ddnet/src/game/server/entities/character.h

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/* (c) Magnus Auvinen. See licence.txt in the root of the distribution for more information. */
/* If you are missing that file, acquire a complete release at teeworlds.com. */
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#ifndef GAME_SERVER_ENTITIES_CHARACTER_H
#define GAME_SERVER_ENTITIES_CHARACTER_H
#include <game/server/entity.h>
#include <game/generated/server_data.h>
#include <game/generated/protocol.h>
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#include <game/gamecore.h>
class CGameTeams;
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enum
{
WEAPON_GAME = -3, // team switching etc
WEAPON_SELF = -2, // console kill command
WEAPON_WORLD = -1, // death tiles etc
};
class CCharacter : public CEntity
{
MACRO_ALLOC_POOL_ID()
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public:
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//character's size
static const int ms_PhysSize = 28;
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CCharacter(CGameWorld *pWorld);
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virtual void Reset();
virtual void Destroy();
virtual void Tick();
virtual void TickDefered();
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virtual void TickPaused();
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virtual void Snap(int SnappingClient);
virtual int NetworkClipped(int SnappingClient);
virtual int NetworkClipped(int SnappingClient, vec2 CheckPos);
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bool IsGrounded();
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void SetWeapon(int W);
void HandleWeaponSwitch();
void DoWeaponSwitch();
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void HandleWeapons();
void HandleNinja();
void OnPredictedInput(CNetObj_PlayerInput *pNewInput);
void OnDirectInput(CNetObj_PlayerInput *pNewInput);
void ResetInput();
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void FireWeapon();
void Die(int Killer, int Weapon);
bool TakeDamage(vec2 Force, int Dmg, int From, int Weapon);
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bool Spawn(class CPlayer *pPlayer, vec2 Pos);
bool Remove();
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bool IncreaseHealth(int Amount);
bool IncreaseArmor(int Amount);
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bool GiveWeapon(int Weapon, int Ammo);
void GiveNinja();
void SetEmote(int Emote, int Tick);
bool IsAlive() const { return m_Alive; }
bool IsPaused() const { return m_Paused; }
class CPlayer *GetPlayer() { return m_pPlayer; }
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private:
// player controlling this character
class CPlayer *m_pPlayer;
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bool m_Alive;
bool m_Paused;
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// weapon info
CEntity *m_apHitObjects[10];
int m_NumObjectsHit;
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struct WeaponStat
{
int m_AmmoRegenStart;
int m_Ammo;
int m_Ammocost;
bool m_Got;
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} m_aWeapons[NUM_WEAPONS];
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int m_ActiveWeapon;
int m_LastWeapon;
int m_QueuedWeapon;
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int m_ReloadTimer;
int m_AttackTick;
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int m_DamageTaken;
int m_EmoteType;
int m_EmoteStop;
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// last tick that the player took any action ie some input
int m_LastAction;
int m_LastNoAmmoSound;
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// these are non-heldback inputs
CNetObj_PlayerInput m_LatestPrevInput;
CNetObj_PlayerInput m_LatestInput;
// input
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CNetObj_PlayerInput m_PrevInput;
CNetObj_PlayerInput m_Input;
int m_NumInputs;
int m_Jumped;
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int m_DamageTakenTick;
int m_Health;
int m_Armor;
// ninja
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struct
{
vec2 m_ActivationDir;
int m_ActivationTick;
int m_CurrentMoveTime;
int m_OldVelAmount;
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} m_Ninja;
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// the player core for the physics
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CCharacterCore m_Core;
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// info for dead reckoning
int m_ReckoningTick; // tick that we are performing dead reckoning From
CCharacterCore m_SendCore; // core that we should send
CCharacterCore m_ReckoningCore; // the dead reckoning core
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// DDRace
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void HandleTiles(int Index);
float m_Time;
int m_LastBroadcast;
void DDRaceInit();
void HandleSkippableTiles(int Index);
void DDRaceTick();
void DDRacePostCoreTick();
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void HandleBroadcast();
public:
CGameTeams* Teams();
void Pause(bool Pause);
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bool Freeze(int Time);
bool Freeze();
bool UnFreeze();
void GiveAllWeapons();
int m_DDRaceState;
int Team();
bool CanCollide(int ClientID);
bool SameTeam(int ClientID);
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bool m_Super;
bool m_SuperJump;
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bool m_Jetpack;
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int m_TeamBeforeSuper;
int m_FreezeTime;
int m_FreezeTick;
bool m_DeepFreeze;
bool m_EndlessHook;
enum
{
HIT_ALL=0,
DISABLE_HIT_HAMMER=1,
DISABLE_HIT_SHOTGUN=2,
DISABLE_HIT_GRENADE=4,
DISABLE_HIT_RIFLE=8
};
int m_Hit;
int m_Collision;
int m_Hook;
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int m_PainSoundTimer;
int m_LastMove;
int m_StartTime;
vec2 m_PrevPos;
int m_TeleCheckpoint;
int m_CpTick;
int m_CpActive;
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int m_CpLastBroadcast;
float m_CpCurrent[25];
int m_TileIndex;
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int m_TileFlags;
int m_TileFIndex;
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int m_TileFFlags;
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int m_TileSIndex;
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int m_TileSFlags;
int m_TileIndexL;
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int m_TileFlagsL;
int m_TileFIndexL;
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int m_TileFFlagsL;
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int m_TileSIndexL;
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int m_TileSFlagsL;
int m_TileIndexR;
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int m_TileFlagsR;
int m_TileFIndexR;
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int m_TileFFlagsR;
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int m_TileSIndexR;
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int m_TileSFlagsR;
int m_TileIndexT;
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int m_TileFlagsT;
int m_TileFIndexT;
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int m_TileFFlagsT;
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int m_TileSIndexT;
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int m_TileSFlagsT;
int m_TileIndexB;
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int m_TileFlagsB;
int m_TileFIndexB;
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int m_TileFFlagsB;
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int m_TileSIndexB;
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int m_TileSFlagsB;
vec2 m_Intersection;
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int64 m_LastStartWarning;
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// Setters/Getters because i don't want to modify vanilla vars access modifiers
int GetLastWeapon() { return m_LastWeapon; };
void SetLastWeapon(int LastWeap) {m_LastWeapon = LastWeap; };
int GetActiveWeapon() { return m_ActiveWeapon; };
void SetActiveWeapon(int ActiveWeap) {m_ActiveWeapon = ActiveWeap; };
void SetLastAction(int LastAction) {m_LastAction = LastAction; };
int GetArmor() { return m_Armor; };
void SetArmor(int Armor) {m_Armor = Armor; };
CCharacterCore GetCore() { return m_Core; };
void SetCore(CCharacterCore Core) {m_Core = Core; };
CCharacterCore* Core() { return &m_Core; };
bool GetWeaponGot(int Type) { return m_aWeapons[Type].m_Got; };
void SetWeaponGot(int Type, bool Value) { m_aWeapons[Type].m_Got = Value; };
int GetWeaponAmmo(int Type) { return m_aWeapons[Type].m_Ammo; };
void SetWeaponAmmo(int Type, int Value) { m_aWeapons[Type].m_Ammo = Value; };
bool IsAlive() { return m_Alive; };
void SetEmoteType(int EmoteType) { m_EmoteType = EmoteType; };
void SetEmoteStop(int EmoteStop) { m_EmoteStop = EmoteStop; };
void SetNinjaActivationDir(vec2 ActivationDir) { m_Ninja.m_ActivationDir = ActivationDir; };
void SetNinjaActivationTick(int ActivationTick) { m_Ninja.m_ActivationTick = ActivationTick; };
void SetNinjaCurrentMoveTime(int CurrentMoveTime) { m_Ninja.m_CurrentMoveTime = CurrentMoveTime; };
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};
enum
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{
DDRACE_NONE = 0,
DDRACE_STARTED,
DDRACE_CHEAT, // no time and won't start again unless ordered by a mod or death
DDRACE_FINISHED
};
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#endif