| 1 | /* (c) Magnus Auvinen. See licence.txt in the root of the distribution for more information. */ |
| 2 | /* If you are missing that file, acquire a complete release at teeworlds.com. */ |
| 3 | #ifndef GAME_CLIENT_PREDICTION_ENTITIES_CHARACTER_H |
| 4 | #define GAME_CLIENT_PREDICTION_ENTITIES_CHARACTER_H |
| 5 | |
| 6 | #include <generated/protocol.h> |
| 7 | |
| 8 | #include <game/client/prediction/entity.h> |
| 9 | #include <game/gamecore.h> |
| 10 | #include <game/race_state.h> |
| 11 | |
| 12 | enum |
| 13 | { |
| 14 | FAKETUNE_FREEZE = 1 << 0, |
| 15 | FAKETUNE_SOLO = 1 << 1, |
| 16 | FAKETUNE_NOJUMP = 1 << 2, |
| 17 | FAKETUNE_NOCOLL = 1 << 3, |
| 18 | FAKETUNE_NOHOOK = 1 << 4, |
| 19 | FAKETUNE_JETPACK = 1 << 5, |
| 20 | FAKETUNE_NOHAMMER = 1 << 6, |
| 21 | }; |
| 22 | |
| 23 | class CCharacter : public CEntity |
| 24 | { |
| 25 | friend class CGameWorld; |
| 26 | |
| 27 | public: |
| 28 | ~CCharacter() override; |
| 29 | |
| 30 | void PreTick() override; |
| 31 | void Tick() override; |
| 32 | void TickDeferred() override; |
| 33 | |
| 34 | bool IsGrounded(); |
| 35 | |
| 36 | void SetWeapon(int Weapon); |
| 37 | void SetSolo(bool Solo); |
| 38 | void SetSuper(bool Super); |
| 39 | void HandleWeaponSwitch(); |
| 40 | void DoWeaponSwitch(); |
| 41 | |
| 42 | void HandleWeapons(); |
| 43 | void HandleNinja(); |
| 44 | void HandleJetpack(); |
| 45 | |
| 46 | void OnPredictedInput(const CNetObj_PlayerInput *pNewInput); |
| 47 | void OnDirectInput(const CNetObj_PlayerInput *pNewInput); |
| 48 | void ReleaseHook(); |
| 49 | void ResetHook(); |
| 50 | void ResetInput(); |
| 51 | void FireWeapon(); |
| 52 | |
| 53 | bool TakeDamage(vec2 Force, int Dmg, int From, int Weapon); |
| 54 | |
| 55 | void GiveWeapon(int Weapon, bool Remove = false); |
| 56 | void GiveNinja(); |
| 57 | void RemoveNinja(); |
| 58 | |
| 59 | void ResetVelocity(); |
| 60 | void SetVelocity(vec2 NewVelocity); |
| 61 | void SetRawVelocity(vec2 NewVelocity); |
| 62 | void AddVelocity(vec2 Addition); |
| 63 | void ApplyMoveRestrictions(); |
| 64 | |
| 65 | bool m_IsLocal; |
| 66 | |
| 67 | CTeamsCore *TeamsCore(); |
| 68 | bool Freeze(int Seconds); |
| 69 | bool Freeze(); |
| 70 | bool UnFreeze(); |
| 71 | void GiveAllWeapons(); |
| 72 | int Team(); |
| 73 | bool CanCollide(int ClientId) override; |
| 74 | bool SameTeam(int ClientId); |
| 75 | bool m_NinjaJetpack; |
| 76 | int m_FreezeTime; |
| 77 | bool m_FrozenLastTick; |
| 78 | vec2 m_PrevPos; |
| 79 | vec2 m_PrevPrevPos; |
| 80 | int m_TeleCheckpoint; |
| 81 | |
| 82 | int m_TileIndex; |
| 83 | int m_TileFIndex; |
| 84 | |
| 85 | bool m_LastRefillJumps; |
| 86 | |
| 87 | // Setters/Getters because i don't want to modify vanilla vars access modifiers |
| 88 | int GetLastWeapon() const { return m_LastWeapon; } |
| 89 | void SetLastWeapon(int LastWeap) { m_LastWeapon = LastWeap; } |
| 90 | int GetActiveWeapon() const { return m_Core.m_ActiveWeapon; } |
| 91 | void SetActiveWeapon(int ActiveWeapon); |
| 92 | CCharacterCore GetCore() { return m_Core; } |
| 93 | void SetCore(const CCharacterCore &Core) { m_Core = Core; } |
| 94 | const CCharacterCore *Core() const { return &m_Core; } |
| 95 | bool GetWeaponGot(int Type) { return m_Core.m_aWeapons[Type].m_Got; } |
| 96 | void SetWeaponGot(int Type, bool Value) { m_Core.m_aWeapons[Type].m_Got = Value; } |
| 97 | int GetWeaponAmmo(int Type) { return m_Core.m_aWeapons[Type].m_Ammo; } |
| 98 | void SetWeaponAmmo(int Type, int Value) { m_Core.m_aWeapons[Type].m_Ammo = Value; } |
| 99 | void SetNinjaActivationDir(vec2 ActivationDir) { m_Core.m_Ninja.m_ActivationDir = ActivationDir; } |
| 100 | void SetNinjaActivationTick(int ActivationTick) { m_Core.m_Ninja.m_ActivationTick = ActivationTick; } |
| 101 | void SetNinjaCurrentMoveTime(int CurrentMoveTime) { m_Core.m_Ninja.m_CurrentMoveTime = CurrentMoveTime; } |
| 102 | int GetCid() { return m_Id; } |
| 103 | void SetInput(const CNetObj_PlayerInput *pNewInput) |
| 104 | { |
| 105 | m_LatestInput = m_Input = *pNewInput; |
| 106 | // it is not allowed to aim in the center |
| 107 | if(m_Input.m_TargetX == 0 && m_Input.m_TargetY == 0) |
| 108 | { |
| 109 | m_Input.m_TargetY = m_LatestInput.m_TargetY = -1; |
| 110 | } |
| 111 | } |
| 112 | int GetJumped() const { return m_Core.m_Jumped; } |
| 113 | int GetAttackTick() const { return m_AttackTick; } |
| 114 | int GetStrongWeakId() const { return m_StrongWeakId; } |
| 115 | |
| 116 | CCharacter(CGameWorld *pGameWorld, int Id, CNetObj_Character *pChar, CNetObj_DDNetCharacter *pExtended = nullptr); |
| 117 | void Read(CNetObj_Character *pChar, CNetObj_DDNetCharacter *pExtended, bool IsLocal); |
| 118 | void SetCoreWorld(CGameWorld *pGameWorld); |
| 119 | |
| 120 | int m_LastSnapWeapon; |
| 121 | bool m_KeepHooked; |
| 122 | int m_GameTeam; |
| 123 | bool m_CanMoveInFreeze; |
| 124 | |
| 125 | bool Match(CCharacter *pChar) const; |
| 126 | void ResetPrediction(); |
| 127 | void SetTuneZone(int Zone); |
| 128 | int GetOverriddenTuneZone() const; |
| 129 | int GetPureTuneZone() const; |
| 130 | |
| 131 | bool HammerHitDisabled() const { return m_Core.m_HammerHitDisabled; } |
| 132 | bool ShotgunHitDisabled() const { return m_Core.m_ShotgunHitDisabled; } |
| 133 | bool LaserHitDisabled() const { return m_Core.m_LaserHitDisabled; } |
| 134 | bool GrenadeHitDisabled() const { return m_Core.m_GrenadeHitDisabled; } |
| 135 | |
| 136 | bool IsSuper() const { return m_Core.m_Super; } |
| 137 | |
| 138 | private: |
| 139 | // weapon info |
| 140 | int m_aHitObjects[MAX_CLIENTS]; |
| 141 | int m_NumObjectsHit; |
| 142 | |
| 143 | int m_LastWeapon; |
| 144 | int m_QueuedWeapon; |
| 145 | |
| 146 | int m_ReloadTimer; |
| 147 | int m_AttackTick; |
| 148 | |
| 149 | int m_MoveRestrictions; |
| 150 | |
| 151 | // these are non-heldback inputs |
| 152 | CNetObj_PlayerInput m_LatestPrevInput; |
| 153 | CNetObj_PlayerInput m_LatestInput; |
| 154 | |
| 155 | // input |
| 156 | CNetObj_PlayerInput m_PrevInput; |
| 157 | CNetObj_PlayerInput m_Input; |
| 158 | CNetObj_PlayerInput m_SavedInput; |
| 159 | |
| 160 | int m_NumInputs; |
| 161 | |
| 162 | // tune |
| 163 | int m_TuneZone; |
| 164 | int m_TuneZoneOverride; |
| 165 | |
| 166 | // the player core for the physics |
| 167 | CCharacterCore m_Core; |
| 168 | |
| 169 | // DDRace |
| 170 | |
| 171 | static bool IsSwitchActiveCb(int Number, void *pUser); |
| 172 | void HandleTiles(int Index); |
| 173 | void HandleSkippableTiles(int Index); |
| 174 | void DDRaceTick(); |
| 175 | void DDRacePostCoreTick(); |
| 176 | void HandleTuneLayer(); |
| 177 | |
| 178 | int m_StrongWeakId; |
| 179 | |
| 180 | int m_LastWeaponSwitchTick; |
| 181 | int m_LastTuneZoneTick; |
| 182 | }; |
| 183 | |
| 184 | #endif |
| 185 | |