ddnet/src/game/client/gc_client.h

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#include <game/g_vmath.h>
#include <game/g_protocol.h>
#include <game/g_game.h>
#include <game/client/gc_render.h>
// sound channels
enum
{
CHN_GUI=0,
CHN_MUSIC,
CHN_WORLD,
CHN_GLOBAL,
};
extern struct data_container *data;
extern vec2 mouse_pos;
extern vec2 local_character_pos;
extern vec2 local_target_pos;
// snap pointers
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struct snapstate
{
const NETOBJ_PLAYER_CHARACTER *local_character;
const NETOBJ_PLAYER_CHARACTER *local_prev_character;
const NETOBJ_PLAYER_INFO *local_info;
const NETOBJ_FLAG *flags[2];
const NETOBJ_GAME *gameobj;
const NETOBJ_PLAYER_INFO *player_infos[MAX_CLIENTS];
const NETOBJ_PLAYER_INFO *info_by_score[MAX_CLIENTS];
int num_players;
};
extern snapstate netobjects;
/*
extern const NETOBJ_PLAYER_CHARACTER *local_character;
extern const NETOBJ_PLAYER_CHARACTER *local_prev_character;
extern const NETOBJ_PLAYER_INFO *local_info;
extern const NETOBJ_FLAG *flags[2];
extern const NETOBJ_GAME *gameobj;
* */
extern tuning_params tuning;
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// predicted players
extern player_core predicted_prev_player;
extern player_core predicted_player;
// input
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extern NETOBJ_PLAYER_INPUT input_data;
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// debug
extern int64 debug_firedelay;
// extra projs
enum
{
MAX_EXTRA_PROJECTILES=32,
};
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extern NETOBJ_PROJECTILE extraproj_projectiles[MAX_EXTRA_PROJECTILES];
extern int extraproj_num;
void extraproj_reset();
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// chat
enum
{
CHATMODE_NONE=0,
CHATMODE_ALL,
CHATMODE_TEAM,
};
extern int chat_mode;
void chat_add_line(int client_id, int team, const char *line);
void chat_reset();
bool chat_input_handle(INPUT_EVENT e, void *user_data);
// broadcasts
extern char broadcast_text[1024];
extern int64 broadcast_time;
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// motd
extern int64 server_motd_time;
extern char server_motd[900]; // FUGLY
// line input helter
class line_input
{
char str[256];
unsigned len;
unsigned cursor_pos;
public:
class callback
{
public:
virtual ~callback() {}
virtual bool event(INPUT_EVENT e) = 0;
};
line_input();
void clear();
void process_input(INPUT_EVENT e);
void set(const char *string);
const char *get_string() const { return str; }
int get_length() const { return len; }
unsigned cursor_offset() const { return cursor_pos; }
};
class input_stack_handler
{
public:
typedef bool (*callback)(INPUT_EVENT e, void *user);
input_stack_handler();
void add_handler(callback cb, void *user_data);
void dispatch_input();
private:
enum
{
MAX_HANDLERS=16
};
callback handlers[MAX_HANDLERS];
void *user_data[MAX_HANDLERS];
int num_handlers;
};
extern input_stack_handler input_stack;
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extern int emoticon_selector_active; // TODO: ugly
extern int scoreboard_active; // TODO: ugly
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// client data
struct client_data
{
char name[64];
char skin_name[64];
int skin_id;
int skin_color;
int team;
int emoticon;
int emoticon_start;
player_core predicted;
tee_render_info skin_info; // this is what the server reports
tee_render_info render_info; // this is what we use
float angle;
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void update_render_info();
};
extern client_data client_datas[MAX_CLIENTS];
// kill messages
struct killmsg
{
int weapon;
int victim;
int killer;
int mode_special; // for CTF, if the guy is carrying a flag for example
int tick;
};
const int killmsg_max = 5;
extern killmsg killmsgs[killmsg_max];
extern int killmsg_current;
//
void send_switch_team(int team);
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// various helpers
void snd_play_random(int chn, int setid, float vol, vec2 pos);
void process_events(int snaptype);
void clear_object_pointers();
void reset_projectile_particles();
void send_info(bool start);
void send_emoticon(int emoticon);
void chat_say(int team, const char *line);
void chat_enable_mode(int team);
inline vec2 random_dir() { return normalize(vec2(frandom()-0.5f, frandom()-0.5f)); }
// effects
void effects_update();
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void effect_bullettrail(vec2 pos);
void effect_smoketrail(vec2 pos, vec2 vel);
void effect_skidtrail(vec2 pos, vec2 vel);
void effect_explosion(vec2 pos);
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void effect_air_jump(vec2 pos);
void effect_damage_indicator(vec2 pos, vec2 dir);
void effect_playerspawn(vec2 pos);
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void effect_playerdeath(vec2 pos, int cid);
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void effect_powerupshine(vec2 pos, vec2 size);
// particles
struct particle
{
void set_default()
{
vel = vec2(0,0);
life_span = 0;
start_size = 32;
end_size = 32;
rot = 0;
rotspeed = 0;
gravity = 0;
friction = 0;
flow_affected = 1.0f;
color = vec4(1,1,1,1);
}
vec2 pos;
vec2 vel;
int spr;
float flow_affected;
float life_span;
float start_size;
float end_size;
float rot;
float rotspeed;
float gravity;
float friction;
vec4 color;
// set by the particle system
float life;
int prev_part;
int next_part;
};
enum
{
PARTGROUP_PROJECTILE_TRAIL=0,
PARTGROUP_EXPLOSIONS,
PARTGROUP_GENERAL,
NUM_PARTGROUPS
};
void particle_add(int group, particle *part);
void particle_render(int group);
void particle_update(float time_passed);
void particle_reset();
// flow grid
vec2 flow_get(vec2 pos);
void flow_add(vec2 pos, vec2 vel, float size);
void flow_dbg_render();
void flow_init();
void flow_update();
//
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void binds_default();
void binds_save();
void binds_set(int keyid, const char *str);
const char *binds_get(int keyid);