ddnet/src/game/g_protocol.h
2008-02-24 16:03:58 +00:00

218 lines
3 KiB
C

/* copyright (c) 2007 magnus auvinen, see licence.txt for more info */
// NOTE: Be very careful when editing this file as it will change the network version
#ifndef GAME_PROTOCOL_H
#define GAME_PROTOCOL_H
#include <game/generated/g_protocol.h>
// Network stuff
/*
enum
{
OBJTYPE_NULL=0,
OBJTYPE_GAME,
OBJTYPE_PLAYER_INFO,
OBJTYPE_PLAYER_CHARACTER, // use this if you are searching for the player entity
OBJTYPE_PROJECTILE,
OBJTYPE_LASER,
OBJTYPE_POWERUP,
OBJTYPE_FLAG,
EVENT_EXPLOSION,
EVENT_DAMAGEINDICATION,
EVENT_SOUND_WORLD,
EVENT_SMOKE,
EVENT_PLAYERSPAWN,
EVENT_DEATH,
EVENT_AIR_JUMP,
EVENT_DUMMY
};
enum
{
MSG_NULL=0,
MSG_SAY, // client -> server
MSG_CHAT, // server -> client
MSG_SETINFO, // server -> client - contains name, skin and color info
MSG_KILLMSG, // server -> client
MSG_SETTEAM,
MSG_JOIN,
MSG_QUIT,
MSG_EMOTICON,
MSG_STARTINFO, // client -> server
MSG_CHANGEINFO, // client -> server
MSG_READY_TO_ENTER, // server -> client
MSG_WEAPON_PICKUP,
MSG_SOUND_GLOBAL,
MSG_TUNE_PARAMS,
MSG_KILL,
MSG_EXTRA_PROJECTILE, // server -> client
};
enum
{
EMOTE_NORMAL=0,
EMOTE_PAIN,
EMOTE_HAPPY,
EMOTE_SURPRISE,
EMOTE_ANGRY,
EMOTE_BLINK,
};
enum
{
INPUT_STATE_MASK=0x1f,
};
enum
{
PLAYERSTATE_UNKNOWN=0,
PLAYERSTATE_PLAYING,
PLAYERSTATE_IN_MENU,
PLAYERSTATE_CHATTING,
GAMETYPE_DM=0,
GAMETYPE_TDM,
GAMETYPE_CTF,
};
struct player_input
{
int left;
int right;
int target_x;
int target_y;
int jump;
int fire;
int hook;
int blink;
int player_state;
int wanted_weapon;
int next_weapon;
int prev_weapon;
};
struct ev_common
{
int x, y;
};
struct ev_explosion : public ev_common
{
};
struct ev_spawn : public ev_common
{
};
struct ev_death : public ev_common
{
};
struct ev_sound : public ev_common
{
int sound;
};
struct ev_damageind : public ev_common
{
int angle;
};
struct obj_game
{
int round_start_tick;
int game_over;
int sudden_death;
int paused;
int score_limit;
int time_limit;
int gametype;
int warmup;
int teamscore[2];
};
struct obj_projectile
{
int x, y;
int vx, vy; // should be an angle instead
int type;
int start_tick;
};
struct obj_laser
{
int x, y;
int from_x, from_y;
int eval_tick;
};
struct obj_powerup
{
int x, y;
int type; // why do we need two types?
int subtype;
};
struct obj_flag
{
int x, y;
int team;
int carried_by; // is set if the local player has the flag
};
// core object needed for physics
struct obj_player_core
{
int x, y;
int vx, vy;
int angle;
int jumped;
int hooked_player;
int hook_state;
int hook_tick;
int hook_x, hook_y;
int hook_dx, hook_dy;
};
// info about the player that is only needed when it's on screen
struct obj_player_character : public obj_player_core
{
int player_state;
int health;
int armor;
int ammocount;
int weaponstage;
int weapon; // current active weapon
int emote;
int attacktick; // num attack ticks left of current attack
};
// information about the player that is always needed
struct obj_player_info
{
int local;
int clientid;
int team;
int score;
int latency;
int latency_flux;
};*/
#endif