| 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 | |
| 4 | #include "gameworld.h" |
| 5 | |
| 6 | #include "entities/character.h" |
| 7 | #include "entity.h" |
| 8 | #include "gamecontext.h" |
| 9 | #include "gamecontroller.h" |
| 10 | |
| 11 | #include <engine/shared/config.h> |
| 12 | |
| 13 | #include <game/collision.h> |
| 14 | |
| 15 | #include <algorithm> |
| 16 | #include <utility> |
| 17 | |
| 18 | ////////////////////////////////////////////////// |
| 19 | // game world |
| 20 | ////////////////////////////////////////////////// |
| 21 | CGameWorld::CGameWorld() |
| 22 | { |
| 23 | m_pGameServer = nullptr; |
| 24 | m_pConfig = nullptr; |
| 25 | m_pServer = nullptr; |
| 26 | |
| 27 | m_Paused = false; |
| 28 | m_ResetRequested = false; |
| 29 | for(auto &pFirstEntityType : m_apFirstEntityTypes) |
| 30 | pFirstEntityType = nullptr; |
| 31 | } |
| 32 | |
| 33 | CGameWorld::~CGameWorld() |
| 34 | { |
| 35 | // delete all entities |
| 36 | for(auto &pFirstEntityType : m_apFirstEntityTypes) |
| 37 | while(pFirstEntityType) |
| 38 | delete pFirstEntityType; // NOLINT(clang-analyzer-cplusplus.NewDelete) |
| 39 | } |
| 40 | |
| 41 | void CGameWorld::SetGameServer(CGameContext *pGameServer) |
| 42 | { |
| 43 | m_pGameServer = pGameServer; |
| 44 | m_pConfig = m_pGameServer->Config(); |
| 45 | m_pServer = m_pGameServer->Server(); |
| 46 | } |
| 47 | |
| 48 | void CGameWorld::Init(CCollision *pCollision, CTuningParams *pTuningList) |
| 49 | { |
| 50 | m_Core.InitSwitchers(HighestSwitchNumber: pCollision->m_HighestSwitchNumber); |
| 51 | m_pTuningList = pTuningList; |
| 52 | } |
| 53 | |
| 54 | CEntity *CGameWorld::FindFirst(int Type) |
| 55 | { |
| 56 | return Type < 0 || Type >= NUM_ENTTYPES ? nullptr : m_apFirstEntityTypes[Type]; |
| 57 | } |
| 58 | |
| 59 | int CGameWorld::FindEntities(vec2 Pos, float Radius, CEntity **ppEnts, int Max, int Type) |
| 60 | { |
| 61 | if(Type < 0 || Type >= NUM_ENTTYPES) |
| 62 | return 0; |
| 63 | |
| 64 | int Num = 0; |
| 65 | for(CEntity *pEnt = m_apFirstEntityTypes[Type]; pEnt; pEnt = pEnt->m_pNextTypeEntity) |
| 66 | { |
| 67 | if(distance(a: pEnt->m_Pos, b: Pos) < Radius + pEnt->m_ProximityRadius) |
| 68 | { |
| 69 | if(ppEnts) |
| 70 | ppEnts[Num] = pEnt; |
| 71 | Num++; |
| 72 | if(Num == Max) |
| 73 | break; |
| 74 | } |
| 75 | } |
| 76 | |
| 77 | return Num; |
| 78 | } |
| 79 | |
| 80 | void CGameWorld::InsertEntity(CEntity *pEnt) |
| 81 | { |
| 82 | #ifdef CONF_DEBUG |
| 83 | for(CEntity *pCur = m_apFirstEntityTypes[pEnt->m_ObjType]; pCur; pCur = pCur->m_pNextTypeEntity) |
| 84 | dbg_assert(pCur != pEnt, "err" ); |
| 85 | #endif |
| 86 | |
| 87 | // insert it |
| 88 | if(m_apFirstEntityTypes[pEnt->m_ObjType]) |
| 89 | m_apFirstEntityTypes[pEnt->m_ObjType]->m_pPrevTypeEntity = pEnt; |
| 90 | pEnt->m_pNextTypeEntity = m_apFirstEntityTypes[pEnt->m_ObjType]; |
| 91 | pEnt->m_pPrevTypeEntity = nullptr; |
| 92 | m_apFirstEntityTypes[pEnt->m_ObjType] = pEnt; |
| 93 | } |
| 94 | |
| 95 | void CGameWorld::RemoveEntity(CEntity *pEnt) |
| 96 | { |
| 97 | // not in the list |
| 98 | if(!pEnt->m_pNextTypeEntity && !pEnt->m_pPrevTypeEntity && m_apFirstEntityTypes[pEnt->m_ObjType] != pEnt) |
| 99 | return; |
| 100 | |
| 101 | // remove |
| 102 | if(pEnt->m_pPrevTypeEntity) |
| 103 | pEnt->m_pPrevTypeEntity->m_pNextTypeEntity = pEnt->m_pNextTypeEntity; |
| 104 | else |
| 105 | m_apFirstEntityTypes[pEnt->m_ObjType] = pEnt->m_pNextTypeEntity; |
| 106 | if(pEnt->m_pNextTypeEntity) |
| 107 | pEnt->m_pNextTypeEntity->m_pPrevTypeEntity = pEnt->m_pPrevTypeEntity; |
| 108 | |
| 109 | // keep list traversing valid |
| 110 | if(m_pNextTraverseEntity == pEnt) |
| 111 | m_pNextTraverseEntity = pEnt->m_pNextTypeEntity; |
| 112 | |
| 113 | pEnt->m_pNextTypeEntity = nullptr; |
| 114 | pEnt->m_pPrevTypeEntity = nullptr; |
| 115 | } |
| 116 | |
| 117 | // |
| 118 | void CGameWorld::Snap(int SnappingClient) |
| 119 | { |
| 120 | for(CEntity *pEnt = m_apFirstEntityTypes[ENTTYPE_CHARACTER]; pEnt;) |
| 121 | { |
| 122 | m_pNextTraverseEntity = pEnt->m_pNextTypeEntity; |
| 123 | pEnt->Snap(SnappingClient); |
| 124 | pEnt = m_pNextTraverseEntity; |
| 125 | } |
| 126 | |
| 127 | for(int i = 0; i < NUM_ENTTYPES; i++) |
| 128 | { |
| 129 | if(i == ENTTYPE_CHARACTER) |
| 130 | continue; |
| 131 | |
| 132 | for(CEntity *pEnt = m_apFirstEntityTypes[i]; pEnt;) |
| 133 | { |
| 134 | m_pNextTraverseEntity = pEnt->m_pNextTypeEntity; |
| 135 | pEnt->Snap(SnappingClient); |
| 136 | pEnt = m_pNextTraverseEntity; |
| 137 | } |
| 138 | } |
| 139 | } |
| 140 | |
| 141 | void CGameWorld::Reset() |
| 142 | { |
| 143 | // reset all entities |
| 144 | for(auto *pEnt : m_apFirstEntityTypes) |
| 145 | for(; pEnt;) |
| 146 | { |
| 147 | m_pNextTraverseEntity = pEnt->m_pNextTypeEntity; |
| 148 | pEnt->Reset(); |
| 149 | pEnt = m_pNextTraverseEntity; |
| 150 | } |
| 151 | RemoveEntities(); |
| 152 | |
| 153 | GameServer()->m_pController->OnReset(); |
| 154 | RemoveEntities(); |
| 155 | |
| 156 | m_ResetRequested = false; |
| 157 | |
| 158 | GameServer()->CreateAllEntities(Initial: false); |
| 159 | } |
| 160 | |
| 161 | void CGameWorld::RemoveEntitiesFromPlayer(int PlayerId) |
| 162 | { |
| 163 | RemoveEntitiesFromPlayers(PlayerIds: &PlayerId, NumPlayers: 1); |
| 164 | } |
| 165 | |
| 166 | void CGameWorld::RemoveEntitiesFromPlayers(int PlayerIds[], int NumPlayers) |
| 167 | { |
| 168 | for(auto *pEnt : m_apFirstEntityTypes) |
| 169 | { |
| 170 | for(; pEnt;) |
| 171 | { |
| 172 | m_pNextTraverseEntity = pEnt->m_pNextTypeEntity; |
| 173 | for(int i = 0; i < NumPlayers; i++) |
| 174 | { |
| 175 | if(pEnt->GetOwnerId() == PlayerIds[i]) |
| 176 | { |
| 177 | RemoveEntity(pEnt); |
| 178 | pEnt->Destroy(); |
| 179 | break; |
| 180 | } |
| 181 | } |
| 182 | pEnt = m_pNextTraverseEntity; |
| 183 | } |
| 184 | } |
| 185 | } |
| 186 | |
| 187 | void CGameWorld::RemoveEntities() |
| 188 | { |
| 189 | // destroy objects marked for destruction |
| 190 | for(auto *pEnt : m_apFirstEntityTypes) |
| 191 | for(; pEnt;) |
| 192 | { |
| 193 | m_pNextTraverseEntity = pEnt->m_pNextTypeEntity; |
| 194 | if(pEnt->m_MarkedForDestroy) |
| 195 | { |
| 196 | RemoveEntity(pEnt); |
| 197 | pEnt->Destroy(); |
| 198 | } |
| 199 | pEnt = m_pNextTraverseEntity; |
| 200 | } |
| 201 | } |
| 202 | |
| 203 | void CGameWorld::Tick() |
| 204 | { |
| 205 | if(m_ResetRequested) |
| 206 | Reset(); |
| 207 | |
| 208 | if(!m_Paused) |
| 209 | { |
| 210 | // update all objects |
| 211 | for(int i = 0; i < NUM_ENTTYPES; i++) |
| 212 | { |
| 213 | // It's important to call PreTick() and Tick() after each other. |
| 214 | // If we call PreTick() before, and Tick() after other entities have been processed, it causes physics changes such as a stronger shotgun or grenade. |
| 215 | if(g_Config.m_SvNoWeakHook && i == ENTTYPE_CHARACTER) |
| 216 | { |
| 217 | auto *pEnt = m_apFirstEntityTypes[i]; |
| 218 | for(; pEnt;) |
| 219 | { |
| 220 | m_pNextTraverseEntity = pEnt->m_pNextTypeEntity; |
| 221 | ((CCharacter *)pEnt)->PreTick(); |
| 222 | pEnt = m_pNextTraverseEntity; |
| 223 | } |
| 224 | } |
| 225 | |
| 226 | auto *pEnt = m_apFirstEntityTypes[i]; |
| 227 | for(; pEnt;) |
| 228 | { |
| 229 | m_pNextTraverseEntity = pEnt->m_pNextTypeEntity; |
| 230 | pEnt->Tick(); |
| 231 | pEnt = m_pNextTraverseEntity; |
| 232 | } |
| 233 | } |
| 234 | |
| 235 | for(auto *pEnt : m_apFirstEntityTypes) |
| 236 | for(; pEnt;) |
| 237 | { |
| 238 | m_pNextTraverseEntity = pEnt->m_pNextTypeEntity; |
| 239 | pEnt->TickDeferred(); |
| 240 | pEnt = m_pNextTraverseEntity; |
| 241 | } |
| 242 | } |
| 243 | else |
| 244 | { |
| 245 | // update all objects |
| 246 | for(auto *pEnt : m_apFirstEntityTypes) |
| 247 | for(; pEnt;) |
| 248 | { |
| 249 | m_pNextTraverseEntity = pEnt->m_pNextTypeEntity; |
| 250 | pEnt->TickPaused(); |
| 251 | pEnt = m_pNextTraverseEntity; |
| 252 | } |
| 253 | } |
| 254 | |
| 255 | RemoveEntities(); |
| 256 | |
| 257 | // find the characters' strong/weak id |
| 258 | int StrongWeakId = 0; |
| 259 | for(CCharacter *pChar = (CCharacter *)FindFirst(Type: ENTTYPE_CHARACTER); pChar; pChar = (CCharacter *)pChar->TypeNext()) |
| 260 | { |
| 261 | pChar->m_StrongWeakId = StrongWeakId; |
| 262 | StrongWeakId++; |
| 263 | } |
| 264 | } |
| 265 | |
| 266 | ESaveResult CGameWorld::BlocksSave(int ClientId) |
| 267 | { |
| 268 | // check all objects |
| 269 | for(auto *pEnt : m_apFirstEntityTypes) |
| 270 | for(; pEnt;) |
| 271 | { |
| 272 | m_pNextTraverseEntity = pEnt->m_pNextTypeEntity; |
| 273 | ESaveResult Result = pEnt->BlocksSave(ClientId); |
| 274 | if(Result != ESaveResult::SUCCESS) |
| 275 | return Result; |
| 276 | pEnt = m_pNextTraverseEntity; |
| 277 | } |
| 278 | return ESaveResult::SUCCESS; |
| 279 | } |
| 280 | |
| 281 | void CGameWorld::SwapClients(int Client1, int Client2) |
| 282 | { |
| 283 | // update all objects |
| 284 | for(auto *pEnt : m_apFirstEntityTypes) |
| 285 | for(; pEnt;) |
| 286 | { |
| 287 | m_pNextTraverseEntity = pEnt->m_pNextTypeEntity; |
| 288 | pEnt->SwapClients(Client1, Client2); |
| 289 | pEnt = m_pNextTraverseEntity; |
| 290 | } |
| 291 | } |
| 292 | |
| 293 | CCharacter *CGameWorld::IntersectCharacter(vec2 Pos0, vec2 Pos1, float Radius, vec2 &NewPos, const CCharacter *pNotThis, int CollideWith, const CCharacter *pThisOnly) |
| 294 | { |
| 295 | return (CCharacter *)IntersectEntity(Pos0, Pos1, Radius, Type: ENTTYPE_CHARACTER, NewPos, pNotThis, CollideWith, pThisOnly); |
| 296 | } |
| 297 | |
| 298 | CEntity *CGameWorld::IntersectEntity(vec2 Pos0, vec2 Pos1, float Radius, int Type, vec2 &NewPos, const CEntity *pNotThis, int CollideWith, const CEntity *pThisOnly) |
| 299 | { |
| 300 | float ClosestLen = distance(a: Pos0, b: Pos1) * 100.0f; |
| 301 | CEntity *pClosest = nullptr; |
| 302 | |
| 303 | CEntity *pEntity = FindFirst(Type); |
| 304 | for(; pEntity; pEntity = pEntity->TypeNext()) |
| 305 | { |
| 306 | if(pEntity == pNotThis) |
| 307 | continue; |
| 308 | |
| 309 | if(pThisOnly && pEntity != pThisOnly) |
| 310 | continue; |
| 311 | |
| 312 | if(CollideWith != -1 && !pEntity->CanCollide(ClientId: CollideWith)) |
| 313 | continue; |
| 314 | |
| 315 | vec2 IntersectPos; |
| 316 | if(closest_point_on_line(line_pointA: Pos0, line_pointB: Pos1, target_point: pEntity->m_Pos, out_pos&: IntersectPos)) |
| 317 | { |
| 318 | float Len = distance(a: pEntity->m_Pos, b: IntersectPos); |
| 319 | if(Len < pEntity->m_ProximityRadius + Radius) |
| 320 | { |
| 321 | Len = distance(a: Pos0, b: IntersectPos); |
| 322 | if(Len < ClosestLen) |
| 323 | { |
| 324 | NewPos = IntersectPos; |
| 325 | ClosestLen = Len; |
| 326 | pClosest = pEntity; |
| 327 | } |
| 328 | } |
| 329 | } |
| 330 | } |
| 331 | |
| 332 | return pClosest; |
| 333 | } |
| 334 | |
| 335 | CCharacter *CGameWorld::ClosestCharacter(vec2 Pos, float Radius, const CEntity *pNotThis) |
| 336 | { |
| 337 | // Find other players |
| 338 | float ClosestRange = Radius * 2; |
| 339 | CCharacter *pClosest = nullptr; |
| 340 | |
| 341 | CCharacter *p = (CCharacter *)FindFirst(Type: ENTTYPE_CHARACTER); |
| 342 | for(; p; p = (CCharacter *)p->TypeNext()) |
| 343 | { |
| 344 | if(p == pNotThis) |
| 345 | continue; |
| 346 | |
| 347 | float Len = distance(a: Pos, b: p->m_Pos); |
| 348 | if(Len < p->m_ProximityRadius + Radius) |
| 349 | { |
| 350 | if(Len < ClosestRange) |
| 351 | { |
| 352 | ClosestRange = Len; |
| 353 | pClosest = p; |
| 354 | } |
| 355 | } |
| 356 | } |
| 357 | |
| 358 | return pClosest; |
| 359 | } |
| 360 | |
| 361 | std::vector<CCharacter *> CGameWorld::IntersectedCharacters(vec2 Pos0, vec2 Pos1, float Radius, const CEntity *pNotThis) |
| 362 | { |
| 363 | std::vector<CCharacter *> vpCharacters; |
| 364 | CCharacter *pChr = (CCharacter *)FindFirst(Type: CGameWorld::ENTTYPE_CHARACTER); |
| 365 | for(; pChr; pChr = (CCharacter *)pChr->TypeNext()) |
| 366 | { |
| 367 | if(pChr == pNotThis) |
| 368 | continue; |
| 369 | |
| 370 | vec2 IntersectPos; |
| 371 | if(closest_point_on_line(line_pointA: Pos0, line_pointB: Pos1, target_point: pChr->m_Pos, out_pos&: IntersectPos)) |
| 372 | { |
| 373 | float Len = distance(a: pChr->m_Pos, b: IntersectPos); |
| 374 | if(Len < pChr->m_ProximityRadius + Radius) |
| 375 | { |
| 376 | vpCharacters.push_back(x: pChr); |
| 377 | } |
| 378 | } |
| 379 | } |
| 380 | return vpCharacters; |
| 381 | } |
| 382 | |
| 383 | void CGameWorld::ReleaseHooked(int ClientId) |
| 384 | { |
| 385 | CCharacter *pChr = (CCharacter *)FindFirst(Type: CGameWorld::ENTTYPE_CHARACTER); |
| 386 | for(; pChr; pChr = (CCharacter *)pChr->TypeNext()) |
| 387 | { |
| 388 | if(pChr->Core()->HookedPlayer() == ClientId && !pChr->IsSuper()) |
| 389 | { |
| 390 | pChr->ReleaseHook(); |
| 391 | } |
| 392 | } |
| 393 | } |
| 394 | |