/* (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_SERVER_ENTITIES_CHARACTER_H #define GAME_SERVER_ENTITIES_CHARACTER_H #include #include #include class CAntibot; class CGameTeams; struct CAntibotCharacterData; 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 { MACRO_ALLOC_POOL_ID() friend class CSaveTee; // need to use core public: //character's size static const int ms_PhysSize = 28; CCharacter(CGameWorld *pWorld); virtual void Reset(); virtual void Destroy(); virtual void Tick(); virtual void TickDefered(); virtual void TickPaused(); virtual void Snap(int SnappingClient); 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 ResetHook(); void ResetInput(); void FireWeapon(); void Die(int Killer, int Weapon); bool TakeDamage(vec2 Force, int Dmg, int From, int Weapon); bool Spawn(class CPlayer *pPlayer, vec2 Pos); bool Remove(); bool IncreaseHealth(int Amount); bool IncreaseArmor(int Amount); void GiveWeapon(int Weapon, bool Remove = false); void GiveNinja(); void RemoveNinja(); void SetEndlessHook(bool Enable); void SetEmote(int Emote, int Tick); void Rescue(); int NeededFaketuning() { return m_NeededFaketuning; } bool IsAlive() const { return m_Alive; } bool IsPaused() const { return m_Paused; } class CPlayer *GetPlayer() { return m_pPlayer; } int64_t TeamMask(); private: // player controlling this character class CPlayer *m_pPlayer; bool m_Alive; bool m_Paused; int m_NeededFaketuning; // weapon info CEntity *m_apHitObjects[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; int m_DamageTaken; int m_EmoteType; int m_EmoteStop; // last tick that the player took any action ie some input int m_LastAction; int m_LastNoAmmoSound; // these are non-heldback inputs CNetObj_PlayerInput m_LatestPrevPrevInput; CNetObj_PlayerInput m_LatestPrevInput; CNetObj_PlayerInput m_LatestInput; // input CNetObj_PlayerInput m_PrevInput; CNetObj_PlayerInput m_Input; CNetObj_PlayerInput m_SavedInput; int m_NumInputs; int m_Jumped; int m_DamageTakenTick; int m_Health; int m_Armor; // ninja struct { vec2 m_ActivationDir; int m_ActivationTick; int m_CurrentMoveTime; int m_OldVelAmount; } m_Ninja; // the player core for the physics CCharacterCore m_Core; CGameTeams *m_pTeams = nullptr; std::map> *m_pTeleOuts = nullptr; std::map> *m_pTeleCheckOuts = nullptr; // info for dead reckoning int m_ReckoningTick; // tick that we are performing dead reckoning From CCharacterCore m_SendCore; // core that we should send CCharacterCore m_ReckoningCore; // the dead reckoning core // DDRace void SnapCharacter(int SnappingClient, int ID); static bool IsSwitchActiveCb(int Number, void *pUser); void HandleTiles(int Index); float m_Time; int m_LastBroadcast; void DDRaceInit(); void HandleSkippableTiles(int Index); void SetRescue(); void DDRaceTick(); void DDRacePostCoreTick(); void HandleBroadcast(); void HandleTuneLayer(); void SendZoneMsgs(); IAntibot *Antibot(); bool m_SetSavePos; CSaveTee m_RescueTee; bool m_Solo; public: CGameTeams *Teams() { return m_pTeams; } void SetTeams(CGameTeams *pTeams); void SetTeleports(std::map> *pTeleOuts, std::map> *pTeleCheckOuts); void FillAntibot(CAntibotCharacterData *pData); void Pause(bool Pause); bool Freeze(int Time); bool Freeze(); bool UnFreeze(); void GiveAllWeapons(); void ResetPickups(); int m_DDRaceState; int Team(); bool CanCollide(int ClientID); bool SameTeam(int ClientID); bool m_Super; bool m_SuperJump; bool m_Jetpack; bool m_NinjaJetpack; int m_TeamBeforeSuper; int m_FreezeTime; int m_FreezeTick; bool m_FrozenLastTick; bool m_DeepFreeze; bool m_EndlessHook; bool m_FreezeHammer; enum { HIT_ALL = 0, DISABLE_HIT_HAMMER = 1, DISABLE_HIT_SHOTGUN = 2, DISABLE_HIT_GRENADE = 4, DISABLE_HIT_LASER = 8 }; int m_Hit; int m_TuneZone; int m_TuneZoneOld; int m_PainSoundTimer; int m_LastMove; int m_StartTime; vec2 m_PrevPos; int m_TeleCheckpoint; int m_CpTick; int m_CpActive; int m_CpLastBroadcast; float m_CpCurrent[25]; int m_TileIndex; int m_TileFIndex; int m_MoveRestrictions; vec2 m_Intersection; int64_t m_LastStartWarning; int64_t m_LastRescue; bool m_LastRefillJumps; bool m_LastPenalty; bool m_LastBonus; vec2 m_TeleGunPos; bool m_TeleGunTeleport; bool m_IsBlueTeleGunTeleport; int m_StrongWeakID; int m_SpawnTick; int m_WeaponChangeTick; // 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; }; void SetLastAction(int LastAction) { m_LastAction = LastAction; }; int GetArmor() { return m_Armor; }; void SetArmor(int Armor) { m_Armor = Armor; }; 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; }; bool IsAlive() { return m_Alive; }; 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 GetLastAction() const { return m_LastAction; } bool HasTelegunGun() { return m_Core.m_HasTelegunGun; }; bool HasTelegunGrenade() { return m_Core.m_HasTelegunGrenade; }; bool HasTelegunLaser() { return m_Core.m_HasTelegunLaser; }; }; 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