/* (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. */ #ifndef GAME_CLIENT_PREDICTION_ENTITIES_CHARACTER_H #define GAME_CLIENT_PREDICTION_ENTITIES_CHARACTER_H #include #include "projectile.h" #include #include enum { WEAPON_GAME = -3, // team switching etc WEAPON_SELF = -2, // console kill command WEAPON_WORLD = -1, // death tiles etc }; enum { FAKETUNE_FREEZE = 1, FAKETUNE_SOLO = 2, FAKETUNE_NOJUMP = 4, FAKETUNE_NOCOLL = 8, FAKETUNE_NOHOOK = 16, FAKETUNE_JETPACK = 32, FAKETUNE_NOHAMMER = 64, }; class CCharacter : public CEntity { friend class CGameWorld; public: //character's size static const int ms_PhysSize = 28; virtual void Tick(); virtual void TickDefered(); bool IsGrounded(); void SetWeapon(int W); void SetSolo(bool Solo); void HandleWeaponSwitch(); void DoWeaponSwitch(); void HandleWeapons(); void HandleNinja(); void HandleJetpack(); void OnPredictedInput(CNetObj_PlayerInput *pNewInput); void OnDirectInput(CNetObj_PlayerInput *pNewInput); void FireWeapon(); bool TakeDamage(vec2 Force, int Dmg, int From, int Weapon); bool GiveWeapon(int Weapon, int Ammo); void GiveNinja(); void RemoveNinja(); bool IsAlive() { return m_Alive; } bool m_Alive; CTeamsCore* TeamsCore(); bool Freeze(int Time); bool Freeze(); bool UnFreeze(); void GiveAllWeapons(); int Team(); bool CanCollide(int ClientID); bool SameTeam(int ClientID); bool m_Super; bool m_SuperJump; bool m_Jetpack; bool m_NinjaJetpack; 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_TuneZone; vec2 m_PrevPos; vec2 m_PrevPrevPos; int m_TeleCheckpoint; int m_TileIndex; int m_TileFlags; int m_TileFIndex; int m_TileFFlags; int m_TileSIndex; int m_TileSFlags; int m_TileIndexL; int m_TileFlagsL; int m_TileFIndexL; int m_TileFFlagsL; int m_TileSIndexL; int m_TileSFlagsL; int m_TileIndexR; int m_TileFlagsR; int m_TileFIndexR; int m_TileFFlagsR; int m_TileSIndexR; int m_TileSFlagsR; int m_TileIndexT; int m_TileFlagsT; int m_TileFIndexT; int m_TileFFlagsT; int m_TileSIndexT; int m_TileSFlagsT; int m_TileIndexB; int m_TileFlagsB; int m_TileFIndexB; int m_TileFFlagsB; int m_TileSIndexB; int m_TileSFlagsB; bool m_LastRefillJumps; // 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_Core.m_ActiveWeapon; }; void SetActiveWeapon(int ActiveWeap) { m_Core.m_ActiveWeapon = ActiveWeap; }; 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; }; 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; }; int GetCID() { return m_ID; } void SetInput(CNetObj_PlayerInput *pNewInput) { m_LatestInput = m_Input = *pNewInput; }; int GetJumped() { return m_Core.m_Jumped; } int GetAttackTick() { return m_AttackTick; } int GetStrongWeakID() { return m_StrongWeakID; } CCharacter(CGameWorld *pGameWorld, int ID, CNetObj_Character *pChar, CNetObj_DDNetCharacter *pExtended = 0); void Read(CNetObj_Character *pChar, CNetObj_DDNetCharacter *pExtended, bool IsLocal); void SetCoreWorld(CGameWorld *pGameWorld); int m_LastSnapWeapon; int m_LastJetpackStrength; bool m_KeepHooked; int m_GameTeam; bool m_CanMoveInFreeze; bool Match(CCharacter *pChar); void ResetPrediction(); CCharacter() { m_Alive = false; } private: // weapon info int m_aHitObjects[10]; int m_NumObjectsHit; struct WeaponStat { int m_AmmoRegenStart; int m_Ammo; int m_Ammocost; bool m_Got; } m_aWeapons[NUM_WEAPONS]; int m_LastWeapon; int m_QueuedWeapon; int m_ReloadTimer; int m_AttackTick; // these are non-heldback inputs CNetObj_PlayerInput m_LatestPrevInput; CNetObj_PlayerInput m_LatestInput; // input CNetObj_PlayerInput m_PrevInput; CNetObj_PlayerInput m_Input; CNetObj_PlayerInput m_SavedInput; int m_NumInputs; // ninja struct NinjaStat { vec2 m_ActivationDir; int m_ActivationTick; int m_CurrentMoveTime; int m_OldVelAmount; } m_Ninja; // the player core for the physics CCharacterCore m_Core; // DDRace void HandleTiles(int Index); void HandleSkippableTiles(int Index); void DDRaceTick(); void DDRacePostCoreTick(); void HandleTuneLayer(); int m_StrongWeakID; }; enum { DDRACE_NONE = 0, DDRACE_STARTED, DDRACE_CHEAT, // no time and won't start again unless ordered by a mod or death DDRACE_FINISHED }; #endif