131 lines
4.6 KiB
C++
131 lines
4.6 KiB
C++
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Entity that propagates general data needed by clients for every player.
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "player.h"
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#include "player_resource.h"
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#include <coordsize.h>
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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// Datatable
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IMPLEMENT_SERVERCLASS_ST_NOBASE(CPlayerResource, DT_PlayerResource)
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// SendPropArray( SendPropString( SENDINFO(m_szName[0]) ), SENDARRAYINFO(m_szName) ),
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SendPropArray3( SENDINFO_ARRAY3(m_iPing), SendPropInt( SENDINFO_ARRAY(m_iPing), 10, SPROP_UNSIGNED ) ),
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// SendPropArray( SendPropInt( SENDINFO_ARRAY(m_iPacketloss), 7, SPROP_UNSIGNED ), m_iPacketloss ),
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SendPropArray3( SENDINFO_ARRAY3(m_iScore), SendPropInt( SENDINFO_ARRAY(m_iScore), 16 ) ),
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SendPropArray3( SENDINFO_ARRAY3(m_iDeaths), SendPropInt( SENDINFO_ARRAY(m_iDeaths), 12 ) ),
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SendPropArray3( SENDINFO_ARRAY3(m_bConnected), SendPropInt( SENDINFO_ARRAY(m_bConnected), 1, SPROP_UNSIGNED ) ),
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SendPropArray3( SENDINFO_ARRAY3(m_iTeam), SendPropInt( SENDINFO_ARRAY(m_iTeam), 4 ) ),
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SendPropArray3( SENDINFO_ARRAY3(m_bAlive), SendPropInt( SENDINFO_ARRAY(m_bAlive), 1, SPROP_UNSIGNED ) ),
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SendPropArray3( SENDINFO_ARRAY3(m_iHealth), SendPropInt( SENDINFO_ARRAY(m_iHealth), 10, SPROP_UNSIGNED ) ),
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END_SEND_TABLE()
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BEGIN_DATADESC( CPlayerResource )
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// DEFINE_ARRAY( m_iPing, FIELD_INTEGER, MAX_PLAYERS+1 ),
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// DEFINE_ARRAY( m_iPacketloss, FIELD_INTEGER, MAX_PLAYERS+1 ),
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// DEFINE_ARRAY( m_iScore, FIELD_INTEGER, MAX_PLAYERS+1 ),
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// DEFINE_ARRAY( m_iDeaths, FIELD_INTEGER, MAX_PLAYERS+1 ),
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// DEFINE_ARRAY( m_bConnected, FIELD_INTEGER, MAX_PLAYERS+1 ),
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// DEFINE_FIELD( m_flNextPingUpdate, FIELD_FLOAT ),
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// DEFINE_ARRAY( m_iTeam, FIELD_INTEGER, MAX_PLAYERS+1 ),
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// DEFINE_ARRAY( m_bAlive, FIELD_INTEGER, MAX_PLAYERS+1 ),
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// DEFINE_ARRAY( m_iHealth, FIELD_INTEGER, MAX_PLAYERS+1 ),
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// DEFINE_FIELD( m_nUpdateCounter, FIELD_INTEGER ),
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// Function Pointers
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DEFINE_FUNCTION( ResourceThink ),
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END_DATADESC()
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LINK_ENTITY_TO_CLASS( player_manager, CPlayerResource );
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CPlayerResource *g_pPlayerResource;
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CPlayerResource::Spawn( void )
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{
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for ( int i=0; i < MAX_PLAYERS+1; i++ )
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{
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m_iPing.Set( i, 0 );
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m_iScore.Set( i, 0 );
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m_iDeaths.Set( i, 0 );
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m_bConnected.Set( i, 0 );
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m_iTeam.Set( i, 0 );
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m_bAlive.Set( i, 0 );
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}
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SetThink( &CPlayerResource::ResourceThink );
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SetNextThink( gpGlobals->curtime );
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m_nUpdateCounter = 0;
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}
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//-----------------------------------------------------------------------------
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// Purpose: The Player resource is always transmitted to clients
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//-----------------------------------------------------------------------------
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int CPlayerResource::UpdateTransmitState()
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{
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// ALWAYS transmit to all clients.
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return SetTransmitState( FL_EDICT_ALWAYS );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Wrapper for the virtual GrabPlayerData Think function
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//-----------------------------------------------------------------------------
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void CPlayerResource::ResourceThink( void )
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{
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m_nUpdateCounter++;
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UpdatePlayerData();
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SetNextThink( gpGlobals->curtime + 0.1f );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CPlayerResource::UpdatePlayerData( void )
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{
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for ( int i = 1; i <= gpGlobals->maxClients; i++ )
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{
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CBasePlayer *pPlayer = (CBasePlayer*)UTIL_PlayerByIndex( i );
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if ( pPlayer && pPlayer->IsConnected() )
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{
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m_iScore.Set( i, pPlayer->FragCount() );
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m_iDeaths.Set( i, pPlayer->DeathCount() );
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m_bConnected.Set( i, 1 );
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m_iTeam.Set( i, pPlayer->GetTeamNumber() );
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m_bAlive.Set( i, pPlayer->IsAlive()?1:0 );
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m_iHealth.Set(i, MAX( 0, pPlayer->GetHealth() ) );
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// Don't update ping / packetloss everytime
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if ( !(m_nUpdateCounter%20) )
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{
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// update ping all 20 think ticks = (20*0.1=2seconds)
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int ping, packetloss;
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UTIL_GetPlayerConnectionInfo( i, ping, packetloss );
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// calc avg for scoreboard so it's not so jittery
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ping = 0.8f * m_iPing.Get(i) + 0.2f * ping;
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m_iPing.Set( i, ping );
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// m_iPacketloss.Set( i, packetloss );
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}
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}
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else
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{
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m_bConnected.Set( i, 0 );
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}
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}
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}
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