#ifndef GAME_SERVER_PLAYER_H
#define GAME_SERVER_PLAYER_H

// this include should perhaps be removed
#include "entities/character.h"
#include "gamecontext.h"

// player object
class CPlayer
{
	MACRO_ALLOC_POOL_ID()
	
public:
	CPlayer(CGameContext *pGameServer, int CID, int Team);
	~CPlayer();

	void Init(int CID);

	void TryRespawn();
	void Respawn();
	void SetTeam(int Team);
	int GetTeam() const { return m_Team; };
	int GetCID() const { return m_ClientID; };
	
	void Tick();
	void Snap(int SnappingClient);

	void OnDirectInput(CNetObj_PlayerInput *NewInput);
	void OnPredictedInput(CNetObj_PlayerInput *NewInput);
	void OnDisconnect();
	
	void KillCharacter(int Weapon = WEAPON_GAME);
	CCharacter *GetCharacter();
	
	//---------------------------------------------------------
	// this is used for snapping so we know how we can clip the view for the player
	vec2 m_ViewPos;
	
	//
	int m_Vote;
	int m_VotePos;
	//
	int m_Last_VoteCall;
	int m_Last_VoteTry;
	int m_Last_Chat;
	int m_Last_SetTeam;
	int m_Last_ChangeInfo;
	int m_Last_Emote;
	int m_Last_Kill;
	
	// TODO: clean this up
	struct 
	{
		char m_SkinName[64];
		int m_UseCustomColor;
		int m_ColorBody;
		int m_ColorFeet;
	} m_TeeInfos;
	
	int m_RespawnTick;
	int m_DieTick;
	int m_Score;
	int m_ScoreStartTick;
	bool m_ForceBalanced;
	int m_LastActionTick;
	struct
	{
		int m_TargetX;
		int m_TargetY;
	} m_LatestActivity;
	
private:
	CCharacter *Character;
	CGameContext *m_pGameServer;
	
	CGameContext *GameServer() const { return m_pGameServer; }
	IServer *Server() const;
	
	//
	bool m_Spawning;
	int m_ClientID;
	int m_Team;

	// network latency calculations	
	struct
	{
		int m_Accum;
		int m_AccumMin;
		int m_AccumMax;
		int m_Avg;
		int m_Min;
		int m_Max;	
	} m_Latency;
};

#endif
