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CnC_Renegade/Code/Commando/player.h

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/*
** Command & Conquer Renegade(tm)
** Copyright 2025 Electronic Arts Inc.
**
** This program is free software: you can redistribute it and/or modify
** it under the terms of the GNU General Public License as published by
** the Free Software Foundation, either version 3 of the License, or
** (at your option) any later version.
**
** This program is distributed in the hope that it will be useful,
** but WITHOUT ANY WARRANTY; without even the implied warranty of
** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
** GNU General Public License for more details.
**
** You should have received a copy of the GNU General Public License
** along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
/***********************************************************************************************
*** Confidential - Westwood Studios ***
***********************************************************************************************
* *
* Project Name : Commando *
* *
* $Archive:: /Commando/Code/Commando/player.h $*
* *
* $Author:: Bhayes $*
* *
* $Modtime:: 3/08/02 6:41p $*
* *
* $Revision:: 87 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#if defined(_MSV_VER)
#pragma once
#endif
#ifndef PLAYER_H
#define PLAYER_H
#include "always.h"
#include "playerdata.h"
#include "bittype.h"
#include "boolean.h"
#include "netinterface.h"
#include "networkobject.h"
#include "netclassids.h"
#include "wwstring.h"
#include "gamespyauthmgr.h"
#include "gamespybanlist.h"
class Vector3;
class ChunkSaveClass;
class ChunkLoadClass;
//------------------------------------------------------------------------------------
//
// Holds data about a player
//
class cPlayer : public PlayerDataClass, public NetworkObjectClass {
public:
friend class cPlayerManager; // so that only cPlayerManager can call ~cPlayer
virtual uint32 Get_Network_Class_ID(void) const {return NETCLASSID_PLAYER;}
virtual void Delete(void);
void Init(void);
void Mark_As_Modified(void);
//
// Client or server
//
cPlayer(void);
bool Save(ChunkSaveClass & csave);
bool Load(ChunkLoadClass & cload);
int Get_Id(void) const {return Id;}
void Set_Id(int id);
void Set_Name(const WideStringClass & name);
const WideStringClass & Get_Name(void) const {return Name;}
virtual void Set_Score(float score);
virtual void Increment_Score(float add);
virtual void Set_Money(float money);
virtual void Increment_Money(float add);
int Get_Ladder_Points(void) const {return (int)LadderPoints;}
void Set_Ladder_Points(int points);
int Get_Kills(void) const {return (int)Kills;}
void Increment_Kills(void);
void Set_Kills(int new_kills);
int Get_Deaths(void) const {return (int)Deaths;}
void Increment_Deaths(void);
void Set_Deaths(int new_deaths);
int Get_Player_Type(void) const {return (int)PlayerType;}
void Set_Player_Type(int type);
bool Is_Team_Player(void);
Vector3 Get_Color(void) const;
float Get_Kill_To_Death_Ratio(void) const;
void Get_Player_String(int rank, WideStringClass & string, bool force_verbose = false);
unsigned long Get_WOL_ClanID(void) const {return ClanID;}
void Set_WOL_ClanID(unsigned long id) {ClanID = id;}
int Get_Wol_Rank(void) const {return (int)WolRank;}
void Set_Wol_Rank(int wol_rank);
unsigned short Get_WOL_Points(void) const
{return WOLPoints;}
void Set_WOL_Points(unsigned short points)
{WOLPoints = points;}
int Get_Rung(void) const {return (int)Rung;}
void Set_Rung(int rung);
int Get_Damage_Scale_Factor(void) const {return DamageScaleFactor;}
void Set_Damage_Scale_Factor(int factor);
void Set_Ping(int ping) {Ping = ping;}
//int Get_Ping(void) {return Ping;}
int Get_Ping(void);
DWORD Get_Join_Time(void) const {return JoinTimeMs;}
void Reset_Join_Time(void);
DWORD Get_Total_Time(void) const {return TotalTimeMs;}
void Increment_Total_Time(void);
void Reset_Total_Time(void);
ULONG Get_Ip_Address(void) const {return IpAddress;}
void Set_Ip_Address(ULONG ip_address);
int Get_Fps(void) const {return Fps;}
void Set_Fps(int fps);
//int Get_Avg_Ping(void) const;
DWORD Get_Last_Update_Time_Ms(void) const {return LastUpdateTimeMs;}
void Set_Last_Update_Time_Ms(DWORD time_ms);
bool Is_Human(void) const {return Id >= 0;}
virtual void Reset_Player(void);
void Set_Is_In_Game(bool state);
cBoolean & Get_Is_In_Game(void) {return IsInGame;}
void Set_Is_Waiting_For_Intermission(bool state);
cBoolean & Get_Is_Waiting_For_Intermission(void) {return IsWaitingForIntermission;}
void Set_Is_Active(bool flag);
cBoolean & Get_Is_Active(void) {return IsActive;}
bool Is_Active(void) {return IsActive.Is_True();}
bool Is_Alive_And_Kicking(void) const;
//
// Fast, in-game sorting support
//
void Set_Fast_Sort_Key(int key) { FastSortKey = key; }
int Get_Fast_Sort_Key(void) { return FastSortKey; }
//
// Server-to-client data importing/exporting
//
virtual void Import_Creation(BitStreamClass &packet);
virtual void Import_Rare(BitStreamClass &packet);
virtual void Import_Occasional(BitStreamClass &packet);
virtual void Export_Creation(BitStreamClass &packet);
virtual void Export_Rare(BitStreamClass &packet);
virtual void Export_Occasional(BitStreamClass &packet);
enum {NUM_NEWBIE_GAMES = 5};
void Set_Num_Wol_Games(int num_games);
int Get_Num_Wol_Games(void) { return NumWolGames; }
//
// GameSpy support
//
void Set_GameSpy_Auth_State(GAMESPY_AUTH_STATE_ENUM state);
GAMESPY_AUTH_STATE_ENUM Get_GameSpy_Auth_State(void) const {return GameSpyAuthState;}
void Set_GameSpy_Auth_State_Entry_Time_Ms(DWORD time_ms);
DWORD Get_GameSpy_Auth_State_Entry_Time_Ms(void) const {return GameSpyAuthStateEntryTimeMs;}
void Set_GameSpy_Challenge_String(StringClass & challenge_string);
void Set_GameSpy_Hash_Id(StringClass & hash_id);
StringClass & Get_GameSpy_Challenge_String(void) {return GameSpyChallengeString;}
StringClass & Get_GameSpy_Hash_Id(void) {return GameSpyHashId;}
void Set_GameSpy_Kick_State(GAMESPY_KICK_STATE_ENUM state);
GAMESPY_KICK_STATE_ENUM Get_GameSpy_Kick_State(void) const {return GameSpyKickState;}
void Set_GameSpy_Kick_State_Entry_Time_Ms(DWORD time_ms);
DWORD Get_GameSpy_Kick_State_Entry_Time_Ms(void) const {return GameSpyKickStateEntryTimeMs;}
//
// N.B. If you change the state of any of these on the server then you
// need to call Mark_As_Modified.
//
cBoolean Invulnerable;
static const int INVALID_ID;
private:
~cPlayer(void); // only the cPlayerManager can destroy...
void On_Create(void);
void On_Destroy(void);
WideStringClass Name;
int Id;
safe_int LadderPoints;
safe_int Kills;
safe_int Deaths;
safe_int PlayerType;
safe_int Rung;
safe_int WolRank;
unsigned short WOLPoints;
int DamageScaleFactor;
int Ping;
DWORD JoinTimeMs;
DWORD TotalTimeMs;
ULONG IpAddress;
int Fps;
DWORD LastUpdateTimeMs;
int FastSortKey;
int NumWolGames;
cBoolean IsWaitingForIntermission;
//
// GameSpy support
//
GAMESPY_AUTH_STATE_ENUM GameSpyAuthState;
DWORD GameSpyAuthStateEntryTimeMs;
StringClass GameSpyChallengeString;
StringClass GameSpyHashId;
GAMESPY_KICK_STATE_ENUM GameSpyKickState;
DWORD GameSpyKickStateEntryTimeMs;
//
// N.B. If you change the state of any of these on the server then you
// need to call Mark_As_Modified.
//
cBoolean IsInGame;
cBoolean IsActive;
unsigned long ClanID;
};
//-----------------------------------------------------------------------------
#endif // PLAYER_H
//virtual void On_Kill(int victim_id);
//virtual void On_Kill(int victim_id, int victim_team);