// class event_handler { static const int MAX_EVENTS = 128; static const int MAX_DATASIZE = 128*4; int types[MAX_EVENTS]; // TODO: remove some of these arrays int offsets[MAX_EVENTS]; int sizes[MAX_EVENTS]; char data[MAX_DATASIZE]; int current_offset; int num_events; public: event_handler(); void *create(int type, int size); void clear(); void snap(int snapping_client); }; extern event_handler events; // a basic entity class entity { private: friend class game_world; friend class player; entity *prev_entity; entity *next_entity; entity *prev_type_entity; entity *next_type_entity; int index; static int current_id; protected: int id; public: float proximity_radius; unsigned flags; int objtype; baselib::vec2 pos; enum { FLAG_DESTROY=0x00000001, FLAG_ALIVE=0x00000002, }; entity(int objtype); virtual ~entity(); virtual void reset() {} virtual void post_reset() {} void set_flag(unsigned flag) { flags |= flag; } void clear_flag(unsigned flag) { flags &= ~flag; } virtual void destroy() { delete this; } virtual void tick() {} virtual void tick_defered() {} virtual void snap(int snapping_client) {} virtual bool take_damage(baselib::vec2 force, int dmg, int from, int weapon) { return true; } }; class game_world { void reset(); void remove_entities(); public: enum { NUM_ENT_TYPES=10, // TODO: are more exact value perhaps? :) }; // TODO: two lists seams kinda not good, shouldn't be needed entity *first_entity; entity *first_entity_types[NUM_ENT_TYPES]; bool paused; bool reset_requested; game_world(); int find_entities(baselib::vec2 pos, float radius, entity **ents, int max); int find_entities(baselib::vec2 pos, float radius, entity **ents, int max, const int* types, int maxtypes); void insert_entity(entity *ent); void destroy_entity(entity *ent); void remove_entity(entity *ent); // void snap(int snapping_client); void tick(); }; extern game_world world; // game object class gameobject : public entity { void resetgame(); void startround(); void endround(); int round_start_tick; int game_over_tick; int sudden_death; public: int gametype; gameobject(); virtual void post_reset(); virtual void tick(); virtual void tick_dm(); virtual void tick_tdm(); virtual void snap(int snapping_client); virtual int getteam(int notthisid); }; extern gameobject gameobj; // TODO: move to seperate file class powerup : public entity { public: static const int phys_size = 14; int type; int subtype; // weapon type for instance? int spawntick; powerup(int _type, int _subtype = 0); virtual void reset(); virtual void tick(); virtual void snap(int snapping_client); }; // projectile entity class projectile : public entity { public: enum { PROJECTILE_FLAGS_EXPLODE = 1 << 0, WEAPON_PROJECTILETYPE_GUN = 0, WEAPON_PROJECTILETYPE_ROCKET = 1, WEAPON_PROJECTILETYPE_SHOTGUN = 2, }; baselib::vec2 vel; entity *powner; // this is nasty, could be removed when client quits int lifespan; int owner; int type; int flags; int damage; int sound_impact; int weapon; float force; projectile(int type, int owner, baselib::vec2 pos, baselib::vec2 vel, int span, entity* powner, int damage, int flags, float force, int sound_impact, int weapon); virtual void reset(); virtual void tick(); virtual void snap(int snapping_client); }; class projectile_backpackrocket : public projectile { int stage; int start_tick; int deply_ticks; baselib::vec2 target; baselib::vec2 start; baselib::vec2 midpoint; baselib::vec2 direction; public: projectile_backpackrocket(baselib::vec2 pos, baselib::vec2 target, int owner, entity* powner); virtual void tick(); }; // player entity class player : public entity { public: static const int phys_size = 28; enum // what are these? { MODIFIER_RETURNFLAGS_OVERRIDEVELOCITY = 1 << 0, MODIFIER_RETURNFLAGS_OVERRIDEPOSITION = 1 << 1, MODIFIER_RETURNFLAGS_OVERRIDEGRAVITY = 1 << 2, }; // weapon info entity* hitobjects[10]; int numobjectshit; struct weaponstat { int ammoregenstart; int ammo; bool got; } weapons[NUM_WEAPONS]; int active_weapon; int reload_timer; int attack_tick; // we need a defered position so we can handle the physics correctly baselib::vec2 defered_pos; baselib::vec2 vel; baselib::vec2 direction; // int client_id; char name[64]; // input player_input previnput; player_input input; int jumped; int damage_taken_tick; int health; int armor; // ninja baselib::vec2 activationdir; int ninjaactivationtick; int extrapowerflags; int currentcooldown; int currentactivation; int currentmovetime; int score; int team; int state; bool dead; int die_tick; int latency_accum; int latency_accum_min; int latency_accum_max; int latency_avg; int latency_min; int latency_max; // hooking stuff enum { HOOK_RETRACTED=-1, HOOK_IDLE=0, HOOK_FLYING, HOOK_GRABBED }; int hook_state; player *hooked_player; baselib::vec2 hook_pos; baselib::vec2 hook_dir; // player(); void init(); virtual void reset(); virtual void destroy(); void respawn(); bool is_grounded(); void release_hooked(); void release_hooks(); int handle_weapons(); int handle_ninja(); virtual void tick(); virtual void tick_defered(); void die(int killer, int weapon); virtual bool take_damage(baselib::vec2 force, int dmg, int from, int weapon); virtual void snap(int snaping_client); }; extern player players[MAX_CLIENTS]; // TODO: move to seperate file class flag : public entity { public: static const int phys_size = 14; player *carrying_player; baselib::vec2 vel; int team; int spawntick; flag(int _team); bool is_grounded(); virtual void reset(); virtual void tick(); virtual void snap(int snapping_client); };