ddnet/src/game/client/prediction/gameworld.h

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/* (c) Magnus Auvinen. See licence.txt in the root of the distribution for more information. */
/* If you are missing that file, acquire a complete release at teeworlds.com. */
#ifndef GAME_CLIENT_PREDICTION_GAMEWORLD_H
#define GAME_CLIENT_PREDICTION_GAMEWORLD_H
#include <game/gamecore.h>
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#include <game/teamscore.h>
#include <list>
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class CCollision;
class CCharacter;
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class CEntity;
class CGameWorld
{
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friend CCharacter;
public:
enum
{
ENTTYPE_PROJECTILE = 0,
ENTTYPE_LASER,
ENTTYPE_PICKUP,
ENTTYPE_FLAG,
ENTTYPE_CHARACTER,
NUM_ENTTYPES
};
CWorldCore m_Core;
CTeamsCore m_Teams;
CGameWorld();
~CGameWorld();
CEntity *FindFirst(int Type);
CEntity *FindLast(int Type);
int FindEntities(vec2 Pos, float Radius, CEntity **ppEnts, int Max, int Type);
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CCharacter *IntersectCharacter(vec2 Pos0, vec2 Pos1, float Radius, vec2 &NewPos, CCharacter *pNotThis = nullptr, int CollideWith = -1, CCharacter *pThisOnly = nullptr);
void InsertEntity(CEntity *pEntity, bool Last = false);
void RemoveEntity(CEntity *pEntity);
void RemoveCharacter(CCharacter *pChar);
void Tick();
// DDRace
void ReleaseHooked(int ClientID);
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std::list<CCharacter *> IntersectedCharacters(vec2 Pos0, vec2 Pos1, float Radius, CEntity *pNotThis = nullptr);
int m_GameTick;
int m_GameTickSpeed;
CCollision *m_pCollision;
// getter for server variables
int GameTick() { return m_GameTick; }
int GameTickSpeed() { return m_GameTickSpeed; }
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CCollision *Collision() { return m_pCollision; }
CTeamsCore *Teams() { return &m_Teams; }
std::vector<SSwitchers> &Switchers() { return m_Core.m_vSwitchers; }
CTuningParams *Tuning();
CEntity *GetEntity(int ID, int EntityType);
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CCharacter *GetCharacterByID(int ID) { return (ID >= 0 && ID < MAX_CLIENTS) ? m_apCharacters[ID] : nullptr; }
// from gamecontext
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void CreateExplosion(vec2 Pos, int Owner, int Weapon, bool NoDamage, int ActivatedTeam, int64_t Mask);
// for client side prediction
struct
{
bool m_IsDDRace;
bool m_IsVanilla;
bool m_IsFNG;
bool m_InfiniteAmmo;
bool m_PredictTiles;
int m_PredictFreeze;
bool m_PredictWeapons;
bool m_PredictDDRace;
bool m_IsSolo;
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bool m_UseTuneZones;
bool m_BugDDRaceInput;
} m_WorldConfig;
bool m_IsValidCopy;
CGameWorld *m_pParent;
CGameWorld *m_pChild;
void OnModified();
void NetObjBegin();
void NetCharAdd(int ObjID, CNetObj_Character *pChar, CNetObj_DDNetCharacter *pExtended, int GameTeam, bool IsLocal);
void NetObjAdd(int ObjID, int ObjType, const void *pObjData, const CNetObj_EntityEx *pDataEx);
void NetObjEnd(int LocalID);
void CopyWorld(CGameWorld *pFrom);
CEntity *FindMatch(int ObjID, int ObjType, const void *pObjData);
void Clear();
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CTuningParams *m_pTuningList;
CTuningParams *TuningList() { return m_pTuningList; }
CTuningParams *GetTuning(int i) { return &TuningList()[i]; }
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private:
void RemoveEntities();
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CEntity *m_pNextTraverseEntity = nullptr;
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CEntity *m_apFirstEntityTypes[NUM_ENTTYPES];
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CCharacter *m_apCharacters[MAX_CLIENTS];
};
class CCharOrder
{
public:
std::list<int> m_IDs; // reverse of the order in the gameworld, since entities will be inserted in reverse
CCharOrder()
{
for(int i = 0; i < MAX_CLIENTS; i++)
m_IDs.push_back(i);
}
void GiveStrong(int c)
{
if(0 <= c && c < MAX_CLIENTS)
{
m_IDs.remove(c);
m_IDs.push_front(c);
}
}
void GiveWeak(int c)
{
if(0 <= c && c < MAX_CLIENTS)
{
m_IDs.remove(c);
m_IDs.push_back(c);
}
}
bool HasStrongAgainst(int From, int To)
{
for(int i : m_IDs)
{
if(i == To)
return false;
else if(i == From)
return true;
}
return false;
}
};
#endif