diff options
Diffstat (limited to 'src/game/server/gs_common.h')
| -rw-r--r-- | src/game/server/gs_common.h | 90 |
1 files changed, 45 insertions, 45 deletions
diff --git a/src/game/server/gs_common.h b/src/game/server/gs_common.h index efebe384..6b307cdf 100644 --- a/src/game/server/gs_common.h +++ b/src/game/server/gs_common.h @@ -3,7 +3,7 @@ #include "../generated/gs_data.h" -extern tuning_params tuning; +extern TUNING_PARAMS tuning; void create_sound_global(int sound, int target=-1); @@ -13,7 +13,7 @@ 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 +class EVENT_HANDLER { static const int MAX_EVENTS = 128; static const int MAX_DATASIZE = 128*64; @@ -27,25 +27,25 @@ class event_handler int current_offset; int num_events; public: - event_handler(); + EVENT_HANDLER(); void *create(int type, int size, int mask = -1); void clear(); void snap(int snapping_client); }; -extern event_handler events; +extern EVENT_HANDLER events; // a basic entity -class entity +class ENTITY { private: - friend class game_world; - friend class player; - entity *prev_entity; - entity *next_entity; + friend class GAMEWORLD; // thy these? + friend class PLAYER; + ENTITY *prev_entity; + ENTITY *next_entity; - entity *prev_type_entity; - entity *next_type_entity; + ENTITY *prev_type_entity; + ENTITY *next_type_entity; protected: int id; public: @@ -60,8 +60,8 @@ public: FLAG_PHYSICS=0x00000002, }; - entity(int objtype); - virtual ~entity(); + ENTITY(int objtype); + virtual ~ENTITY(); virtual void reset() {} virtual void post_reset() {} @@ -79,7 +79,7 @@ public: }; -class game_world +class GAMEWORLD { void reset(); void remove_entities(); @@ -90,32 +90,32 @@ public: }; // TODO: two lists seams kinda not good, shouldn't be needed - entity *first_entity; - entity *first_entity_types[NUM_ENT_TYPES]; + ENTITY *first_entity; + ENTITY *first_entity_types[NUM_ENT_TYPES]; bool paused; bool reset_requested; - world_core core; + WORLD_CORE core; - game_world(); - ~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); + GAMEWORLD(); + ~GAMEWORLD(); + 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 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; +extern GAMEWORLD *world; // game object // TODO: should change name of this one -class gameobject : public entity +class GAMECONTROLLER : public ENTITY { protected: void cyclemap(); @@ -134,7 +134,7 @@ protected: public: int gametype; - gameobject(); + GAMECONTROLLER(); void do_team_score_wincheck(); void do_player_score_wincheck(); @@ -151,10 +151,10 @@ public: 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_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 on_player_info_change(class PLAYER *p); virtual void snap(int snapping_client); virtual int get_auto_team(int notthisid); @@ -162,11 +162,11 @@ public: int clampteam(int team); }; -extern gameobject *gameobj; +extern GAMECONTROLLER *gamecontroller; // TODO: move to seperate file -class powerup : public entity +class PICKUP : public ENTITY { public: static const int phys_size = 14; @@ -174,7 +174,7 @@ public: int type; int subtype; // weapon type for instance? int spawntick; - powerup(int _type, int _subtype = 0); + PICKUP(int _type, int _subtype = 0); virtual void reset(); virtual void tick(); @@ -182,7 +182,7 @@ public: }; // projectile entity -class projectile : public entity +class PROJECTILE : public ENTITY { public: enum @@ -191,7 +191,7 @@ public: }; vec2 direction; - entity *powner; // this is nasty, could be removed when client quits + ENTITY *powner; // this is nasty, could be removed when client quits int lifespan; int owner; int type; @@ -203,7 +203,7 @@ public: float force; int start_tick; - projectile(int type, int owner, vec2 pos, vec2 vel, int span, entity* powner, + PROJECTILE(int type, int owner, vec2 pos, vec2 vel, int span, ENTITY* powner, int damage, int flags, float force, int sound_impact, int weapon); vec2 get_pos(float time); @@ -214,21 +214,21 @@ public: virtual void snap(int snapping_client); }; -class laser : public entity +class LASER : public ENTITY { vec2 from; vec2 dir; float energy; int bounces; int eval_tick; - player *owner; + PLAYER *owner; bool hit_player(vec2 from, vec2 to); void do_bounce(); public: - laser(vec2 pos, vec2 direction, float start_energy, player *owner); + LASER(vec2 pos, vec2 direction, float start_energy, PLAYER *owner); virtual void reset(); virtual void tick(); @@ -236,15 +236,15 @@ public: }; // player entity -class player : public entity +class PLAYER : public ENTITY { public: static const int phys_size = 28; // weapon info - entity *hitobjects[10]; + ENTITY *hitobjects[10]; int numobjectshit; - struct weaponstat + struct WEAPONSTAT { int ammoregenstart; int ammo; @@ -316,13 +316,13 @@ public: int latency_max; // the player core for the physics - player_core core; + PLAYER_CORE core; // int64 last_chat; // - player(); + PLAYER(); void init(); virtual void reset(); virtual void destroy(); @@ -354,4 +354,4 @@ public: virtual void snap(int snaping_client); }; -extern player *players; +extern PLAYER *players; |