2010-11-20 10:37:14 +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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2008-08-14 18:42:47 +00:00
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#ifndef GAME_SERVER_GAMEWORLD_H
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#define GAME_SERVER_GAMEWORLD_H
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2010-05-29 07:25:38 +00:00
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#include <game/gamecore.h>
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2010-08-31 11:01:46 +00:00
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#include <list>
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class CEntity;
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class CCharacter;
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/*
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Class: Game World
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Tracks all entities in the game. Propagates tick and
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snap calls to all entities.
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*/
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class CGameWorld
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{
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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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private:
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void Reset();
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void RemoveEntities();
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CEntity *m_pNextTraverseEntity = nullptr;
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CEntity *m_apFirstEntityTypes[NUM_ENTTYPES];
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class CGameContext *m_pGameServer;
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class CConfig *m_pConfig;
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class IServer *m_pServer;
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2013-12-31 05:13:57 +00:00
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void UpdatePlayerMaps();
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public:
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class CGameContext *GameServer() { return m_pGameServer; }
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class CConfig *Config() { return m_pConfig; }
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class IServer *Server() { return m_pServer; }
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bool m_ResetRequested;
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bool m_Paused;
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CWorldCore m_Core;
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CGameWorld();
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~CGameWorld();
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void SetGameServer(CGameContext *pGameServer);
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CEntity *FindFirst(int Type);
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/*
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Function: FindEntities
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Finds entities close to a position and returns them in a list.
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Arguments:
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Pos - Position.
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Radius - How close the entities have to be.
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ppEnts - Pointer to a list that should be filled with the pointers
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to the entities.
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Max - Number of entities that fits into the ents array.
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Type - Type of the entities to find.
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Returns:
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Number of entities found and added to the ents array.
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*/
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int FindEntities(vec2 Pos, float Radius, CEntity **ppEnts, int Max, int Type);
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/*
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Function: InterserctCharacters
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Finds the CCharacters that intersects the line. // made for types lasers=1 and doors=0
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Arguments:
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Pos0 - Start position
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Pos1 - End position
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Radius - How for from the line the CCharacter is allowed to be.
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NewPos - Intersection position
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pNotThis - Entity to ignore intersecting with
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Returns:
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Returns a pointer to the closest hit or NULL of there is no intersection.
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*/
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//class CCharacter *IntersectCharacter(vec2 Pos0, vec2 Pos1, float Radius, vec2 &NewPos, class CEntity *pNotThis = 0);
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class CCharacter *IntersectCharacter(vec2 Pos0, vec2 Pos1, float Radius, vec2 &NewPos, class CCharacter *pNotThis = 0, int CollideWith = -1, class CCharacter *pThisOnly = 0);
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/*
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Function: ClosestCharacter
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Finds the closest CCharacter to a specific point.
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Arguments:
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Pos - The center position.
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Radius - How far off the CCharacter is allowed to be
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ppNotThis - Entity to ignore
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Returns:
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Returns a pointer to the closest CCharacter or NULL if no CCharacter is close enough.
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*/
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class CCharacter *ClosestCharacter(vec2 Pos, float Radius, CEntity *ppNotThis);
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/*
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Function: InsertEntity
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Adds an entity to the world.
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Arguments:
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pEntity - Entity to add
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*/
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void InsertEntity(CEntity *pEntity);
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/*
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Function: RemoveEntity
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Removes an entity from the world.
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Arguments:
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pEntity - Entity to remove
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*/
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void RemoveEntity(CEntity *pEntity);
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/*
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Function: Snap
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Calls Snap on all the entities in the world to create
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the snapshot.
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Arguments:
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SnappingClient - ID of the client which snapshot
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is being created.
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*/
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void Snap(int SnappingClient);
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/*
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Function: Tick
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Calls Tick on all the entities in the world to progress
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the world to the next tick.
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*/
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void Tick();
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/*
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Function: SwapClients
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Calls SwapClients on all the entities in the world to ensure that /swap
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command is handled safely.
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*/
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void SwapClients(int Client1, int Client2);
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// DDRace
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void ReleaseHooked(int ClientID);
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/*
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Function: IntersectedCharacters
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Finds all CCharacters that intersect the line.
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Arguments:
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Pos0 - Start position
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Pos1 - End position
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Radius - How for from the line the CCharacter is allowed to be.
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pNotThis - Entity to ignore intersecting with
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Returns:
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Returns list with all Characters on line.
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*/
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std::list<class CCharacter *> IntersectedCharacters(vec2 Pos0, vec2 Pos1, float Radius, class CEntity *pNotThis = 0);
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};
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#endif
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