ddnet/src/game/g_protocol.h

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/* copyright (c) 2007 magnus auvinen, see licence.txt for more info */
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// NOTE: Be very careful when editing this file as it will change the network version
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#ifndef GAME_PROTOCOL_H
#define GAME_PROTOCOL_H
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#include <game/generated/g_protocol.h>
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// Network stuff
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/*
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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,
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OBJTYPE_LASER,
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OBJTYPE_POWERUP,
OBJTYPE_FLAG,
EVENT_EXPLOSION,
EVENT_DAMAGEINDICATION,
EVENT_SOUND_WORLD,
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EVENT_SMOKE,
EVENT_PLAYERSPAWN,
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EVENT_DEATH,
EVENT_AIR_JUMP,
EVENT_DUMMY
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};
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,
MSG_SOUND_GLOBAL,
MSG_TUNE_PARAMS,
MSG_KILL,
MSG_EXTRA_PROJECTILE, // server -> client
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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
{
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PLAYERSTATE_UNKNOWN=0,
PLAYERSTATE_PLAYING,
PLAYERSTATE_IN_MENU,
PLAYERSTATE_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;
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int player_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 x, y;
int vx, vy; // should be an angle instead
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int type;
int start_tick;
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};
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struct obj_laser
{
int x, y;
int from_x, from_y;
int eval_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 jumped;
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int hooked_player;
int hook_state;
int hook_tick;
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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{
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int player_state;
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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;
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};*/
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#endif