#ifndef GAME_SERVER_ENTITIES_CHARACTER_H #define GAME_SERVER_ENTITIES_CHARACTER_H #include #include #include #include class CGameTeams; enum { WEAPON_GAME = -3, // team switching etc WEAPON_SELF = -2, // console kill command WEAPON_WORLD = -1, // death tiles etc }; enum { DDRACE_NONE = 0, DDRACE_STARTED, DDRACE_CHEAT // no time and won't start again unless ordered by a mod or death }; class CCharacter : public CEntity { MACRO_ALLOC_POOL_ID() void HandleFly(); void HandleTiles(int Index); float m_Time; int m_LastBroadcast; 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 Snap(int SnappingClient); bool IsGrounded(); //bool m_Paused; CGameTeams* Teams(); void SetWeapon(int W); void HandleWeaponSwitch(); void DoWeaponSwitch(); void HandleWeapons(); void HandleNinja(); void OnPredictedInput(CNetObj_PlayerInput *pNewInput); void OnDirectInput(CNetObj_PlayerInput *pNewInput); 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); bool GiveWeapon(int Weapon, int Ammo); void GiveNinja(); void ResetPos(); bool Freeze(int Time); bool Freeze(); bool UnFreeze(); void GiveAllWeapons(); void SetEmote(int Emote, int Tick); bool IsAlive() const { return m_Alive; } class CPlayer *GetPlayer() { return m_pPlayer; } // the player core for the physics CCharacterCore m_Core; struct WeaponStat { int m_AmmoRegenStart; int m_Ammo; int m_Ammocost; bool m_Got; } m_aWeapons[NUM_WEAPONS]; int m_ActiveWeapon; int m_LastWeapon; // player controlling this character class CPlayer *m_pPlayer; int m_DDRaceState; void OnFinish(); int Team(); bool CanCollide(int Cid); bool SameTeam(int Cid); struct { vec2 m_ActivationDir; int m_ActivationTick; int m_CurrentMoveTime; } m_Ninja; int m_HammerType; bool m_Super; int m_TeamBeforeSuper; bool m_Fly; //DDRace int m_FreezeTime; int m_FreezeTick; int m_Doored; vec2 m_OldPos; vec2 m_OlderPos; bool m_Alive; // weapon info CEntity *m_apHitObjects[10]; int m_NumObjectsHit; 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; // these are non-heldback inputs CNetObj_PlayerInput m_LatestPrevInput; CNetObj_PlayerInput m_LatestInput; // input CNetObj_PlayerInput m_PrevInput; CNetObj_PlayerInput m_Input; int m_NumInputs; int m_Jumped; int m_DamageTakenTick; int m_Health; int m_Armor; // ninja int m_PlayerState;// if the client is chatting, accessing a menu or so bool m_IsWater; bool m_DoSplash; int m_LastMove; // DDRace var int m_StartTime; int m_RefreshTime; int m_LastBooster; vec2 m_PrevPos; // checkpoints int m_CpTick; int m_CpActive; float m_CpCurrent[25]; int m_BroadTime; int m_BroadCast; /*int m_CurrentTile; int m_CurrentFTile;*/ int m_TileIndex; int m_TileFIndex; int m_TileSIndex; int m_TileIndexL; int m_TileFIndexL; int m_TileSIndexL; int m_TileIndexR; int m_TileFIndexR; int m_TileSIndexR; int m_TileIndexT; int m_TileFIndexT; int m_TileSIndexT; int m_TileIndexB; int m_TileFIndexB; int m_TileSIndexB; vec2 m_Intersection; bool m_EyeEmote; // 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 }; #endif