ddnet/src/game/game.h

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#include <engine/system.h>
#include <game/math.h>
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#include <math.h>
#include "../engine/interface.h"
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#include "mapres_col.h"
inline vec2 get_direction(int angle)
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{
float a = angle/256.0f;
return vec2(cosf(a), sinf(a));
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}
inline float get_angle(vec2 dir)
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{
float a = atan(dir.y/dir.x);
if(dir.x < 0)
a = a+pi;
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return a;
}
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#define LERP(a,b,t) (a + (b-a) * t)
#define min(a, b) ( a > b ? b : a)
#define max(a, b) ( a > b ? a : b)
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inline bool col_check_point(float x, float y) { return col_check_point((int)x, (int)y) != 0; }
inline bool col_check_point(vec2 p) { return col_check_point(p.x, p.y); }
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// Network stuff
enum
{
OBJTYPE_NULL=0,
OBJTYPE_GAME,
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OBJTYPE_PLAYER,
OBJTYPE_PROJECTILE,
OBJTYPE_POWERUP,
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OBJTYPE_FLAG,
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EVENT_EXPLOSION,
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EVENT_DAMAGEINDICATION,
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EVENT_SOUND,
EVENT_SMOKE,
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EVENT_SPAWN,
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EVENT_DEATH,
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};
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enum
{
MSG_NULL=0,
MSG_SAY,
MSG_CHAT,
MSG_SETNAME,
MSG_KILLMSG,
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MSG_SWITCHTEAM,
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MSG_JOIN,
MSG_QUIT,
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MSG_EMOTICON,
MSG_CHANGENAME,
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};
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enum
{
EMOTE_NORMAL=0,
EMOTE_PAIN,
EMOTE_HAPPY,
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EMOTE_SURPRISE,
EMOTE_ANGRY,
EMOTE_BLINK,
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};
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enum
{
STATE_UNKNOWN=0,
STATE_PLAYING,
STATE_IN_MENU,
STATE_CHATTING,
};
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struct player_input
{
int left;
int right;
int target_x;
int target_y;
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int jump;
int fire;
int hook;
int blink;
int activeweapon;
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int state;
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};
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struct ev_explosion
{
int x, y;
};
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struct ev_spawn
{
int x, y;
};
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struct ev_death
{
int x, y;
};
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struct ev_sound
{
int x, y;
int sound; // if (0x80000000 flag is set -> looping) if (0x40000000 is set -> stop looping
};
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struct ev_damageind
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{
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int x, y;
int angle;
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};
struct obj_game
{
int round_start_tick;
int game_over;
int sudden_death;
int paused;
int score_limit;
int time_limit;
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int gametype;
};
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struct obj_projectile
{
int type;
int x, y;
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int vx, vy; // should be an angle instead
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};
struct obj_powerup
{
int x, y;
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int type; // why do we need two types?
int subtype;
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};
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struct obj_flag
{
int x, y;
int team;
};
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struct obj_player
{
int local;
int clientid;
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int state;
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int health;
int armor;
int ammocount;
int x, y;
int vx, vy;
int angle;
int weapon; // current active weapon
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int attacktick; // num attack ticks left of current attack
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int score;
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int latency;
int latency_flux;
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int emote;
int hook_active;
int hook_x, hook_y;
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int team;
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};
struct mapres_spawnpoint
{
int x, y;
int type;
};
struct mapres_item
{
int x, y;
int type;
};
enum
{
MAPRES_SPAWNPOINT=1,
MAPRES_ITEM=2,
ITEM_NULL=0,
ITEM_WEAPON_GUN=0x00010001,
ITEM_WEAPON_SHOTGUN=0x00010002,
ITEM_WEAPON_ROCKET=0x00010003,
ITEM_WEAPON_SNIPER=0x00010004,
ITEM_WEAPON_HAMMER=0x00010005,
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ITEM_HEALTH =0x00020001,
ITEM_ARMOR=0x00030001,
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ITEM_NINJA=0x00040001,
};