ddnet/src/game/game_protocol.h

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// NOTE: Be very careful when editing this file as it will change the network version
// --------- PHYSICS TWEAK! --------
const float ground_control_speed = 7.0f;
const float ground_control_accel = 2.0f;
const float ground_friction = 0.5f;
const float ground_jump_speed = 13.5f;
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const float air_control_speed = 5.0f;
const float air_control_accel = 1.5f;
const float air_friction = 0.95f;
const float hook_length = 34*10.0f;
const float hook_fire_speed = 45.0f;
const float hook_drag_accel = 3.0f;
const float hook_drag_speed = 15.0f;
const float gravity = 0.5f;
const float wall_friction = 0.80f;
const float wall_jump_speed_up = ground_jump_speed*0.8f;
const float wall_jump_speed_out = ground_jump_speed*0.8f;
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// Network stuff
enum
{
OBJTYPE_NULL=0,
OBJTYPE_GAME,
OBJTYPE_PLAYER_INFO,
OBJTYPE_PLAYER_CHARACTER, // use this if you are searching for the player entity
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OBJTYPE_PROJECTILE,
OBJTYPE_POWERUP,
OBJTYPE_FLAG,
EVENT_EXPLOSION,
EVENT_DAMAGEINDICATION,
EVENT_SOUND,
EVENT_SMOKE,
EVENT_SPAWN,
EVENT_DEATH,
};
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
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MSG_SETTEAM,
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MSG_JOIN,
MSG_QUIT,
MSG_EMOTICON,
MSG_STARTINFO, // client -> server
MSG_CHANGEINFO, // client -> server
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MSG_READY_TO_ENTER, // server -> client
MSG_WEAPON_PICKUP
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};
enum
{
EMOTE_NORMAL=0,
EMOTE_PAIN,
EMOTE_HAPPY,
EMOTE_SURPRISE,
EMOTE_ANGRY,
EMOTE_BLINK,
};
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enum
{
INPUT_STATE_MASK=0x1f,
};
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enum
{
STATE_UNKNOWN=0,
STATE_PLAYING,
STATE_IN_MENU,
STATE_CHATTING,
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GAMETYPE_DM=0,
GAMETYPE_TDM,
GAMETYPE_CTF,
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};
struct player_input
{
int left;
int right;
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int target_x;
int target_y;
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int jump;
int fire;
int hook;
int blink;
int state;
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int wanted_weapon;
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int next_weapon;
int prev_weapon;
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};
struct ev_common
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{
int x, y;
};
struct ev_explosion : public ev_common
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{
};
struct ev_spawn : public ev_common
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{
};
struct ev_death : public ev_common
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{
};
struct ev_sound : public ev_common
{
int sound;
};
struct ev_damageind : public ev_common
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{
int angle;
};
struct obj_game
{
int round_start_tick;
int game_over;
int sudden_death;
int paused;
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int score_limit;
int time_limit;
int gametype;
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int warmup;
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int teamscore[2];
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};
struct obj_projectile
{
int type;
int tick;
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int x, y;
int vx, vy; // should be an angle instead
int start_tick;
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};
struct obj_powerup
{
int x, y;
int type; // why do we need two types?
int subtype;
};
struct obj_flag
{
int x, y;
int team;
int carried_by; // is set if the local player has the flag
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};
// core object needed for physics
struct obj_player_core
{
int x, y;
int vx, vy;
int angle;
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int hooked_player;
int hook_state;
int hook_x, hook_y;
int hook_dx, hook_dy;
};
// info about the player that is only needed when it's on screen
struct obj_player_character : public obj_player_core
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{
int state;
int health;
int armor;
int ammocount;
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int weaponstage;
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int weapon; // current active weapon
int emote;
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int attacktick; // num attack ticks left of current attack
};
// information about the player that is always needed
struct obj_player_info
{
int local;
int clientid;
int team;
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int score;
int latency;
int latency_flux;
};