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_GAMEWORLD_H
4#define GAME_CLIENT_PREDICTION_GAMEWORLD_H
5
6#include <game/gamecore.h>
7#include <game/teamscore.h>
8
9#include <list>
10#include <vector>
11
12class CCollision;
13class CCharacter;
14class CEntity;
15class CMapBugs;
16
17class CGameWorld
18{
19public:
20 enum
21 {
22 ENTTYPE_PROJECTILE = 0,
23 ENTTYPE_LASER,
24 ENTTYPE_DOOR,
25 ENTTYPE_DRAGGER,
26 ENTTYPE_LIGHT,
27 ENTTYPE_GUN,
28 ENTTYPE_PLASMA,
29 ENTTYPE_PICKUP,
30 ENTTYPE_FLAG,
31 ENTTYPE_CHARACTER,
32 NUM_ENTTYPES
33 };
34
35 CWorldCore m_Core;
36 CTeamsCore m_Teams;
37
38 CGameWorld();
39 ~CGameWorld();
40 void Init(CCollision *pCollision, CTuningParams *pTuningList, const CMapBugs *pMapBugs);
41
42 CEntity *FindFirst(int Type);
43 CEntity *FindLast(int Type);
44 int FindEntities(vec2 Pos, float Radius, CEntity **ppEnts, int Max, int Type);
45 CCharacter *IntersectCharacter(vec2 Pos0, vec2 Pos1, float Radius, vec2 &NewPos, const CCharacter *pNotThis = nullptr, int CollideWith = -1, const CCharacter *pThisOnly = nullptr);
46 CEntity *IntersectEntity(vec2 Pos0, vec2 Pos1, float Radius, int Type, vec2 &NewPos, const CEntity *pNotThis = nullptr, int CollideWith = -1, const CEntity *pThisOnly = nullptr);
47 void InsertEntity(CEntity *pEntity, bool Last = false);
48 void RemoveEntity(CEntity *pEntity);
49 void RemoveCharacter(CCharacter *pChar);
50 void Tick();
51
52 // DDRace
53 void ReleaseHooked(int ClientId);
54 std::vector<CCharacter *> IntersectedCharacters(vec2 Pos0, vec2 Pos1, float Radius, const CEntity *pNotThis = nullptr);
55
56 int m_GameTick;
57
58 // getter for server variables
59 int GameTick() const { return m_GameTick; }
60 int GameTickSpeed() const { return SERVER_TICK_SPEED; }
61 const CCollision *Collision() const { return m_pCollision; }
62 CCollision *Collision() { return m_pCollision; }
63 CTeamsCore *Teams() { return &m_Teams; }
64 std::vector<SSwitchers> &Switchers() { return m_Core.m_vSwitchers; }
65 CEntity *GetEntity(int Id, int EntityType);
66 CCharacter *GetCharacterById(int Id) { return (Id >= 0 && Id < MAX_CLIENTS) ? m_apCharacters[Id] : nullptr; }
67
68 // from gamecontext
69 void CreateExplosion(vec2 Pos, int Owner, int Weapon, bool NoDamage, int ActivatedTeam, CClientMask Mask);
70
71 // for client side prediction
72 struct
73 {
74 bool m_IsDDRace;
75 bool m_IsVanilla;
76 bool m_IsFNG;
77 bool m_InfiniteAmmo;
78 bool m_PredictTiles;
79 int m_PredictFreeze;
80 bool m_PredictWeapons;
81 bool m_PredictDDRace;
82 bool m_IsSolo;
83 bool m_UseTuneZones;
84 bool m_BugDDRaceInput;
85 bool m_NoWeakHookAndBounce;
86 } m_WorldConfig;
87
88 bool m_IsValidCopy;
89 CGameWorld *m_pParent;
90 CGameWorld *m_pChild;
91
92 int m_LocalClientId;
93
94 bool IsLocalTeam(int OwnerId) const;
95 void OnModified() const;
96 void NetObjBegin(CTeamsCore Teams, int LocalClientId);
97 void NetCharAdd(int ObjId, CNetObj_Character *pChar, CNetObj_DDNetCharacter *pExtended, int GameTeam, bool IsLocal);
98 void NetObjAdd(int ObjId, int ObjType, const void *pObjData, const CNetObj_EntityEx *pDataEx);
99 void NetObjEnd();
100 void CopyWorld(CGameWorld *pFrom);
101 CEntity *FindMatch(int ObjId, int ObjType, const void *pObjData);
102 void Clear();
103
104 const CTuningParams *TuningList() const { return m_pTuningList; }
105 CTuningParams *TuningList() { return m_pTuningList; }
106 const CTuningParams *GlobalTuning() const { return &TuningList()[0]; }
107 CTuningParams *GlobalTuning() { return &TuningList()[0]; }
108 const CTuningParams *GetTuning(int i) const { return &TuningList()[i]; }
109 CTuningParams *GetTuning(int i) { return &TuningList()[i]; }
110
111 bool EmulateBug(int Bug) const;
112
113private:
114 void RemoveEntities();
115
116 CEntity *m_pNextTraverseEntity = nullptr;
117 CEntity *m_apFirstEntityTypes[NUM_ENTTYPES];
118
119 CCharacter *m_apCharacters[MAX_CLIENTS];
120
121 CCollision *m_pCollision;
122 CTuningParams *m_pTuningList;
123 const CMapBugs *m_pMapBugs;
124};
125
126class CCharOrder
127{
128public:
129 std::list<int> m_Ids; // reverse of the order in the gameworld, since entities will be inserted in reverse
130 CCharOrder()
131 {
132 Reset();
133 }
134 void Reset()
135 {
136 m_Ids.clear();
137 for(int i = 0; i < MAX_CLIENTS; i++)
138 m_Ids.push_back(x: i);
139 }
140 void GiveStrong(int c)
141 {
142 if(0 <= c && c < MAX_CLIENTS)
143 {
144 m_Ids.remove(value: c);
145 m_Ids.push_front(x: c);
146 }
147 }
148 void GiveWeak(int c)
149 {
150 if(0 <= c && c < MAX_CLIENTS)
151 {
152 m_Ids.remove(value: c);
153 m_Ids.push_back(x: c);
154 }
155 }
156 bool HasStrongAgainst(int From, int To)
157 {
158 for(int i : m_Ids)
159 {
160 if(i == To)
161 return false;
162 else if(i == From)
163 return true;
164 }
165 return false;
166 }
167};
168
169#endif
170