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/* bzflag
* Copyright (c) 1993-2025 Tim Riker
*
* This package is free software; you can redistribute it and/or
* modify it under the terms of the license found in the file
* named COPYING that should have accompanied this file.
*
* THIS PACKAGE IS PROVIDED ``AS IS'' AND WITHOUT ANY EXPRESS OR
* IMPLIED WARRANTIES, INCLUDING, WITHOUT LIMITATION, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE.
*/
#ifndef BZF_PLAYERSTATE_H
#define BZF_PLAYERSTATE_H
#include "common.h"
class PlayerState
{
public:
enum PStatus // bit masks
{
DeadStatus = 0, // not alive, not paused, etc.
Alive = (1 << 0), // player is alive
Paused = (1 << 1), // player is paused
Exploding = (1 << 2), // currently blowing up
Teleporting = (1 << 3), // teleported recently
FlagActive = (1 << 4), // flag special powers active
CrossingWall = (1 << 5), // tank crossing building wall
Falling = (1 << 6), // tank accel'd by gravity
OnDriver = (1 << 7), // tank is on a physics driver
UserInputs = (1 << 8), // user speed and angvel are sent
JumpJets = (1 << 9), // tank has jump jets on
PlaySound = (1 << 10) // play one or more sounds
};
enum PStatusSounds
{
NoSounds = 0,
JumpSound = (1 << 0),
WingsSound = (1 << 1),
BounceSound = (1 << 2)
};
PlayerState();
void* pack(void*, uint16_t& code);
const void* unpack(const void*, uint16_t code);
long order; // packet ordering
short status; // see PStatus enum
float pos[3]; // position of tank
float velocity[3]; // velocity of tank
float azimuth; // orientation of tank
float angVel; // angular velocity of tank
int phydrv; // physics driver
// the following are to be used only for drawing
float userSpeed; // user's desired angular velocity
float userAngVel; // angular velocity of tank
float jumpJetsScale; // angular velocity of tank
// used to avoid awkward remote bouncy sounds
uint8_t sounds; // for playing sounds
};
#endif
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