/* copyright (c) 2007 magnus auvinen, see licence.txt for more info */ #ifndef GAME_SERVER_ENTITY_CHARACTER_H #define GAME_SERVER_ENTITY_CHARACTER_H #include #include #include #include class CHARACTER : public ENTITY { MACRO_ALLOC_POOL_ID() public: // player controlling this character class PLAYER *player; bool alive; // weapon info ENTITY *hitobjects[10]; int numobjectshit; struct WEAPONSTAT { int ammoregenstart; int ammo; int ammocost; bool got; } weapons[NUM_WEAPONS]; int active_weapon; int last_weapon; int queued_weapon; int reload_timer; int attack_tick; int damage_taken; int emote_type; int emote_stop; // TODO: clean this up char skin_name[64]; int use_custom_color; int color_body; int color_feet; int last_action; // last tick that the player took any action ie some input // these are non-heldback inputs NETOBJ_PLAYER_INPUT latest_previnput; NETOBJ_PLAYER_INPUT latest_input; // input NETOBJ_PLAYER_INPUT previnput; NETOBJ_PLAYER_INPUT input; int num_inputs; int jumped; int damage_taken_tick; int health; int armor; // ninja struct { vec2 activationdir; int activationtick; int currentmovetime; } ninja; // //int score; int team; int player_state; // if the client is chatting, accessing a menu or so // the player core for the physics CHARACTER_CORE core; // info for dead reckoning int reckoning_tick; // tick that we are performing dead reckoning from CHARACTER_CORE sendcore; // core that we should send CHARACTER_CORE reckoningcore; // the dead reckoning core // CHARACTER(); virtual void reset(); virtual void destroy(); bool is_grounded(); void set_weapon(int w); void handle_weaponswitch(); void do_weaponswitch(); int handle_weapons(); int handle_ninja(); void on_predicted_input(NETOBJ_PLAYER_INPUT *new_input); void on_direct_input(NETOBJ_PLAYER_INPUT *new_input); void fire_weapon(); void die(int killer, int weapon); bool take_damage(vec2 force, int dmg, int from, int weapon); bool spawn(PLAYER *player, vec2 pos, int team); //bool init_tryspawn(int team); bool remove(); static const int phys_size = 28; virtual void tick(); virtual void tick_defered(); virtual void snap(int snapping_client); bool increase_health(int amount); bool increase_armor(int amount); }; #endif