| 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_SERVER_GAMEWORLD_H |
| 4 | #define GAME_SERVER_GAMEWORLD_H |
| 5 | |
| 6 | #include "save.h" |
| 7 | |
| 8 | #include <game/gamecore.h> |
| 9 | |
| 10 | #include <vector> |
| 11 | |
| 12 | class CCollision; |
| 13 | class CEntity; |
| 14 | class CCharacter; |
| 15 | |
| 16 | /* |
| 17 | Class: Game World |
| 18 | Tracks all entities in the game. Propagates tick and |
| 19 | snap calls to all entities. |
| 20 | */ |
| 21 | class CGameWorld |
| 22 | { |
| 23 | public: |
| 24 | enum |
| 25 | { |
| 26 | ENTTYPE_PROJECTILE = 0, |
| 27 | ENTTYPE_LASER, |
| 28 | ENTTYPE_PICKUP, |
| 29 | ENTTYPE_FLAG, |
| 30 | ENTTYPE_CHARACTER, |
| 31 | NUM_ENTTYPES |
| 32 | }; |
| 33 | |
| 34 | private: |
| 35 | void Reset(); |
| 36 | void RemoveEntities(); |
| 37 | |
| 38 | CEntity *m_pNextTraverseEntity = nullptr; |
| 39 | CEntity *m_apFirstEntityTypes[NUM_ENTTYPES]; |
| 40 | |
| 41 | class CGameContext *m_pGameServer; |
| 42 | class CConfig *m_pConfig; |
| 43 | class IServer *m_pServer; |
| 44 | CTuningParams *m_pTuningList; |
| 45 | |
| 46 | public: |
| 47 | class CGameContext *GameServer() { return m_pGameServer; } |
| 48 | class CConfig *Config() { return m_pConfig; } |
| 49 | class IServer *Server() { return m_pServer; } |
| 50 | |
| 51 | bool m_ResetRequested; |
| 52 | bool m_Paused; |
| 53 | CWorldCore m_Core; |
| 54 | |
| 55 | CGameWorld(); |
| 56 | ~CGameWorld(); |
| 57 | |
| 58 | void SetGameServer(CGameContext *pGameServer); |
| 59 | void Init(CCollision *pCollision, CTuningParams *pTuningList); |
| 60 | |
| 61 | CEntity *FindFirst(int Type); |
| 62 | |
| 63 | /* |
| 64 | Function: FindEntities |
| 65 | Finds entities close to a position and returns them in a list. |
| 66 | |
| 67 | Arguments: |
| 68 | Pos - Position. |
| 69 | Radius - How close the entities have to be. |
| 70 | ppEnts - Pointer to a list that should be filled with the pointers |
| 71 | to the entities. |
| 72 | Max - Number of entities that fits into the ents array. |
| 73 | Type - Type of the entities to find. |
| 74 | |
| 75 | Returns: |
| 76 | Number of entities found and added to the ents array. |
| 77 | */ |
| 78 | int FindEntities(vec2 Pos, float Radius, CEntity **ppEnts, int Max, int Type); |
| 79 | |
| 80 | /** |
| 81 | * Finds the CCharacter that intersects the line. |
| 82 | * |
| 83 | * @see IntersectEntity |
| 84 | * |
| 85 | * @param Pos0 Start position |
| 86 | * @param Pos1 End position |
| 87 | * @param Radius How far from the line the @link CCharacter @endlink is allowed to be |
| 88 | * @param NewPos Intersection position |
| 89 | * @param pNotThis Character to ignore intersecting with |
| 90 | * @param CollideWith Only find entities that can collide with that Client Id (pass -1 to ignore this check) |
| 91 | * @param pThisOnly Only search this specific character and ignore all others |
| 92 | * |
| 93 | * @return Pointer to the closest hit or `nullptr` if there is no intersection. |
| 94 | */ |
| 95 | CCharacter *IntersectCharacter(vec2 Pos0, vec2 Pos1, float Radius, vec2 &NewPos, const CCharacter *pNotThis = nullptr, int CollideWith = -1, const CCharacter *pThisOnly = nullptr); |
| 96 | |
| 97 | /** |
| 98 | * Finds the CEntity that intersects the line. |
| 99 | * |
| 100 | * @see IntersectCharacter |
| 101 | * |
| 102 | * @param Pos0 Start position |
| 103 | * @param Pos1 End position |
| 104 | * @param Radius How far from the line the @link CEntity @endlink is allowed to be |
| 105 | * @param Type Type of the entity to intersect |
| 106 | * @param NewPos Intersection position |
| 107 | * @param pNotThis Entity to ignore intersecting with |
| 108 | * @param CollideWith Only find entities that can collide with that Client Id (pass -1 to ignore this check) |
| 109 | * @param pThisOnly Only search this specific entity and ignore all others |
| 110 | * |
| 111 | * @return Pointer to the closest hit or `nullptr` if there is no intersection. |
| 112 | */ |
| 113 | CEntity *IntersectEntity(vec2 Pos0, vec2 Pos1, float Radius, int Type, vec2 &NewPos, const CEntity *pNotThis = nullptr, int CollideWith = -1, const CEntity *pThisOnly = nullptr); |
| 114 | |
| 115 | /* |
| 116 | Function: ClosestCharacter |
| 117 | Finds the closest CCharacter to a specific point. |
| 118 | |
| 119 | Arguments: |
| 120 | Pos - The center position. |
| 121 | Radius - How far off the CCharacter is allowed to be |
| 122 | pNotThis - Entity to ignore |
| 123 | |
| 124 | Returns: |
| 125 | Returns a pointer to the closest CCharacter or NULL if no CCharacter is close enough. |
| 126 | */ |
| 127 | CCharacter *ClosestCharacter(vec2 Pos, float Radius, const CEntity *pNotThis); |
| 128 | |
| 129 | /* |
| 130 | Function: InsertEntity |
| 131 | Adds an entity to the world. |
| 132 | |
| 133 | Arguments: |
| 134 | pEntity - Entity to add |
| 135 | */ |
| 136 | void InsertEntity(CEntity *pEntity); |
| 137 | |
| 138 | /* |
| 139 | Function: RemoveEntity |
| 140 | Removes an entity from the world. |
| 141 | |
| 142 | Arguments: |
| 143 | pEntity - Entity to remove |
| 144 | */ |
| 145 | void RemoveEntity(CEntity *pEntity); |
| 146 | |
| 147 | void RemoveEntitiesFromPlayer(int PlayerId); |
| 148 | void RemoveEntitiesFromPlayers(int PlayerIds[], int NumPlayers); |
| 149 | |
| 150 | /* |
| 151 | Function: Snap |
| 152 | Calls Snap on all the entities in the world to create |
| 153 | the snapshot. |
| 154 | |
| 155 | Arguments: |
| 156 | SnappingClient - ID of the client which snapshot |
| 157 | is being created. |
| 158 | */ |
| 159 | void Snap(int SnappingClient); |
| 160 | |
| 161 | /* |
| 162 | Function: Tick |
| 163 | Calls Tick on all the entities in the world to progress |
| 164 | the world to the next tick. |
| 165 | */ |
| 166 | void Tick(); |
| 167 | |
| 168 | /* |
| 169 | Function: SwapClients |
| 170 | Calls SwapClients on all the entities in the world to ensure that /swap |
| 171 | command is handled safely. |
| 172 | */ |
| 173 | void SwapClients(int Client1, int Client2); |
| 174 | |
| 175 | /* |
| 176 | Function: BlocksSave |
| 177 | Checks if any entity would block /save |
| 178 | */ |
| 179 | ESaveResult BlocksSave(int ClientId); |
| 180 | |
| 181 | // DDRace |
| 182 | void ReleaseHooked(int ClientId); |
| 183 | |
| 184 | /* |
| 185 | Function: IntersectedCharacters |
| 186 | Finds all CCharacters that intersect the line. |
| 187 | |
| 188 | Arguments: |
| 189 | Pos0 - Start position |
| 190 | Pos1 - End position |
| 191 | Radius - How for from the line the CCharacter is allowed to be. |
| 192 | pNotThis - Entity to ignore intersecting with |
| 193 | |
| 194 | Returns: |
| 195 | Returns list with all Characters on line. |
| 196 | */ |
| 197 | std::vector<CCharacter *> IntersectedCharacters(vec2 Pos0, vec2 Pos1, float Radius, const CEntity *pNotThis = nullptr); |
| 198 | |
| 199 | const CTuningParams *TuningList() const { return m_pTuningList; } |
| 200 | CTuningParams *TuningList() { return m_pTuningList; } |
| 201 | const CTuningParams *GetTuning(int i) const { return &TuningList()[i]; } |
| 202 | CTuningParams *GetTuning(int i) { return &TuningList()[i]; } |
| 203 | }; |
| 204 | |
| 205 | #endif |
| 206 | |