ddnet/src/game/client/gc_client.h

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#include <game/g_vmath.h>
#include <game/g_protocol.h>
#include <game/g_game.h>
#include <game/client/gc_render.h>
// sound channels
enum
{
CHN_GUI=0,
CHN_MUSIC,
CHN_WORLD,
CHN_GLOBAL,
};
extern struct data_container *data;
extern vec2 mouse_pos;
extern vec2 local_character_pos;
extern vec2 local_target_pos;
// snap pointers
extern const obj_player_character *local_character;
extern const obj_player_character *local_prev_character;
extern const obj_player_info *local_info;
extern const obj_flag *flags[2];
extern const obj_game *gameobj;
extern tuning_params tuning;
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// predicted players
extern player_core predicted_prev_player;
extern player_core predicted_player;
// input
extern int picked_up_weapon;
extern player_input input_data;
extern int input_target_lock;
// debug
extern int64 debug_firedelay;
// extra projs
enum
{
MAX_EXTRA_PROJECTILES=32,
};
extern obj_projectile extraproj_projectiles[MAX_EXTRA_PROJECTILES];
extern int extraproj_num;
void extraproj_reset();
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// chat
enum
{
CHATMODE_NONE=0,
CHATMODE_ALL,
CHATMODE_TEAM,
CHATMODE_CONSOLE,
CHATMODE_REMOTECONSOLE,
};
extern int chat_mode;
void chat_add_line(int client_id, int team, const char *line);
void chat_reset();
// client data
struct client_data
{
char name[64];
char skin_name[64];
int skin_id;
int skin_color;
int team;
int emoticon;
int emoticon_start;
player_core predicted;
tee_render_info skin_info; // this is what the server reports
tee_render_info render_info; // this is what we use
void update_render_info();
};
extern client_data client_datas[MAX_CLIENTS];
// kill messages
struct killmsg
{
int weapon;
int victim;
int killer;
int mode_special; // for CTF, if the guy is carrying a flag for example
int tick;
};
const int killmsg_max = 5;
extern killmsg killmsgs[killmsg_max];
extern int killmsg_current;
//
void send_switch_team(int team);
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// various helpers
void snd_play_random(int chn, int setid, float vol, vec2 pos);
void process_events(int snaptype);
void clear_object_pointers();
void reset_projectile_particles();
void send_info(bool start);
inline vec2 random_dir() { return normalize(vec2(frandom()-0.5f, frandom()-0.5f)); }
// effects
void effects_update();
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void effect_bullettrail(vec2 pos);
void effect_smoketrail(vec2 pos, vec2 vel);
void effect_explosion(vec2 pos);
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void effect_air_jump(vec2 pos);
void effect_damage_indicator(vec2 pos, vec2 dir);
void effect_playerspawn(vec2 pos);
void effect_playerdeath(vec2 pos);
// particles
struct particle
{
void set_default()
{
vel = vec2(0,0);
life_span = 0;
start_size = 32;
end_size = 32;
rot = 0;
rotspeed = 0;
gravity = 0;
friction = 0;
flow_affected = 1.0f;
color = vec4(1,1,1,1);
}
vec2 pos;
vec2 vel;
int spr;
float flow_affected;
float life_span;
float start_size;
float end_size;
float rot;
float rotspeed;
float gravity;
float friction;
vec4 color;
// set by the particle system
float life;
int prev_part;
int next_part;
};
enum
{
PARTGROUP_PROJECTILE_TRAIL=0,
PARTGROUP_EXPLOSIONS,
PARTGROUP_GENERAL,
NUM_PARTGROUPS
};
void particle_add(int group, particle *part);
void particle_render(int group);
void particle_update(float time_passed);
void particle_reset();
// flow grid
vec2 flow_get(vec2 pos);
void flow_add(vec2 pos, vec2 vel, float size);
void flow_dbg_render();
void flow_init();
void flow_update();