/* (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 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: ~CCharacter(); //character's size static const int ms_PhysSize = 28; void Tick() override; void TickDefered() override; bool IsGrounded(); void SetWeapon(int W); void SetSolo(bool Solo); void SetSuper(bool Super); void HandleWeaponSwitch(); void DoWeaponSwitch(); void HandleWeapons(); void HandleNinja(); void HandleJetpack(); void OnPredictedInput(CNetObj_PlayerInput *pNewInput); void OnDirectInput(CNetObj_PlayerInput *pNewInput); void ResetInput(); void FireWeapon(); bool TakeDamage(vec2 Force, int Dmg, int From, int Weapon); void GiveWeapon(int Weapon, bool Remove = false); void GiveNinja(); void RemoveNinja(); bool m_IsLocal; CTeamsCore *TeamsCore(); bool Freeze(int Seconds); bool Freeze(); bool UnFreeze(); void GiveAllWeapons(); int Team(); bool CanCollide(int ClientID); bool SameTeam(int ClientID); bool m_NinjaJetpack; int m_FreezeTime; bool m_FrozenLastTick; int m_TuneZone; vec2 m_PrevPos; vec2 m_PrevPrevPos; int m_TeleCheckpoint; int m_TileIndex; int m_TileFIndex; int m_MoveRestrictions; 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); CCharacterCore GetCore() { return m_Core; } void SetCore(CCharacterCore Core) { m_Core = Core; } CCharacterCore *Core() { return &m_Core; } bool GetWeaponGot(int Type) { return m_Core.m_aWeapons[Type].m_Got; } void SetWeaponGot(int Type, bool Value) { m_Core.m_aWeapons[Type].m_Got = Value; } int GetWeaponAmmo(int Type) { return m_Core.m_aWeapons[Type].m_Ammo; } void SetWeaponAmmo(int Type, int Value) { m_Core.m_aWeapons[Type].m_Ammo = Value; } void SetNinjaActivationDir(vec2 ActivationDir) { m_Core.m_Ninja.m_ActivationDir = ActivationDir; } void SetNinjaActivationTick(int ActivationTick) { m_Core.m_Ninja.m_ActivationTick = ActivationTick; } void SetNinjaCurrentMoveTime(int CurrentMoveTime) { m_Core.m_Ninja.m_CurrentMoveTime = CurrentMoveTime; } int GetCID() { return m_ID; } void SetInput(CNetObj_PlayerInput *pNewInput) { m_LatestInput = m_Input = *pNewInput; // it is not allowed to aim in the center if(m_Input.m_TargetX == 0 && m_Input.m_TargetY == 0) { m_Input.m_TargetY = m_LatestInput.m_TargetY = -1; } }; 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(); void SetTuneZone(int Zone); bool HammerHitDisabled() { return m_Core.m_HammerHitDisabled; } bool ShotgunHitDisabled() { return m_Core.m_ShotgunHitDisabled; } bool LaserHitDisabled() { return m_Core.m_LaserHitDisabled; } bool GrenadeHitDisabled() { return m_Core.m_GrenadeHitDisabled; } bool IsSuper() { return m_Core.m_Super; } private: // weapon info int m_aHitObjects[10]; int m_NumObjectsHit; 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; // the player core for the physics CCharacterCore m_Core; // DDRace static bool IsSwitchActiveCb(int Number, void *pUser); void HandleTiles(int Index); void HandleSkippableTiles(int Index); void DDRaceTick(); void DDRacePostCoreTick(); void HandleTuneLayer(); CTuningParams *CharacterTuning(); int m_StrongWeakID; int m_LastWeaponSwitchTick; int m_LastTuneZoneTick; }; 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