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https://github.com/ddnet/ddnet.git
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Merge pull request #7136 from infclass/for-ddnet2
Refactor some core classes (step 1/xxx to shared CGameWorld)
This commit is contained in:
commit
15bdef32a1
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@ -1995,6 +1995,7 @@ set_src(ENGINE_GFX GLOB src/engine/gfx
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image_manipulation.h
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)
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set_src(GAME_SHARED GLOB src/game
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alloc.h
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collision.cpp
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collision.h
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ddracechat.h
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@ -2497,7 +2498,6 @@ if(SERVER)
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upnp.h
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)
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set_src(GAME_SERVER GLOB_RECURSE src/game/server
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alloc.h
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ddracechat.cpp
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ddracecommands.cpp
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entities/character.cpp
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|
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@ -1,7 +1,7 @@
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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_SERVER_ALLOC_H
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#define GAME_SERVER_ALLOC_H
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#ifndef GAME_ALLOC_H
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#define GAME_ALLOC_H
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#include <new>
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@ -939,7 +939,7 @@ void CCharacter::HandleTuneLayer()
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SetTuneZone(GameWorld()->m_WorldConfig.m_UseTuneZones ? Collision()->IsTune(CurrentIndex) : 0);
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if(m_IsLocal)
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m_Core.m_pWorld->m_aTuning[g_Config.m_ClDummy] = *GetTuning(m_TuneZone); // throw tunings (from specific zone if in a tunezone) into gamecore if the character is local
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GameWorld()->m_Core.m_aTuning[g_Config.m_ClDummy] = *GetTuning(m_TuneZone); // throw tunings (from specific zone if in a tunezone) into gamecore if the character is local
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m_Core.m_Tuning = *GetTuning(m_TuneZone);
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}
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@ -1107,7 +1107,7 @@ void CCharacter::GiveAllWeapons()
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CTeamsCore *CCharacter::TeamsCore()
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{
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return m_Core.m_pTeams;
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return GameWorld()->Teams();
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}
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CCharacter::CCharacter(CGameWorld *pGameWorld, int ID, CNetObj_Character *pChar, CNetObj_DDNetCharacter *pExtended) :
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@ -1171,7 +1171,7 @@ void CCharacter::ResetPrediction()
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SetWeaponGot(w, false);
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SetWeaponAmmo(w, -1);
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}
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if(m_Core.m_HookedPlayer >= 0)
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if(m_Core.HookedPlayer() >= 0)
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{
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m_Core.SetHookedPlayer(-1);
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m_Core.m_HookState = HOOK_IDLE;
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@ -1355,9 +1355,7 @@ void CCharacter::Read(CNetObj_Character *pChar, CNetObj_DDNetCharacter *pExtende
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void CCharacter::SetCoreWorld(CGameWorld *pGameWorld)
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{
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m_Core.m_pWorld = &pGameWorld->m_Core;
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m_Core.m_pCollision = pGameWorld->Collision();
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m_Core.m_pTeams = pGameWorld->Teams();
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m_Core.SetCoreWorld(&pGameWorld->m_Core, pGameWorld->Collision(), pGameWorld->Teams());
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}
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bool CCharacter::Match(CCharacter *pChar)
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|
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@ -3,33 +3,23 @@
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#ifndef GAME_CLIENT_PREDICTION_ENTITY_H
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#define GAME_CLIENT_PREDICTION_ENTITY_H
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#include "gameworld.h"
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#include <base/vmath.h>
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#define MACRO_ALLOC_HEAP() \
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public: \
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void *operator new(size_t Size) \
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{ \
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void *p = malloc(Size); \
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mem_zero(p, Size); \
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return p; \
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} \
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void operator delete(void *pPtr) \
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{ \
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free(pPtr); \
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} \
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\
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private:
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#include <game/alloc.h>
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#include "gameworld.h"
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class CEntity
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{
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MACRO_ALLOC_HEAP()
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friend class CGameWorld; // entity list handling
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private:
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friend CGameWorld; // entity list handling
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CEntity *m_pPrevTypeEntity;
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CEntity *m_pNextTypeEntity;
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protected:
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class CGameWorld *m_pGameWorld;
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CGameWorld *m_pGameWorld;
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bool m_MarkedForDestroy;
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int m_ID;
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int m_ObjType;
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@ -41,7 +31,7 @@ public:
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virtual ~CEntity();
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std::vector<SSwitchers> &Switchers() { return m_pGameWorld->Switchers(); }
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class CGameWorld *GameWorld() { return m_pGameWorld; }
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CGameWorld *GameWorld() { return m_pGameWorld; }
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CTuningParams *Tuning() { return GameWorld()->Tuning(); }
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CTuningParams *TuningList() { return GameWorld()->TuningList(); }
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CTuningParams *GetTuning(int i) { return GameWorld()->GetTuning(i); }
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@ -182,11 +182,6 @@ void CGameWorld::RemoveEntities()
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}
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}
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bool distCompare(std::pair<float, int> a, std::pair<float, int> b)
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{
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return (a.first < b.first);
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}
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void CGameWorld::Tick()
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{
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// update all objects
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@ -315,7 +310,7 @@ void CGameWorld::ReleaseHooked(int ClientID)
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for(; pChr; pChr = (CCharacter *)pChr->TypeNext())
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{
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CCharacterCore *pCore = pChr->Core();
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if(pCore->m_HookedPlayer == ClientID)
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if(pCore->HookedPlayer() == ClientID)
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{
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pCore->SetHookedPlayer(-1);
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pCore->m_HookState = HOOK_RETRACTED;
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@ -556,7 +551,7 @@ void CGameWorld::NetObjEnd()
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for(int i = 0; i < MAX_CLIENTS; i++)
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if(CCharacter *pChar = GetCharacterByID(i))
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if(!pChar->m_MarkedForDestroy)
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if(CCharacter *pHookedChar = GetCharacterByID(pChar->m_Core.m_HookedPlayer))
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if(CCharacter *pHookedChar = GetCharacterByID(pChar->m_Core.HookedPlayer()))
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if(pHookedChar->m_MarkedForDestroy)
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{
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pHookedChar->m_Pos = pHookedChar->m_Core.m_Pos = pChar->m_Core.m_HookPos;
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@ -15,8 +15,6 @@ class CEntity;
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class CGameWorld
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{
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friend CCharacter;
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public:
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enum
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{
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@ -97,6 +97,13 @@ void CCharacterCore::Init(CWorldCore *pWorld, CCollision *pCollision, CTeamsCore
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Reset();
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}
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void CCharacterCore::SetCoreWorld(CWorldCore *pWorld, CCollision *pCollision, CTeamsCore *pTeams)
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{
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m_pWorld = pWorld;
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m_pCollision = pCollision;
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m_pTeams = pTeams;
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}
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void CCharacterCore::Reset()
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{
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m_Pos = vec2(0, 0);
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@ -220,7 +220,6 @@ public:
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class CCharacterCore
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{
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friend class CCharacter;
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CWorldCore *m_pWorld = nullptr;
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CCollision *m_pCollision;
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std::map<int, std::vector<vec2>> *m_pTeleOuts;
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@ -236,8 +235,8 @@ public:
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vec2 m_HookTeleBase;
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int m_HookTick;
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int m_HookState;
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int m_HookedPlayer;
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std::set<int> m_AttachedPlayers;
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int HookedPlayer() const { return m_HookedPlayer; }
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void SetHookedPlayer(int HookedPlayer);
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int m_ActiveWeapon;
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@ -272,6 +271,7 @@ public:
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int m_TriggeredEvents;
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void Init(CWorldCore *pWorld, CCollision *pCollision, CTeamsCore *pTeams = nullptr, std::map<int, std::vector<vec2>> *pTeleOuts = nullptr);
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void SetCoreWorld(CWorldCore *pWorld, CCollision *pCollision, CTeamsCore *pTeams);
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void Reset();
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void TickDeferred();
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void Tick(bool UseInput, bool DoDeferredTick = true);
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@ -318,6 +318,7 @@ public:
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private:
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CTeamsCore *m_pTeams;
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int m_MoveRestrictions;
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int m_HookedPlayer;
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static bool IsSwitchActiveCb(int Number, void *pUser);
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};
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@ -206,9 +206,9 @@ void CCharacter::HandleJetpack()
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{
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float Strength;
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if(!m_TuneZone)
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Strength = GameServer()->Tuning()->m_JetpackStrength;
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Strength = Tuning()->m_JetpackStrength;
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else
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Strength = GameServer()->TuningList()[m_TuneZone].m_JetpackStrength;
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Strength = TuningList()[m_TuneZone].m_JetpackStrength;
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TakeDamage(Direction * -1.0f * (Strength / 100.0f / 6.11f), 0, m_pPlayer->GetCID(), m_Core.m_ActiveWeapon);
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}
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}
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@ -255,9 +255,9 @@ void CCharacter::HandleNinja()
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vec2 GroundElasticity;
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if(!m_TuneZone)
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GroundElasticity = vec2(GameServer()->Tuning()->m_GroundElasticityX, GameServer()->Tuning()->m_GroundElasticityY);
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GroundElasticity = vec2(Tuning()->m_GroundElasticityX, Tuning()->m_GroundElasticityY);
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else
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GroundElasticity = vec2(GameServer()->TuningList()[m_TuneZone].m_GroundElasticityX, GameServer()->TuningList()[m_TuneZone].m_GroundElasticityY);
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GroundElasticity = vec2(TuningList()[m_TuneZone].m_GroundElasticityX, TuningList()[m_TuneZone].m_GroundElasticityY);
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Collision()->MoveBox(&m_Core.m_Pos, &m_Core.m_Vel, vec2(GetProximityRadius(), GetProximityRadius()), GroundElasticity);
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@ -470,9 +470,9 @@ void CCharacter::FireWeapon()
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float Strength;
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if(!m_TuneZone)
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Strength = GameServer()->Tuning()->m_HammerStrength;
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Strength = Tuning()->m_HammerStrength;
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else
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Strength = GameServer()->TuningList()[m_TuneZone].m_HammerStrength;
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Strength = TuningList()[m_TuneZone].m_HammerStrength;
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vec2 Temp = pTarget->m_Core.m_Vel + normalize(Dir + vec2(0.f, -1.1f)) * 10.0f;
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Temp = ClampVel(pTarget->m_MoveRestrictions, Temp);
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@ -494,9 +494,9 @@ void CCharacter::FireWeapon()
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{
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float FireDelay;
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if(!m_TuneZone)
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FireDelay = GameServer()->Tuning()->m_HammerHitFireDelay;
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FireDelay = Tuning()->m_HammerHitFireDelay;
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else
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FireDelay = GameServer()->TuningList()[m_TuneZone].m_HammerHitFireDelay;
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FireDelay = TuningList()[m_TuneZone].m_HammerHitFireDelay;
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m_ReloadTimer = FireDelay * Server()->TickSpeed() / 1000;
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}
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}
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@ -508,9 +508,9 @@ void CCharacter::FireWeapon()
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{
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int Lifetime;
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if(!m_TuneZone)
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Lifetime = (int)(Server()->TickSpeed() * GameServer()->Tuning()->m_GunLifetime);
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Lifetime = (int)(Server()->TickSpeed() * Tuning()->m_GunLifetime);
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else
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Lifetime = (int)(Server()->TickSpeed() * GameServer()->TuningList()[m_TuneZone].m_GunLifetime);
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Lifetime = (int)(Server()->TickSpeed() * TuningList()[m_TuneZone].m_GunLifetime);
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new CProjectile(
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GameWorld(),
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@ -534,9 +534,9 @@ void CCharacter::FireWeapon()
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{
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float LaserReach;
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if(!m_TuneZone)
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LaserReach = GameServer()->Tuning()->m_LaserReach;
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LaserReach = Tuning()->m_LaserReach;
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else
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LaserReach = GameServer()->TuningList()[m_TuneZone].m_LaserReach;
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LaserReach = TuningList()[m_TuneZone].m_LaserReach;
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new CLaser(&GameServer()->m_World, m_Pos, Direction, LaserReach, m_pPlayer->GetCID(), WEAPON_SHOTGUN);
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GameServer()->CreateSound(m_Pos, SOUND_SHOTGUN_FIRE, TeamMask());
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|
@ -547,9 +547,9 @@ void CCharacter::FireWeapon()
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{
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int Lifetime;
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if(!m_TuneZone)
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Lifetime = (int)(Server()->TickSpeed() * GameServer()->Tuning()->m_GrenadeLifetime);
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Lifetime = (int)(Server()->TickSpeed() * Tuning()->m_GrenadeLifetime);
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else
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Lifetime = (int)(Server()->TickSpeed() * GameServer()->TuningList()[m_TuneZone].m_GrenadeLifetime);
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Lifetime = (int)(Server()->TickSpeed() * TuningList()[m_TuneZone].m_GrenadeLifetime);
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new CProjectile(
|
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GameWorld(),
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|
@ -572,9 +572,9 @@ void CCharacter::FireWeapon()
|
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{
|
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float LaserReach;
|
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if(!m_TuneZone)
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LaserReach = GameServer()->Tuning()->m_LaserReach;
|
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LaserReach = Tuning()->m_LaserReach;
|
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else
|
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LaserReach = GameServer()->TuningList()[m_TuneZone].m_LaserReach;
|
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LaserReach = TuningList()[m_TuneZone].m_LaserReach;
|
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new CLaser(GameWorld(), m_Pos, Direction, LaserReach, m_pPlayer->GetCID(), WEAPON_LASER);
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GameServer()->CreateSound(m_Pos, SOUND_LASER_FIRE, TeamMask());
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|
@ -601,9 +601,9 @@ void CCharacter::FireWeapon()
|
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{
|
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float FireDelay;
|
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if(!m_TuneZone)
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GameServer()->Tuning()->Get(38 + m_Core.m_ActiveWeapon, &FireDelay);
|
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Tuning()->Get(38 + m_Core.m_ActiveWeapon, &FireDelay);
|
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else
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GameServer()->TuningList()[m_TuneZone].Get(38 + m_Core.m_ActiveWeapon, &FireDelay);
|
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TuningList()[m_TuneZone].Get(38 + m_Core.m_ActiveWeapon, &FireDelay);
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m_ReloadTimer = FireDelay * Server()->TickSpeed() / 1000;
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}
|
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}
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|
@ -768,7 +768,8 @@ void CCharacter::Tick()
|
|||
|
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if(m_Core.m_TriggeredEvents & COREEVENT_HOOK_ATTACH_PLAYER)
|
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{
|
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if(m_Core.m_HookedPlayer != -1 && GameServer()->m_apPlayers[m_Core.m_HookedPlayer]->GetTeam() != TEAM_SPECTATORS)
|
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const int HookedPlayer = m_Core.HookedPlayer();
|
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if(HookedPlayer != -1 && GameServer()->m_apPlayers[HookedPlayer]->GetTeam() != TEAM_SPECTATORS)
|
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{
|
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Antibot()->OnHookAttach(m_pPlayer->GetCID(), true);
|
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}
|
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|
@ -1138,7 +1139,7 @@ bool CCharacter::IsSnappingCharacterInView(int SnappingClientID)
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for(const auto &AttachedPlayerID : m_Core.m_AttachedPlayers)
|
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{
|
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CCharacter *pOtherPlayer = GameServer()->GetPlayerChar(AttachedPlayerID);
|
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if(pOtherPlayer && pOtherPlayer->m_Core.m_HookedPlayer == ID)
|
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if(pOtherPlayer && pOtherPlayer->m_Core.HookedPlayer() == ID)
|
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{
|
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if(!NetworkClippedLine(SnappingClientID, m_Pos, pOtherPlayer->m_Pos))
|
||||
{
|
||||
|
@ -1183,9 +1184,9 @@ void CCharacter::Snap(int SnappingClient)
|
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pDDNetCharacter->m_Flags |= CHARACTERFLAG_SUPER;
|
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if(m_Core.m_EndlessHook)
|
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pDDNetCharacter->m_Flags |= CHARACTERFLAG_ENDLESS_HOOK;
|
||||
if(m_Core.m_CollisionDisabled || !GameServer()->Tuning()->m_PlayerCollision)
|
||||
if(m_Core.m_CollisionDisabled || !Tuning()->m_PlayerCollision)
|
||||
pDDNetCharacter->m_Flags |= CHARACTERFLAG_COLLISION_DISABLED;
|
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if(m_Core.m_HookHitDisabled || !GameServer()->Tuning()->m_PlayerHooking)
|
||||
if(m_Core.m_HookHitDisabled || !Tuning()->m_PlayerHooking)
|
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pDDNetCharacter->m_Flags |= CHARACTERFLAG_HOOK_HIT_DISABLED;
|
||||
if(m_Core.m_EndlessJump)
|
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pDDNetCharacter->m_Flags |= CHARACTERFLAG_ENDLESS_JUMP;
|
||||
|
@ -1261,7 +1262,7 @@ void CCharacter::SetTeleports(std::map<int, std::vector<vec2>> *pTeleOuts, std::
|
|||
{
|
||||
m_pTeleOuts = pTeleOuts;
|
||||
m_pTeleCheckOuts = pTeleCheckOuts;
|
||||
m_Core.m_pTeleOuts = pTeleOuts;
|
||||
m_Core.SetTeleOuts(pTeleOuts);
|
||||
}
|
||||
|
||||
void CCharacter::FillAntibot(CAntibotCharacterData *pData)
|
||||
|
@ -1269,7 +1270,7 @@ void CCharacter::FillAntibot(CAntibotCharacterData *pData)
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|||
pData->m_Pos = m_Pos;
|
||||
pData->m_Vel = m_Core.m_Vel;
|
||||
pData->m_Angle = m_Core.m_Angle;
|
||||
pData->m_HookedPlayer = m_Core.m_HookedPlayer;
|
||||
pData->m_HookedPlayer = m_Core.HookedPlayer();
|
||||
pData->m_SpawnTick = m_SpawnTick;
|
||||
pData->m_WeaponChangeTick = m_WeaponChangeTick;
|
||||
pData->m_aLatestInputs[0].m_TargetX = m_LatestInput.m_TargetX;
|
||||
|
@ -1802,7 +1803,7 @@ void CCharacter::HandleTiles(int Index)
|
|||
{
|
||||
if(m_Core.m_Super)
|
||||
return;
|
||||
int TeleOut = m_Core.m_pWorld->RandomOr0((*m_pTeleOuts)[z - 1].size());
|
||||
int TeleOut = GameWorld()->m_Core.RandomOr0((*m_pTeleOuts)[z - 1].size());
|
||||
m_Core.m_Pos = (*m_pTeleOuts)[z - 1][TeleOut];
|
||||
if(!g_Config.m_SvTeleportHoldHook)
|
||||
{
|
||||
|
@ -1817,7 +1818,7 @@ void CCharacter::HandleTiles(int Index)
|
|||
{
|
||||
if(m_Core.m_Super)
|
||||
return;
|
||||
int TeleOut = m_Core.m_pWorld->RandomOr0((*m_pTeleOuts)[evilz - 1].size());
|
||||
int TeleOut = GameWorld()->m_Core.RandomOr0((*m_pTeleOuts)[evilz - 1].size());
|
||||
m_Core.m_Pos = (*m_pTeleOuts)[evilz - 1][TeleOut];
|
||||
if(!g_Config.m_SvOldTeleportHook && !g_Config.m_SvOldTeleportWeapons)
|
||||
{
|
||||
|
@ -1844,7 +1845,7 @@ void CCharacter::HandleTiles(int Index)
|
|||
{
|
||||
if(!(*m_pTeleCheckOuts)[k].empty())
|
||||
{
|
||||
int TeleOut = m_Core.m_pWorld->RandomOr0((*m_pTeleCheckOuts)[k].size());
|
||||
int TeleOut = GameWorld()->m_Core.RandomOr0((*m_pTeleCheckOuts)[k].size());
|
||||
m_Core.m_Pos = (*m_pTeleCheckOuts)[k][TeleOut];
|
||||
m_Core.m_Vel = vec2(0, 0);
|
||||
|
||||
|
@ -1881,7 +1882,7 @@ void CCharacter::HandleTiles(int Index)
|
|||
{
|
||||
if(!(*m_pTeleCheckOuts)[k].empty())
|
||||
{
|
||||
int TeleOut = m_Core.m_pWorld->RandomOr0((*m_pTeleCheckOuts)[k].size());
|
||||
int TeleOut = GameWorld()->m_Core.RandomOr0((*m_pTeleCheckOuts)[k].size());
|
||||
m_Core.m_Pos = (*m_pTeleCheckOuts)[k][TeleOut];
|
||||
|
||||
if(!g_Config.m_SvTeleportHoldHook)
|
||||
|
@ -1914,9 +1915,9 @@ void CCharacter::HandleTuneLayer()
|
|||
m_TuneZone = Collision()->IsTune(CurrentIndex);
|
||||
|
||||
if(m_TuneZone)
|
||||
m_Core.m_Tuning = GameServer()->TuningList()[m_TuneZone]; // throw tunings from specific zone into gamecore
|
||||
m_Core.m_Tuning = TuningList()[m_TuneZone]; // throw tunings from specific zone into gamecore
|
||||
else
|
||||
m_Core.m_Tuning = *GameServer()->Tuning();
|
||||
m_Core.m_Tuning = *Tuning();
|
||||
|
||||
if(m_TuneZone != m_TuneZoneOld) // don't send tunigs all the time
|
||||
{
|
||||
|
@ -2229,7 +2230,7 @@ void CCharacter::Pause(bool Pause)
|
|||
GameServer()->m_World.m_Core.m_apCharacters[m_pPlayer->GetCID()] = 0;
|
||||
GameServer()->m_World.RemoveEntity(this);
|
||||
|
||||
if(m_Core.m_HookedPlayer != -1) // Keeping hook would allow cheats
|
||||
if(m_Core.HookedPlayer() != -1) // Keeping hook would allow cheats
|
||||
{
|
||||
ResetHook();
|
||||
GameWorld()->ReleaseHooked(GetPlayer()->GetCID());
|
||||
|
@ -2332,5 +2333,6 @@ CClientMask CCharacter::TeamMask()
|
|||
|
||||
void CCharacter::SwapClients(int Client1, int Client2)
|
||||
{
|
||||
m_Core.SetHookedPlayer(m_Core.m_HookedPlayer == Client1 ? Client2 : m_Core.m_HookedPlayer == Client2 ? Client1 : m_Core.m_HookedPlayer);
|
||||
const int HookedPlayer = m_Core.HookedPlayer();
|
||||
m_Core.SetHookedPlayer(HookedPlayer == Client1 ? Client2 : HookedPlayer == Client2 ? Client1 : HookedPlayer);
|
||||
}
|
||||
|
|
|
@ -58,9 +58,9 @@ bool CLaser::HitCharacter(vec2 From, vec2 To)
|
|||
|
||||
float Strength;
|
||||
if(!m_TuneZone)
|
||||
Strength = GameServer()->Tuning()->m_ShotgunStrength;
|
||||
Strength = Tuning()->m_ShotgunStrength;
|
||||
else
|
||||
Strength = GameServer()->TuningList()[m_TuneZone].m_ShotgunStrength;
|
||||
Strength = TuningList()[m_TuneZone].m_ShotgunStrength;
|
||||
|
||||
vec2 &HitPos = pHit->Core()->m_Pos;
|
||||
if(!g_Config.m_SvOldLaser)
|
||||
|
@ -158,7 +158,7 @@ void CLaser::DoBounce()
|
|||
}
|
||||
else if(!m_TuneZone)
|
||||
{
|
||||
m_Energy -= Distance + GameServer()->Tuning()->m_LaserBounceCost;
|
||||
m_Energy -= Distance + Tuning()->m_LaserBounceCost;
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -179,9 +179,9 @@ void CLaser::DoBounce()
|
|||
m_WasTele = false;
|
||||
}
|
||||
|
||||
int BounceNum = GameServer()->Tuning()->m_LaserBounceNum;
|
||||
int BounceNum = Tuning()->m_LaserBounceNum;
|
||||
if(m_TuneZone)
|
||||
BounceNum = GameServer()->TuningList()[m_TuneZone].m_LaserBounceNum;
|
||||
BounceNum = TuningList()[m_TuneZone].m_LaserBounceNum;
|
||||
|
||||
if(m_Bounces > BounceNum)
|
||||
m_Energy = -1;
|
||||
|
@ -279,9 +279,9 @@ void CLaser::Tick()
|
|||
|
||||
float Delay;
|
||||
if(m_TuneZone)
|
||||
Delay = GameServer()->TuningList()[m_TuneZone].m_LaserBounceDelay;
|
||||
Delay = TuningList()[m_TuneZone].m_LaserBounceDelay;
|
||||
else
|
||||
Delay = GameServer()->Tuning()->m_LaserBounceDelay;
|
||||
Delay = Tuning()->m_LaserBounceDelay;
|
||||
|
||||
if((Server()->Tick() - m_EvalTick) > (Server()->TickSpeed() * Delay / 1000.0f))
|
||||
DoBounce();
|
||||
|
|
|
@ -64,13 +64,13 @@ vec2 CProjectile::GetPos(float Time)
|
|||
case WEAPON_GRENADE:
|
||||
if(!m_TuneZone)
|
||||
{
|
||||
Curvature = GameServer()->Tuning()->m_GrenadeCurvature;
|
||||
Speed = GameServer()->Tuning()->m_GrenadeSpeed;
|
||||
Curvature = Tuning()->m_GrenadeCurvature;
|
||||
Speed = Tuning()->m_GrenadeSpeed;
|
||||
}
|
||||
else
|
||||
{
|
||||
Curvature = GameServer()->TuningList()[m_TuneZone].m_GrenadeCurvature;
|
||||
Speed = GameServer()->TuningList()[m_TuneZone].m_GrenadeSpeed;
|
||||
Curvature = TuningList()[m_TuneZone].m_GrenadeCurvature;
|
||||
Speed = TuningList()[m_TuneZone].m_GrenadeSpeed;
|
||||
}
|
||||
|
||||
break;
|
||||
|
@ -78,13 +78,13 @@ vec2 CProjectile::GetPos(float Time)
|
|||
case WEAPON_SHOTGUN:
|
||||
if(!m_TuneZone)
|
||||
{
|
||||
Curvature = GameServer()->Tuning()->m_ShotgunCurvature;
|
||||
Speed = GameServer()->Tuning()->m_ShotgunSpeed;
|
||||
Curvature = Tuning()->m_ShotgunCurvature;
|
||||
Speed = Tuning()->m_ShotgunSpeed;
|
||||
}
|
||||
else
|
||||
{
|
||||
Curvature = GameServer()->TuningList()[m_TuneZone].m_ShotgunCurvature;
|
||||
Speed = GameServer()->TuningList()[m_TuneZone].m_ShotgunSpeed;
|
||||
Curvature = TuningList()[m_TuneZone].m_ShotgunCurvature;
|
||||
Speed = TuningList()[m_TuneZone].m_ShotgunSpeed;
|
||||
}
|
||||
|
||||
break;
|
||||
|
@ -92,13 +92,13 @@ vec2 CProjectile::GetPos(float Time)
|
|||
case WEAPON_GUN:
|
||||
if(!m_TuneZone)
|
||||
{
|
||||
Curvature = GameServer()->Tuning()->m_GunCurvature;
|
||||
Speed = GameServer()->Tuning()->m_GunSpeed;
|
||||
Curvature = Tuning()->m_GunCurvature;
|
||||
Speed = Tuning()->m_GunSpeed;
|
||||
}
|
||||
else
|
||||
{
|
||||
Curvature = GameServer()->TuningList()[m_TuneZone].m_GunCurvature;
|
||||
Speed = GameServer()->TuningList()[m_TuneZone].m_GunSpeed;
|
||||
Curvature = TuningList()[m_TuneZone].m_GunCurvature;
|
||||
Speed = TuningList()[m_TuneZone].m_GunSpeed;
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
|
|
@ -5,7 +5,8 @@
|
|||
|
||||
#include <base/vmath.h>
|
||||
|
||||
#include "alloc.h"
|
||||
#include <game/alloc.h>
|
||||
|
||||
#include "gameworld.h"
|
||||
|
||||
class CCollision;
|
||||
|
@ -60,6 +61,9 @@ public: // TODO: Maybe make protected
|
|||
/* Objects */
|
||||
std::vector<SSwitchers> &Switchers() { return m_pGameWorld->m_Core.m_vSwitchers; }
|
||||
CGameWorld *GameWorld() { return m_pGameWorld; }
|
||||
CTuningParams *Tuning() { return GameWorld()->Tuning(); }
|
||||
CTuningParams *TuningList() { return GameWorld()->TuningList(); }
|
||||
CTuningParams *GetTuning(int i) { return GameWorld()->GetTuning(i); }
|
||||
class CConfig *Config() { return m_pGameWorld->Config(); }
|
||||
class CGameContext *GameServer() { return m_pGameWorld->GameServer(); }
|
||||
class IServer *Server() { return m_pGameWorld->Server(); }
|
||||
|
|
|
@ -947,6 +947,8 @@ void CGameContext::OnTick()
|
|||
m_World.m_Core.m_aTuning[0] = m_Tuning;
|
||||
m_World.Tick();
|
||||
|
||||
UpdatePlayerMaps();
|
||||
|
||||
//if(world.paused) // make sure that the game object always updates
|
||||
m_pController->Tick();
|
||||
|
||||
|
@ -3478,6 +3480,7 @@ void CGameContext::OnInit(const void *pPersistentData)
|
|||
|
||||
m_Layers.Init(Kernel());
|
||||
m_Collision.Init(&m_Layers);
|
||||
m_World.m_pTuningList = m_aTuningList;
|
||||
m_World.m_Core.InitSwitchers(m_Collision.m_HighestSwitchNumber);
|
||||
|
||||
char aMapName[IO_MAX_PATH_LENGTH];
|
||||
|
@ -4010,6 +4013,67 @@ void CGameContext::OnPostSnap()
|
|||
m_Events.Clear();
|
||||
}
|
||||
|
||||
void CGameContext::UpdatePlayerMaps()
|
||||
{
|
||||
const auto DistCompare = [](std::pair<float, int> a, std::pair<float, int> b) -> bool {
|
||||
return (a.first < b.first);
|
||||
};
|
||||
|
||||
if(Server()->Tick() % g_Config.m_SvMapUpdateRate != 0)
|
||||
return;
|
||||
|
||||
std::pair<float, int> Dist[MAX_CLIENTS];
|
||||
for(int i = 0; i < MAX_CLIENTS; i++)
|
||||
{
|
||||
if(!Server()->ClientIngame(i))
|
||||
continue;
|
||||
if(Server()->GetClientVersion(i) >= VERSION_DDNET_OLD)
|
||||
continue;
|
||||
int *pMap = Server()->GetIdMap(i);
|
||||
|
||||
// compute distances
|
||||
for(int j = 0; j < MAX_CLIENTS; j++)
|
||||
{
|
||||
Dist[j].second = j;
|
||||
if(j == i)
|
||||
continue;
|
||||
if(!Server()->ClientIngame(j) || !m_apPlayers[j])
|
||||
{
|
||||
Dist[j].first = 1e10;
|
||||
continue;
|
||||
}
|
||||
CCharacter *pChr = m_apPlayers[j]->GetCharacter();
|
||||
if(!pChr)
|
||||
{
|
||||
Dist[j].first = 1e9;
|
||||
continue;
|
||||
}
|
||||
if(!pChr->CanSnapCharacter(i))
|
||||
Dist[j].first = 1e8;
|
||||
else
|
||||
Dist[j].first = length_squared(m_apPlayers[i]->m_ViewPos - pChr->GetPos());
|
||||
}
|
||||
|
||||
// always send the player themselves, even if all in same position
|
||||
Dist[i].first = -1;
|
||||
|
||||
std::nth_element(&Dist[0], &Dist[VANILLA_MAX_CLIENTS - 1], &Dist[MAX_CLIENTS], DistCompare);
|
||||
|
||||
int Index = 1; // exclude self client id
|
||||
for(int j = 0; j < VANILLA_MAX_CLIENTS - 1; j++)
|
||||
{
|
||||
pMap[j + 1] = -1; // also fill player with empty name to say chat msgs
|
||||
if(Dist[j].second == i || Dist[j].first > 5e9f)
|
||||
continue;
|
||||
pMap[Index++] = Dist[j].second;
|
||||
}
|
||||
|
||||
// sort by real client ids, guarantee order on distance changes, O(Nlog(N)) worst case
|
||||
// sort just clients in game always except first (self client id) and last (fake client id) indexes
|
||||
std::sort(&pMap[1], &pMap[minimum(Index, VANILLA_MAX_CLIENTS - 1)]);
|
||||
}
|
||||
}
|
||||
|
||||
bool CGameContext::IsClientReady(int ClientID) const
|
||||
{
|
||||
return m_apPlayers[ClientID] && m_apPlayers[ClientID]->m_IsReady;
|
||||
|
|
|
@ -285,6 +285,8 @@ public:
|
|||
void OnSnap(int ClientID) override;
|
||||
void OnPostSnap() override;
|
||||
|
||||
void UpdatePlayerMaps();
|
||||
|
||||
void *PreProcessMsg(int *pMsgID, CUnpacker *pUnpacker, int ClientID);
|
||||
void CensorMessage(char *pCensoredMessage, const char *pMessage, int Size);
|
||||
void OnMessage(int MsgID, CUnpacker *pUnpacker, int ClientID) override;
|
||||
|
|
|
@ -6,7 +6,6 @@
|
|||
#include "entity.h"
|
||||
#include "gamecontext.h"
|
||||
#include "gamecontroller.h"
|
||||
#include "player.h"
|
||||
|
||||
#include <engine/shared/config.h>
|
||||
|
||||
|
@ -192,68 +191,6 @@ void CGameWorld::RemoveEntities()
|
|||
}
|
||||
}
|
||||
|
||||
bool distCompare(std::pair<float, int> a, std::pair<float, int> b)
|
||||
{
|
||||
return (a.first < b.first);
|
||||
}
|
||||
|
||||
void CGameWorld::UpdatePlayerMaps()
|
||||
{
|
||||
if(Server()->Tick() % g_Config.m_SvMapUpdateRate != 0)
|
||||
return;
|
||||
|
||||
std::pair<float, int> Dist[MAX_CLIENTS];
|
||||
for(int i = 0; i < MAX_CLIENTS; i++)
|
||||
{
|
||||
if(!Server()->ClientIngame(i))
|
||||
continue;
|
||||
if(Server()->GetClientVersion(i) >= VERSION_DDNET_OLD)
|
||||
continue;
|
||||
int *pMap = Server()->GetIdMap(i);
|
||||
|
||||
// compute distances
|
||||
for(int j = 0; j < MAX_CLIENTS; j++)
|
||||
{
|
||||
Dist[j].second = j;
|
||||
if(j == i)
|
||||
continue;
|
||||
if(!Server()->ClientIngame(j) || !GameServer()->m_apPlayers[j])
|
||||
{
|
||||
Dist[j].first = 1e10;
|
||||
continue;
|
||||
}
|
||||
CCharacter *pChr = GameServer()->m_apPlayers[j]->GetCharacter();
|
||||
if(!pChr)
|
||||
{
|
||||
Dist[j].first = 1e9;
|
||||
continue;
|
||||
}
|
||||
if(!pChr->CanSnapCharacter(i))
|
||||
Dist[j].first = 1e8;
|
||||
else
|
||||
Dist[j].first = length_squared(GameServer()->m_apPlayers[i]->m_ViewPos - pChr->m_Pos);
|
||||
}
|
||||
|
||||
// always send the player themselves, even if all in same position
|
||||
Dist[i].first = -1;
|
||||
|
||||
std::nth_element(&Dist[0], &Dist[VANILLA_MAX_CLIENTS - 1], &Dist[MAX_CLIENTS], distCompare);
|
||||
|
||||
int Index = 1; // exclude self client id
|
||||
for(int j = 0; j < VANILLA_MAX_CLIENTS - 1; j++)
|
||||
{
|
||||
pMap[j + 1] = -1; // also fill player with empty name to say chat msgs
|
||||
if(Dist[j].second == i || Dist[j].first > 5e9f)
|
||||
continue;
|
||||
pMap[Index++] = Dist[j].second;
|
||||
}
|
||||
|
||||
// sort by real client ids, guarantee order on distance changes, O(Nlog(N)) worst case
|
||||
// sort just clients in game always except first (self client id) and last (fake client id) indexes
|
||||
std::sort(&pMap[1], &pMap[minimum(Index, VANILLA_MAX_CLIENTS - 1)]);
|
||||
}
|
||||
}
|
||||
|
||||
void CGameWorld::Tick()
|
||||
{
|
||||
if(m_ResetRequested)
|
||||
|
@ -311,8 +248,6 @@ void CGameWorld::Tick()
|
|||
|
||||
RemoveEntities();
|
||||
|
||||
UpdatePlayerMaps();
|
||||
|
||||
// find the characters' strong/weak id
|
||||
int StrongWeakID = 0;
|
||||
for(CCharacter *pChar = (CCharacter *)FindFirst(ENTTYPE_CHARACTER); pChar; pChar = (CCharacter *)pChar->TypeNext())
|
||||
|
@ -428,7 +363,7 @@ void CGameWorld::ReleaseHooked(int ClientID)
|
|||
for(; pChr; pChr = (CCharacter *)pChr->TypeNext())
|
||||
{
|
||||
CCharacterCore *pCore = pChr->Core();
|
||||
if(pCore->m_HookedPlayer == ClientID && !pChr->IsSuper())
|
||||
if(pCore->HookedPlayer() == ClientID && !pChr->IsSuper())
|
||||
{
|
||||
pCore->SetHookedPlayer(-1);
|
||||
pCore->m_TriggeredEvents |= COREEVENT_HOOK_RETRACT;
|
||||
|
@ -436,3 +371,8 @@ void CGameWorld::ReleaseHooked(int ClientID)
|
|||
}
|
||||
}
|
||||
}
|
||||
|
||||
CTuningParams *CGameWorld::Tuning()
|
||||
{
|
||||
return &m_Core.m_aTuning[0];
|
||||
}
|
||||
|
|
|
@ -39,8 +39,6 @@ private:
|
|||
class CConfig *m_pConfig;
|
||||
class IServer *m_pServer;
|
||||
|
||||
void UpdatePlayerMaps();
|
||||
|
||||
public:
|
||||
class CGameContext *GameServer() { return m_pGameServer; }
|
||||
class CConfig *Config() { return m_pConfig; }
|
||||
|
@ -166,6 +164,12 @@ public:
|
|||
Returns list with all Characters on line.
|
||||
*/
|
||||
std::vector<CCharacter *> IntersectedCharacters(vec2 Pos0, vec2 Pos1, float Radius, const CEntity *pNotThis = nullptr);
|
||||
|
||||
CTuningParams *Tuning();
|
||||
|
||||
CTuningParams *m_pTuningList;
|
||||
CTuningParams *TuningList() { return m_pTuningList; }
|
||||
CTuningParams *GetTuning(int i) { return &TuningList()[i]; }
|
||||
};
|
||||
|
||||
#endif
|
||||
|
|
|
@ -7,7 +7,8 @@
|
|||
|
||||
#include <engine/shared/protocol.h>
|
||||
|
||||
#include "alloc.h"
|
||||
#include <game/alloc.h>
|
||||
|
||||
#include "teeinfo.h"
|
||||
|
||||
#include <memory>
|
||||
|
|
|
@ -100,7 +100,7 @@ void CSaveTee::Save(CCharacter *pChr)
|
|||
m_HookTick = pChr->m_Core.m_HookTick;
|
||||
|
||||
m_HookState = pChr->m_Core.m_HookState;
|
||||
m_HookedPlayer = pChr->m_Core.m_HookedPlayer;
|
||||
m_HookedPlayer = pChr->m_Core.HookedPlayer();
|
||||
m_NewHook = pChr->m_Core.m_NewHook != 0;
|
||||
|
||||
m_InputDirection = pChr->m_SavedInput.m_Direction;
|
||||
|
|
Loading…
Reference in a new issue