2019-04-11 22:46:54 +00:00
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/* (c) Magnus Auvinen. See licence.txt in the root of the distribution for more information. */
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/* If you are missing that file, acquire a complete release at teeworlds.com. */
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#ifndef GAME_CLIENT_PREDICTION_GAMEWORLD_H
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#define GAME_CLIENT_PREDICTION_GAMEWORLD_H
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#include <game/gamecore.h>
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2022-06-16 16:06:35 +00:00
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#include <game/teamscore.h>
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2019-04-11 22:46:54 +00:00
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#include <list>
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class CCollision;
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class CCharacter;
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class CEntity;
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class CGameWorld
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{
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friend CCharacter;
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2020-09-26 19:41:58 +00:00
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2019-04-11 22:46:54 +00:00
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public:
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enum
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{
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ENTTYPE_PROJECTILE = 0,
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ENTTYPE_LASER,
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ENTTYPE_PICKUP,
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ENTTYPE_FLAG,
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ENTTYPE_CHARACTER,
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NUM_ENTTYPES
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};
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CWorldCore m_Core;
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CTeamsCore m_Teams;
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CGameWorld();
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~CGameWorld();
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CEntity *FindFirst(int Type);
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CEntity *FindLast(int Type);
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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);
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void InsertEntity(CEntity *pEntity, bool Last = false);
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void RemoveEntity(CEntity *pEntity);
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void RemoveCharacter(CCharacter *pChar);
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void Tick();
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// DDRace
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void ReleaseHooked(int ClientID);
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std::list<CCharacter *> IntersectedCharacters(vec2 Pos0, vec2 Pos1, float Radius, CEntity *pNotThis = nullptr);
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int m_GameTick;
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int m_GameTickSpeed;
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CCollision *m_pCollision;
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// getter for server variables
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int GameTick() { return m_GameTick; }
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int GameTickSpeed() { return m_GameTickSpeed; }
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CCollision *Collision() { return m_pCollision; }
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CTeamsCore *Teams() { return &m_Teams; }
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std::vector<SSwitchers> &Switchers() { return m_Core.m_vSwitchers; }
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CTuningParams *Tuning();
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CEntity *GetEntity(int ID, int EntityType);
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CCharacter *GetCharacterByID(int ID) { return (ID >= 0 && ID < MAX_CLIENTS) ? m_apCharacters[ID] : nullptr; }
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// from gamecontext
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void CreateExplosion(vec2 Pos, int Owner, int Weapon, bool NoDamage, int ActivatedTeam, int64_t Mask);
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// for client side prediction
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struct
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{
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bool m_IsDDRace;
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bool m_IsVanilla;
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bool m_IsFNG;
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bool m_InfiniteAmmo;
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bool m_PredictTiles;
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int m_PredictFreeze;
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bool m_PredictWeapons;
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bool m_PredictDDRace;
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bool m_IsSolo;
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bool m_UseTuneZones;
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bool m_BugDDRaceInput;
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bool m_NoWeakHookAndBounce;
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} m_WorldConfig;
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bool m_IsValidCopy;
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CGameWorld *m_pParent;
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CGameWorld *m_pChild;
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void OnModified();
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void NetObjBegin();
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void NetCharAdd(int ObjID, CNetObj_Character *pChar, CNetObj_DDNetCharacter *pExtended, int GameTeam, bool IsLocal);
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void NetObjAdd(int ObjID, int ObjType, const void *pObjData, const CNetObj_EntityEx *pDataEx);
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void NetObjEnd(int LocalID);
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void CopyWorld(CGameWorld *pFrom);
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CEntity *FindMatch(int ObjID, int ObjType, const void *pObjData);
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void Clear();
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2019-04-13 23:34:15 +00:00
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2019-09-08 22:53:07 +00:00
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CTuningParams *m_pTuningList;
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CTuningParams *TuningList() { return m_pTuningList; }
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CTuningParams *GetTuning(int i) { return &TuningList()[i]; }
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2019-04-13 23:34:15 +00:00
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private:
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void RemoveEntities();
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2022-02-09 14:26:50 +00:00
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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];
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};
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class CCharOrder
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{
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public:
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std::list<int> m_IDs; // reverse of the order in the gameworld, since entities will be inserted in reverse
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CCharOrder()
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{
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for(int i = 0; i < MAX_CLIENTS; i++)
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m_IDs.push_back(i);
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}
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void GiveStrong(int c)
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{
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if(0 <= c && c < MAX_CLIENTS)
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{
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m_IDs.remove(c);
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m_IDs.push_front(c);
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}
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}
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void GiveWeak(int c)
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{
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if(0 <= c && c < MAX_CLIENTS)
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{
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m_IDs.remove(c);
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m_IDs.push_back(c);
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}
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}
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bool HasStrongAgainst(int From, int To)
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{
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for(int i : m_IDs)
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{
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if(i == To)
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return false;
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else if(i == From)
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return true;
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}
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return false;
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}
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};
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#endif
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