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gameworld.h
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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
18{
19public:
20 enum
21 {
33 };
34
37
38 CGameWorld();
40
41 CEntity *FindFirst(int Type);
42 CEntity *FindLast(int Type);
43 int FindEntities(vec2 Pos, float Radius, CEntity **ppEnts, int Max, int Type);
44 CCharacter *IntersectCharacter(vec2 Pos0, vec2 Pos1, float Radius, vec2 &NewPos, const CCharacter *pNotThis = nullptr, int CollideWith = -1, const CCharacter *pThisOnly = nullptr);
45 CEntity *IntersectEntity(vec2 Pos0, vec2 Pos1, float Radius, int Type, vec2 &NewPos, const CEntity *pNotThis = nullptr, int CollideWith = -1, const CEntity *pThisOnly = nullptr);
46 void InsertEntity(CEntity *pEntity, bool Last = false);
47 void RemoveEntity(CEntity *pEntity);
48 void RemoveCharacter(CCharacter *pChar);
49 void Tick();
50
51 // DDRace
52 void ReleaseHooked(int ClientId);
53 std::vector<CCharacter *> IntersectedCharacters(vec2 Pos0, vec2 Pos1, float Radius, const CEntity *pNotThis = nullptr);
54
57
58 // getter for server variables
59 int GameTick() { return m_GameTick; }
62 CTeamsCore *Teams() { return &m_Teams; }
63 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 {
76 bool m_IsFNG;
87
91
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
106 CTuningParams *GetTuning(int i) { return &TuningList()[i]; }
107
109 bool EmulateBug(int Bug) const;
110
111private:
112 void RemoveEntities();
113
116
118};
119
121{
122public:
123 std::list<int> m_Ids; // reverse of the order in the gameworld, since entities will be inserted in reverse
125 {
126 Reset();
127 }
128 void Reset()
129 {
130 m_Ids.clear();
131 for(int i = 0; i < MAX_CLIENTS; i++)
132 m_Ids.push_back(i);
133 }
134 void GiveStrong(int c)
135 {
136 if(0 <= c && c < MAX_CLIENTS)
137 {
138 m_Ids.remove(c);
139 m_Ids.push_front(c);
140 }
141 }
142 void GiveWeak(int c)
143 {
144 if(0 <= c && c < MAX_CLIENTS)
145 {
146 m_Ids.remove(c);
147 m_Ids.push_back(c);
148 }
149 }
150 bool HasStrongAgainst(int From, int To)
151 {
152 for(int i : m_Ids)
153 {
154 if(i == To)
155 return false;
156 else if(i == From)
157 return true;
158 }
159 return false;
160 }
161};
162
163#endif
Definition: gameworld.h:121
void GiveStrong(int c)
Definition: gameworld.h:134
void Reset()
Definition: gameworld.h:128
void GiveWeak(int c)
Definition: gameworld.h:142
bool HasStrongAgainst(int From, int To)
Definition: gameworld.h:150
std::list< int > m_Ids
Definition: gameworld.h:123
CCharOrder()
Definition: gameworld.h:124
Definition: character.h:23
Definition: collision.h:34
Definition: entity.h:13
Definition: gameworld.h:18
CEntity * IntersectEntity(vec2 Pos0, vec2 Pos1, float Radius, int Type, vec2 &NewPos, const CEntity *pNotThis=nullptr, int CollideWith=-1, const CEntity *pThisOnly=nullptr)
Definition: gameworld.cpp:253
bool m_InfiniteAmmo
Definition: gameworld.h:77
void CopyWorld(CGameWorld *pFrom)
Definition: gameworld.cpp:587
void CreateExplosion(vec2 Pos, int Owner, int Weapon, bool NoDamage, int ActivatedTeam, CClientMask Mask)
Definition: gameworld.cpp:337
CGameWorld * m_pParent
Definition: gameworld.h:89
CTuningParams * TuningList()
Definition: gameworld.h:105
bool m_IsDDRace
Definition: gameworld.h:74
void OnModified() const
Definition: gameworld.cpp:704
bool m_BugDDRaceInput
Definition: gameworld.h:84
CCharacter * IntersectCharacter(vec2 Pos0, vec2 Pos1, float Radius, vec2 &NewPos, const CCharacter *pNotThis=nullptr, int CollideWith=-1, const CCharacter *pThisOnly=nullptr)
Definition: gameworld.cpp:248
bool m_IsSolo
Definition: gameworld.h:82
bool m_UseTuneZones
Definition: gameworld.h:83
CCharacter * m_apCharacters[MAX_CLIENTS]
Definition: gameworld.h:117
CGameWorld * m_pChild
Definition: gameworld.h:90
void Clear()
Definition: gameworld.cpp:710
CTuningParams * Tuning()
Definition: gameworld.cpp:324
@ ENTTYPE_LIGHT
Definition: gameworld.h:26
@ ENTTYPE_PLASMA
Definition: gameworld.h:28
@ ENTTYPE_GUN
Definition: gameworld.h:27
@ ENTTYPE_DOOR
Definition: gameworld.h:24
@ ENTTYPE_DRAGGER
Definition: gameworld.h:25
void InsertEntity(CEntity *pEntity, bool Last=false)
Definition: gameworld.cpp:83
CTuningParams * m_pTuningList
Definition: gameworld.h:104
bool m_IsFNG
Definition: gameworld.h:76
void RemoveCharacter(CCharacter *pChar)
Definition: gameworld.cpp:162
CEntity * m_pNextTraverseEntity
Definition: gameworld.h:114
bool m_PredictWeapons
Definition: gameworld.h:80
void Tick()
Definition: gameworld.cpp:187
bool m_IsVanilla
Definition: gameworld.h:75
void RemoveEntities()
Definition: gameworld.cpp:172
int GameTickSpeed()
Definition: gameworld.h:60
CGameWorld()
Definition: gameworld.cpp:24
CEntity * FindMatch(int ObjId, int ObjType, const void *pObjData)
Definition: gameworld.cpp:642
CEntity * FindFirst(int Type)
Definition: gameworld.cpp:48
CWorldCore m_Core
Definition: gameworld.h:35
@ ENTTYPE_CHARACTER
Definition: gameworld.h:31
@ NUM_ENTTYPES
Definition: gameworld.h:32
@ ENTTYPE_FLAG
Definition: gameworld.h:30
@ ENTTYPE_LASER
Definition: gameworld.h:23
@ ENTTYPE_PROJECTILE
Definition: gameworld.h:22
@ ENTTYPE_PICKUP
Definition: gameworld.h:29
~CGameWorld()
Definition: gameworld.cpp:36
int m_PredictFreeze
Definition: gameworld.h:79
int m_GameTick
Definition: gameworld.h:55
std::vector< SSwitchers > & Switchers()
Definition: gameworld.h:63
struct CGameWorld::@166 m_WorldConfig
CEntity * FindLast(int Type)
Definition: gameworld.cpp:53
CEntity * m_apFirstEntityTypes[NUM_ENTTYPES]
Definition: gameworld.h:115
void NetObjAdd(int ObjId, int ObjType, const void *pObjData, const CNetObj_EntityEx *pDataEx)
Definition: gameworld.cpp:418
CCharacter * GetCharacterById(int Id)
Definition: gameworld.h:66
void NetCharAdd(int ObjId, CNetObj_Character *pChar, CNetObj_DDNetCharacter *pExtended, int GameTeam, bool IsLocal)
Definition: gameworld.cpp:397
CTuningParams * GetTuning(int i)
Definition: gameworld.h:106
CTeamsCore * Teams()
Definition: gameworld.h:62
CCollision * Collision()
Definition: gameworld.h:61
void NetObjBegin(CTeamsCore Teams, int LocalClientId)
Definition: gameworld.cpp:382
bool m_PredictTiles
Definition: gameworld.h:78
bool IsLocalTeam(int OwnerId) const
Definition: gameworld.cpp:377
CEntity * GetEntity(int Id, int EntityType)
Definition: gameworld.cpp:329
std::vector< CCharacter * > IntersectedCharacters(vec2 Pos0, vec2 Pos1, float Radius, const CEntity *pNotThis=nullptr)
Definition: gameworld.cpp:290
int GameTick()
Definition: gameworld.h:59
int FindEntities(vec2 Pos, float Radius, CEntity **ppEnts, int Max, int Type)
Definition: gameworld.cpp:62
bool m_IsValidCopy
Definition: gameworld.h:88
const CMapBugs * m_pMapBugs
Definition: gameworld.h:108
void NetObjEnd()
Definition: gameworld.cpp:552
CTeamsCore m_Teams
Definition: gameworld.h:36
int m_LocalClientId
Definition: gameworld.h:92
void ReleaseHooked(int ClientId)
Definition: gameworld.cpp:312
CCollision * m_pCollision
Definition: gameworld.h:56
void RemoveEntity(CEntity *pEntity)
Definition: gameworld.cpp:127
bool m_PredictDDRace
Definition: gameworld.h:81
bool m_NoWeakHookAndBounce
Definition: gameworld.h:85
bool EmulateBug(int Bug) const
Definition: gameworld.cpp:718
Definition: mapbugs.h:22
Definition: teamscore.h:25
Definition: gamecore.h:42
Definition: gamecore.h:145
std::vector< SSwitchers > m_vSwitchers
Definition: gamecore.h:173
std::bitset< MAX_CLIENTS > CClientMask
Definition: protocol.h:141
@ SERVER_TICK_SPEED
Definition: protocol.h:80
@ MAX_CLIENTS
Definition: protocol.h:88
Definition: protocol.h:455
Definition: protocol.h:513
Definition: protocol.h:661