/* copyright (c) 2007 magnus auvinen, see licence.txt for more info */ // NOTE: Be very careful when editing this file as it will change the network version #ifndef GAME_PROTOCOL_H #define GAME_PROTOCOL_H // Network stuff enum { OBJTYPE_NULL=0, OBJTYPE_GAME, OBJTYPE_PLAYER_INFO, OBJTYPE_PLAYER_CHARACTER, // use this if you are searching for the player entity OBJTYPE_PROJECTILE, OBJTYPE_LASER, OBJTYPE_POWERUP, OBJTYPE_FLAG, EVENT_EXPLOSION, EVENT_DAMAGEINDICATION, EVENT_SOUND_WORLD, EVENT_SMOKE, EVENT_PLAYERSPAWN, EVENT_DEATH, EVENT_AIR_JUMP, EVENT_DUMMY }; 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 MSG_SETTEAM, MSG_JOIN, MSG_QUIT, MSG_EMOTICON, MSG_STARTINFO, // client -> server MSG_CHANGEINFO, // client -> server MSG_READY_TO_ENTER, // server -> client MSG_WEAPON_PICKUP, MSG_SOUND_GLOBAL, MSG_TUNE_PARAMS, MSG_KILL, MSG_EXTRA_PROJECTILE, // server -> client }; enum { EMOTE_NORMAL=0, EMOTE_PAIN, EMOTE_HAPPY, EMOTE_SURPRISE, EMOTE_ANGRY, EMOTE_BLINK, }; enum { INPUT_STATE_MASK=0x1f, }; enum { PLAYERSTATE_UNKNOWN=0, PLAYERSTATE_PLAYING, PLAYERSTATE_IN_MENU, PLAYERSTATE_CHATTING, GAMETYPE_DM=0, GAMETYPE_TDM, GAMETYPE_CTF, }; struct player_input { int left; int right; int target_x; int target_y; int jump; int fire; int hook; int blink; int player_state; int wanted_weapon; int next_weapon; int prev_weapon; }; struct ev_common { int x, y; }; struct ev_explosion : public ev_common { }; struct ev_spawn : public ev_common { }; struct ev_death : public ev_common { }; struct ev_sound : public ev_common { int sound; }; struct ev_damageind : public ev_common { 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; int warmup; int teamscore[2]; }; struct obj_projectile { int x, y; int vx, vy; // should be an angle instead int type; int start_tick; }; struct obj_laser { int x, y; int from_x, from_y; int eval_tick; }; 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 }; // core object needed for physics struct obj_player_core { int x, y; int vx, vy; int angle; int jumped; 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 { int player_state; int health; int armor; int ammocount; int weaponstage; int weapon; // current active weapon int emote; 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; int score; int latency; int latency_flux; }; #endif