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