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

200 lines
3.5 KiB
C
Raw Normal View History

2010-05-29 07:25:38 +00:00
#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;
2010-05-29 07:25:38 +00:00
enum
{
WEAPON_GAME = -3, // team switching etc
WEAPON_SELF = -2, // console kill command
WEAPON_WORLD = -1, // death tiles etc
};
enum
{
RACE_NONE = 0,
RACE_STARTED,
RACE_CHEAT // no time and won't start again unless ordered by a mod or death
};
2010-05-29 07:25:38 +00:00
class CCharacter : public CEntity
{
MACRO_ALLOC_POOL_ID()
public:
2010-06-03 15:39:42 +00:00
//character's size
static const int ms_PhysSize = 28;
2010-05-29 07:25:38 +00:00
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();
2010-05-29 07:25:38 +00:00
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();
2010-05-29 07:25:38 +00:00
bool Freeze(int Time);
bool Freeze();
bool UnFreeze();
2010-05-29 07:25:38 +00:00
void GiveAllWeapons();
2010-05-29 07:25:38 +00:00
void SetEmote(int Emote, int Tick);
2010-05-29 07:25:38 +00:00
bool IsAlive() const { return m_Alive; }
class CPlayer *GetPlayer() { return m_pPlayer; }
// the player core for the physics
CCharacterCore m_Core;
2010-05-29 07:25:38 +00:00
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;
int m_RaceState;
void OnFinish();
int Team();
struct
{
vec2 m_ActivationDir;
int m_ActivationTick;
int m_CurrentMoveTime;
} m_Ninja;
int m_HammerType;
bool m_Super;
//DDRace
int m_FreezeTime;
int m_FreezeTick;
bool m_Doored;
vec2 m_OldPos;
vec2 m_OlderPos;
bool m_Alive;
// weapon info
CEntity *m_apHitObjects[10];
int m_NumObjectsHit;
2010-05-29 07:25:38 +00:00
int m_QueuedWeapon;
int m_ReloadTimer;
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
2010-05-29 07:25:38 +00:00
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_BroadTime;
int m_BroadCast;
/*int m_CurrentTile;
int m_CurrentFTile;*/
int m_Stopped;
enum
{
STOPPED_LEFT=1,
STOPPED_RIGHT=2,
STOPPED_BOTTOM=4,
STOPPED_TOP=8
};
2010-05-29 07:25:38 +00:00
bool m_EyeEmote;
2010-05-29 07:25:38 +00:00
// 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