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215 lines
5.1 KiB
C++
215 lines
5.1 KiB
C++
#ifndef GAME_CLIENT_GAMECLIENT_H
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#define GAME_CLIENT_GAMECLIENT_H
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#include <base/vmath.h>
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#include <engine/client.h>
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#include <engine/console.h>
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#include <game/layers.h>
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#include <game/gamecore.h>
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#include "render.h"
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class CGameClient : public IGameClient
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{
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class CStack
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{
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public:
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enum
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{
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MAX_COMPONENTS = 64,
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};
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CStack();
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void Add(class CComponent *pComponent);
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class CComponent *m_paComponents[MAX_COMPONENTS];
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int m_Num;
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};
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CStack m_All;
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CStack m_Input;
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CNetObjHandler m_NetObjHandler;
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class IInput *m_pInput;
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class IGraphics *m_pGraphics;
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class ITextRender *m_pTextRender;
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class IClient *m_pClient;
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class ISound *m_pSound;
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class IConsole *m_pConsole;
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class IStorage *m_pStorage;
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class IDemoPlayer *m_pDemoPlayer;
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class IDemoRecorder *m_pDemoRecorder;
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class IServerBrowser *m_pServerBrowser;
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CLayers m_Layers;
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class CCollision m_Collision;
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CUI m_UI;
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void DispatchInput();
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void ProcessEvents();
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void UpdateLocalCharacterPos();
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int m_PredictedTick;
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int m_LastNewPredictedTick;
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int64 m_LastSendInfo;
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static void ConTeam(IConsole::IResult *pResult, void *pUserData);
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static void ConKill(IConsole::IResult *pResult, void *pUserData);
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static void ConchainSpecialInfoupdate(IConsole::IResult *pResult, void *pUserData, IConsole::FCommandCallback pfnCallback, void *pCallbackUserData);
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public:
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IKernel *Kernel() { return IInterface::Kernel(); }
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class IGraphics *Graphics() const { return m_pGraphics; }
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class IClient *Client() const { return m_pClient; }
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class CUI *UI() { return &m_UI; }
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class ISound *Sound() const { return m_pSound; }
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class IInput *Input() const { return m_pInput; }
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class IStorage *Storage() const { return m_pStorage; }
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class IConsole *Console() { return m_pConsole; }
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class ITextRender *TextRender() const { return m_pTextRender; }
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class IDemoPlayer *DemoPlayer() const { return m_pDemoPlayer; }
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class IDemoRecorder *DemoRecorder() const { return m_pDemoRecorder; }
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class IServerBrowser *ServerBrowser() const { return m_pServerBrowser; }
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class CRenderTools *RenderTools() { return &m_RenderTools; }
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class CLayers *Layers() { return &m_Layers; };
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class CCollision *Collision() { return &m_Collision; };
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int NetobjNumCorrections() { return m_NetObjHandler.NumObjCorrections(); }
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const char *NetobjCorrectedOn() { return m_NetObjHandler.CorrectedObjOn(); }
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bool m_SuppressEvents;
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bool m_NewTick;
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bool m_NewPredictedTick;
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// TODO: move this
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CTuningParams m_Tuning;
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enum
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{
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SERVERMODE_PURE=0,
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SERVERMODE_MOD,
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SERVERMODE_PUREMOD,
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};
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int m_ServerMode;
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vec2 m_LocalCharacterPos;
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// predicted players
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CCharacterCore m_PredictedPrevChar;
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CCharacterCore m_PredictedChar;
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// snap pointers
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struct CSnapState
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{
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const CNetObj_Character *m_pLocalCharacter;
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const CNetObj_Character *m_pLocalPrevCharacter;
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const CNetObj_PlayerInfo *m_pLocalInfo;
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const CNetObj_Flag *m_paFlags[2];
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const CNetObj_Game *m_pGameobj;
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const CNetObj_PlayerInfo *m_paPlayerInfos[MAX_CLIENTS];
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const CNetObj_PlayerInfo *m_paInfoByScore[MAX_CLIENTS];
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int m_LocalCid;
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int m_NumPlayers;
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int m_aTeamSize[2];
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bool m_Spectate;
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//
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struct CCharacterInfo
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{
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bool m_Active;
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// snapshots
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CNetObj_Character m_Prev;
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CNetObj_Character m_Cur;
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// interpolated position
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vec2 m_Position;
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};
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CCharacterInfo m_aCharacters[MAX_CLIENTS];
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};
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CSnapState m_Snap;
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// client data
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struct CClientData
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{
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int m_UseCustomColor;
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int m_ColorBody;
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int m_ColorFeet;
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char m_aName[64];
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char m_aSkinName[64];
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int m_SkinId;
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int m_SkinColor;
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int m_Team;
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int m_Emoticon;
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int m_EmoticonStart;
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CCharacterCore m_Predicted;
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CTeeRenderInfo m_SkinInfo; // this is what the server reports
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CTeeRenderInfo m_RenderInfo; // this is what we use
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float m_Angle;
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void UpdateRenderInfo();
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};
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CClientData m_aClients[MAX_CLIENTS];
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CRenderTools m_RenderTools;
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void OnReset();
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// hooks
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virtual void OnConnected();
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virtual void OnRender();
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virtual void OnRelease();
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virtual void OnInit();
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virtual void OnConsoleInit();
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virtual void OnStateChange(int NewState, int OldState);
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virtual void OnMessage(int MsgId, CUnpacker *pUnpacker);
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virtual void OnNewSnapshot();
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virtual void OnPredict();
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virtual int OnSnapInput(int *pData);
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virtual void OnShutdown();
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virtual void OnEnterGame();
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virtual void OnRconLine(const char *pLine);
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virtual const char *GetItemName(int Type);
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virtual const char *Version();
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virtual const char *NetVersion();
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// actions
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// TODO: move these
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void SendSwitchTeam(int Team);
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void SendInfo(bool Start);
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void SendKill(int ClientId);
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// pointers to all systems
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class CGameConsole *m_pGameConsole;
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class CBinds *m_pBinds;
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class CParticles *m_pParticles;
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class CMenus *m_pMenus;
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class CSkins *m_pSkins;
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class CFlow *m_pFlow;
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class CChat *m_pChat;
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class CDamageInd *m_pDamageind;
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class CCamera *m_pCamera;
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class CControls *m_pControls;
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class CEffects *m_pEffects;
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class CSounds *m_pSounds;
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class CMotd *m_pMotd;
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class CMapImages *m_pMapimages;
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class CVoting *m_pVoting;
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class CScoreboard *m_pScoreboard;
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};
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extern const char *Localize(const char *Str);
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#endif
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