ddnet/src/game/g_protocol.def

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raw_source
#include "g_protocol.h"
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extern "C" {
#include "g_protocol_ids.h"
}
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#include <engine/e_common_interface.h>
#define max_int 2147483647
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end
raw_header
enum
{
// emotes
EMOTE_NORMAL=0,
EMOTE_PAIN,
EMOTE_HAPPY,
EMOTE_SURPRISE,
EMOTE_ANGRY,
EMOTE_BLINK,
NUM_EMOTES,
// playerstates
PLAYERSTATE_UNKNOWN=0,
PLAYERSTATE_PLAYING,
PLAYERSTATE_IN_MENU,
PLAYERSTATE_CHATTING,
NUM_PLAYERSTATES,
// game types
GAMETYPE_DM=0,
GAMETYPE_TDM,
GAMETYPE_CTF,
NUM_GAMETYPES,
// other stuff
INPUT_STATE_MASK=0x1f,
};
enum
{
MSG_NULL=0,
MSG_SAY, // client -> server
MSG_CHAT, // server -> client
MSG_SETINFO, // server -> client - contains name, skin and color info
MSG_KILLMSG, // server -> client
MSG_SETTEAM,
MSG_JOIN,
MSG_QUIT,
MSG_EMOTICON,
MSG_STARTINFO, // client -> server
MSG_CHANGEINFO, // client -> server
MSG_READY_TO_ENTER, // server -> client
MSG_WEAPON_PICKUP,
MSG_SOUND_GLOBAL,
MSG_TUNE_PARAMS,
MSG_KILL,
MSG_EXTRA_PROJECTILE, // server -> client
};
end
object player_input
any left
any right
any target_x
any target_y
any jump
any fire
any hook
any blink
any player_state
any wanted_weapon
any next_weapon
any prev_weapon
end
object projectile
any x, y
any vx, vy
range(0, NUM_WEAPONS) type
range(0, max_int) start_tick
end
object laser
any x
any y
any from_x
any from_y
range(0, max_int) eval_tick
end
object powerup
any x, y
range(0, max_int) type
range(0, max_int) subtype
end
object flag
any x, y
range(0, 1) team
clientid carried_by
end
object game
range(0, max_int) round_start_tick
range(0, 1) game_over
range(0, 1) sudden_death
range(0, 1) paused
range(0, max_int) score_limit
range(0, max_int) time_limit
range(0, NUM_GAMETYPES-1) gametype
range(0, max_int) warmup
any teamscore_red
any teamscore_blue
end
// core object needed for physics
object player_core
any x, y
any vx, vy
any angle
range(0, 3) jumped
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clientid hooked_player
range(0, 3) hook_state
range(0, max_int) hook_tick
any hook_x
any hook_y
any hook_dx
any hook_dy
end
// info about the player that is only needed when it's on screen
object player_character extends player_core
range(0, NUM_PLAYERSTATES-1) player_state
range(0, 10) health
range(0, 10) armor
range(0, 10) ammocount
range(0, 10) weaponstage
range(0, NUM_WEAPONS-1) weapon
range(0, NUM_EMOTES-1) emote
range(0, max_int) attacktick
end
// information about the player that is always needed
object player_info
range(0, 1) local
clientid cid
range(-1, 1) team
any score
any latency
any latency_flux
end
event common
any x, y
end
event explosion
any x, y
end
event spawn
any x, y
end
event death
any x, y
end
event air_jump
any x, y
end
event sound_global
any x, y
range(0, NUM_SOUNDS-1) soundid
end
event sound_world
any x, y
range(0, NUM_SOUNDS-1) soundid
end
event damageind
any x, y
any angle
end