ARRAY3(m_iAccountID), SendPropInt( SENDINFO_ARRAY(m_iAccountID), 32, SPROP_UNSIGNED ) ),
|
||
|
SendPropArray3( SENDINFO_ARRAY3(m_bValid), SendPropInt( SENDINFO_ARRAY(m_bValid), 1, SPROP_UNSIGNED ) ),
|
||
|
END_SEND_TABLE()
|
||
|
|
||
|
BEGIN_DATADESC( CPlayerResource )
|
||
|
|
||
|
// DEFINE_ARRAY( m_iPing, FIELD_INTEGER, MAX_PLAYERS+1 ),
|
||
|
// DEFINE_ARRAY( m_iPacketloss, FIELD_INTEGER, MAX_PLAYERS+1 ),
|
||
|
// DEFINE_ARRAY( m_iScore, FIELD_INTEGER, MAX_PLAYERS+1 ),
|
||
|
// DEFINE_ARRAY( m_iDeaths, FIELD_INTEGER, MAX_PLAYERS+1 ),
|
||
|
// DEFINE_ARRAY( m_bConnected, FIELD_INTEGER, MAX_PLAYERS+1 ),
|
||
|
// DEFINE_FIELD( m_flNextPingUpdate, FIELD_FLOAT ),
|
||
|
// DEFINE_ARRAY( m_iTeam, FIELD_INTEGER, MAX_PLAYERS+1 ),
|
||
|
// DEFINE_ARRAY( m_bAlive, FIELD_INTEGER, MAX_PLAYERS+1 ),
|
||
|
// DEFINE_ARRAY( m_iHealth, FIELD_INTEGER, MAX_PLAYERS+1 ),
|
||
|
// DEFINE_FIELD( m_nUpdateCounter, FIELD_INTEGER ),
|
||
|
|
||
|
// Function Pointers
|
||
|
DEFINE_FUNCTION( ResourceThink ),
|
||
|
|
||
|
END_DATADESC()
|
||
|
|
||
|
LINK_ENTITY_TO_CLASS( player_manager, CPlayerResource );
|
||
|
|
||
|
CPlayerResource *g_pPlayerResource;
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CPlayerResource::Spawn( void )
|
||
|
{
|
||
|
for ( int i=0; i < MAX_PLAYERS+1; i++ )
|
||
|
{
|
||
|
Init( i );
|
||
|
}
|
||
|
|
||
|
SetThink( &CPlayerResource::ResourceThink );
|
||
|
SetNextThink( gpGlobals->curtime );
|
||
|
m_nUpdateCounter = 0;
|
||
|
}
|
||
|
|
||
|
void CPlayerResource::Init( int iIndex )
|
||
|
{
|
||
|
m_iPing.Set( iIndex, 0 );
|
||
|
m_iScore.Set( iIndex, 0 );
|
||
|
m_iDeaths.Set( iIndex, 0 );
|
||
|
m_bConnected.Set( iIndex, 0 );
|
||
|
m_iTeam.Set( iIndex, 0 );
|
||
|
m_bAlive.Set( iIndex, 0 );
|
||
|
m_iHealth.Set( iIndex, 0 );
|
||
|
m_iAccountID.Set( iIndex, 0 );
|
||
|
m_bValid.Set( iIndex, 0 );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: The Player resource is always transmitted to clients
|
||
|
//-----------------------------------------------------------------------------
|
||
|
int CPlayerResource::UpdateTransmitState()
|
||
|
{
|
||
|
// ALWAYS transmit to all clients.
|
||
|
return SetTransmitState( FL_EDICT_ALWAYS );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Wrapper for the virtual GrabPlayerData Think function
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CPlayerResource::ResourceThink( void )
|
||
|
{
|
||
|
m_nUpdateCounter++;
|
||
|
|
||
|
UpdatePlayerData();
|
||
|
|
||
|
SetNextThink( gpGlobals->curtime + 0.1f );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CPlayerResource::UpdatePlayerData( void )
|
||
|
{
|
||
|
for ( int i = 1; i <= MAX_PLAYERS; i++ )
|
||
|
{
|
||
|
CBasePlayer *pPlayer = (CBasePlayer*)UTIL_PlayerByIndex( i );
|
||
|
|
||
|
if ( pPlayer && pPlayer->IsConnected() )
|
||
|
{
|
||
|
UpdateConnectedPlayer( i, pPlayer );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
UpdateDisconnectedPlayer( i );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CPlayerResource::UpdateConnectedPlayer( int iIndex, CBasePlayer *pPlayer )
|
||
|
{
|
||
|
m_iScore.Set( iIndex, pPlayer->FragCount() );
|
||
|
m_iDeaths.Set( iIndex, pPlayer->DeathCount() );
|
||
|
m_bConnected.Set( iIndex, 1 );
|
||
|
m_iTeam.Set( iIndex, pPlayer->GetTeamNumber() );
|
||
|
m_bAlive.Set( iIndex, pPlayer->IsAlive()?1:0 );
|
||
|
m_iHealth.Set( iIndex, MAX( 0, pPlayer->GetHealth() ) );
|
||
|
m_bValid.Set( iIndex, 1 );
|
||
|
|
||
|
// Don't update ping / packetloss every time
|
||
|
|
||
|
if ( !(m_nUpdateCounter%20) )
|
||
|
{
|
||
|
// update ping all 20 think ticks = (20*0.1=2seconds)
|
||
|
int ping, packetloss;
|
||
|
UTIL_GetPlayerConnectionInfo( iIndex, ping, packetloss );
|
||
|
|
||
|
// calc avg for scoreboard so it's not so jittery
|
||
|
ping = 0.8f * m_iPing.Get( iIndex ) + 0.2f * ping;
|
||
|
|
||
|
m_iPing.Set( iIndex, ping );
|
||
|
// m_iPacketloss.Set( iSlot, packetloss );
|
||
|
}
|
||
|
|
||
|
CSteamID steamID;
|
||
|
pPlayer->GetSteamID( &steamID );
|
||
|
m_iAccountID.Set( iIndex, steamID.GetAccountID() );
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CPlayerResource::UpdateDisconnectedPlayer( int iIndex )
|
||
|
{
|
||
|
m_bConnected.Set( iIndex, 0 );
|
||
|
m_iAccountID.Set( iIndex, 0 );
|
||
|
m_bValid.Set( iIndex, 0 );
|
||
|
}
|