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Diffstat (limited to 'src/game/server/entities/character.h')
| -rw-r--r-- | src/game/server/entities/character.h | 133 |
1 files changed, 133 insertions, 0 deletions
diff --git a/src/game/server/entities/character.h b/src/game/server/entities/character.h new file mode 100644 index 00000000..30c6586f --- /dev/null +++ b/src/game/server/entities/character.h @@ -0,0 +1,133 @@ +#ifndef GAME_SERVER_ENTITIES_CHARACTER_H +#define GAME_SERVER_ENTITIES_CHARACTER_H + +#include <game/server/entity.h> +#include <game/generated/server_data.h> +#include <game/generated/protocol.h> + +#include <game/gamecore.h> + +//character's size +const int g_CharPhysSize = 28; + +enum +{ + WEAPON_GAME = -3, // team switching etc + WEAPON_SELF = -2, // console kill command + WEAPON_WORLD = -1, // death tiles etc +}; + +class CCharacter : public CEntity +{ + MACRO_ALLOC_POOL_ID() + +public: + CCharacter(CGameWorld *pWorld); + + virtual void Reset(); + virtual void Destroy(); + virtual void Tick(); + virtual void TickDefered(); + virtual void Snap(int SnappingClient); + + bool IsGrounded(); + + void SetWeapon(int W); + void HandleWeaponSwitch(); + void DoWeaponSwitch(); + + void HandleWeapons(); + void HandleNinja(); + + void OnPredictedInput(CNetObj_PlayerInput *pNewInput); + void OnDirectInput(CNetObj_PlayerInput *pNewInput); + void FireWeapon(); + + void Die(int Killer, int Weapon); + bool TakeDamage(vec2 Force, int Dmg, int From, int Weapon); + + bool Spawn(class CPlayer *pPlayer, vec2 Pos); + bool Remove(); + + bool IncreaseHealth(int Amount); + bool IncreaseArmor(int Amount); + + bool GiveWeapon(int Weapon, int Ammo); + void GiveNinja(); + + void SetEmote(int Emote, int Tick); + + const bool IsAlive() { return m_Alive; } + class CPlayer *GetPlayer() { return m_pPlayer; } + +private: + // player controlling this character + class CPlayer *m_pPlayer; + + bool m_Alive; + + // weapon info + CEntity *m_apHitObjects[10]; + int m_NumObjectsHit; + + struct WeaponStat + { + int m_AmmoRegenStart; + int m_Ammo; + int m_Ammocost; + bool m_Got; + + } m_aWeapons[NUM_WEAPONS]; + + int m_ActiveWeapon; + int m_LastWeapon; + int m_QueuedWeapon; + + int m_ReloadTimer; + int m_AttackTick; + + int m_DamageTaken; + + int m_EmoteType; + int m_EmoteStop; + + // last tick that the player took any action ie some input + int m_LastAction; + + // these are non-heldback inputs + CNetObj_PlayerInput m_LatestPrevInput; + CNetObj_PlayerInput m_LatestInput; + + // input + CNetObj_PlayerInput m_PrevInput; + CNetObj_PlayerInput m_Input; + int m_NumInputs; + int m_Jumped; + + int m_DamageTakenTick; + + int m_Health; + int m_Armor; + + // ninja + struct + { + vec2 m_ActivationDir; + int m_ActivationTick; + int m_CurrentMoveTime; + + } m_Ninja; + + int m_PlayerState;// if the client is chatting, accessing a menu or so + + // the player core for the physics + CCharacterCore m_Core; + + // info for dead reckoning + int m_ReckoningTick; // tick that we are performing dead reckoning From + CCharacterCore m_SendCore; // core that we should send + CCharacterCore m_ReckoningCore; // the dead reckoning core + +}; + +#endif |