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| author | Magnus Auvinen <magnus.auvinen@gmail.com> | 2007-12-15 10:24:49 +0000 |
|---|---|---|
| committer | Magnus Auvinen <magnus.auvinen@gmail.com> | 2007-12-15 10:24:49 +0000 |
| commit | a2566b3ebd93e0bbc55a920a7be08054a9377f11 (patch) | |
| tree | 44a4612805d894168fe4b3b4c065fccc1a1686e9 /src/game/game_protocol.h | |
| parent | ac9873056aa1fe529b098f19ff31e9ffa0e016a2 (diff) | |
| download | zcatch-a2566b3ebd93e0bbc55a920a7be08054a9377f11.tar.gz zcatch-a2566b3ebd93e0bbc55a920a7be08054a9377f11.zip | |
cleaned up code structure a bit
Diffstat (limited to 'src/game/game_protocol.h')
| -rw-r--r-- | src/game/game_protocol.h | 215 |
1 files changed, 0 insertions, 215 deletions
diff --git a/src/game/game_protocol.h b/src/game/game_protocol.h deleted file mode 100644 index 4fcc1e5f..00000000 --- a/src/game/game_protocol.h +++ /dev/null @@ -1,215 +0,0 @@ -/* 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_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, -}; - -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_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 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; -}; |