ddnet/src/game/game_protocol.h
2007-12-09 09:48:53 +00:00

214 lines
3.4 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
// --------- PHYSICS TWEAK! --------
const float ground_control_speed = 7.0f;
const float ground_control_accel = 2.0f;
const float ground_friction = 0.5f;
const float ground_jump_speed = 12.6f;
const float ground_air_speed = 11.5f;
const float air_control_speed = 5.0f;
const float air_control_accel = 1.5f;
const float air_friction = 0.95f;
const float hook_length = 34*10.0f;
const float hook_fire_speed = 45.0f;
const float hook_drag_accel = 3.0f;
const float hook_drag_speed = 15.0f;
const float gravity = 0.5f;
const float wall_friction = 0.80f;
const float wall_jump_speed_up = ground_jump_speed*0.8f;
const float wall_jump_speed_out = ground_jump_speed*0.8f;
// 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_POWERUP,
OBJTYPE_FLAG,
EVENT_EXPLOSION,
EVENT_DAMAGEINDICATION,
EVENT_SOUND_WORLD,
EVENT_SMOKE,
EVENT_SPAWN,
EVENT_DEATH,
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,
};
enum
{
EMOTE_NORMAL=0,
EMOTE_PAIN,
EMOTE_HAPPY,
EMOTE_SURPRISE,
EMOTE_ANGRY,
EMOTE_BLINK,
};
enum
{
INPUT_STATE_MASK=0x1f,
};
enum
{
STATE_UNKNOWN=0,
STATE_PLAYING,
STATE_IN_MENU,
STATE_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 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 type;
int tick;
int x, y;
int vx, vy; // should be an angle instead
int start_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_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 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;
};