ddnet/src/game/client/prediction/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. */
#include "gameworld.h"
#include "entity.h"
#include "entities/character.h"
#include "entities/projectile.h"
#include "entities/laser.h"
#include "entities/pickup.h"
#include <algorithm>
#include <utility>
#include <engine/shared/config.h>
//////////////////////////////////////////////////
// game world
//////////////////////////////////////////////////
CGameWorld::CGameWorld()
{
for(int i = 0; i < NUM_ENTTYPES; i++)
m_apFirstEntityTypes[i] = 0;
for(int i = 0; i < MAX_CLIENTS; i++)
m_apCharacters[i] = 0;
m_pCollision = 0;
m_pTeams = 0;
m_GameTick = 0;
m_pParent = 0;
m_pChild = 0;
}
CGameWorld::~CGameWorld()
{
// delete all entities
for(int i = 0; i < NUM_ENTTYPES; i++)
while(m_apFirstEntityTypes[i])
delete m_apFirstEntityTypes[i];
if(m_pChild && m_pChild->m_pParent == this)
{
OnModified();
m_pChild->m_pParent = 0;
}
if(m_pParent && m_pParent->m_pChild == this)
m_pParent->m_pChild = 0;
}
CEntity *CGameWorld::FindFirst(int Type)
{
return Type < 0 || Type >= NUM_ENTTYPES ? 0 : m_apFirstEntityTypes[Type];
}
CEntity *CGameWorld::FindLast(int Type)
{
CEntity *pLast = FindFirst(Type);
if(pLast)
while(pLast->TypeNext())
pLast = pLast->TypeNext();
return pLast;
}
int CGameWorld::FindEntities(vec2 Pos, float Radius, CEntity **ppEnts, int Max, int Type)
{
if(Type < 0 || Type >= NUM_ENTTYPES)
return 0;
int Num = 0;
for(CEntity *pEnt = m_apFirstEntityTypes[Type]; pEnt; pEnt = pEnt->m_pNextTypeEntity)
{
if(distance(pEnt->m_Pos, Pos) < Radius+pEnt->m_ProximityRadius)
{
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if(ppEnts)
ppEnts[Num] = pEnt;
Num++;
if(Num == Max)
break;
}
}
return Num;
}
void CGameWorld::InsertEntity(CEntity *pEnt, bool Last)
{
pEnt->m_pGameWorld = this;
pEnt->m_pNextTypeEntity = 0x0;
pEnt->m_pPrevTypeEntity = 0x0;
// insert it
if(!Last)
{
if(m_apFirstEntityTypes[pEnt->m_ObjType])
m_apFirstEntityTypes[pEnt->m_ObjType]->m_pPrevTypeEntity = pEnt;
pEnt->m_pNextTypeEntity = m_apFirstEntityTypes[pEnt->m_ObjType];
pEnt->m_pPrevTypeEntity = 0x0;
m_apFirstEntityTypes[pEnt->m_ObjType] = pEnt;
}
else
{
// insert it at the end of the list
CEntity *pLast = m_apFirstEntityTypes[pEnt->m_ObjType];
if(pLast)
{
while(pLast->m_pNextTypeEntity)
pLast = pLast->m_pNextTypeEntity;
pLast->m_pNextTypeEntity = pEnt;
}
else
m_apFirstEntityTypes[pEnt->m_ObjType] = pEnt;
pEnt->m_pPrevTypeEntity = pLast;
pEnt->m_pNextTypeEntity = 0x0;
}
if(pEnt->m_ObjType == ENTTYPE_CHARACTER)
{
auto *pChar = (CCharacter*) pEnt;
int ID = pChar->GetCID();
if(ID >= 0 && ID < MAX_CLIENTS)
{
m_apCharacters[ID] = pChar;
m_Core.m_apCharacters[ID] = pChar->Core();
}
pChar->SetCoreWorld(this);
}
}
void CGameWorld::DestroyEntity(CEntity *pEnt)
{
pEnt->m_MarkedForDestroy = true;
}
void CGameWorld::RemoveEntity(CEntity *pEnt)
{
// not in the list
if(!pEnt->m_pNextTypeEntity && !pEnt->m_pPrevTypeEntity && m_apFirstEntityTypes[pEnt->m_ObjType] != pEnt)
return;
// remove
if(pEnt->m_pPrevTypeEntity)
pEnt->m_pPrevTypeEntity->m_pNextTypeEntity = pEnt->m_pNextTypeEntity;
else
m_apFirstEntityTypes[pEnt->m_ObjType] = pEnt->m_pNextTypeEntity;
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;
pEnt->m_pNextTypeEntity = 0;
pEnt->m_pPrevTypeEntity = 0;
if(pEnt->m_ObjType == ENTTYPE_CHARACTER)
{
CCharacter *pChar = (CCharacter*) pEnt;
int ID = pChar->GetCID();
if(ID >= 0 && ID < MAX_CLIENTS)
{
m_apCharacters[ID] = 0;
m_Core.m_apCharacters[ID] = 0;
}
}
pEnt->m_pParent = 0;
if(m_IsValidCopy && m_pParent && m_pParent->m_pChild == this)
if(pEnt->m_pParent)
pEnt->m_pParent->m_DestroyTick = GameTick();
}
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;
}
}
bool distCompare(std::pair<float,int> a, std::pair<float,int> b)
{
return (a.first < b.first);
}
void CGameWorld::Tick()
{
// 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_SnapTicks++;
pEnt = m_pNextTraverseEntity;
}
RemoveEntities();
OnModified();
}
// TODO: should be more general
CCharacter *CGameWorld::IntersectCharacter(vec2 Pos0, vec2 Pos1, float Radius, vec2& NewPos, CCharacter *pNotThis, int CollideWith, class CCharacter *pThisOnly)
{
// Find other players
float ClosestLen = distance(Pos0, Pos1) * 100.0f;
CCharacter *pClosest = 0;
CCharacter *p = (CCharacter *)FindFirst(ENTTYPE_CHARACTER);
for(; p; p = (CCharacter *)p->TypeNext())
{
if(p == pNotThis)
continue;
if(CollideWith != -1 && !p->CanCollide(CollideWith))
continue;
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);
if(Len < ClosestLen)
{
NewPos = IntersectPos;
ClosestLen = Len;
pClosest = p;
}
}
}
return pClosest;
}
std::list<class CCharacter *> CGameWorld::IntersectedCharacters(vec2 Pos0, vec2 Pos1, float Radius, class CEntity *pNotThis)
{
std::list< CCharacter * > listOfChars;
CCharacter *pChr = (CCharacter *)FindFirst(CGameWorld::ENTTYPE_CHARACTER);
for(; pChr; pChr = (CCharacter *)pChr->TypeNext())
{
if(pChr == pNotThis)
continue;
vec2 IntersectPos = closest_point_on_line(Pos0, Pos1, pChr->m_Pos);
float Len = distance(pChr->m_Pos, IntersectPos);
if(Len < pChr->m_ProximityRadius+Radius)
{
listOfChars.push_back(pChr);
}
}
return listOfChars;
}
void CGameWorld::ReleaseHooked(int ClientID)
{
CCharacter *pChr = (CCharacter *)CGameWorld::FindFirst(CGameWorld::ENTTYPE_CHARACTER);
for(; pChr; pChr = (CCharacter *)pChr->TypeNext())
{
CCharacterCore* Core = pChr->Core();
if(Core->m_HookedPlayer == ClientID)
{
Core->m_HookedPlayer = -1;
Core->m_HookState = HOOK_RETRACTED;
Core->m_TriggeredEvents |= COREEVENT_HOOK_RETRACT;
Core->m_HookState = HOOK_RETRACTED;
}
}
}
CTuningParams *CGameWorld::Tuning()
{
return &m_Core.m_Tuning[g_Config.m_ClDummy];
}
CEntity *CGameWorld::GetEntity(int ID, int EntType)
{
for(CEntity *pEnt = m_apFirstEntityTypes[EntType]; pEnt; pEnt = pEnt->m_pNextTypeEntity)
if(pEnt->m_ID == ID)
return pEnt;
return 0;
}
void CGameWorld::CreateExplosion(vec2 Pos, int Owner, int Weapon, bool NoDamage, int ActivatedTeam, int64_t Mask)
{
if(Owner < 0 && m_WorldConfig.m_IsSolo && !(Weapon == WEAPON_SHOTGUN && m_WorldConfig.m_IsDDRace))
return;
// deal damage
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CCharacter *apEnts[MAX_CLIENTS] = {0};
float Radius = 135.0f;
float InnerRadius = 48.0f;
int Num = FindEntities(Pos, Radius, (CEntity**)apEnts, MAX_CLIENTS, CGameWorld::ENTTYPE_CHARACTER);
for(int i = 0; i < Num; i++)
{
vec2 Diff = apEnts[i]->m_Pos - Pos;
vec2 ForceDir(0,1);
float l = length(Diff);
if(l)
ForceDir = normalize(Diff);
l = 1-clamp((l-InnerRadius)/(Radius-InnerRadius), 0.0f, 1.0f);
float Strength;
if(Owner == -1 || !GetCharacterByID(Owner))
Strength = Tuning()->m_ExplosionStrength;
else
Strength = GetCharacterByID(Owner)->Tuning()->m_ExplosionStrength;
float Dmg = Strength * l;
if((int)Dmg)
if((GetCharacterByID(Owner) ? !(GetCharacterByID(Owner)->m_Hit&CCharacter::DISABLE_HIT_GRENADE) : g_Config.m_SvHit || NoDamage) || Owner == apEnts[i]->GetCID())
{
if(Owner != -1 && apEnts[i]->IsAlive() && !apEnts[i]->CanCollide(Owner))
continue;
if(Owner == -1 && ActivatedTeam != -1 && apEnts[i]->IsAlive() && apEnts[i]->Team() != ActivatedTeam)
continue;
apEnts[i]->TakeDamage(ForceDir*Dmg*2, (int)Dmg, Owner, Weapon);
if(GetCharacterByID(Owner) ? GetCharacterByID(Owner)->m_Hit&CCharacter::DISABLE_HIT_GRENADE : !g_Config.m_SvHit || NoDamage)
break;
}
}
}
void CGameWorld::NetObjBegin()
{
for(int i = 0; i < NUM_ENTTYPES; i++)
for(CEntity *pEnt = FindFirst(i); pEnt; pEnt = pEnt->TypeNext())
{
pEnt->m_MarkedForDestroy = true;
if(i == ENTTYPE_CHARACTER)
((CCharacter*)pEnt)->m_KeepHooked = false;
}
OnModified();
}
void CGameWorld::NetCharAdd(int ObjID, CNetObj_Character *pCharObj, CNetObj_DDNetCharacter *pExtended, int GameTeam, bool IsLocal)
{
CCharacter *pChar;
if((pChar = (CCharacter*) GetEntity(ObjID, ENTTYPE_CHARACTER)))
{
pChar->Read(pCharObj, pExtended, IsLocal);
pChar->Keep();
}
else
pChar = new CCharacter(this, ObjID, pCharObj, pExtended);
if(pChar)
pChar->m_GameTeam = GameTeam;
}
void CGameWorld::NetObjAdd(int ObjID, int ObjType, const void *pObjData)
{
if(ObjType == NETOBJTYPE_PROJECTILE && m_WorldConfig.m_PredictWeapons)
{
CProjectile NetProj = CProjectile(this, ObjID, (CNetObj_Projectile*) pObjData);
if(NetProj.m_Type != WEAPON_SHOTGUN && fabs(length(NetProj.m_Direction) - 1.f) > 0.02f) // workaround to skip grenades on ball mod
return;
if(CProjectile *pProj = (CProjectile*) GetEntity(ObjID, ENTTYPE_PROJECTILE))
{
if(NetProj.Match(pProj))
{
pProj->Keep();
if(pProj->m_Type == WEAPON_SHOTGUN && m_WorldConfig.m_IsDDRace)
pProj->m_LifeSpan = 20 * GameTickSpeed() - (GameTick() - pProj->m_StartTick);
return;
}
}
if(!UseExtraInfo((CNetObj_Projectile*)pObjData))
{
// try to match the newly received (unrecognized) projectile with a locally fired one
for(CProjectile *pProj = (CProjectile*) FindFirst(CGameWorld::ENTTYPE_PROJECTILE); pProj; pProj = (CProjectile*) pProj->TypeNext())
{
if(pProj->m_ID == -1 && NetProj.Match(pProj))
{
pProj->m_ID = ObjID;
pProj->Keep();
return;
}
}
// otherwise try to determine its owner by checking if there is only one player nearby
if(NetProj.m_StartTick >= GameTick()-4)
{
const vec2 NetPos = NetProj.m_Pos - normalize(NetProj.m_Direction)*28.0*0.75;
const bool Prev = (GameTick()-NetProj.m_StartTick) > 1;
float First = 200.0, Second = 200.0;
CCharacter *pClosest = 0;
for(CCharacter *pChar = (CCharacter*) FindFirst(ENTTYPE_CHARACTER); pChar; pChar = (CCharacter *) pChar->TypeNext())
{
float Dist = distance(Prev ? pChar->m_PrevPrevPos : pChar->m_PrevPos, NetPos);
if(Dist < First)
{
pClosest = pChar;
First = Dist;
}
else if(Dist < Second)
Second = Dist;
}
if(pClosest && maximum(First, 2.f)*1.2f < Second)
NetProj.m_Owner = pClosest->m_ID;
}
}
CProjectile *pProj = new CProjectile(NetProj);
InsertEntity((CEntity*)pProj);
}
else if(ObjType == NETOBJTYPE_PICKUP && m_WorldConfig.m_PredictWeapons)
{
CPickup NetPickup = CPickup(this, ObjID, (CNetObj_Pickup*) pObjData);
if(CPickup *pPickup = (CPickup*) GetEntity(ObjID, ENTTYPE_PICKUP))
{
if(NetPickup.Match(pPickup))
{
pPickup->m_Pos = NetPickup.m_Pos;
pPickup->Keep();
return;
}
}
CEntity *pEnt = new CPickup(NetPickup);
InsertEntity(pEnt, true);
}
else if(ObjType == NETOBJTYPE_LASER && m_WorldConfig.m_PredictWeapons)
{
CLaser NetLaser = CLaser(this, ObjID, (CNetObj_Laser*) pObjData);
if(CLaser *pLaser = (CLaser*) GetEntity(ObjID, ENTTYPE_LASER))
{
if(NetLaser.Match(pLaser))
{
pLaser->Keep();
if(distance(pLaser->m_Pos, NetLaser.m_Pos) > 2.f)
{
pLaser->m_Energy = 0.f;
pLaser->m_Pos = NetLaser.m_Pos;
}
}
}
for(CLaser *pLaser = (CLaser*) FindFirst(CGameWorld::ENTTYPE_LASER); pLaser; pLaser = (CLaser*) pLaser->TypeNext())
{
if(pLaser->m_ID == -1 && NetLaser.Match(pLaser))
{
pLaser->m_ID = ObjID;
pLaser->Keep();
return;
}
}
CEntity *pEnt = new CLaser(NetLaser);
InsertEntity(pEnt, true);
}
}
void CGameWorld::NetObjEnd(int LocalID)
{
// keep predicting hooked characters, based on hook position
for(int i = 0; i < MAX_CLIENTS; i++)
if(CCharacter *pChar = GetCharacterByID(i))
if(!pChar->m_MarkedForDestroy)
if(CCharacter *pHookedChar = GetCharacterByID(pChar->m_Core.m_HookedPlayer))
if(pHookedChar->m_MarkedForDestroy)
{
pHookedChar->m_Pos = pHookedChar->m_Core.m_Pos = pChar->m_Core.m_HookPos;
pHookedChar->m_Core.m_Vel = vec2(0,0);
mem_zero(&pHookedChar->m_SavedInput, sizeof(pHookedChar->m_SavedInput));
pHookedChar->m_KeepHooked = true;
pHookedChar->m_MarkedForDestroy = false;
}
// keep entities that are out of view for a short while, for some entity types
if(CCharacter *pLocal = GetCharacterByID(LocalID))
for(int i : {ENTTYPE_CHARACTER, ENTTYPE_PROJECTILE, ENTTYPE_LASER})
for(CEntity *pEnt = FindFirst(i); pEnt; pEnt=pEnt->TypeNext())
if(pEnt->m_MarkedForDestroy)
if(pEnt->m_SnapTicks < 2 * SERVER_TICK_SPEED || (i != ENTTYPE_CHARACTER && pEnt->m_SnapTicks < 5 * SERVER_TICK_SPEED))
if(pEnt->NetworkClipped(pLocal->m_Core.m_Pos))
pEnt->m_MarkedForDestroy = false;
RemoveEntities();
// Update character IDs and pointers
for(int i = 0; i < MAX_CLIENTS; i++)
{
m_apCharacters[i] = 0;
m_Core.m_apCharacters[i] = 0;
}
for(CCharacter *pChar = (CCharacter*) FindFirst(ENTTYPE_CHARACTER); pChar; pChar = (CCharacter*) pChar->TypeNext())
{
int ID = pChar->GetCID();
if(ID >= 0 && ID < MAX_CLIENTS)
{
m_apCharacters[ID] = pChar;
m_Core.m_apCharacters[ID] = pChar->Core();
}
}
}
void CGameWorld::CopyWorld(CGameWorld *pFrom)
{
if(pFrom == this || !pFrom)
return;
m_IsValidCopy = false;
m_pParent = pFrom;
if(m_pParent && m_pParent->m_pChild && m_pParent->m_pChild != this)
m_pParent->m_pChild->m_IsValidCopy = false;
pFrom->m_pChild = this;
m_GameTick = pFrom->m_GameTick;
m_GameTickSpeed = pFrom->m_GameTickSpeed;
m_pCollision = pFrom->m_pCollision;
m_WorldConfig = pFrom->m_WorldConfig;
for(int i = 0; i < 2; i++)
m_Core.m_Tuning[i] = pFrom->m_Core.m_Tuning[i];
m_pTeams = pFrom->m_pTeams;
// delete the previous entities
for(int i = 0; i < NUM_ENTTYPES; i++)
while(m_apFirstEntityTypes[i])
delete m_apFirstEntityTypes[i];
for(int i = 0; i < MAX_CLIENTS; i++)
{
m_apCharacters[i] = 0;
m_Core.m_apCharacters[i] = 0;
}
// copy and add the new entities
for(int Type = 0; Type < NUM_ENTTYPES; Type++)
{
for(CEntity *pEnt = pFrom->FindLast(Type); pEnt; pEnt = pEnt->TypePrev())
{
CEntity *pCopy = 0;
if(Type == ENTTYPE_PROJECTILE)
pCopy = new CProjectile(*((CProjectile*)pEnt));
else if(Type == ENTTYPE_LASER)
pCopy = new CLaser(*((CLaser*)pEnt));
else if(Type == ENTTYPE_CHARACTER)
pCopy = new CCharacter(*((CCharacter*)pEnt));
else if(Type == ENTTYPE_PICKUP)
pCopy = new CPickup(*((CPickup*)pEnt));
if(pCopy)
{
pCopy->m_pParent = pEnt;
this->InsertEntity(pCopy);
}
}
}
m_IsValidCopy = true;
}
CEntity *CGameWorld::FindMatch(int ObjID, int ObjType, const void *pObjData)
{
#define FindType(EntType, EntClass, ObjClass) \
{ \
CEntity *pEnt = GetEntity(ObjID, EntType); \
if(pEnt && EntClass(this, ObjID, (ObjClass*) pObjData).Match((EntClass*)pEnt)) \
return pEnt; \
return 0; \
}
switch(ObjType)
{
case NETOBJTYPE_CHARACTER: FindType(ENTTYPE_CHARACTER, CCharacter, CNetObj_Character);
case NETOBJTYPE_PROJECTILE: FindType(ENTTYPE_PROJECTILE, CProjectile, CNetObj_Projectile);
case NETOBJTYPE_LASER: FindType(ENTTYPE_LASER, CLaser, CNetObj_Laser);
case NETOBJTYPE_PICKUP: FindType(ENTTYPE_PICKUP, CPickup, CNetObj_Pickup);
}
return 0;
}
void CGameWorld::OnModified()
{
if(m_pChild)
m_pChild->m_IsValidCopy = false;
}
void CGameWorld::Clear()
{
// delete all entities
for(int i = 0; i < NUM_ENTTYPES; i++)
while(m_apFirstEntityTypes[i])
delete m_apFirstEntityTypes[i];
}