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CreatePlayer.c
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CreatePlayer.c
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#include <Server/Server.h>
#include <Util/Checks/PlayerChecks.h>
#include <Util/Log.h>
void send_create_player(server_t* server, uint8_t player_id, uint8_t other_id)
{
if (server->protocol.num_players == 0) {
return;
}
ENetPacket* packet = enet_packet_create(NULL, 32, ENET_PACKET_FLAG_RELIABLE);
stream_t stream = {packet->data, packet->dataLength, 0};
player_t* player = &server->player[player_id];
player_t* player_other = &server->player[other_id];
stream_write_u8(&stream, PACKET_TYPE_CREATE_PLAYER);
stream_write_u8(&stream, other_id); // ID
stream_write_u8(&stream, player_other->weapon); // WEAPON
stream_write_u8(&stream, player_other->team); // TEAM
stream_write_vector3f(&stream, player_other->movement.position); // X Y Z
stream_write_array(&stream, player_other->name, 16); // NAME
if (enet_peer_send(player->peer, 0, packet) != 0) {
LOG_WARNING("Failed to send player state");
enet_packet_destroy(packet);
}
}
void send_respawn(server_t* server, uint8_t player_id)
{
player_t* player = &server->player[player_id];
for (uint8_t i = 0; i < server->protocol.max_players; ++i) {
if (is_past_join_screen(server, i)) {
send_create_player(server, i, player_id);
}
}
player->state = STATE_READY;
}