ddnet/src/game/game_protocol.h

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// NOTE: Be very careful when editing this file as it will change the network version
// Network stuff
enum
{
OBJTYPE_NULL=0,
OBJTYPE_GAME,
OBJTYPE_PLAYER,
OBJTYPE_PROJECTILE,
OBJTYPE_POWERUP,
OBJTYPE_FLAG,
EVENT_EXPLOSION,
EVENT_DAMAGEINDICATION,
EVENT_SOUND,
EVENT_SMOKE,
EVENT_SPAWN,
EVENT_DEATH,
};
enum
{
MSG_NULL=0,
MSG_SAY,
MSG_CHAT,
MSG_SETNAME,
MSG_KILLMSG,
MSG_SWITCHTEAM,
MSG_JOIN,
MSG_QUIT,
MSG_EMOTICON,
MSG_CHANGENAME,
};
enum
{
EMOTE_NORMAL=0,
EMOTE_PAIN,
EMOTE_HAPPY,
EMOTE_SURPRISE,
EMOTE_ANGRY,
EMOTE_BLINK,
};
enum
{
STATE_UNKNOWN=0,
STATE_PLAYING,
STATE_IN_MENU,
STATE_CHATTING,
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GAMETYPE_DM=0,
GAMETYPE_TDM,
GAMETYPE_CTF,
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};
struct player_input
{
int left;
int right;
int target_x;
int target_y;
int jump;
int fire;
int hook;
int blink;
int activeweapon;
int state;
};
struct ev_explosion
{
int x, y;
};
struct ev_spawn
{
int x, y;
};
struct ev_death
{
int x, y;
};
struct ev_sound
{
int x, y;
int sound; // if (0x80000000 flag is set -> looping) if (0x40000000 is set -> stop looping
};
struct ev_damageind
{
int x, y;
int angle;
};
struct obj_game
{
int round_start_tick;
int game_over;
int sudden_death;
int paused;
int score_limit;
int time_limit;
int gametype;
};
struct obj_projectile
{
int type;
int x, y;
int vx, vy; // should be an angle instead
};
struct obj_powerup
{
int x, y;
int type; // why do we need two types?
int subtype;
};
struct obj_flag
{
int x, y;
int team;
};
struct obj_player
{
int local;
int clientid;
int state;
int health;
int armor;
int ammocount;
int x, y;
int vx, vy;
int angle;
int weapon; // current active weapon
int attacktick; // num attack ticks left of current attack
int score;
int latency;
int latency_flux;
int emote;
int hook_active;
int hook_x, hook_y;
int team;
};