ddnet/src/game/server/gameworld.cpp

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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. */
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#include "gameworld.h"
#include "entity.h"
#include "gamecontext.h"
//////////////////////////////////////////////////
// game world
//////////////////////////////////////////////////
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CGameWorld::CGameWorld()
{
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m_pGameServer = 0x0;
m_pServer = 0x0;
m_Paused = false;
m_ResetRequested = false;
for(int i = 0; i < NUM_ENTTYPES; i++)
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m_apFirstEntityTypes[i] = 0;
}
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CGameWorld::~CGameWorld()
{
// delete all entities
for(int i = 0; i < NUM_ENTTYPES; i++)
while(m_apFirstEntityTypes[i])
delete m_apFirstEntityTypes[i];
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}
void CGameWorld::SetGameServer(CGameContext *pGameServer)
{
m_pGameServer = pGameServer;
m_pServer = m_pGameServer->Server();
}
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CEntity *CGameWorld::FindFirst(int Type)
{
return Type < 0 || Type >= NUM_ENTTYPES ? 0 : m_apFirstEntityTypes[Type];
}
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int CGameWorld::FindEntities(vec2 Pos, float Radius, CEntity **ppEnts, int Max, int Type)
{
if(Type < 0 || Type >= NUM_ENTTYPES)
return 0;
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int Num = 0;
for(CEntity *pEnt = m_apFirstEntityTypes[Type]; pEnt; pEnt = pEnt->m_pNextTypeEntity)
{
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if(distance(pEnt->m_Pos, Pos) < Radius+pEnt->m_ProximityRadius)
{
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ppEnts[Num] = pEnt;
Num++;
if(Num == Max)
break;
}
}
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return Num;
}
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void CGameWorld::InsertEntity(CEntity *pEnt)
{
#ifdef CONF_DEBUG
for(CEntity *pCur = m_apFirstEntityTypes[pEnt->m_Objtype]; pCur; pCur = pCur->m_pNextTypeEntity)
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dbg_assert(pCur != pEnt, "err");
#endif
// insert it
if(m_apFirstEntityTypes[pEnt->m_ObjType])
m_apFirstEntityTypes[pEnt->m_ObjType]->m_pPrevTypeEntity = pEnt;
pEnt->m_pNextTypeEntity = m_apFirstEntityTypes[pEnt->m_ObjType];
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pEnt->m_pPrevTypeEntity = 0x0;
m_apFirstEntityTypes[pEnt->m_ObjType] = pEnt;
}
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void CGameWorld::DestroyEntity(CEntity *pEnt)
{
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pEnt->m_MarkedForDestroy = true;
}
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void CGameWorld::RemoveEntity(CEntity *pEnt)
{
// not in the list
if(!pEnt->m_pNextTypeEntity && !pEnt->m_pPrevTypeEntity && m_apFirstEntityTypes[pEnt->m_ObjType] != pEnt)
return;
// remove
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if(pEnt->m_pPrevTypeEntity)
pEnt->m_pPrevTypeEntity->m_pNextTypeEntity = pEnt->m_pNextTypeEntity;
else
m_apFirstEntityTypes[pEnt->m_ObjType] = pEnt->m_pNextTypeEntity;
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if(pEnt->m_pNextTypeEntity)
pEnt->m_pNextTypeEntity->m_pPrevTypeEntity = pEnt->m_pPrevTypeEntity;
// keep list traversing valid
if(m_pNextTraverseEntity == pEnt)
m_pNextTraverseEntity = pEnt->m_pNextTypeEntity;
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pEnt->m_pNextTypeEntity = 0;
pEnt->m_pPrevTypeEntity = 0;
}
//
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void CGameWorld::Snap(int SnappingClient)
{
for(int i = 0; i < NUM_ENTTYPES; i++)
for(CEntity *pEnt = m_apFirstEntityTypes[i]; pEnt; )
{
m_pNextTraverseEntity = pEnt->m_pNextTypeEntity;
pEnt->Snap(SnappingClient);
pEnt = m_pNextTraverseEntity;
}
}
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void CGameWorld::Reset()
{
// reset all entities
for(int i = 0; i < NUM_ENTTYPES; i++)
for(CEntity *pEnt = m_apFirstEntityTypes[i]; pEnt; )
{
m_pNextTraverseEntity = pEnt->m_pNextTypeEntity;
pEnt->Reset();
pEnt = m_pNextTraverseEntity;
}
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RemoveEntities();
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GameServer()->m_pController->PostReset();
RemoveEntities();
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m_ResetRequested = false;
}
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void CGameWorld::RemoveEntities()
{
// destroy objects marked for destruction
for(int i = 0; i < NUM_ENTTYPES; i++)
for(CEntity *pEnt = m_apFirstEntityTypes[i]; pEnt; )
{
m_pNextTraverseEntity = pEnt->m_pNextTypeEntity;
if(pEnt->m_MarkedForDestroy)
{
RemoveEntity(pEnt);
pEnt->Destroy();
}
pEnt = m_pNextTraverseEntity;
}
}
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void CGameWorld::Tick()
{
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if(m_ResetRequested)
Reset();
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if(!m_Paused)
{
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if(GameServer()->m_pController->IsForceBalanced())
GameServer()->SendChat(-1, CGameContext::CHAT_ALL, "Teams have been balanced");
// update all objects
for(int i = 0; i < NUM_ENTTYPES; i++)
for(CEntity *pEnt = m_apFirstEntityTypes[i]; pEnt; )
{
m_pNextTraverseEntity = pEnt->m_pNextTypeEntity;
pEnt->Tick();
pEnt = m_pNextTraverseEntity;
}
for(int i = 0; i < NUM_ENTTYPES; i++)
for(CEntity *pEnt = m_apFirstEntityTypes[i]; pEnt; )
{
m_pNextTraverseEntity = pEnt->m_pNextTypeEntity;
pEnt->TickDefered();
pEnt = m_pNextTraverseEntity;
}
}
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RemoveEntities();
}
// TODO: should be more general
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CCharacter *CGameWorld::IntersectCharacter(vec2 Pos0, vec2 Pos1, float Radius, vec2& NewPos, CEntity *pNotThis)
{
// Find other players
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float ClosestLen = distance(Pos0, Pos1) * 100.0f;
vec2 LineDir = normalize(Pos1-Pos0);
CCharacter *pClosest = 0;
CCharacter *p = (CCharacter *)FindFirst(ENTTYPE_CHARACTER);
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for(; p; p = (CCharacter *)p->TypeNext())
{
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if(p == pNotThis)
continue;
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vec2 IntersectPos = closest_point_on_line(Pos0, Pos1, p->m_Pos);
float Len = distance(p->m_Pos, IntersectPos);
if(Len < p->m_ProximityRadius+Radius)
{
Len = distance(Pos0, IntersectPos);
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if(Len < ClosestLen)
{
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NewPos = IntersectPos;
ClosestLen = Len;
pClosest = p;
}
}
}
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return pClosest;
}
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CCharacter *CGameWorld::ClosestCharacter(vec2 Pos, float Radius, CEntity *pNotThis)
{
// Find other players
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float ClosestRange = Radius*2;
CCharacter *pClosest = 0;
CCharacter *p = (CCharacter *)GameServer()->m_World.FindFirst(ENTTYPE_CHARACTER);
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for(; p; p = (CCharacter *)p->TypeNext())
{
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if(p == pNotThis)
continue;
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float Len = distance(Pos, p->m_Pos);
if(Len < p->m_ProximityRadius+Radius)
{
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if(Len < ClosestRange)
{
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ClosestRange = Len;
pClosest = p;
}
}
}
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return pClosest;
}