ddnet/src/game/game.h

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2007-05-22 15:03:32 +00:00
#include <baselib/system.h>
#include <baselib/vmath.h>
#include <math.h>
#include "../engine/interface.h"
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#include "mapres_col.h"
// Don't tweak :)
const float pi = 3.14159265358979f;
#define LERP(a,b,t) (a + (b-a) * t)
#define min(a, b) ( a > b ? b : a)
#define max(a, b) ( a > b ? a : b)
inline baselib::vec2 get_direction(int angle)
{
float a = angle/256.0f;
return baselib::vec2(cosf(a), sinf(a));
}
inline float get_angle(baselib::vec2 dir)
{
float a = atan(dir.y/dir.x);
if(dir.x < 0)
a = a+pi;
return a;
}
inline bool col_check_point(float x, float y) { return col_check_point((int)x, (int)y); }
inline bool col_check_point(baselib::vec2 p) { return col_check_point(p.x, p.y); }
// Network stuff
enum
{
OBJTYPE_NULL=0,
OBJTYPE_PLAYER,
OBJTYPE_PROJECTILE,
OBJTYPE_POWERUP,
EVENT_EXPLOSION,
EVENT_HEALTHMOD,
EVENT_SOUND,
EVENT_SMOKE,
};
enum
{
EMOTE_NORMAL=0,
EMOTE_BLINK,
EMOTE_WINK,
EMOTE_PAIN,
EMOTE_HAPPY,
};
struct player_input
{
int left;
int right;
int angle;
int jump;
int fire;
int hook;
int blink;
int activeweapon;
};
struct ev_explosion
{
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_healthmod
{
int x, y;
int amount;
};
struct obj_projectile
{
int type;
int x, y;
int vx, vy;
};
struct obj_powerup
{
int type;
int subtype;
int x, y;
int vx, vy;
};
struct obj_player
{
int name[8];
int local;
int clientid;
int health;
int armor;
int ammocount;
int x, y;
int vx, vy;
int angle;
// current active weapon
int weapon;
// current active modifier
int modifier;
// num attack ticks left of current attck
int attackticks;
int attacklen;
int visualtimeattack;
int score;
int emote;
int hook_active;
int hook_x, hook_y;
};
enum
{
WEAPON_TYPE_GUN = 0,
WEAPON_TYPE_ROCKET = 1,
WEAPON_TYPE_SHOTGUN = 2,
WEAPON_TYPE_MELEE = 3,
WEAPON_NUMWEAPONS,
//WEAPON_TYPE_SNIPER = 2,
POWERUP_TYPE_HEALTH = 0,
POWERUP_TYPE_ARMOR = 1,
POWERUP_TYPE_WEAPON = 2,
POWERUP_TYPE_NINJA = 3,
POWERUP_TYPE_TIMEFIELD = 4,
POWERUP_TYPE_NUMPOWERUPS,
PLAYER_MAXHEALTH = 10,
PLAYER_MAXARMOR = 10,
MODIFIER_TYPE_NINJA = 0,
MODIFIER_TYPE_TIMEFIELD = 1,
MODIFIER_NUMMODIFIERS,
};
struct mapres_spawnpoint
{
int x, y;
int type;
};
struct mapres_item
{
int x, y;
int type;
};
enum
{
MAPRES_SPAWNPOINT=1,
MAPRES_ITEM=2,
ITEM_NULL=0,
ITEM_WEAPON_GUN=0x00010001,
ITEM_WEAPON_SHOTGUN=0x00010002,
ITEM_WEAPON_ROCKET=0x00010003,
ITEM_WEAPON_SNIPER=0x00010004,
ITEM_WEAPON_HAMMER=0x00010005,
ITEM_HEALTH_1 =0x00020001,
ITEM_HEALTH_5 =0x00020005,
ITEM_HEALTH_10=0x00020010,
ITEM_ARMOR_1=0x00030001,
ITEM_ARMOR_5=0x00030005,
ITEM_ARMOR_10=0x00030010,
ITEM_NINJA=0x00040001,
};
// sound categories and stuff
enum
{
SOUND_FIRE_GUN = 0,
SOUND_FIRE_SHOTGUN,
SOUND_FIRE_ROCKET,
SOUND_FIRE_MELEE,
SOUND_FIRE_NINJA,
// impacts with world
SOUND_IMPACT_PROJECTILE_GUN,
SOUND_IMPACT_PROJECTILE_SHOTGUN,
SOUND_IMPACT_PROJECTILE_ROCKET,
// chain ?
// Player movement
SOUND_PLAYER_JUMP,
SOUND_PLAYER_HURT_SHORT,
SOUND_PLAYER_HURT_LONG,
SOUND_PLAYER_SPAWN,
SOUND_PLAYER_CHAIN_LOOP,
SOUND_PLAYER_CHAIN_IMPACT,
SOUND_PLAYER_IMPACT,
SOUND_PLAYER_IMPACT_NINJA,
SOUND_PLAYER_DIE,
SOUND_PLAYER_SWITCHWEAPON,
SOUND_PLAYER_EQUIP,
SOUND_PLAYER_LAND,
SOUND_NUMSOUNDS,
// extra defs (for future?)
SOUND_EQUIP_GUN = SOUND_PLAYER_EQUIP,
SOUND_EQUIP_ROCKET = SOUND_PLAYER_EQUIP,
SOUND_EQUIP_SHOTGUN = SOUND_PLAYER_EQUIP,
SOUND_EQUIP_MELEE = SOUND_PLAYER_EQUIP,
SOUND_LOOPFLAG_STARTLOOP = 0x80000000,
SOUND_LOOPFLAG_STOPLOOP = 0x40000000,
SOUND_MASK = ~(SOUND_LOOPFLAG_STARTLOOP | SOUND_LOOPFLAG_STOPLOOP),
};