#include #include #include #include // sound channels enum { CHN_GUI=0, CHN_MUSIC, CHN_WORLD, CHN_GLOBAL, }; extern struct data_container *data; extern vec2 mouse_pos; extern vec2 local_character_pos; extern vec2 local_target_pos; // snap pointers struct snapstate { const NETOBJ_PLAYER_CHARACTER *local_character; const NETOBJ_PLAYER_CHARACTER *local_prev_character; const NETOBJ_PLAYER_INFO *local_info; const NETOBJ_FLAG *flags[2]; const NETOBJ_GAME *gameobj; const NETOBJ_PLAYER_INFO *player_infos[MAX_CLIENTS]; const NETOBJ_PLAYER_INFO *info_by_score[MAX_CLIENTS]; int num_players; }; extern snapstate netobjects; /* extern const NETOBJ_PLAYER_CHARACTER *local_character; extern const NETOBJ_PLAYER_CHARACTER *local_prev_character; extern const NETOBJ_PLAYER_INFO *local_info; extern const NETOBJ_FLAG *flags[2]; extern const NETOBJ_GAME *gameobj; * */ extern tuning_params tuning; // predicted players extern player_core predicted_prev_player; extern player_core predicted_player; // input extern int picked_up_weapon; extern NETOBJ_PLAYER_INPUT input_data; extern int input_target_lock; // debug extern int64 debug_firedelay; // extra projs enum { MAX_EXTRA_PROJECTILES=32, }; extern NETOBJ_PROJECTILE extraproj_projectiles[MAX_EXTRA_PROJECTILES]; extern int extraproj_num; void extraproj_reset(); // chat enum { CHATMODE_NONE=0, CHATMODE_ALL, CHATMODE_TEAM, CHATMODE_CONSOLE, CHATMODE_REMOTECONSOLE, }; extern int chat_mode; void chat_add_line(int client_id, int team, const char *line); void chat_reset(); // client data struct client_data { char name[64]; char skin_name[64]; int skin_id; int skin_color; int team; int emoticon; int emoticon_start; player_core predicted; tee_render_info skin_info; // this is what the server reports tee_render_info render_info; // this is what we use void update_render_info(); }; extern client_data client_datas[MAX_CLIENTS]; // kill messages struct killmsg { int weapon; int victim; int killer; int mode_special; // for CTF, if the guy is carrying a flag for example int tick; }; const int killmsg_max = 5; extern killmsg killmsgs[killmsg_max]; extern int killmsg_current; // void send_switch_team(int team); // various helpers void snd_play_random(int chn, int setid, float vol, vec2 pos); void process_events(int snaptype); void clear_object_pointers(); void reset_projectile_particles(); void send_info(bool start); inline vec2 random_dir() { return normalize(vec2(frandom()-0.5f, frandom()-0.5f)); } // effects void effects_update(); void effect_bullettrail(vec2 pos); void effect_smoketrail(vec2 pos, vec2 vel); void effect_explosion(vec2 pos); void effect_air_jump(vec2 pos); void effect_damage_indicator(vec2 pos, vec2 dir); void effect_playerspawn(vec2 pos); void effect_playerdeath(vec2 pos); // particles struct particle { void set_default() { vel = vec2(0,0); life_span = 0; start_size = 32; end_size = 32; rot = 0; rotspeed = 0; gravity = 0; friction = 0; flow_affected = 1.0f; color = vec4(1,1,1,1); } vec2 pos; vec2 vel; int spr; float flow_affected; float life_span; float start_size; float end_size; float rot; float rotspeed; float gravity; float friction; vec4 color; // set by the particle system float life; int prev_part; int next_part; }; enum { PARTGROUP_PROJECTILE_TRAIL=0, PARTGROUP_EXPLOSIONS, PARTGROUP_GENERAL, NUM_PARTGROUPS }; void particle_add(int group, particle *part); void particle_render(int group); void particle_update(float time_passed); void particle_reset(); // flow grid vec2 flow_get(vec2 pos); void flow_add(vec2 pos, vec2 vel, float size); void flow_dbg_render(); void flow_init(); void flow_update();