ddnet/src/game/server/entities/character.h

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/* (c) Magnus Auvinen. See licence.txt in the root of the distribution for more information. */
/* If you are missing that file, acquire a complete release at teeworlds.com. */
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#ifndef GAME_SERVER_ENTITIES_CHARACTER_H
#define GAME_SERVER_ENTITIES_CHARACTER_H
#include <game/server/entity.h>
#include <game/generated/server_data.h>
#include <game/generated/protocol.h>
#include <game/gamecore.h>
class CGameTeams;
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enum
{
WEAPON_GAME = -3, // team switching etc
WEAPON_SELF = -2, // console kill command
WEAPON_WORLD = -1, // death tiles etc
};
enum
{
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DDRACE_NONE = 0,
DDRACE_STARTED,
DDRACE_CHEAT, // no time and won't start again unless ordered by a mod or death
DDRACE_FINISHED
};
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class CCharacter : public CEntity
{
MACRO_ALLOC_POOL_ID()
void HandleFly();
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void HandleTiles(int Index);
float m_Time;
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int m_LastBroadcast;
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public:
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//character's size
static const int ms_PhysSize = 28;
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CCharacter(CGameWorld *pWorld);
virtual void Reset();
virtual void Destroy();
virtual void Tick();
virtual void TickDefered();
virtual void Snap(int SnappingClient);
bool IsGrounded();
//bool m_Paused;
CGameTeams* Teams();
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void SetWeapon(int W);
void HandleWeaponSwitch();
void DoWeaponSwitch();
void HandleWeapons();
void HandleNinja();
void OnPredictedInput(CNetObj_PlayerInput *pNewInput);
void OnDirectInput(CNetObj_PlayerInput *pNewInput);
void FireWeapon();
void Die(int Killer, int Weapon);
bool TakeDamage(vec2 Force, int Dmg, int From, int Weapon);
bool Spawn(class CPlayer *pPlayer, vec2 Pos);
bool Remove();
bool IncreaseHealth(int Amount);
bool IncreaseArmor(int Amount);
bool GiveWeapon(int Weapon, int Ammo);
void GiveNinja();
void ResetPos();
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bool Freeze(int Time);
bool Freeze();
bool UnFreeze();
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void GiveAllWeapons();
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void SetEmote(int Emote, int Tick);
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bool IsAlive() const { return m_Alive; }
class CPlayer *GetPlayer() { return m_pPlayer; }
// the player core for the physics
CCharacterCore m_Core;
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struct WeaponStat
{
int m_AmmoRegenStart;
int m_Ammo;
int m_Ammocost;
bool m_Got;
} m_aWeapons[NUM_WEAPONS];
int m_ActiveWeapon;
int m_LastWeapon;
// player controlling this character
class CPlayer *m_pPlayer;
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int m_DDRaceState;
void OnFinish();
int Team();
bool CanCollide(int Cid);
bool SameTeam(int Cid);
struct
{
vec2 m_ActivationDir;
int m_ActivationTick;
int m_CurrentMoveTime;
} m_Ninja;
int m_HammerType;
bool m_Super;
int m_TeamBeforeSuper;
bool m_Fly;
//DDRace
int m_FreezeTime;
int m_FreezeTick;
int m_Doored;
vec2 m_OldPos;
vec2 m_OlderPos;
bool m_Alive;
// weapon info
CEntity *m_apHitObjects[10];
int m_NumObjectsHit;
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int m_QueuedWeapon;
int m_ReloadTimer;
int m_PainSoundTimer;
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int m_AttackTick;
int m_DamageTaken;
int m_EmoteType;
int m_EmoteStop;
// last tick that the player took any action ie some input
int m_LastAction;
// these are non-heldback inputs
CNetObj_PlayerInput m_LatestPrevInput;
CNetObj_PlayerInput m_LatestInput;
// input
CNetObj_PlayerInput m_PrevInput;
CNetObj_PlayerInput m_Input;
int m_NumInputs;
int m_Jumped;
int m_DamageTakenTick;
int m_Health;
int m_Armor;
// ninja
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int m_PlayerState;// if the client is chatting, accessing a menu or so
bool m_IsWater;
bool m_DoSplash;
int m_LastMove;
// DDRace var
int m_StartTime;
int m_RefreshTime;
int m_LastBooster;
vec2 m_PrevPos;
// checkpoints
int m_CpTick;
int m_CpActive;
float m_CpCurrent[25];
int m_BroadCast;
int m_TileIndex;
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int m_TileFlags;
int m_TileFIndex;
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int m_TileFFlags;
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int m_TileSIndex;
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int m_TileSFlags;
int m_TileIndexL;
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int m_TileFlagsL;
int m_TileFIndexL;
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int m_TileFFlagsL;
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int m_TileSIndexL;
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int m_TileSFlagsL;
int m_TileIndexR;
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int m_TileFlagsR;
int m_TileFIndexR;
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int m_TileFFlagsR;
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int m_TileSIndexR;
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int m_TileSFlagsR;
int m_TileIndexT;
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int m_TileFlagsT;
int m_TileFIndexT;
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int m_TileFFlagsT;
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int m_TileSIndexT;
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int m_TileSFlagsT;
int m_TileIndexB;
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int m_TileFlagsB;
int m_TileFIndexB;
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int m_TileFFlagsB;
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int m_TileSIndexB;
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int m_TileSFlagsB;
vec2 m_Intersection;
bool m_EyeEmote;
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// info for dead reckoning
int m_ReckoningTick; // tick that we are performing dead reckoning From
CCharacterCore m_SendCore; // core that we should send
CCharacterCore m_ReckoningCore; // the dead reckoning core
};
#endif