ddnet/src/game/server/gs_common.h

341 lines
6.3 KiB
C++

/* copyright (c) 2007 magnus auvinen, see licence.txt for more info */
#include "../g_game.h"
#include "../generated/gs_data.h"
void create_sound_global(int sound, int target=-1);
inline int cmask_all() { return -1; }
inline int cmask_one(int cid) { return 1<<cid; }
inline int cmask_all_except_one(int cid) { return 0x7fffffff^cmask_one(cid); }
inline bool cmask_is_set(int mask, int cid) { return (mask&cmask_one(cid)) != 0; }
//
class event_handler
{
static const int MAX_EVENTS = 128;
static const int MAX_DATASIZE = 128*64;
int types[MAX_EVENTS]; // TODO: remove some of these arrays
int offsets[MAX_EVENTS];
int sizes[MAX_EVENTS];
int client_masks[MAX_EVENTS];
char data[MAX_DATASIZE];
int current_offset;
int num_events;
public:
event_handler();
void *create(int type, int size, int mask = -1);
void clear();
void snap(int snapping_client);
};
extern event_handler events;
// a basic entity
class entity
{
private:
friend class game_world;
friend class player;
entity *prev_entity;
entity *next_entity;
entity *prev_type_entity;
entity *next_type_entity;
protected:
int id;
public:
float proximity_radius;
unsigned flags;
int objtype;
vec2 pos;
enum
{
FLAG_DESTROY=0x00000001,
FLAG_PHYSICS=0x00000002,
};
entity(int objtype);
virtual ~entity();
virtual void reset() {}
virtual void post_reset() {}
void set_flag(unsigned flag) { flags |= flag; }
void clear_flag(unsigned flag) { flags &= ~flag; }
virtual void destroy() { delete this; }
virtual void tick() {}
virtual void tick_defered() {}
virtual void snap(int snapping_client) {}
virtual bool take_damage(vec2 force, int dmg, int from, int weapon) { return true; }
};
class game_world
{
void reset();
void remove_entities();
public:
enum
{
NUM_ENT_TYPES=10, // TODO: are more exact value perhaps? :)
};
// TODO: two lists seams kinda not good, shouldn't be needed
entity *first_entity;
entity *first_entity_types[NUM_ENT_TYPES];
bool paused;
bool reset_requested;
world_core core;
game_world();
int find_entities(vec2 pos, float radius, entity **ents, int max);
int find_entities(vec2 pos, float radius, entity **ents, int max, const int* types, int maxtypes);
void insert_entity(entity *ent);
void destroy_entity(entity *ent);
void remove_entity(entity *ent);
//
void snap(int snapping_client);
void tick();
};
extern game_world *world;
// game object
// TODO: should change name of this one
class gameobject : public entity
{
protected:
void cyclemap();
void resetgame();
int round_start_tick;
int game_over_tick;
int sudden_death;
int teamscore[2];
int warmup;
int round_count;
bool is_teamplay;
public:
int gametype;
gameobject();
void do_team_score_wincheck();
void do_player_score_wincheck();
void do_warmup(int seconds);
void startround();
void endround();
bool is_friendly_fire(int cid1, int cid2);
virtual bool on_entity(int index, vec2 pos);
virtual void post_reset();
virtual void tick();
virtual void on_player_spawn(class player *p) {}
virtual int on_player_death(class player *victim, class player *killer, int weapon);
virtual void on_player_info_change(class player *p);
virtual void snap(int snapping_client);
virtual int getteam(int notthisid);
int clampteam(int team);
};
extern gameobject *gameobj;
// TODO: move to seperate file
class powerup : public entity
{
public:
static const int phys_size = 14;
int type;
int subtype; // weapon type for instance?
int spawntick;
powerup(int _type, int _subtype = 0);
virtual void reset();
virtual void tick();
virtual void snap(int snapping_client);
};
// projectile entity
class projectile : public entity
{
public:
enum
{
PROJECTILE_FLAGS_EXPLODE = 1 << 0,
WEAPON_PROJECTILETYPE_GUN = 0,
WEAPON_PROJECTILETYPE_ROCKET = 1,
WEAPON_PROJECTILETYPE_SHOTGUN = 2,
WEAPON_PROJECTILETYPE_SNIPER = 6,
};
vec2 vel;
entity *powner; // this is nasty, could be removed when client quits
int lifespan;
int owner;
int type;
int flags;
int damage;
int sound_impact;
int weapon;
int bounce;
float force;
int start_tick;
projectile(int type, int owner, vec2 pos, vec2 vel, int span, entity* powner,
int damage, int flags, float force, int sound_impact, int weapon);
virtual void reset();
virtual void tick();
virtual void snap(int snapping_client);
};
// player entity
class player : public entity
{
public:
static const int phys_size = 28;
enum // what are these?
{
MODIFIER_RETURNFLAGS_OVERRIDEVELOCITY = 1 << 0,
MODIFIER_RETURNFLAGS_OVERRIDEPOSITION = 1 << 1,
MODIFIER_RETURNFLAGS_OVERRIDEGRAVITY = 1 << 2,
MODIFIER_RETURNFLAGS_NOHOOK = 1 << 3,
WEAPONSTAGE_SNIPER_NEUTRAL = 0,
WEAPONSTAGE_SNIPER_CHARGING = 1,
};
// weapon info
entity* hitobjects[10];
int numobjectshit;
struct weaponstat
{
int ammoregenstart;
int ammo;
int ammocost;
int weaponstage;
bool got;
} weapons[NUM_WEAPONS];
int active_weapon;
int last_weapon;
int wanted_weapon;
int reload_timer;
int attack_tick;
int sniper_chargetick;
int damage_taken;
int emote_type;
int emote_stop;
int last_action;
//
int client_id;
char skin_name[64];
int use_custom_color;
int color_body;
int color_feet;
// these are non-heldback inputs
player_input latest_previnput;
player_input latest_input;
// input
player_input previnput;
player_input input;
int num_inputs;
int jumped;
int damage_taken_tick;
int health;
int armor;
// ninja
vec2 activationdir;
int ninja_activationtick;
int extrapowerflags;
int currentcooldown;
int currentactivation;
int currentmovetime;
//
int score;
int team;
int state;
bool spawning;
bool dead;
int die_tick;
vec2 die_pos;
// latency calculations
int latency_accum;
int latency_accum_min;
int latency_accum_max;
int latency_avg;
int latency_min;
int latency_max;
// the player core for the physics
player_core core;
//
player();
void init();
virtual void reset();
virtual void destroy();
void try_respawn();
void respawn();
void set_team(int team);
bool is_grounded();
void set_weapon(int w);
int handle_weapons();
int handle_ninja();
int handle_sniper();
int handle_bomb();
virtual void tick();
virtual void tick_defered();
void die(int killer, int weapon);
virtual bool take_damage(vec2 force, int dmg, int from, int weapon);
virtual void snap(int snaping_client);
};
extern player *players;