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Cavestory Mod API
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A networking player. More...
#include <CaveNet_ExportedTypes.h>
Public Member Functions | |
| NetPlayer (NetClient *client) | |
| void | ClearPredictionFrames () |
| Clear all prediction frames. | |
| void | AddPredictionFrame () |
| Remember the current playerstate for movement prediction. | |
| bool | ApplyClosestPredictionFrame (unsigned long long int iGlobalTime, int iClientX, int iClientY) |
| Apply the closest frame to the given global timestamp. More... | |
| NetPlayerFrameInfo * | FindClosestPredictionFrame (unsigned long long int iGlobalTime, int iClientX, int iClientY) |
| Get the closest movement frame to the given timestamp. More... | |
| void | EndAnimation () |
| End the current animation. | |
| bool | BeginFishing () |
| Begin fishing. More... | |
| bool | Tackle (int level) |
| Begin tackling. More... | |
| bool | TeleportIn () |
| Teleports the player in. More... | |
| bool | TeleportOut () |
| Teleports the player out. More... | |
| bool | BecomeDead () |
| Death animation. More... | |
| bool | BecomeCarried (CaveNet::DataStructures::NetClient *pClient) |
| Become a carried NPC. More... | |
| bool | IsAnimating () |
| Check to see if this player is currently being animated. More... | |
| void | Damage (int iDamage, bool bExactDamage=false, PlayerDeathType iDamageType=PlayerDeathType::DEATHTYPE_UNKNOWN, CaveNet::DataStructures::NetClient *pKillerClient=NULL, NPCHAR *pKillerNpc=NULL) |
| Deal damage to this player. More... | |
| void | Act_Camera (bool bKey) |
| Process the camera. More... | |
| void | AirProcess () |
| Process underwater air. | |
| int | GetPlayerState () |
| Get the playerstate for this player. More... | |
| unsigned long long int | GetPlayerStateFlags () |
| Get the playerstate flags for this player. More... | |
| PlayerStateAnimator_OutputType | GetPlayerStateAnimatorType () |
| Returns the animator type for this player. More... | |
| bool | IsPlayerState (int iStateType) |
| Check to see if this player is in the specified state. More... | |
| unsigned long long int | GetPlayerStateFlagsFromCarrier () |
| Get the playerstate flags from the player we're being carried by. More... | |
| bool | IsMaxExp () |
| Check to see if this player has max EXP in their held weapon. More... | |
| bool | CanBeRevived () |
| Check to see if this player can be revived right now. More... | |
| int | CanShoot () |
| Check to see if this player can shoot. More... | |
| void | GetTrg () |
| Update this client's gameKey, gameKeyTrg, key and keyTrg. | |
| void | Act (bool bKey) |
| Tick this player's movement logic. | |
| void | AddExp (int x) |
| void | AddLife (int x) |
| void | SetLife (int x) |
| void | AddMaxLife (int x) |
| void | SetMaxLife (int x) |
| void | SetPosition (int x, int y) |
| void | ShowMyChar (bool val) |
| Show/hide this player. More... | |
| void | Animate (bool bKey) |
| void | Revive (bool restoreControl, int health=1, NetClient *pSavior=NULL, bool bAnnounce=true) |
| Revive this player. More... | |
| void | Kill (bool bResetVelocity=true, PlayerDeathType iDeathType=PlayerDeathType::DEATHTYPE_UNKNOWN, NPCHAR *pKillerNpc=NULL, CaveNet::DataStructures::NetClient *pKillerClient=NULL) |
| Kill this player. More... | |
| void | ResetFlag () |
| Reset the collision flags for this player. | |
| void | HitMyCharMapNoclip () |
| Player collision checking against map tiles whilst in noclip mode. | |
| void | HitMyCharMap () |
| Player collision checking against map tiles. | |
| void | HitMyCharNpChar () |
| Player collision checking against NPCs. | |
| void | HitMyCharBullet () |
| Player collision checking against bullets. | |
| void | HitMyCharBoss () |
| Player collision checking against bosses. | |
| void | Put (int fx, int fy) |
| Draw this player. More... | |
| void | StartAI () |
| Start AI routine (if this is a bot). | |
| void | EndAI () |
| End AI routine (if this is a bot). | |
| void | ProcessAI () |
| loop | |
| NetClient * | GetClient () |
| Get the client that owns this player. More... | |
Public Attributes | |
| NetPlayerFrameInfo * | mMoveHistory |
| Movement prediction information. | |
| unsigned int | mMoveHistoryCount |
| Stores how many movement frames are stored in mMoveHistory. | |
| struct { | |
| AI_Brain * brain | |
| AI Brain. | |
| bool enabled | |
| AI enabled. | |
| } | m_Ai |
| Player data. | |
| struct { | |
| MYCHAR npc | |
| This player's MYCHAR representation. | |
| bool dead | |
| Whether this client is dead or not. | |
| } | m_Player |
Protected Attributes | |
| NetClient * | mClient |
Friends | |
| class | AI_Brain |
| class | AI_ActionBase |
| class | NetClient |
A networking player.
Handles a client's player object.
| void CaveNet::DataStructures::NetPlayer::Act_Camera | ( | bool | bKey | ) |
Process the camera.
| bKey | Whether input is allowed or not |
| void CaveNet::DataStructures::NetPlayer::AddExp | ( | int | x | ) |
| x |
| void CaveNet::DataStructures::NetPlayer::AddLife | ( | int | x | ) |
| x |
| void CaveNet::DataStructures::NetPlayer::AddMaxLife | ( | int | x | ) |
| x |
| void CaveNet::DataStructures::NetPlayer::Animate | ( | bool | bKey | ) |
| bKey | Allow control |
| bool CaveNet::DataStructures::NetPlayer::ApplyClosestPredictionFrame | ( | unsigned long long int | iGlobalTime, |
| int | iClientX, | ||
| int | iClientY | ||
| ) |
Apply the closest frame to the given global timestamp.
| iGlobalTime | The time that the frame should be the closest to. |
| iClientX | The client's X position. |
| iClientY | The client's Y position. |
| bool CaveNet::DataStructures::NetPlayer::BecomeCarried | ( | CaveNet::DataStructures::NetClient * | pClient | ) |
Become a carried NPC.
| bool CaveNet::DataStructures::NetPlayer::BecomeDead | ( | ) |
Death animation.
| bool CaveNet::DataStructures::NetPlayer::BeginFishing | ( | ) |
Begin fishing.
| bool CaveNet::DataStructures::NetPlayer::CanBeRevived | ( | ) |
Check to see if this player can be revived right now.
| int CaveNet::DataStructures::NetPlayer::CanShoot | ( | ) |
Check to see if this player can shoot.
| void CaveNet::DataStructures::NetPlayer::Damage | ( | int | iDamage, |
| bool | bExactDamage = false, |
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| PlayerDeathType | iDamageType = PlayerDeathType::DEATHTYPE_UNKNOWN, |
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| CaveNet::DataStructures::NetClient * | pKillerClient = NULL, |
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| NPCHAR * | pKillerNpc = NULL |
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| ) |
Deal damage to this player.
This method can kill the player.
| damage | The amount of damage to deal. |
| bExactDamage | If set to true, then the damage dealt is not run through any modifier settings. |
| iDamageType | The type of damage done. |
| pKillerClient | The client who is damaging us. |
| pKillerNpc | The NPC who is damaging us. |
| NetPlayerFrameInfo* CaveNet::DataStructures::NetPlayer::FindClosestPredictionFrame | ( | unsigned long long int | iGlobalTime, |
| int | iClientX, | ||
| int | iClientY | ||
| ) |
Get the closest movement frame to the given timestamp.
| iGlobalTime | The time that the frame should be the closest to. |
| iClientX | The client's X position. |
| iClientY | The client's Y position. |
|
inline |
Get the client that owns this player.
| int CaveNet::DataStructures::NetPlayer::GetPlayerState | ( | ) |
Get the playerstate for this player.
| PlayerStateAnimator_OutputType CaveNet::DataStructures::NetPlayer::GetPlayerStateAnimatorType | ( | ) |
Returns the animator type for this player.
| unsigned long long int CaveNet::DataStructures::NetPlayer::GetPlayerStateFlags | ( | ) |
Get the playerstate flags for this player.
| unsigned long long int CaveNet::DataStructures::NetPlayer::GetPlayerStateFlagsFromCarrier | ( | ) |
Get the playerstate flags from the player we're being carried by.
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inline |
Check to see if this player is currently being animated.
| bool CaveNet::DataStructures::NetPlayer::IsMaxExp | ( | ) |
Check to see if this player has max EXP in their held weapon.
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inline |
Check to see if this player is in the specified state.
| iStateType | The state to check. |
| void CaveNet::DataStructures::NetPlayer::Kill | ( | bool | bResetVelocity = true, |
| PlayerDeathType | iDeathType = PlayerDeathType::DEATHTYPE_UNKNOWN, |
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| NPCHAR * | pKillerNpc = NULL, |
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| CaveNet::DataStructures::NetClient * | pKillerClient = NULL |
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| ) |
Kill this player.
| bResetVelocity | Reset the player's velocity to zero. |
| void CaveNet::DataStructures::NetPlayer::Put | ( | int | fx, |
| int | fy | ||
| ) |
Draw this player.
| fx | Camera X |
| fy | Camera Y |
| void CaveNet::DataStructures::NetPlayer::Revive | ( | bool | restoreControl, |
| int | health = 1, |
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| NetClient * | pSavior = NULL, |
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| bool | bAnnounce = true |
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| ) |
Revive this player.
| restoreControl | Restore control after revival. |
| health | How much health to revive them with. |
| pSavior | Our saviour. Can be NULL. |
| bAnnounce | Announce this revival to everyone on the server. |
| void CaveNet::DataStructures::NetPlayer::SetLife | ( | int | x | ) |
| x |
| void CaveNet::DataStructures::NetPlayer::SetMaxLife | ( | int | x | ) |
| x |
| void CaveNet::DataStructures::NetPlayer::SetPosition | ( | int | x, |
| int | y | ||
| ) |
| x | |
| y |
| void CaveNet::DataStructures::NetPlayer::ShowMyChar | ( | bool | val | ) |
Show/hide this player.
| val | Boolean |
| bool CaveNet::DataStructures::NetPlayer::Tackle | ( | int | level | ) |
Begin tackling.
| bool CaveNet::DataStructures::NetPlayer::TeleportIn | ( | ) |
Teleports the player in.
| bool CaveNet::DataStructures::NetPlayer::TeleportOut | ( | ) |
Teleports the player out.