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#include "RemotablePlayer.h"
#if defined(WITH_MULTIPLAYER)
#include "../../Multiplayer/MpLevelHandler.h"
#include "../../../nCine/Base/Clock.h"
namespace Jazz2::Actors::Multiplayer
{
RemotablePlayer::RemotablePlayer(std::shared_ptr<PeerDescriptor> peerDesc)
: ChangingWeaponFromServer(false), RespawnPending(false), _warpPending(false)
{
_peerDesc = std::move(peerDesc);
_peerDesc->Player = this;
}
Task<bool> RemotablePlayer::OnActivatedAsync(const ActorActivationDetails& details)
{
async_return async_await Player::OnActivatedAsync(details);
}
bool RemotablePlayer::OnPerish(ActorBase* collider)
{
return Player::OnPerish(collider);
}
void RemotablePlayer::OnUpdate(float timeMult)
{
Player::OnUpdate(timeMult);
if (_levelExiting != LevelExitingState::None) {
OnLevelChanging(nullptr, ExitType::None);
}
}
void RemotablePlayer::OnWaterSplash(Vector2f pos, bool inwards)
{
// Already created and broadcasted by the server
}
bool RemotablePlayer::FireCurrentWeapon(WeaponType weaponType)
{
if (_weaponCooldown > 0.0f) {
return (weaponType != WeaponType::TNT);
}
return true;
}
void RemotablePlayer::SetCurrentWeapon(WeaponType weaponType, SetCurrentWeaponReason reason)
{
if (_currentWeapon == weaponType) {
return;
}
Player::SetCurrentWeapon(weaponType, reason);
if (!ChangingWeaponFromServer) {
static_cast<Jazz2::Multiplayer::MpLevelHandler*>(_levelHandler)->HandlePlayerWeaponChanged(this, reason);
}
}
void RemotablePlayer::WarpIn(ExitType exitType)
{
if (exitType != (ExitType)0xFF) {
OnLevelChanging(this, exitType);
return;
}
EndDamagingMove();
SetState(ActorState::IsInvulnerable, true);
SetState(ActorState::ApplyGravitation, false);
SetAnimation(_currentAnimation->State & ~(AnimState::Uppercut | AnimState::Buttstomp));
_speed.X = 0.0f;
_speed.Y = 0.0f;
_externalForce.X = 0.0f;
_externalForce.Y = 0.0f;
_internalForceY = 0.0f;
_fireFramesLeft = 0.0f;
_copterFramesLeft = 0.0f;
_pushFramesLeft = 0.0f;
_warpPending = true;
// For warping from the water
_renderer.setRotation(0.0f);
PlayPlayerSfx("WarpIn"_s);
SetPlayerTransition(_isFreefall ? AnimState::TransitionWarpInFreefall : AnimState::TransitionWarpIn, false, true, SpecialMoveType::None, [this]() {
if (_warpPending) {
_renderer.setDrawEnabled(false);
}
});
}
void RemotablePlayer::MoveRemotely(Vector2f pos, Vector2f speed)
{
Vector2f posPrev = _pos;
MoveInstantly(pos, MoveType::Absolute | MoveType::Force);
_speed = speed;
if (_warpPending) {
_warpPending = false;
_trailLastPos = _pos;
PlayPlayerSfx("WarpOut"_s);
_levelHandler->HandlePlayerWarped(this, posPrev, WarpFlags::Default);
_renderer.setDrawEnabled(true);
_isFreefall |= CanFreefall();
SetPlayerTransition(_isFreefall ? AnimState::TransitionWarpOutFreefall : AnimState::TransitionWarpOut, false, true, SpecialMoveType::None, [this]() {
SetState(ActorState::IsInvulnerable, false);
SetState(ActorState::ApplyGravitation, true);
_controllable = true;
});
} else {
_levelHandler->HandlePlayerWarped(this, posPrev, WarpFlags::Fast);
}
}
bool RemotablePlayer::Respawn(Vector2f pos)
{
bool success = MpPlayer::Respawn(pos);
if (!success) {
// Player didn't have enough time to die completely, respawn it when HandlePlayerDied() will be called
RespawnPos = pos;
RespawnPending = true;
return false;
}
return true;
}
}
#endif
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