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-rw-r--r--src/game/server/gs_common.h327
1 files changed, 327 insertions, 0 deletions
diff --git a/src/game/server/gs_common.h b/src/game/server/gs_common.h
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+++ b/src/game/server/gs_common.h
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+/* copyright (c) 2007 magnus auvinen, see licence.txt for more info */
+#include "../g_game.h"
+#include "../generated/gs_data.h"
+
+
+void create_sound_global(int sound, int target=-1);
+
+inline int cmask_all() { return -1; }
+inline int cmask_one(int cid) { return 1<<cid; }
+inline int cmask_all_except_one(int cid) { return 0x7fffffff^cmask_one(cid); }
+inline bool cmask_is_set(int mask, int cid) { return (mask&cmask_one(cid)) != 0; }
+
+//
+class event_handler
+{
+	static const int MAX_EVENTS = 128;
+	static const int MAX_DATASIZE = 128*64;
+
+	int types[MAX_EVENTS];  // TODO: remove some of these arrays
+	int offsets[MAX_EVENTS];
+	int sizes[MAX_EVENTS];
+	int client_masks[MAX_EVENTS];
+	char data[MAX_DATASIZE];
+	
+	int current_offset;
+	int num_events;
+public:
+	event_handler();
+	void *create(int type, int size, int mask = -1);
+	void clear();
+	void snap(int snapping_client);
+};
+
+extern event_handler events;
+
+// a basic entity
+class entity
+{
+private:
+	friend class game_world;
+	friend class player;
+	entity *prev_entity;
+	entity *next_entity;
+
+	entity *prev_type_entity;
+	entity *next_type_entity;
+protected:
+	int id;
+public:
+	float proximity_radius;
+	unsigned flags;
+	int objtype;
+	vec2 pos;
+
+	enum
+	{
+		FLAG_DESTROY=0x00000001,
+		FLAG_PHYSICS=0x00000002,
+	};
+	
+	entity(int objtype);
+	virtual ~entity();
+	
+	virtual void reset() {}
+	virtual void post_reset() {}
+	
+	void set_flag(unsigned flag) { flags |= flag; }
+	void clear_flag(unsigned flag) { flags &= ~flag; }
+
+	virtual void destroy() { delete this; }
+	virtual void tick() {}
+	virtual void tick_defered() {}
+		
+	virtual void snap(int snapping_client) {}
+		
+	virtual bool take_damage(vec2 force, int dmg, int from, int weapon) { return true; }
+};
+
+
+class game_world
+{
+	void reset();
+	void remove_entities();
+public:
+	enum
+	{
+		NUM_ENT_TYPES=10, // TODO: are more exact value perhaps? :)
+	};
+
+	// TODO: two lists seams kinda not good, shouldn't be needed
+	entity *first_entity;
+	entity *first_entity_types[NUM_ENT_TYPES];
+	bool paused;
+	bool reset_requested;
+	
+	world_core core;
+	
+	game_world();
+	int find_entities(vec2 pos, float radius, entity **ents, int max);
+	int find_entities(vec2 pos, float radius, entity **ents, int max, const int* types, int maxtypes);
+
+	void insert_entity(entity *ent);
+	void destroy_entity(entity *ent);
+	void remove_entity(entity *ent);
+	
+	//
+	void snap(int snapping_client);
+	void tick();
+};
+
+extern game_world *world;
+
+// game object
+// TODO: should change name of this one
+class gameobject : public entity
+{
+protected:
+	void cyclemap();
+	void resetgame();
+	
+	int round_start_tick;
+	int game_over_tick;
+	int sudden_death;
+	
+	int teamscore[2];
+	
+	int warmup;
+	int round_count;
+	
+	bool is_teamplay;
+	
+public:
+	int gametype;
+	gameobject();
+
+	void do_team_wincheck();
+	void do_warmup(int seconds);
+	
+	void startround();
+	void endround();
+	
+	bool is_friendly_fire(int cid1, int cid2);
+	
+	virtual void post_reset();
+	virtual void tick();
+	
+	virtual void on_player_spawn(class player *p) {}
+	virtual int on_player_death(class player *victim, class player *killer, int weapon);
+	
+	virtual void on_player_info_change(class player *p);
+	
+	virtual void snap(int snapping_client);
+	virtual int getteam(int notthisid);
+};
+
+extern gameobject *gameobj;
+
+
+// TODO: move to seperate file
+class powerup : public entity
+{
+public:
+	static const int phys_size = 14;
+	
+	int type;
+	int subtype; // weapon type for instance?
+	int spawntick;
+	powerup(int _type, int _subtype = 0);
+	
+	virtual void reset();
+	virtual void tick();
+	virtual void snap(int snapping_client);
+};
+
+// projectile entity
+class projectile : public entity
+{
+public:
+	enum
+	{
+		PROJECTILE_FLAGS_EXPLODE = 1 << 0,
+
+		WEAPON_PROJECTILETYPE_GUN		= 0,
+		WEAPON_PROJECTILETYPE_ROCKET	= 1,
+		WEAPON_PROJECTILETYPE_SHOTGUN	= 2,
+		WEAPON_PROJECTILETYPE_SNIPER	= 6,
+	};
+	
+	vec2 vel;
+	entity *powner; // this is nasty, could be removed when client quits
+	int lifespan;
+	int owner;
+	int type;
+	int flags;
+	int damage;
+	int sound_impact;
+	int weapon;
+	int bounce;
+	float force;
+	int start_tick;
+	
+	projectile(int type, int owner, vec2 pos, vec2 vel, int span, entity* powner,
+		int damage, int flags, float force, int sound_impact, int weapon);
+	virtual void reset();
+	virtual void tick();
+	virtual void snap(int snapping_client);
+};
+
+// player entity
+class player : public entity
+{
+public:
+	static const int phys_size = 28;
+	
+	enum // what are these?
+	{
+		MODIFIER_RETURNFLAGS_OVERRIDEVELOCITY		= 1 << 0,
+		MODIFIER_RETURNFLAGS_OVERRIDEPOSITION		= 1 << 1,
+		MODIFIER_RETURNFLAGS_OVERRIDEGRAVITY		= 1 << 2,
+
+		MODIFIER_RETURNFLAGS_NOHOOK					= 1 << 3,
+
+
+		WEAPONSTAGE_SNIPER_NEUTRAL					= 0,
+		WEAPONSTAGE_SNIPER_CHARGING					= 1,
+	};
+
+	// weapon info
+	entity* hitobjects[10];
+	int numobjectshit;
+	struct weaponstat
+	{
+		int ammoregenstart;
+		int ammo;
+		int ammocost;
+		int weaponstage;
+		int chargetick;
+		bool got;
+	} weapons[NUM_WEAPONS];
+	int active_weapon;
+	int last_weapon;
+	int wanted_weapon;
+	int reload_timer;
+	int attack_tick;
+	
+	int damage_taken;
+
+	int emote_type;
+	int emote_stop;
+
+	int last_action;
+	
+	//
+	int client_id;
+	char skin_name[64];
+	int use_custom_color;
+	int color_body;
+	int color_feet;
+
+	// input	
+	player_input previnput;
+	player_input input;
+	int num_inputs;
+	int jumped;
+	
+	int damage_taken_tick;
+
+	int health;
+	int armor;
+
+	// ninja
+	vec2 activationdir;
+	int ninjaactivationtick;
+	int extrapowerflags;
+	int currentcooldown;
+	int currentactivation;
+	int currentmovetime;
+
+	//
+	int score;
+	int team;
+	int state;
+	
+	bool spawning;
+	bool dead;
+	int die_tick;
+	
+	// latency calculations
+	int latency_accum;
+	int latency_accum_min;
+	int latency_accum_max;
+	int latency_avg;
+	int latency_min;
+	int latency_max;
+
+	// the player core for the physics	
+	player_core core;
+
+	//
+	player();
+	void init();
+	virtual void reset();
+	virtual void destroy();
+		
+	void try_respawn();
+	void respawn();
+	
+	void set_team(int team);
+	
+	bool is_grounded();
+	
+	void set_weapon(int w);
+	
+	int handle_weapons();
+	int handle_ninja();
+	int handle_sniper();
+
+	virtual void tick();
+	virtual void tick_defered();
+	
+	void die(int killer, int weapon);
+	
+	virtual bool take_damage(vec2 force, int dmg, int from, int weapon);
+	virtual void snap(int snaping_client);
+};
+
+extern player *players;