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,
OBJTYPE_PROJECTILE,
OBJTYPE_POWERUP,
OBJTYPE_FLAG,
EVENT_EXPLOSION,
EVENT_DAMAGEINDICATION,
EVENT_SOUND,
EVENT_SMOKE,
EVENT_SPAWN,
EVENT_DEATH,
};
enum
{
MSG_NULL=0,
MSG_SAY,
MSG_CHAT,
MSG_SETNAME,
MSG_KILLMSG,
MSG_SWITCHTEAM,
MSG_JOIN,
MSG_QUIT,
MSG_EMOTICON,
MSG_CHANGENAME,
};
enum
{
EMOTE_NORMAL=0,
EMOTE_PAIN,
EMOTE_HAPPY,
EMOTE_SURPRISE,
EMOTE_ANGRY,
EMOTE_BLINK,
};
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;
int target_x;
int target_y;
int jump;
int fire;
int hook;
int blink;
int activeweapon;
int state;
};
struct ev_explosion
{
int x, y;
};
struct ev_spawn
{
int x, y;
};
struct ev_death
{
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_damageind
{
int x, y;
int angle;
};
struct obj_game
{
int round_start_tick;
int game_over;
int sudden_death;
int paused;
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 x, y;
int vx, vy; // should be an angle instead
};
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 local_carry;
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};
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;
};
struct obj_player : public obj_player_core
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{
int local;
int clientid;
int state;
int health;
int armor;
int ammocount;
int weapon; // current active weapon
int attacktick; // num attack ticks left of current attack
int score;
int latency;
int latency_flux;
int emote;
int team;
};